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Ken Rolsten and Mike Laidlaw: on the same page.


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#176
hoorayforicecream

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IanPolaris wrote...

I'm certain that ML was intimately familiar with all the things you say, but they weren't his decisions and it was far too late for him to alter them.  As such you can't use DAO (PC version) as a fair representation of ML's work.  He didn't have enough time to put his imprint on it however familiar he might have been with it.

-Polaris


DAO wasn't initially done and completed on PC, then ported to 360 and PS3. It was a simultaneous launch across all three platforms. This isn't a port job, it's cross-platform development. As such, even if Laidlaw was only in charge of the 360 SKU (which I seriously doubt... the design staff at every company I've worked for has never been parceled out by platform. Engineers had platform-specific roles, Artists very rarely for UI work or retexturing on Wii, but never designers), he had to be working with the rest of the design team (including the other two leads, Brent Knowles and James Ohlen) constantly at the very minimum in order to keep everything as consistent as possible between the platforms.

So... saying he didn't have time to put his imprint on it would be a pretty bold bit of speculation. I've got several thousand hours of real life experience (including two years or so of accumulated crunch time) that say otherwise. Unless Bioware somehow runs their development studio in some crazy manner unlike any other studio ever... but I seriously doubt that.

#177
IanPolaris

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csfteeeer wrote...

To be fair though, it usually takes a little while before the sequels surpass or even reach a prequel, BUT, by Now DA2 should have surpassed DAO or at least come close.


Yes quite.  Now it looks like DA2 will only sell about 40% of DAO and that percentage is slowly dropping because DAO is outselling DA2 which is remarkable in it's own right.

-Polaris

#178
Firky

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KnightofPhoenix wrote...

I don't know about you, but Perse is a freak of nature that is a fan of Bioware from way back, who likes DA2 and TW2.
I am not sure anyone could classify her into anything :D


There are a couple of us around who fit that mold. (We're perfectly normal, I swear.)

Polaris, you're just guessing stuff. How could you know what an individual contributed to design? (I had the great pleasure of interviewing ML something like a year before Origins released, and he knew everything about Origins, so far as I could probe him at the time. His title was Lead Designer and he was the guy for interviewing. But last time I posted that in response to this silly argument, someone just said that he'd totally pulled the wool over my eyes in the interview and I didn't know what I was talking about.)

In an effort to be on topic. Um.... I didn't mind the mix of action and strategy in DAII. Could have used an evade move,  for those too-easy-to-manually dodge Commanders. Having said that, Legacy fixed that a bit by giving higher tiered enemies multiple melee attacks. I don't mind an action/strategy hybrid, but I do like the old school strategy party thing, too. DAII combat worked well for me.

#179
Perles75

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I think there are fans for "table top conventional" RPGs (whatever that means... if it means Torment-like or Baldur Gate-like games, I'm in) AND for more action-oriented RPGs. They are two different but complementary, not competing, genres.

I don't understand why everything must be put in terms of "evolution" when it's just a matter of personal taste.

#180
Zanallen

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The only real metric that Bioware cares about is profit margin. Total sales is nice, but it is only half the picture. I am willing to bet that DA2, despite mediocre sales figures in comparison to Origins, has already yielded a higher profit. Now, the only thing that is a concern is franchise sustainability. Is the backlash over DA2 enough to ensure that DA3 sales badly? Dunno. Won't know until we get some sales figures for DA3 and what Bioware had in mind to take the best from both games and bring it forward to the third.

#181
Icinix

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"Narrative,Exploration, Combat and Advancement"

Yep, certainly.

But you forgot the fifth, most important thing for taking the base work of those four pillars and making it a good game.

Execution.

#182
Persephone

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Perles75 wrote...

I think there are fans for "table top conventional" RPGs (whatever that means... if it means Torment-like or Baldur Gate-like games, I'm in) AND for more action-oriented RPGs. They are two different but complementary, not competing, genres.

I don't understand why everything must be put in terms of "evolution" when it's just a matter of personal taste.


True. I am a huge fan of both. :devil:

#183
Shadow of Light Dragon

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Icinix wrote...

"Narrative,Exploration, Combat and Advancement"

Yep, certainly.

But you forgot the fifth, most important thing for taking the base work of those four pillars and making it a good game.

Execution.


Hah, true. The game sucks if the GM is no good. ;)

#184
AngryFrozenWater

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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.

It's fantastic that, according to you, both Ken and Mike share the same "phylosophy". That they have a lot of experience doesn't tell me much either. For an example: To some people TES is awful. So to them that experience doesn't mean anything and is worth raising an eyebrow. To me Oblivion is great and Morrowind is not. For a lot of people it's the other way around.

You state that Legacy manages good design and implementation. Interesting. I don't share that opinion and here is why...

I like the new environments. These not only looked good, but they also felt large and still had enough details.

Instead of the waves dropping from thin air the enemies came from logical positions. However, the trick to pop them up when you were looking in the other direction was still used. It also didn't make sense that enemies were still able to appear in places which you just cleared.

The clickable view points were a nice touch, because you felt something was going on and saw enemies on the move. However, the feeling that the enemies were on the move immediately disappeared when the cinematics ended. It is easy to forget that the cinematics were great, because by now we are rather spoiled by them.

I liked the new banter. However, the companions were talking about how they didn't like these Deep Roads even before they got in there.

Although I did like the voice acted parts, the story line was simply there to make you defeat a final boss. By that I mean that it didn't drew me in as a story by itself. It was more like that it was nice to know what happened to your father. The story felt like a construct. Maybe that's because the writers have to find rationalizations to make dialogue come back to the main storyline.

Like in the main game I was not connected to my family, so the scenes with your mother could have been left out. It was nice to see Bethany or Carver were available as companions.

Like the main game you saw the events unfold, rather than taking an active part in it. After playing it a second time to see how it changes with different decisions, the differences are cosmetic again and warp back to the same story events.

In loot it was nice to see a significant amount of gold, but the armor and weapons found were disappointing. The armor was not high end and there was no reason to use it. The DA2 end game armor was still better. I didn't use any of the jewelry I found. The ones I found or bought in the main game were better.

The puzzles didn't amaze me. These were just forgettable parts to get past.

The final boss fight was too gamey and felt like the high dragons you had to slay in the main game. Again I don't like that there was no place to hide and that the boss was able to damage you while he was invulnerable. That really annoys me. It feels like grinding to survive.

Compared to some of the DA:O DLCs this one is much better. The overall feeling is that the devs gave this DLC a lot of attention. The DLC tried to improve the parts that a lot of us didn't like in the main game. It feels odd to praise that, because these shouldn't have been in the main game at all. Still, if this DLC is a glimpse of what to expect in DA3 then that game might be much better. Of course a DLC is not able to change the core gameplay mechanics, so I leave that out of it.

I think it was worth the money and I will definitely play it again. :)

My impressions after playing it a second time: I've chosen the opposite options of the first run. Instead of a rogue I played a mage. Everything plays out the same. In te end you have dialogue with another character, but you still fight the same boss. That means, just ike the main game, any decisions have only cosmetic impact. I hope DA3 is better than that. Because of the warping back to the main story line (i.e. defeating the end boss) the dialogues become just as rationalized as DA2. It feels constructed and does not satisfy me. Still, I stick with my overall conclusion that when compared to some of the DA:O DLCs this one is much better.


Now back to you post... The reasons for Ken to remove the scary parts may be different than those for Mike. Like I said, I think Mike just figured out how to sell a cost saving operation. When we bought the game a lot of people weren't exactly happy. Marketing and the DA:O fame did their job, though, because we did buy the game. And for Ken: We don't know what he did with his new game yet, so I like to see that first. If that game is a success then it proves nothing, though, because Mike's game didn't do all that well.

About the fun in the game. If a game is not fun to play then it is't worth playing. I wonder what that has to do with my post. Care to explain?

Modifié par AngryFrozenWater, 18 août 2011 - 02:34 .


#185
WidowMaker9394

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Reckonings combat actually looks fun and innovative instead of whatever the hell DA2 was doing.

#186
Atakuma

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WidowMaker9394 wrote...

Reckonings combat actually looks fun and innovative instead of whatever the hell DA2 was doing.

It looks like every action game from the last decade. I'm not knocking the game, but it's hardly innovative.

#187
Huntress

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WidowMaker9394 wrote...

Reckonings combat actually looks fun and innovative instead of whatever the hell DA2 was doing.


Reckoning is an action RPG, err.... now lets go back and complain of how much action DA2 has... <_<

I bet $50 dollards than 90% of the rpg coming out this year and the next  are action oriented!
I Like DA2, am not in love with it for many reason but still the combat is faster than dao and thats fine with me, hopefully bioware start giving more adventures DLC than the horrible looking weapons( hello! dlc rogue daggers, legacy key for each class  :sick:)
Not sure if I'll buy more items I already got mod's with very good looking ones and armors.. I have alot more than my hawke will ever use, anyway Bioware should focus in adventure with hawke and companions and stop wasting money on creating more ugly looking items. My 2cents:wizard:

Edit: if bioware think making more items is a good things than add it to a dlc with adventures, that way the console players get the new  items.:innocent:

Modifié par Huntress, 18 août 2011 - 04:54 .


#188
Sylvius the Mad

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Kileyan wrote...

I'm all for actiony reflex based button mashing being in an RPG.

I'm not.  Never.  An RPG should be playable by a quadriplegic.

No game with fast-twitch action combat is a fun roleplaying experience.

#189
Huntress

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Sylvius the Mad wrote...

Kileyan wrote...

I'm all for actiony reflex based button mashing being in an RPG.

I'm not.  Never.  An RPG should be playable by a quadriplegic.

No game with fast-twitch action combat is a fun roleplaying experience.


And yet every single RPG  been made is Action oriented.. Not true? Check them out and come back to me on that.

I suppose you'll stop playing rpg very soon, the future is grim for "true rpg gamer".:unsure:
Well I just hope bioware never stop making DA game without companions, not many of the RPG games that are coming out soon has them, that could be a win for them.

And let me drop a little reallity bomb: Bioware can't make a game with the 1990's play style and try to compete in 2012 with it, sad but true.:blush:

Modifié par Huntress, 18 août 2011 - 05:25 .


#190
Il Divo

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Huntress wrote...

Sylvius the Mad wrote...

Kileyan wrote...

I'm all for actiony reflex based button mashing being in an RPG.

I'm not.  Never.  An RPG should be playable by a quadriplegic.

No game with fast-twitch action combat is a fun roleplaying experience.


And yet every single RPG  been made is Action oriented.. Not true? Check them out and come back to me on that.

I suppose you'll stop playing rpg very soon, the future is grim for "true rpg gamer".:unsure:
Well I just hope bioware never stop making DA game without companions, not many of the RPG games that are coming out soon has them, that could be a win for them.

And let me drop a little reallity bomb: Bioware can't make a game with the 1990's play style and try to compete in 2012 with it, sad but true.:blush:


By action, he's referring to the use of reflexes in order to succeed, which requires player skill, not character skill.

The Baldur's Gate series, Neverwinter Nights, Knights of the Old Republic, and Dragon Age: Origins all rely on the character's skill, not the player's, and they are all considered RPGs.

#191
devSin

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hoorayforicecream wrote...

DAO wasn't initially done and completed on PC, then ported to 360 and PS3. It was a simultaneous launch across all three platforms. This isn't a port job, it's cross-platform development. As such, even if Laidlaw was only in charge of the 360 SKU (which I seriously doubt... the design staff at every company I've worked for has never been parceled out by platform. Engineers had platform-specific roles, Artists very rarely for UI work or retexturing on Wii, but never designers), he had to be working with the rest of the design team (including the other two leads, Brent Knowles and James Ohlen) constantly at the very minimum in order to keep everything as consistent as possible between the platforms.

The decision to release Origins for console was, by all appearances, made very late.

The game was finished in early 2009, but release was delayed so that the console versions could be released at the same time as the PC version (it was initially intended that the PC version would ship in March, with the console versions to release at the end of the year).

For sure, the game was designed principally for PC, and BioWare has said as much over the years (I always knew they would do console versions anyway, since they went out of their way to acknowledge that Eclipse would run on next-gen consoles, but they were pretty clear in stating that they weren't thinking about it at all for most the time spent making the game).

Modifié par devSin, 18 août 2011 - 06:23 .


#192
Huntress

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Il Divo wrote...

Huntress wrote...

Sylvius the Mad wrote...

Kileyan wrote...

I'm all for actiony reflex based button mashing being in an RPG.

I'm not.  Never.  An RPG should be playable by a quadriplegic.

No game with fast-twitch action combat is a fun roleplaying experience.


And yet every single RPG  been made is Action oriented.. Not true? Check them out and come back to me on that.


By action, he's referring to the use of reflexes in order to succeed, which requires player skill, not character skill.

The Baldur's Gate series, Neverwinter Nights, Knights of the Old Republic, and Dragon Age: Origins all rely on the character's skill, not the player's, and they are all considered RPGs.


And again tell me what game coming soon or in 2012 are base on 1990's style or where character is base on skills, and not the player? none? 1? 2? And 90% of this new games are shooters, or space... oh darn! now lets talk about something that i won't ever going to buy.:pinched:
When the time comes and every single game out there is  shooting or going to space i'll stick to Fantasy/mature books.B)

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:

#193
IanPolaris

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Huntress wrote...

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:


Actually that's not a universal truth the way you are positing it.  Yes new players like "action" and "eyecandy" but the RPG audience loaths player skill counting instead of character skill.  It's one of the few places where TW2 really stumbled (esp early in that game) and to their credit CDP® took that feedbadk for what it's worth and is reworking it.

Can you have a game that uses both player reflexes and character skill?  Sure.  Can it be a great game?  Absolutely.  Look no further than ME and ME2.

Is it an RPG?  No. It's a hybrid.  The expectation for the DA franchise was that it would be an RPG not a hybrid.

-Polaris

#194
Il Divo

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Huntress wrote...

And again tell me what game coming soon or in 2012 are base on 1990's style or where character is base on skills, and not the player? none? 1? 2?


Then that would make them less RPGs and more hybrids then, wouldn't it? Polaris is correct on that.

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:


Is that why Origins sold over 3 million units?

#195
willholt

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Il Divo wrote...

Huntress wrote...

And again tell me what game coming soon or in 2012 are base on 1990's style or where character is base on skills, and not the player? none? 1? 2?


Then that would make them less RPGs and more hybrids then, wouldn't it? Polaris is correct on that.

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:


Is that why Origins sold over 3 million units?


... and still selling really well, by all accounts.

Not to mention there's a whole demographic of player (30s to mid 50s) that's gradually being agnored by gamemakers. If one of them (or some new kid on the block) should decide to create a game for that demographic they'll literally have the whole playing field to themselves.

I'm in my mid 50s, been playing computer games since my mid 30s. I love games that allow you to relax and think. A game like DAO falls into the 'relaxing' bracket for me.... Clicking like a maniac while I button-mash my keyboard really doesn't do it for me, so I'm really not a fan of so-called Action RPGs

When a game is just a combination of combat-fest and semi-interactive movie it just loses it's appeal to me. DA2 got really close to it... 5-out-of-10 close to it.

It will be interesting to see whether Bioware pull back the reins a bit, or go all out for a combatfest/movie game.

Sad times indeed. :(

#196
addiction21

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IanPolaris wrote...

Huntress wrote...

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:


Actually that's not a universal truth the way you are positing it.  Yes new players like "action" and "eyecandy" but the RPG audience loaths player skill counting instead of character skill.  It's one of the few places where TW2 really stumbled (esp early in that game) and to their credit CDP® took that feedbadk for what it's worth and is reworking it.

Can you have a game that uses both player reflexes and character skill?  Sure.  Can it be a great game?  Absolutely.  Look no further than ME and ME2.

Is it an RPG?  No. It's a hybrid.  The expectation for the DA franchise was that it would be an RPG not a hybrid.

-Polaris


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...

#197
Gotholhorakh

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Il Divo wrote...

Huntress wrote...

And again tell me what game coming soon or in 2012 are base on 1990's style or where character is base on skills, and not the player? none? 1? 2?


Then that would make them less RPGs and more hybrids then, wouldn't it? Polaris is correct on that.

The truth is new players want action and thats what is going to sale. If you want to play BG or NWN then go ahead but do not expect that furture rpg games are going to be based on 1990's.:whistle:


Is that why Origins sold over 3 million units?


Yes, but that's 3 million players from the 90s, with 90s money. You cannot expect future projects to want 60 bucks from each of 3 million people based in the 90s.

Not when you can sell to (Dr Evil voice) TWO MILLIOOOON new players*.



*(minus up to, say, 2 million people who ordered it on the strength of Origins anyway)

Modifié par Gotholhorakh, 18 août 2011 - 07:58 .


#198
Il Divo

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willholt wrote...

... and still selling really well, by all accounts.

Not to mention there's a whole demographic of player (30s to mid 50s) that's gradually being agnored by gamemakers. If one of them (or some new kid on the block) should decide to create a game for that demographic they'll literally have the whole playing field to themselves.

I'm in my mid 50s, been playing computer games since my mid 30s. I love games that allow you to relax and think. A game like DAO falls into the 'relaxing' bracket for me.... Clicking like a maniac while I button-mash my keyboard really doesn't do it for me, so I'm really not a fan of so-called Action RPGs

When a game is just a combination of combat-fest and semi-interactive movie it just loses it's appeal to me. DA2 got really close to it... 5-out-of-10 close to it.

It will be interesting to see whether Bioware pull back the reins a bit, or go all out for a combatfest/movie game.

Sad times indeed. :(


I pretty much agree. I will say that I do enjoy action-RPGs (Jade Empire, Mass Effect, Kingdom Hearts), but I also appreciate the old school approach which Origins used. Dragon Age 2 did seem to shift closer to an action-RPG.  

#199
Il Divo

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[quote]Gotholhorakh wrote...

Is that why Origins sold over 3 million units?[/quote]

3 million players from the 90s, with 90s money. You cannot expect future projects to want 60 bucks from each of 3 million people based in the 90s.

[/quote]

What does that even mean? Posted Image

#200
Gotholhorakh

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Il Divo wrote...
What does that even mean? Posted Image


Your quotes are broken, but I was agreeing and commenting on how empty the point about expecting games to be "based in the 1990s" is.
The second part probably only works if you have seen the relevant Austin Powers film :D

Modifié par Gotholhorakh, 18 août 2011 - 08:05 .