[What? He asked for it.]
Modifié par axl99, 08 septembre 2011 - 05:44 .
Modifié par axl99, 08 septembre 2011 - 05:44 .
Guest_simfamUP_*
MerinTB wrote...
hoorayforicecream wrote...
Isabela's clothes are fine.
I don't recognize the universe where that statement makes any sense.
And there's me being snarky, so call me a hypocrite...
That is correct. The extent of modification varies, but we had a tight timeline and couldn't do things the same way we did them on DAO.Ukki wrote...
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?
Not everything in DA II is the result of feedback from DAO. Remember that, as many players as are out there providing feedback and telling us what they liked and didn't like, we have a whole team of developers who have our own ideas. There are always things we want to try and things we want to change. Distinctive characters (and I'm using the word "distinctive" because "iconic" seems to turn people into Crazy McCrazertons from Crazytown) have always been something gamers enjoy in BioWare games. the sheer number of love threads, hate threads, and romance threads in our forums tells us we're doing something right.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"?
All games require vision. All large projects require vision. Your local transit system requires a vision. The company you work for requires a vision. The city in which you live requires a vision. People throw words around and ascribe meaning to them when they don't have a firm grasp of what we mean when we use them.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.
I appreciate the seeming similarity in situations, Ukki, but you're also arguing from a position where you have already seen the results. Companies cannot predict the future, and if that "vision" from your company's management had succeeded, you would be singing a different tune right now. "Vision" does not guarantee success or failure, just as there is no guaranteed formula for a game's success. we do the best we can, make the game one that we ourselves are proud of, and the rest is up to you, the customer. Agree or disagree, you gamers are the ones who help determine whether the product sells or not. If you don't like something, sure, you can criticize all you like, but any mistakes or successes are the payoff for decisions made months or years ago.*snip*
Don't worry, your English is exemplary.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.
modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage
Stanley Woo wrote...
Not everything in DA II is the result of feedback from DAO. Remember that, as many players as are out there providing feedback and telling us what they liked and didn't like, we have a whole team of developers who have our own ideas.
Distinctive characters (and I'm using the word "distinctive" because "iconic" seems to turn people into Crazy McCrazertons from Crazytown)
Modifié par AloraKast, 08 septembre 2011 - 06:04 .
You're mixing up player agency with PC agency. It's the player organizing the party, not the PC. I paid 60 bucks for the game, so I get a say- Hawke doesn't.Monica21 wrote...
BS why? You're not in a party camp. When you arrange your party you're essentially doing the RPG equivalent of going over to your friend's house and asking if they can come out to play. You don't then toss them clothes and say, "Well, you'd better wear this instead."
You know, i can't help but think this description was taken from the same book that gave usStanley Woo wrote...
The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face!
Stanley Woo wrote...
The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face! "Streamlining" does not mean accepting a lower quality standard, nor does it mean "dumbing down" a product.
Cutlass Jack wrote...
Kothoses Rothenkisal wrote...
So if we are going down the Iconic look path, can we have iconic looks that change over time, I dont just mean blood splatters but subtle changes that reflect a characters growth with me through out the game, can we have iconic looks that shift a bit atleast based on what they are wearing and can we please have some level of customisation beyond unlocks.
I hope people going down the "But they never change clothes in ten years!!!" route do realize that its an entirely separate discussion than iconic appearances. The lack of change in looks is the fault of development time, not a purposeful design decision. I'm sure they'd would have loved to have their appearances change timejumps and other reasons if they had time for it.
It was one of the major ways that doing a 'framed narrative timeskipping' story was a bad idea when working under a limited development schedule. But has nothing really to do with Iconic. Hopefully they'll handle it smarter next time around.
Modifié par Kothoses Rothenkisal, 08 septembre 2011 - 06:39 .
Let the ****storm commence!Stanley Woo wrote...
The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face!
Stanley Woo wrote...
That is correct. The extent of modification varies, but we had a tight timeline and couldn't do things the same way we did them on DAO.Ukki wrote...
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?Not everything in DA II is the result of feedback from DAO. Remember that, as many players as are out there providing feedback and telling us what they liked and didn't like, we have a whole team of developers who have our own ideas. There are always things we want to try and things we want to change. Distinctive characters (and I'm using the word "distinctive" because "iconic" seems to turn people into Crazy McCrazertons from Crazytown) have always been something gamers enjoy in BioWare games. the sheer number of love threads, hate threads, and romance threads in our forums tells us we're doing something right.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"?
All games require vision. All large projects require vision. Your local transit system requires a vision. The company you work for requires a vision. The city in which you live requires a vision. People throw words around and ascribe meaning to them when they don't have a firm grasp of what we mean when we use them.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.
"Iconic look" just means "distinctive and immediately recognizable within our game world." Blue bandanna? Isabela. Giant mother-bleeping crossbow names Biance? Varric! Lady Man-Hands? Hey, it's Aveline!(I actually really like Aveline's character.)
"Streamlining" is just making RPGs less number-crunching and more jump-into-the-action. Look at complex RPG rule systems like Palladium, AD&D, Rolemaster, the HERO system, etc. Traditionally, CRPGs had similar complex systems because they were the digital version of sitting around with your buddies playing open-and-paper RPGs. And for a long time, RPGs were all about stats and numbers and rules. These days, with technology as advanced as it is, we can afford to put a lot of those rules in the background and let the player do what he wants to do most, which is dive right into the game and the setting and play. The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face! "Streamlining" does not mean accepting a lower quality standard, nor does it mean "dumbing down" a product.
"Vision" is the end goal of a product. Without vision, ensuring that everyone is working towards the same goal becomes very difficult. Scores of people in a dozen departments over a couple of years will not and cannot stay on course without an overarching "vision". When you went through school, the "vision" for each year is the curriculum developed by your province or state. The vision statement comes in the form of "by the end of Grade X, the student will have learned A, B, C, D, etc. and can do E, F, G, H, etc."I appreciate the seeming similarity in situations, Ukki, but you're also arguing from a position where you have already seen the results. Companies cannot predict the future, and if that "vision" from your company's management had succeeded, you would be singing a different tune right now. "Vision" does not guarantee success or failure, just as there is no guaranteed formula for a game's success. we do the best we can, make the game one that we ourselves are proud of, and the rest is up to you, the customer. Agree or disagree, you gamers are the ones who help determine whether the product sells or not. If you don't like something, sure, you can criticize all you like, but any mistakes or successes are the payoff for decisions made months or years ago.*snip*
I'm glad we have this community and this forum to talk about our games with the people to buy and play them (or don't). It is a great source of feedback, but contrary to what some around here think, it is not our only source of feedback.Don't worry, your English is exemplary.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 Kothoses Rothenkisal, 08 septembre 2011 - 06:45 .
You pay $60 so you can dress up people?Addai67 wrote...
You're mixing up player agency with PC agency. It's the player organizing the party, not the PC. I paid 60 bucks for the game, so I get a say- Hawke doesn't.Monica21 wrote...
BS why? You're not in a party camp. When you arrange your party you're essentially doing the RPG equivalent of going over to your friend's house and asking if they can come out to play. You don't then toss them clothes and say, "Well, you'd better wear this instead."
Stanley Woo wrote...
The modern gamer doesn't want to know what THAC0 is
I find managing characters who are not my characters is tedious. If I can choose tactics, or skills, or weapons for Isabela, how do I make those decisions? If it's just combat effectiveness, that's not very interesting. I don't like combat.PanosSmirnakos wrote...
You can still customize your hero and that's what it really matters for a RPG.
Wulfram wrote...
The Morrigan in chantry robes argument is funny because the game puts Morrigan in chantry robes at one point.
Otherwise, it'll only happen because someone thinks it would be fun, which doesn't seem like a problem.
Wulfram wrote...
The Morrigan in chantry robes argument is funny because the game puts Morrigan in chantry robes at one point.
Otherwise, it'll only happen because someone thinks it would be fun, which doesn't seem like a problem.
How can you actually prefer a lack of choice? If you like the iconic appearances, keep them. But why shouldn't we be allowed to change them if we'd like?Collider wrote...
I also prefer generally that the designers/writers decide what look suits (besides obvious out of character fanservice like Miranda) the companion rather than relying on the player.
Modifié par Sylvius the Mad, 08 septembre 2011 - 07:34 .
Wulfram wrote...
The Morrigan in chantry robes argument is funny because the game puts Morrigan in chantry robes at one point.
Otherwise, it'll only happen because someone thinks it would be fun, which doesn't seem like a problem.
Modifié par Wulfram, 08 septembre 2011 - 07:29 .
The numbers are part of the play, Stan. You're drawing an arbitrary line and declaring part of the game play and part of the game not-play (or something). There's no justification for that.Stanley Woo wrote...
"Streamlining" is just making RPGs less number-crunching and more jump-into-the-action. Look at complex RPG rule systems like Palladium, AD&D, Rolemaster, the HERO system, etc. Traditionally, CRPGs had similar complex systems because they were the digital version of sitting around with your buddies playing open-and-paper RPGs. And for a long time, RPGs were all about stats and numbers and rules. These days, with technology as advanced as it is, we can afford to put a lot of those rules in the background and let the player do what he wants to do most, which is dive right into the game and the setting and play.
How could anyone playing a game not care about the rules of that game? Whether Choking Cloud gives a -2 or -3 to Acrobatics is a relevant characteristic.The modern gamer doesn't want to know what THAC0 is, couldn't care less whether Choking Cloud gives you a -2 or -3 to Acrobatics, and who chooses Fire Arrow over Fireball not because it does more damage, but because it looks friggin' BOSS when it explodes on the Mayonnaise Elemental's face! "Streamlining" does not mean accepting a lower quality standard, nor does it mean "dumbing down" a product.