taine wrote...
jds1bio wrote...
Even though for us this work is worth it (and I know this doesn't sit well with some longtime RPG fans), at least DA2 tried to lower the barrier by allowing someone to get into the action right away. But I'm not really sure how much more you can lower it beyond what was already done in Mass Effect 2. Lowering the barrier that far doesn't seem to conform to being part of the line of the spiritual successor to Baldur's Gate.
Yes, and yet in spite of this 'barrier lowering', more people played DA:O than played DA2.
All this talk of accessibility is frankly badly underestimating the audience for DA games and RPGs in general. I'm not talking about 'PC-elitist' gamers, just the type of people who will be willing to give this sort of game a try. Like it or not, you are not going to convert the majority of the 25 million COD players. They just have no interest at all in playing anything else (except maybe Madden). Many of those people however are willing to try something different, and it *should* be something different, not an attempt to make a cRPG more 'actiony' to purposefully appeal to the demographic. If a shooter fan wants to play an action game, they will play an action game. If they want to try out an RPG, you should give them an RPG. As many people on this thread have already stated, a good in-game tutorial and a very interesting opening sequence (which DA2 frankly did not have, while Origins did in spades) lowers accessibility far more than stripping out options and complexity.
If you want to make an action game, that's great. I liked Jade Empire a lot and I'd love to get my hands on a sequel. I'm sure Bioware would do a good job. DA, however, is an RPG franchise, billed as a successor to BG. I know marketing folks and EA demagogues want to go after the much larger FPS audience, but sometimes it's better to just be happy with what you are.
I will maintain that RPGs aren't all that terribly complex, really. Take Baldur's Gate, for example. You have stats based on PnP principles, like THAC0, Armour class, and Saving Throws, and while this might seem intimidating at first, what does those things represent, in essnece? THAC0 is your chance to hit, Armour class is your chance to avoid being hit, and saving throws are your chance to resist certain effects. A proper attempt at "streamlining" or "making the system more accessible" would be to present these concepts in way that's intuitive and easy to understand.
If you want complex, read Falcon 4.0's manual in all it's 570 pages. THAT is complexity, THAT is a barrier to entry. Which is why detailed flight sims are a tiny niche market. RPGs are not a tiny niche market.





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