I'm a little late to this party, so some of this might have already been shared.
1) Moments where you felt like control was taken away from you by the cinematics. Were there moments where you felt 'hey, that's not something my Hawke would ever do!' that were not writing related. I realize this can be a bit odd of a concept to grasp, so let me reiterate - times where, while the lines and intent of the writing wasn't necessarily a problem, but in the context of the scene your character did something or had a particular expression that just took you out of the moment?
It would be great to see more protagonist-centric cut-scenes that are not just based upon class, but based upon "personality." An aggressive Hawke is far more likely to charge into the next room, ready to bust heads while the diplomatic Hawke would probably be more cautious and more observant.
For example, in Legacy, right before Hawke and Co. encounter their first genlocks in DA2, all Hawkes kick the door in. Frankly, I think only my aggressive Hawke would have behaved in this fashion... My sarcastic/funny Hawke probably would have non-chalantly opened the door and then said "Oh, ****" when she saw the genlocks. However, my diplomatic Hawke would have opened the door with purpose and ordered, "Weapons!" when he saw that dwarf being eaten alive. In short, the cinematics, like the dialogue, would have matched the Hawke's personality.
2) Things you wanted to see more of. We've gotten some good feedback from you guys about the 5 different killing blows at the end of Legacy, and we'd definitely like to do more of that (though they may not always be quite as unique as those five, the idea that each weapon-type gets its own little flair is something we believe adds to the experience). But stuff like that.
I'd like to see more unique bosses and enemies. There's a pretty low palette of monsters and enemies, so it feels like a lot of repeating. The final fight against Corypheus was a great idea and, for me at least, a worth while fight. The only thing about that battle I hated was that there was no contextual reason why he couldn't be attacked while he was on the dias: you just couldn't target him. After all, you could still target the high dragon in the Bone Pit and she was on a precipus some 50 feet or more away! Would it have been too difficult to show him surrounded by a mystical shield or something that defied any sort of assault?
It was nice to see the return of the genlocks and especially nice to see the return of the alphas, particularly in that they were very different from their baser cousins. Still, we kept on seeing a lot of the same, which eventually results in certain enemies losing their "oomph." I remember when revenants were real terrors in DAO; they rarely showed up, but when they did, you were in for hell. Now, revenants are just another critter to kill. Same with pride demons. They were everywhere in Legacy (and a bit too visible in DAII proper)... They little "trick" of the mirror images didn't help, and a bigger health bar doesn't scare after a while.
3) Moments where you noticed a lack of/opportunities for ambient storytelling. What's ambient storytelling? Glad you ask! It's those times where stuff happens around you while you're walking around, and it helps tell the story. Clear as mud. More specifically, it's those little touches like when you see guards patrolling on a wall, or a smith in a forge moving from his anvil and back again. This is something we'd like to push more in the future, and examples where you guys thought to yourself 'hey, why is X not happening?' would be useful. This last point is a tricky one - engine limitations exist. But still. That's our problem, not yours.
Well, the game almost had too little of this sort of thing. Kirkwall's supposed to be a huge city, but it never felt huge. It felt like a town with big buildings. Arguably, Denerim was the same, but you did ask. Furthermore, when combat breaks out, no one moves. This was the same in DAO, but at least there, the guards typically came to the rescue (or to attack you). Why were there no night patrols? I'd love to see cities akin to what you see in Assassin's Creed. Yes, this is a different game, but as an RPG (which needs to get rid of just a little of the recently added "Action" prefix), having a living, breathing world is key. So, while the Deep Roads should be devoid of lots of things (aside from those awesome ecological battle encounters), certain areas in Kirkwall, a place where you spend 50% of your time, should feel like a lot's going on and that people are involved in that going on.
I'll add that I'm a huge fan of cinematic cut scenes. In many ways, they function as the exposition that a GM in a pen-and-paper RPG reads or describes. It would be awesome to have more of them so long as they don't take away from the story or have an impact on the kind of graphics you guys can generate. Even though I am no longer as intimidated by a revenant's appearance, that scene when Janeka summons the revanant surrounded by four arcane horrors was awesome because of the revanent's action. I also like the little "trick" during the "final blow" against Corypheus. You can just barely see either Larius or Janeka behind you stumbling... Very clever.
As a shameless plug, I wrote a list of RPG elements in another thread that I think touches on other matters more closely to writing and storytelling. Hope it's not too presumptuous of me to include a link to that thread
here.
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Thanks!
Editado por The Serge777, 05 agosto 2011 - 07:38 .