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Ken Rolsten and Mike Laidlaw: on the same page.


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#226
Ariella

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CoS Sarah Jinstar wrote...

And at the end of the day DA2's "evolution" as you put it, still managed to sell far less copies than Origins. Gee wonder why? At any rate I was looking forward to Reckoning. But every new bit of info that's come out since E3, makes me less and less intererested.

To act like there isn't a large market for titles like Origins, or Baldur's Gate imo is flat out laughable.


There's a large different between conception/philosophy of design and implementation.

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

Were there parts of DA2 that could have been implemented better: yes, but there were parts of DAO that could have been implemented better as well. Neither game was perfect, which is probably a good thing since if they were, according to some Native American traditions, they'd be shuffling off the mortal coil if they'd managed to reach perfection. But none of this makes what Ken Rolston, Mike Laidlaw and now JE Sawyer are saying, but making the games more accessable to an audience, you widen it.

#227
Sylvius the Mad

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Ariella wrote...

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

You don't need a larger market if you don't waste development resources on features that are unreleated to gameplay.  That "cinematic style" adds nothing to the game.  I'd say it dimishes the game considerably both by limiting player agency and damaging the fidelity of the PC's point-of-view.

#228
Hurbster

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Hasn't DA2 sold less than Origins ?

#229
Mike_Neel

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You can't fault ML for wanting to make an action heavy RPG that he wants to play any more than he can fault you for not wanting to buy said action heavy RPGs. It's a free market after all. He can make the games he wants, and you can buy or not buy the games you want. To say he or Bioware is a bad company for it is kind of silly. Just because Bioware is done with slower tactic based RPGs doesn't mean the genre as a whole is dead.

Sure he's not as humble about it with the whole we know better than you what makes a good RPG as taste is subjective, but this is the internet after all and I'm sure we've all at one point or another disregarded someone entirely simply because we felt our personal opinion to be superior to theirs. In fact I'm sure quite a bit of you skip a post simply because the poster posting it has at one point or another said something you don't like.

#230
CoS Sarah Jinstar

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Ariella wrote...

CoS Sarah Jinstar wrote...

And at the end of the day DA2's "evolution" as you put it, still managed to sell far less copies than Origins. Gee wonder why? At any rate I was looking forward to Reckoning. But every new bit of info that's come out since E3, makes me less and less intererested.

To act like there isn't a large market for titles like Origins, or Baldur's Gate imo is flat out laughable.


There's a large different between conception/philosophy of design and implementation.

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

Were there parts of DA2 that could have been implemented better: yes, but there were parts of DAO that could have been implemented better as well. Neither game was perfect, which is probably a good thing since if they were, according to some Native American traditions, they'd be shuffling off the mortal coil if they'd managed to reach perfection. But none of this makes what Ken Rolston, Mike Laidlaw and now JE Sawyer are saying, but making the games more accessable to an audience, you widen it.


Right, just ignore the numbers Origin did, and titles like BG, and other various complex RPG's have done. I keep forgeting, this current generation can't be bother to have customization or depth in games.  Too hard! :whistle:

Modifié par CoS Sarah Jinstar, 18 août 2011 - 10:52 .


#231
Ariella

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Addai67 wrote...

Ariella wrote...
There's a long list of things that were cut from DAO as well: commoner origin, the nemesis concept to name two, but I don't see you claiming that these things were cut in an attempt to swindle you out of money or dumn down the game.

Because DAO was longer, with more content and far more detail?


DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.

#232
CoS Sarah Jinstar

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Ariella wrote...

Addai67 wrote...

Ariella wrote...
There's a long list of things that were cut from DAO as well: commoner origin, the nemesis concept to name two, but I don't see you claiming that these things were cut in an attempt to swindle you out of money or dumn down the game.

Because DAO was longer, with more content and far more detail?


DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.


Sure pointless Fedex quests that have zero depth or any connection to the story either are so much better. Of course, how silly of us. /facepalm

#233
Mike_Neel

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Ariella wrote...


DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.


To be fair, those quests were a lot better than 1: Find Item 2: Return Item 3: Collect gold or 1:Kill Gang at Night 2: Storm Gangs Hideout 3: Collect Gold

#234
Maconbar

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CoS Sarah Jinstar wrote...

Ariella wrote...

Addai67 wrote...

Ariella wrote...
There's a long list of things that were cut from DAO as well: commoner origin, the nemesis concept to name two, but I don't see you claiming that these things were cut in an attempt to swindle you out of money or dumn down the game.

Because DAO was longer, with more content and far more detail?


DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.


Sure pointless Fedex quests that have zero depth or any connection to the story either are so much better. Of course, how silly of us. /facepalm

Well they do give the completionists something to worry about. Fortunately both games offered a reasonable number of fetch quests.

#235
Ariella

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CoS Sarah Jinstar wrote...

Ariella wrote...

CoS Sarah Jinstar wrote...

And at the end of the day DA2's "evolution" as you put it, still managed to sell far less copies than Origins. Gee wonder why? At any rate I was looking forward to Reckoning. But every new bit of info that's come out since E3, makes me less and less intererested.

To act like there isn't a large market for titles like Origins, or Baldur's Gate imo is flat out laughable.


There's a large different between conception/philosophy of design and implementation.

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

Were there parts of DA2 that could have been implemented better: yes, but there were parts of DAO that could have been implemented better as well. Neither game was perfect, which is probably a good thing since if they were, according to some Native American traditions, they'd be shuffling off the mortal coil if they'd managed to reach perfection. But none of this makes what Ken Rolston, Mike Laidlaw and now JE Sawyer are saying, but making the games more accessable to an audience, you widen it.


Right, just ignore the number's Origin did, and titles like BG, and other various complex RPG's have done. I keep forgeting, this current generation can't be bother to have customization or depth in games.  Too hard! :whistle:


You might want to watch your mouth. Making assumptions might just make you look like an.... well, I'm sure you know the rest.

If you really want my resume, gaming wise, I started with Bard's Tale 3 on the computer and the Robotech RPG from Paladium on table top, from there I moved to Ultima 5-9, both parts of the Xeen Might and magic series, all the gold box games along with one of the best and most streamlined RPGs: QfG, and on the table I was playing 2nd ed AD&D, Shadowrun, West End's Star Wars and World of Darkness. So, I'm not this "current generation" by a long haul. However, I'd like, one day, to be able to introduce my daughters to the types of games I enjoy. If designers have found a way to make interfaces more intuitive and not requiring the reading of a hundred page manual to play, I'm all for it, because it means more time actually play time, which would be the entire point.

This has nothing to do with customization and depth, it has to do with mechanics that are supurflous to the game and only there because it's the legacy of table top that requires them to be there, nothing in the story or the customization.

#236
Addai

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Ariella wrote...
DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.

They're called side quests for a reason.  If it kills your roleplay, don't do them or wait to do them on a replay.

You can't say that the slapdash nature of some of the stuff in DA2 was due to creative decisions.  That's laughable.  Even the devs admit they just didn't have the time and money to do the things they wanted to do.

#237
Addai

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Mike_Neel wrote...
To be fair, those quests were a lot better than 1: Find Item 2: Return Item 3: Collect gold or 1:Kill Gang at Night 2: Storm Gangs Hideout 3: Collect Gold

As I discussed with someone on Twitter, they did at least take the trouble to name the Fed Ex quests, although it might as well have been "Take Object A to NPC # 284."

Modifié par Addai67, 18 août 2011 - 11:06 .


#238
Maconbar

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Ariella wrote...

CoS Sarah Jinstar wrote...

Ariella wrote...

CoS Sarah Jinstar wrote...

And at the end of the day DA2's "evolution" as you put it, still managed to sell far less copies than Origins. Gee wonder why? At any rate I was looking forward to Reckoning. But every new bit of info that's come out since E3, makes me less and less intererested.

To act like there isn't a large market for titles like Origins, or Baldur's Gate imo is flat out laughable.


There's a large different between conception/philosophy of design and implementation.

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

Were there parts of DA2 that could have been implemented better: yes, but there were parts of DAO that could have been implemented better as well. Neither game was perfect, which is probably a good thing since if they were, according to some Native American traditions, they'd be shuffling off the mortal coil if they'd managed to reach perfection. But none of this makes what Ken Rolston, Mike Laidlaw and now JE Sawyer are saying, but making the games more accessable to an audience, you widen it.


Right, just ignore the number's Origin did, and titles like BG, and other various complex RPG's have done. I keep forgeting, this current generation can't be bother to have customization or depth in games.  Too hard! :whistle:


You might want to watch your mouth. Making assumptions might just make you look like an.... well, I'm sure you know the rest.

If you really want my resume, gaming wise, I started with Bard's Tale 3 on the computer and the Robotech RPG from Paladium on table top, from there I moved to Ultima 5-9, both parts of the Xeen Might and magic series, all the gold box games along with one of the best and most streamlined RPGs: QfG, and on the table I was playing 2nd ed AD&D, Shadowrun, West End's Star Wars and World of Darkness. So, I'm not this "current generation" by a long haul. However, I'd like, one day, to be able to introduce my daughters to the types of games I enjoy. If designers have found a way to make interfaces more intuitive and not requiring the reading of a hundred page manual to play, I'm all for it, because it means more time actually play time, which would be the entire point.

This has nothing to do with customization and depth, it has to do with mechanics that are supurflous to the game and only there because it's the legacy of table top that requires them to be there, nothing in the story or the customization.

I think that all posters should be required to attach their RPG CVs or at least a resume that details their significant accomplishments in RPing.

#239
Ariella

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CoS Sarah Jinstar wrote...

Ariella wrote...

Addai67 wrote...

Ariella wrote...
There's a long list of things that were cut from DAO as well: commoner origin, the nemesis concept to name two, but I don't see you claiming that these things were cut in an attempt to swindle you out of money or dumn down the game.

Because DAO was longer, with more content and far more detail?


DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.


Sure pointless Fedex quests that have zero depth or any connection to the story either are so much better. Of course, how silly of us. /facepalm


Nice of you to agree since a good portion of DAO's quests were FedEx that had you running across Fereldan during the Blight to find what, garnets?

At least in DA2, it's a case of happening upon something while working on an actual quest and returning it after, and those are minor (thirteen in Act one 10 in Act two) compared to some of the side quests the Chanter's board, or the Mages, or the mercs, or the thieves guild in DAO had. If that stuff had been cut and quests that actually had to do with either the Blight or the civil war were added, it would have made DAO an even better game.

#240
bEVEsthda

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Ariella wrote...

Uzzy wrote...

Well, that and some people actually rather like having their games 'trapped' in table top conventions, and appreciate the slower, more methodical form of combat that we used to have. For us really weird people, this isn't an evolution..


Just because you don't like it, doesn't make it an evolution. The word has no real value based in it's denotation.

But like everything else, games have to adapt to current market situations. We saw it once with BG, and when others tried to pull back to  Gold Box type levels, they got trashed (Pool of Radiance: Shadows of Myth Drannor comes to mind) When the move was made from 2D to 3D graphics, certain games got pummelled for not making the move: ToEE again, is a good example of that RPG genre.

Things change, you don't have to like them, but there is change. However, you might want to consider the mindset. BG really wasn't that slow paced. Yes, you could pause, but it was real time, like now. I don't see much difference in that except the fact that the graphics are different, and the response time from the characters is better now. Why wouldn't anyone want their character to respond to commands immediately rather than there being a pause in the flow of combat?

Now, I hate combat, I've hated it since Table Top. I found it to be one of those things to be endured, not enjoyed, and if anything pulled me out of a game, it was the combat. This was true in Table Top, Larp, and CRPGs... Until DA2. Dragon Age 2's combat system felt like a natural extention of the game, not something to be endured. It was quick, had numberous options at the ready that didn't slow the pace, and it did what I wanted with a minimum of fuss. Nice and painless (and when I say painless I mean, I wasn't sitting there eithe bored or frustrated with the combat).


(there's a lot of posts in this thread that I feel are annoying, so I'm going to post in the same spirit and manner).

There's a thing that is quite 'strange' with Ariella's post. The claim to "I hate combat". Yet DA2 gameplay is all about combat, and unrealistic, broken-out anime-combat at that. There isn't anything else. It's all DA2 is about. Someone is not being honest here. The DA2 combat is easy to get through, I give that. But why play RPGs for easy combat? Even if you hate combat? Or is it the movies that Ariella appreciate so much? Eh? Or the speaking PC? Is it that which is so fabulous?

Me, I like combat. And I even like action. I play first person shooters, I play japanese console fighting games.

BUT I DON'T PLAY cRPGs FOR 'FUN' COMBAT! Combat in a RPG serves a different purpose for me. It provides the dread, the obstacle, the challenge and danger of the RPG story and -importantly- RPG decisions. If you just make it a path of console game levels you have to pass through on your railway journey, you take away that quality completely.

As some kind of game in itself, DA2 combat is 'fun', M.L. did partially do a good job with that. But I still think DA2 sucks horse manure through straw, and I still think DA2 combat is ridiculous and does a lot to ruin the game. Now, if they could somehow try to make it better anchored in some kind of realism, - make non-magic effects less fantastic and change the over the top animations, it would do a lot to improve the game. Get more RPG elements back in and change the styling&mood of the game to more serious, and we could have a winner in DA3. I'm not ruling it out.

I'd still have reservations about DA2 combat though. The isolation of combat from the rest of the game. In BG & IWD, the way combat plays out affects everything, including further combat encounters, so it's not only tactical but somewhat strategic as well. But apparently that is too complex gameplay for Bioware's current younger designers to cope with. Fair enough, so be it.
I still say tactical combat is more fun than action. And that BG, IWD has great combat gameplay. Much , much better than DA2. And that the PC version of DA:O, before the 1.01 patch, wasn't quite bad. Problem with DA:O is that blocking access didn't really work, breaking much of the tactical element. DA2 was an improvement in that regard. Unfortunately it doesn't make DA2 a winner. You only have to spam fantastic effects and 'combos' as early, fast and much as you can. That doesn't make up 'tactical' for me. Pace (less anime-hysteric), realism and variety are other things that make DA:O a winner by far.
And for Ariella: If you dislike it so much, feel so frustrated, whatever, just lower the difficulty.

I appreciate that sales demands lowering things to the standards of people who grew up with consoles Posted Image (my snobbish, elitist comment of the day). But neither making something 'action' nor making it play fast is evolution or moving things 'forward'. It may be moving things more to the taste of M.Laidlaw, confused marketing people and a vocal minority of players. But it's not advancing things or 'more modern'. Scrolling shooters, Mario and Donkey Kong platformers existed long before BG and tactic&strategy gems like X-COM. And yes, Mario is a more successful franchise than BG. But go off and make your dam console platformer then, don't try to change a different game and a different genre into it.
 
Let's cut this "Oohho hoo, cool!"&"Awesome" nonsens of EA-marketings "squeeling nine years olds" and make a 18+ game that takes itself serious.
Ken Rolsten's PR inteview is all about projecting EA-marketings beliefs. EA marketing department is always wrong. They have always been wrong and they will always be wrong. Don't trust them. Remember Spore.

Modifié par bEVEsthda, 18 août 2011 - 11:28 .


#241
CoS Sarah Jinstar

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Ariella wrote...

CoS Sarah Jinstar wrote...

Ariella wrote...

CoS Sarah Jinstar wrote...

And at the end of the day DA2's "evolution" as you put it, still managed to sell far less copies than Origins. Gee wonder why? At any rate I was looking forward to Reckoning. But every new bit of info that's come out since E3, makes me less and less intererested.

To act like there isn't a large market for titles like Origins, or Baldur's Gate imo is flat out laughable.


There's a large different between conception/philosophy of design and implementation.

And there isn't a large market for titles like Origins. The RPG market in general is a niche market that isn't huge to begin with, and a lot of the limitations that BG had you can't really get away with in the new market because of certain expectations, one of which being three dimensional graphics and cinematic style.

Were there parts of DA2 that could have been implemented better: yes, but there were parts of DAO that could have been implemented better as well. Neither game was perfect, which is probably a good thing since if they were, according to some Native American traditions, they'd be shuffling off the mortal coil if they'd managed to reach perfection. But none of this makes what Ken Rolston, Mike Laidlaw and now JE Sawyer are saying, but making the games more accessable to an audience, you widen it.


Right, just ignore the number's Origin did, and titles like BG, and other various complex RPG's have done. I keep forgeting, this current generation can't be bother to have customization or depth in games.  Too hard! :whistle:


You might want to watch your mouth. Making assumptions might just make you look like an.... well, I'm sure you know the rest.

If you really want my resume, gaming wise, I started with Bard's Tale 3 on the computer and the Robotech RPG from Paladium on table top, from there I moved to Ultima 5-9, both parts of the Xeen Might and magic series, all the gold box games along with one of the best and most streamlined RPGs: QfG, and on the table I was playing 2nd ed AD&D, Shadowrun, West End's Star Wars and World of Darkness. So, I'm not this "current generation" by a long haul. However, I'd like, one day, to be able to introduce my daughters to the types of games I enjoy. If designers have found a way to make interfaces more intuitive and not requiring the reading of a hundred page manual to play, I'm all for it, because it means more time actually play time, which would be the entire point.

This has nothing to do with customization and depth, it has to do with mechanics that are supurflous to the game and only there because it's the legacy of table top that requires them to be there, nothing in the story or the customization.


Regardless of your gaming resume, which I really couldn't care less about. Calling DA2's side quests better for the sake that they have even less depth than Origins, just comes off as kinda insulting imo.

At least with Origins and past titles your choices superfurflous or not, at least gave the illusion of choices mattering, which is kinda what RPG's are about, or used to be anyway.

#242
Ariella

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Addai67 wrote...

Ariella wrote...
DAO had a metric tonne of quests that were unconnected to the story and really didn't make much sense to complete if you were one a tight schedule (which the warden was supposed to be), complaints that the storyline, graphics were either generic or ripoffs of JRR Tolkien, George RR Martin, or Robert Jordan. And that just to start.

Things were cut, it happens, sometime because of time contraints, sometimes because they just don't work with what you're trying to accomplish. That's how the creative process works.

They're called side quests for a reason.  If it kills your roleplay, don't do them or wait to do them on a replay.

You can't say that the slapdash nature of some of the stuff in DA2 was due to creative decisions.  That's laughable.  Even the devs admit they just didn't have the time and money to do the things they wanted to do.


Some of the things that have been brought up as being removed for time contraints are lack of race choice, which wasn't . It was done because of the story they wanted to tell which is why I said for time constraints and creative reasons.

Yes, but sometimes side quests can't be avoided because of meta game constraints ie character isn't high enough level to handle a certain foe. It weighted DAO down, and subtracted from the sense of urgency. Not all the quests were like this, but a lot of them were.

#243
AngryFrozenWater

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Ariella wrote...

AngryFrozenWater wrote...

Ariella wrote...

AngryFrozenWater wrote...

You may have looked at what I wrote, but you don't really accept it. Each of those examples can be dismissed one by one. However, seeing all those together paints a picture. You can go on denying that of course. And you can of course keep on looking at Ken and Mike as visionaries based on what you view as great concepts. Those very same concepts to me point into another direction: Cost reduction and development time reduction.

Thing is, you have no viable proof. There's no physical evidene, no smoking gun proving that all the signs you claim were done for cost and time reductions were actually done for those reasons.

You need proof, and until you can point out viable evidence that contradicts what's been said, all you have is specualtion and you give me no real reason to accept it.

As for Ken and Mike's comments on design philosophy. I look at it this way. We're talking about two men in the business with two very different backggrounds.

Mike, it looks like, has been doing this since 2003, all with Bioware. He started with Hordes of the Underdark, did turns on Mass Effect and Jade Empire before coming Lead for the DA team.

Ken, prior to working on CRPGs worked on games like D&D, AD&D, Paranoia, and Warhammer Fantasy RPG. He also won an H.G Wells award for best RPG for Paranoia. He worked both on Morrowind and Oblivion as Lead Designer, and has about 25 years in the gaming industry.

These guys from from two very different starts in the market, but they came to the same basic conclusions: mechanics can be scary, and RPGs have a rep for being very mechanics heavy. But it doesn't have to be like that, especially for CRPGs.

I think Legacy says a lot about this philosophy, because it manages both good design and implementation.

When it comes down to it, it's the experience of the game, the fun, the joy the sorrow everything that you go through with the characters that matters most. That's where the fun is.

The long list of things that have been cut from the game cannot be denied. Sorry. Each one on that list can be dismissed with some kind of reasoning. That's not the point. The point is that all these things together paints a picture of cutting stuff from the game. Dumbing it down. Marketing calls that streamlining. Fine. I don't see a list of features that has been added to the game. To me the things that are supposed to be added to DA2 are rationalizations dreamed up by the marketing department to sell all the stuff that has been cut from the game.


There's a long list of things that were cut from DAO as well: commoner origin, the nemesis concept to name two, but I don't see you claiming that these things were cut in an attempt to swindle you out of money or dumn down the game.

Things get cut from games, it's part of the process. But you seem to believe that everything that was cut was cost saving, when we don't know that for a fact. Unless you lived with the development of DA2 as a part of the team, you aren't going to know the exact reasons for anything, if they worked or they didn't etc. None of us are.

There was nothing cut from DA:O. It was the first of an IP. It had more dev time than was probably healthy for the company. What I am talking about are the things that were present in DA:O and were removed from DA2.  And you know it. I am not taking you serious anymore. Sorry.

Modifié par AngryFrozenWater, 18 août 2011 - 11:18 .


#244
Addai

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Ariella wrote...
Nice of you to agree since a good portion of DAO's quests were FedEx that had you running across Fereldan during the Blight to find what, garnets?

Which was part of a long, involved side quest chain which had an actual story line and connection to Fereldan politics.  Not a great example there.

Sometimes quests should add to the game world and the lore.  They don't all have to have main-plot relevance.

#245
Maconbar

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AngryFrozenWater wrote...

There was nothing cut from DA:O. It was the first of an IP. It had more dev time than was probably healthy for the company. What I am talking about are the things that were present in DA:O and were removed from DA2.  And you know it. I am not taking you serious anymore. Sorry.


Nothing was cut from DA:O? I remember dialogue that came with the game for events that were abandoned, although I could be mistaken.

#246
CoS Sarah Jinstar

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Maconbar wrote...

AngryFrozenWater wrote...

There was nothing cut from DA:O. It was the first of an IP. It had more dev time than was probably healthy for the company. What I am talking about are the things that were present in DA:O and were removed from DA2.  And you know it. I am not taking you serious anymore. Sorry.


Nothing was cut from DA:O? I remember dialogue that came with the game for events that were abandoned, although I could be mistaken.


You guys are talking two different things, you're talking about content itself, we're taking about actual game mechanics. They're not mutually exclusive.

#247
Maconbar

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CoS Sarah Jinstar wrote...

Maconbar wrote...

AngryFrozenWater wrote...

There was nothing cut from DA:O. It was the first of an IP. It had more dev time than was probably healthy for the company. What I am talking about are the things that were present in DA:O and were removed from DA2.  And you know it. I am not taking you serious anymore. Sorry.


Nothing was cut from DA:O? I remember dialogue that came with the game for events that were abandoned, although I could be mistaken.


You guys are talking two different things, you're talking about content itself, we're taking about actual game mechanics. They're not mutually exclusive.

Thanks for clarifying that.

#248
seraphymon

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Gottta agree DAo sidequests were much more fun then DA2. DA2 fed ex crap was just plain stupid. But eveen then much of the main quests really didnt feel part of the story, those felt more along the lines of DAO side quests. Since DA2 had very little quests that actually pushed the main plot along. Sorry Ariella but thats a bad comparison and or example when your bringing up DAo side quests, as IMO DA2 did them much much worse. As for the LoR art style you said. Well Id rather have that then skeletor hurlocks, and avatar elves.

#249
IanPolaris

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addiction21 wrote...

The WItcher 2 stumbled in The WItcher and by the standards you yourself have set forth DA2 is heads and shoulders above TW2 in being an RPG.

The only reflex needed fir the DA games is to push the pause button and if that disqualifies them as rpgs then it also does BG, BG2, KotoR and all of the DA games. Those all become "hybrids"

Of course action and action oriented games has little to do with players using their inherit skills so I am rather confounded to what your actual argument is...


I could go into detail but the mods have asked us not to get into "what is an RPG" discussion.  As such, I will only say this:  I never said that TW2 (or TW1) was an RPG.  However like ME and ME2 (which are also hybrids), the audience knew that in advance and CDP® has listened to it's gamer side of it's fanbase by toning down the twitchiness needed in combat especially early.

OTOH, DAO pretty much was a pure RPG and had RP elements cut in favor of more "action" and that wasn't what the audience wanted.  The Dev is free to make what he wants, but if he ignores his customers, well it seldom ends well.

-Polaris

#250
Ariella

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bEVEsthda wrote...

Ariella wrote...

Uzzy wrote...

Well, that and some people actually rather like having their games 'trapped' in table top conventions, and appreciate the slower, more methodical form of combat that we used to have. For us really weird people, this isn't an evolution..


Just because you don't like it, doesn't make it an evolution. The word has no real value based in it's denotation.

But like everything else, games have to adapt to current market situations. We saw it once with BG, and when others tried to pull back to  Gold Box type levels, they got trashed (Pool of Radiance: Shadows of Myth Drannor comes to mind) When the move was made from 2D to 3D graphics, certain games got pummelled for not making the move: ToEE again, is a good example of that RPG genre.

Things change, you don't have to like them, but there is change. However, you might want to consider the mindset. BG really wasn't that slow paced. Yes, you could pause, but it was real time, like now. I don't see much difference in that except the fact that the graphics are different, and the response time from the characters is better now. Why wouldn't anyone want their character to respond to commands immediately rather than there being a pause in the flow of combat?

Now, I hate combat, I've hated it since Table Top. I found it to be one of those things to be endured, not enjoyed, and if anything pulled me out of a game, it was the combat. This was true in Table Top, Larp, and CRPGs... Until DA2. Dragon Age 2's combat system felt like a natural extention of the game, not something to be endured. It was quick, had numberous options at the ready that didn't slow the pace, and it did what I wanted with a minimum of fuss. Nice and painless (and when I say painless I mean, I wasn't sitting there eithe bored or frustrated with the combat).


(there's a lot of posts in this thread that I feel are annoying, so I'm going to post in the same spirit and manner).

There's a thing that is quite 'strange' with Ariella's post. The claim to "I hate combat". Yet DA2 gameplay is all about combat, and unrealistic, broken-out anime-combat at that. There isn't anything else. It's all DA2 is about. Someone is not being honest here. The DA2 combat is easy to get through, I give that. But why play RPGs for easy combat? Even if you hate combat? Or is it the movies that Ariella appreciate so much? Eh? Or the speaking PC? Is it that which is so fabulous?


I liked that it felt natural as part of the story's flow. Every combat in DA has an attachement, major or minor to the story. There aren't any ttruly random events where the party is taking a walk up the mountain side and are attacked by spiders in the middle of the trek. I like that. I like that I can trace back they why of a combat sequence to a story element.

Me, I like combat. And I even like action. I play first person shooters, I play japanese console fighting games.

BUT I DON'T PLAY cRPGs FOR 'FUN' COMBAT! Combat in a RPG serves a different purpose for me. It provides the dread, the obstacle, the challenge and danger of the RPG story and -importantly- RPG decisions. If you just make it a path of console game levels you have to pass through on your railway journey, you take away that quality completely.

As some kind of game in itself, DA2 combat is 'fun', M.L. did partially do a good job with that. But I still think DA2 sucks horse manure through straw, and I still think DA2 combat is ridiculous and does a lot to ruin the game. Now, if they could somehow try to make it better anchored in some kind of realism, - make non-magic effects less fantastic and change the over the top animations, it would do a lot to improve the game. Get more RPG elements back in and change the styling&mood of the game to more serious, and we could have a winner in DA3. I'm not ruling it out.

I'd still have reservations about DA2 combat though. The isolation of combat from the rest of the game. In BG & IWD, the way combat plays out affects everything, including further combat encounters, so it's not only tactical but somewhat strategic as well. But apparently that is too complex gameplay for Bioware's current younger designers to cope with. Fair enough, so be it.
I still say tactical combat is much more fun than action. And that BG, IWD has great combat gameplay. Much , much better than DA2. And that the PC version of DA:O, before the 1.01 patch, wasn't quite bad. Problem with DA:O is that blocking access didn't really work, breaking much of the tactical element. DA2 was an improvement in that regard. Unfortunately it doesn't make DA2 a winner. You only have to spam fantastic effects and 'combos' as early, fast and much as you can. That doesn't make up 'tactical' for me. Pace (less anime-hysteric), realism and variety are other things that make DA:O a winner by far.
And for Ariella: If you dislike it so much, feel so frustrated, whatever, just lower the difficulty.


Thanks for the advice, but I already do that. Unfortunately on some games, the devs don't know what the concept of normal or casual means, and have no idea how to balance those combats correctly.

I appreciate that sales demands lowering things to the standards of people who grew up with consoles Posted Image (my snobbish, elitist comment of the day). But neither making something 'action' nor making it play fast is evolution or moving things 'forward'. It may be moving things more to the taste of M.Laidlaw, confused marketing people and a vocal minority of players. But it's not advancing things or 'more modern'. Scrolling shooters, Mario and Donkey Kong platformers existed long before BG and tactic&strategy gems like X-COM. And yes, Mario is a more successful franchise than BG. But go off and make your dam console platformer then, don't try to change a different game and a different genre into it.
 
Let's cut this "Oohho hoo, cool!"&"Awesome" nonsens of EA-marketings "squeeling nine years olds" and make a 18+ game that takes itself serious.
Ken Rolsten's PR inteview is all about projecting EA-marketings beliefs. EA marketing department is always wrong. They have always been wrong and they will always be wrong. Don't trust them. Remember Spore.


So you're claiming that Ken's views were force fed to him by EA and have nothing to do with his years of experience? Way to belittle someone's acomplishments. Actually, I think we could do without the squeeling nine year old EA bashing.

When did accessablity become a by-word for "action" or "speed" in a game? I'm talking about things that make it easier to get into, what I consider the most important part of ANY rpg: the story. If mechanics bog a story down, then they aren't working.