Mike Laidlaw wrote...
Now is the time. And I'm still very interested to hear what you folks have to say (unless it is a demand for gameplay videos before we announce anything, that is.
), and we are still working on the formula. If I'm going to ****** you guys off, it's going to be because I still firmly believe that RPGs do need to be more accessible to new players. Not dumbed down, not "consolized" (whatever that means. There are insanely complex games on the console), not diminished, but made less imposing and less terrifying to new players. In part because I want more people to play Dragon Age, and in part because there have been a lot of improvements in gameplay and UI design in the past 15 years, and we can learn from them.
I don't think you have to simplify RPG's to make them less terrifying. I think you (game designers in general) have to do a better job of teaching people to play the game. You know new players can learn to play a complex game because there's WoW, where grandmothers can raid. What does WoW have going for it? Well, its design and its community. The game itself teaches you how to play by how the encounters are designed. Early on you learn not to pull aggro from a tank. But the enemies are wimpy. So a mistake isn't devastating. By Scarlet Monastery, the instances are constructed with tighter, bigger packs. So you learn the importance of movement and pulling. Pull two packs and you die. That means you can't just run around like an idiot stirring up trouble. Later there are patrols. And you have to pull the patrol in the right places. You don't want them to join in while you're fighting something else, of course. Then there are mage patrols that have to silenced or LOS'd (you go somewhere they can't target you and force them to reposition) to get them to come to you. And then there are characters that can run from you like archers that run backwards...so you might want to up them in your "kill order" so that you can lock them down and kill them fast before they run back and maybe trigger another group. And so forth. Or if you have a boss fight that combines say 1) boss postioning of something with a frontal cleave, meaning don't let it face others 2) wearing effective health gear as opposed to avoidance gear or damage gear because higher health can be the difference between being able to take 1 hit or 2 hits before heal and this is more important than a higher dodge when the "time to death" is so short 3) dodging bombs in a phase 4) keeping a defensive ability up at all times 5) using a proper threat rotation...then it helps to have already been introduced to concepts 1 through 5 in pieces during earlier encounters rather than all at once in an unforgiving encounter. (I'm just giving examples from another game about encounter progression--not suggesting Dragon Age should copy WoW in details. After all there's a fundamental difference between DA and WoW. In WoW you control one person. In DA you control four.)
So what about in Dragon Age? "What has to happen for a person to learn how to taunt with a warrior or drop or shift aggro with their rogue? (I'm not sure why anyone would know this unless they already knew it from another game and then noticed how DA2 is different.) What's going to teach a person what the most important thing to kill is? (I guess it's plainly obvious that assassins need to die. But it's not a lot of variety.) What's a good order to kill things in? (Kill order only matters when there's a variety and in DA2 most things are mindless. But kill order is a source of problem solving and fun.) What's going to cause a person to learn how to move his party? (You could argue that ARW and the last boss in Legacy are out of nowhere because they might be the only time you ever have to think about party movement.) So I'd rather you guys know what skills you're going to test and then design progressive encounters that let new players pass those tests a piece at a time so that they can graduate to the deeper rewards of RPG combat as the game goes on. So you shouldn't dumb down so much as teach up. (Yes, I agree there's needless complexity that can be eliminated. But there's good complexity that must be saved and built upon!)
I think RPG's are often bad teachers that rely on the motivated gamer that's going to read the tables in the instruction manual or alt-tab to the forum cheatsheet or to some wiki. Take Baldur's Gate II. At the beginning of the game there's a clay golem that can't die unless you use blunt weapons on it. If someone doesn't know AD&D...well, how many players quit that game in the first dungeon because they didn't know to equip a stupid staff or something?
At any rate, I think you can keep all the complexity you want so long as you build a bridge to it. That's one point.
The other point goes back to WoW again. Some people have the motivation to read an instruction booklet, or experiment in game and read combat logs or go read a strategy guide on a wiki. But most don't. In WoW, those people ask the few nerds every guild has what to do. They're the ones that dig deeper. And they teach everyone else. There's no teacher inside a single-player game though to help those players.
So maybe the NPC's should be there to help the player.
Combat banter. Especially early on. Aveline can talk about the sorts of things she can do in a fight (without breaking the fourth wall) and tooltips after early companion interaction can explain the UI (which does break fourth wall--but it's okay).
Hell, maybe not just combat banter. Maybe I could click on Merrill and ask for help on a puzzle. She's supposed to be smart, right? "Hmm, let's see here. What about this pattern on a wall? Do you think that's some kind of hint as to what kind of order we should be arranging things? Part of a puzzle is figuring out what you're supposed to do, right? Hmm, I wonder if anyone ever designed one of these mazes and put a puzzle in and then deliberately put hints on the walls that wouldn't help. They would just mislead and you'd spend forever doing the wrong thing. Hmm, maybe that's where all the dead bodies come from. I...no, nevermind me." Thanks, Merrill.
Modifié par Giltspur, 04 août 2011 - 06:49 .