Stanley Woo wrote...
Putting ham into one sammich doesn't make ham automatically available in a future sammich. you still have to physically put the ham into the sammich... unless you've made some kinda magic ham-sammich-making machine.
Games aren't Lego, you can't just take out Part A and slot in Part B to make a new game. Yes, having a feature in a previous game certainly makes it easier to build for the next game, but each game is its own project with its own set of slots and parts. Sure, we could just slot in a new game after ripping out parts of the old one, but then folks would complain about it being too derivative. And since some of Dragon Age II was based on feedback from DAO, it just makes sense to do some new things! And we are always trying to do things better, so things would kinda have to change, wouldn't you say?
Thank you for getting back to me Stanley. I think I understand the process of game making but I assume you guys did not make DA2 from the first code line on but took parts of Origins in it and modified them? In regards of customer feedback was the iconic look feedback so overhelmingly larger that you decided to go for it, or was it just the "vision"?
I also very much appreciate your and your teams efferts in doing things better, so please don´t take this as a negative comment.
Stanley Woo wrote...
You've got two. David Gaider joined the discussion. 
You're right, these are only one game characters, just as Superman is just a guy in tights and a police box is obviously out of date and Master Chief is just one of 33 survivors of the "Spartan-II" program and a yellow Volkswagen Beetle is just a yellow Volkswagen Beetle. The more you associate a given thing--a hairstyle, an accessory, a colour, a symbol, a shape, a word, a voice--with a character or setting, the more iconic it is.
Black Ray-Bans and the suits for the MIB, the salt shaker shape and plunger arm of the Daleks, Peter Cullen's voice for Optimus Prime, David Caruso's "Shades of Justice", the sound of the TARDIS. Iconic doesn't necessarily equate to importance or priority. Iconic is recognizable, associative, representative.
I get your point but I still don´t see how it applies to a rpg characters.
I get the feeling that "Iconic look" and "streamlining" are just other words for cutting down expenses, cutting the corners if you will. It doesn´t require much to see how there is a tendency to move the game into ME universe which I see a mistake being made. DA series usually have been responding to a unique need for customers who require certain aspects from a game which ME does not do. There sure are people who don´t mind but for me it seems that there are also a lot of people who do mind. Does the profit margin of DA allow that, remains to be seen. As a life long fan of Bioware (yes, I got BG´s and other games too) I feel that this genre does not allow too much "vision" atleast if you intend to keep the core fan base happy.
This situation reminds me of my previous employment wery much. I used to work in this company on a mid management level. Our company produced, lets say, product A. This product was high end product and our company dominated 5% of the market at the top of the pyramid, being the best one there is, world wide (no kidding here). We were doing fine, profit came in relative well. At point the management team of the company had also a vision. They wanted to grab larger part of the market by entering to the lover B and C levels. This would mean larger sales but also it require "streamlining" aka dumbing down features, raw materials and parts. Cutting costs in production while increasing profit plainly.
In paper it sounds wonderful but there is a major danger there. Being the top cat in the branch means that customers are used to high quality. This high quality and service was the competitive edge we had against our rivals.
At times I voiced my concern about the plan but was brushed aside and one vp even told me to "shut it". So I did. What then happened, after moving own production to sub contractors and buying parts with the lovest bid the result started to come clear. For a moment we were able to push our products to wider markets and compete with cheaper manufacturers. But, the crash was invitable. Since we were known for the high quality our customer were used to, they also expected it from the low level products. This of course was not possible since those items did not have the quality part nor the quality manufacturing. So agry feedback and quality issues started to flow back to the company. Distributos and even end users contacted me complaining issues and I tried to assure that we were on top of things. In the mean time our management team still clinged to the idea of keeping the "wider markets, low costs, high profit" idea, dismissing the obvious reports as just bad managent, of low level operatives. Needles to say, from the day I was told to shut it (I wrote to my calender that day; "hey ho, here we go".) to four year later the company went belly up. Now the management team responsible for these decisions had already evacuated in lifeboats long ago leaving the rest of us to watch the company to sink.
I don´t claim to now anything about Bioware, I haven´t done any research on it. But, I am a fan/customer and I feel that this direction seems dangerously familiar. Only this time I am watching it from this point. I really do hope it is not so. People base their decision many times on feelings more than logical conclusions. Respect is easy to loose but dam hard to get back in the eyes of customers.
Have a nice day.

ps. english is not my mother tongue so please forgive me if there seems to be blunt or inconsistent issues in my post. Fast typing you see.
Modifié par Ukki, 08 septembre 2011 - 01:10 .