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Dragon Age 3 to deliver 'marriage' of DAO and DA2


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#226
Atakuma

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Drasanil wrote...

Yrkoon wrote...
Edit: Wait, are you arguing that the game's  not an uncompromizing rpg because it doesn't have specific attributes like "Strength" and  "Dexterity"?


I don't get that myself. The game has three core stats namely, health, magicka and stamina which you can alot points to and a buyable perk system at level up. If the perks are handled properly it should actually give characters better definition and focus than just pumping the equivilant str, end or int of the previous game, since it was ridiculously easy max all those stats out.

I wonder if the bethesda boards are flooded with posts about dumbing down and streamlining. If bioware tried to do something similar, all hell would break loose.

Modifié par Atakuma, 02 octobre 2011 - 08:57 .


#227
Yrkoon

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Atakuma wrote...


I wonder if the bethesda boards are flooded with posts about dumbing down and streamlining. If bioware tried to do something similar, all hell would break loose.

Why wonder?  Why don't you go there and look for yourself?

I can tell you one thing I noticed, though, from visiting those boards a few weeks ago.... the Excitement and anticipation for Skyrim is pretty darn high.  Excruciatingly high.

Feel free to  conclude  whatever you wish from that

Modifié par Yrkoon, 02 octobre 2011 - 09:01 .


#228
Drasanil

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Atakuma wrote...

Drasanil wrote...

Yrkoon wrote...
Edit: Wait, are you arguing that the game's  not an uncompromizing rpg because it doesn't have specific attributes like "Strength" and  "Dexterity"?


I don't get that myself. The game has three core stats namely, health, magicka and stamina which you can alot points to and a buyable perk system at level up. If the perks are handled properly it should actually give characters better definition and focus than just pumping the equivilant str, end or int of the previous game, since it was ridiculously easy max all those stats out.

I wonder if the bethesda boards are flooded with posts about dumbing down and streamlining. If bioware tried to do something similar, all hell would break loose.


IIRC there were some complaints about it, but it has since died down. I think part of it was that the stat system was horribly broken in the ES series and always resulted in 100s in everything the instant you had a vague idea of what you were doing.

DA doesn't have the same problem since it's stats aren't hard capped and the classes actually focus on different attribute mixes to be effective. Unlike say Morrowind and Oblivion where it was max Endurance as quickly as possible and then who cares all the PCs end up being largely the same.

#229
Wulfram

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tmp7704 wrote...

Yes, but like i said, this is reasoning you can use when making your decision, but don't have to. Especially when playing the first time you can't even be sure if this reasoning is actually correct (unless you go ahead and use out of game resources) as it's at that point unverified presumption.


It's a safe presumption, when you're playing a Bioware game.  And when you're companions aren't giving you any actualy indication that you should hurry.  And as soon as you're guessing whether Bioware have departed from their habit and might spring some consequences on you, the idea that you're making any sort of in character decision departs.

Isn't it more of a situation like with crafting where, since you personally don't see the point and/or appeal in the system, you'd prefer to just get it axed, and such game better aligned with your personal tastes is something you consider a game better in general?


Well, I'm obviously not arguing for the scrapping of things I like.  But I do believe the game would be better, for almost everyone, if it didn't not constantly distract from the plot, and make the world seem less real, by adding loot to every single location with no regard to common sense or the atmosphere of the game.

Nonsensical and tedious is in the eye of beholder. While i don't see the appeal of barrel loot (and most looting in general) there's also few things more nonsensical to me than mandatory combat encounters with groups of mooks every 50 metres, e.g. I don't think the game would actually become better for overall playerbase if it got rid of all this stuff, though. The approach which offers instead multiple routes (like in the case of money/consumables getting it through either loot, scavenger hunts or vendors) to appeal to multiple tastes this way work better, imo.


Firstly, I'm not saying get rid of all barrel loot.  I'm saying that the designers should exercise some consideration as to where to put it.

If you reward the player for engaging in certain behaviour, they'll do
more of it because that is in effect what the game is telling them to
do.  If they find this tedious, then they're as likely to conclude that
the game is boring as they are to stop doing the boring thing and focus
on other parts of the game..

The current design does not adequately accomodate multiple routes.  Not obsessively looting inevitably leads not only to a character with less cash and less potions, but missing out on key components of item sets and, most importantly, gifts which unlock interaction with party members.  In other words, if you don't obsessively loot you are punished with an inferior product.  At least crafting is generally made incidental and easily skippable.  Apart from bloody runecrafting in Awakening.

Modifié par Wulfram, 02 octobre 2011 - 09:11 .


#230
Morroian

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Yrkoon wrote...

But you can set your stats where you want. If I decide, for example, that I  want to be a master archer, I'll keep using my bow, as archers do. then after several hours of field practice, I can look up and notice how high my archery skills have become.

Edit: Wait, are you arguing that the game's  not an uncompromizing rpg because it doesn't have specific attributes like "Strength" and  "Dexterity"?


Just to clarify, yes that is what I'm talking about.

#231
Morroian

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stwu wrote...

Dragon Age 2 sucked because they made a game that was to dumb for real rpg gamers

And yet a lot of these apparently 'real rpg gamers' have displayed a remarkable lack of maturity in dealing with their dislike of DA2. Very ironical. 

#232
Jirec

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Well, playing Legacy really felt like coming back to that "DA:O feel" while it still was DA2 I was playing, so if they keep that feeling for DA3, I'm more than fine!

Some mechanics could still be improved/remade of course, as both games have good and bad things, taste might differ there though... But IMO, it's not really the RPG mechanics that made or destroyed any of the two games, DA:O felt more superior to me because of it's lore feeling, main stories and as it was more as an adventure and refreshing while exploring new areas. DA2 have some good things there as well, but at those points DA:O really struck my heart, while DA2 mostly were close all the time (Legacy and some other bits did it though). That's what's more important and I think Bioware have seen that.

While mechanics are important too, but there a "marriage" could work, as when it comes to combat; it might need DA2's response but more like DA:O's and Legacy's enemies, have a talent system more like DA2 but abilities that work a bit more like DA:O perhaps or so (whatever you fancy). But all in all, I think it's the story and lore that stikes most of our hearts, look back at KotOR, that RPG mechanic really is quite dull, don't you think? But that game is still wonderful!

Hmm, would be really awesome if DA2 could be remade more like how Legacy feel with combat, places and so... ^_^

#233
dsl08002

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It felt better in Legacy when you played DA2 but it is still DA2 combat style and everything,
in DA3 they should revert back to the more realistic combat and action only a little faster than DAO and bioware please bring back the finishing moves.

Considering that DA2 was a very bad sequal to DAO then DA3 should be 55% origin and 45% DA2

#234
Heimdall

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I liked many of DAII's ideas, but felt many of them were rushed and/or poorly implemented. By contrast, Origins was a very complete and well developed game, even if I didn't like some parts of it. A marriage of the two could end up either disastrous or fantastic.

#235
King Cousland

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Lord Aesir wrote...

I liked many of DAII's ideas, but felt many of them were rushed and/or poorly implemented. By contrast, Origins was a very complete and well developed game, even if I didn't like some parts of it. A marriage of the two could end up either disastrous or fantastic.


To be completely fair, Origins had a development cycle of 7 years, while DAII was rushed and was developed over the course of just under 2 years (approx. figures). That being said, I think trying to blend RPG elements to please the core fans while watering the game down slightly and addng more action based elemts to draw in a new audience seems to me to be the kind of thinking which polarised the fan base in the first place. I thnk Bioware nneds to set clear boundaries and decide whether they want to appeal to the hardcore RPGers, or the new audience which DAII brought in (not the that the two are always mutually exlusive). However, if DAIII has a development cycle of at least 2 and a half to 3 years, I'm remaining fairly optimistic that the devs wlll pull of a rebound.  

#236
Sylvius the Mad

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Yrkoon wrote...

Meaningless statement.  Show me an RPG created after 1996 that isn't  action-based.

First, why the time limit?  That's an arbitrary end-point.

Second, I would argue that every game the doesn't force the player into real-time combat isn't action-based.  If a game is action-based, it would contain action as a core component of gameplay.  If the player can opt out of that action, then the game isn't action-based.

As such, the only BioWare RPG so far that is action-based was Jade Empire.  All of the other games make the action and optional component.

However, even if I accept your arbitrary restrictions and sloppy definitions, Wizardry 8 and Temple of Elemental Evil both had turn-based combat.  Both released well after 1996.

Modifié par Sylvius the Mad, 02 octobre 2011 - 11:39 .


#237
Heimdall

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harkness72 wrote...

Lord Aesir wrote...

I liked many of DAII's ideas, but felt many of them were rushed and/or poorly implemented. By contrast, Origins was a very complete and well developed game, even if I didn't like some parts of it. A marriage of the two could end up either disastrous or fantastic.


To be completely fair, Origins had a development cycle of 7 years, while DAII was rushed and was developed over the course of just under 2 years (approx. figures). That being said, I think trying to blend RPG elements to please the core fans while watering the game down slightly and addng more action based elemts to draw in a new audience seems to me to be the kind of thinking which polarised the fan base in the first place. I thnk Bioware needs to set clear boundaries and decide whether they want to appeal to the hardcore RPGers, or the new audience which DAII brought in (not the that the two are always mutually exlusive). However, if DAIII has a development cycle of at least 2 and a half to 3 years, I'm remaining fairly optimistic that the devs wlll pull off a rebound.  

I agree with that sentiment.  I always think that DAII somehow would have ended up a much better game with an additional six months under development.  The perfect blend their searching for is damned difficult to find and, though I enjoyed it, DAII wasn't it.  I think a game with a more Bioware traditional story structure (+ world map) and DAII's mechanics might have been better recieved.  As such, I think they tried too many new ideas with not enough time to perfect them.  I tend to think of myself as lying somewhere between the two groups you describe.  I certainly enjoyed Origins, but "hardcore RPGer" hardly fits me.  Give Bioware three years, and I'm certain they'll churn out something worth my while.

#238
Complistic

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Doesn't matter. It's clear I'm not bioware's target audience anymore.

#239
PsychoWARD23

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Does this mean we get nudity back? Because I'm not buying otherwise.

#240
Heimdall

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We never had nudity...

#241
tmp7704

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Wulfram wrote...

It's a safe presumption, when you're playing a Bioware game.  And when you're companions aren't giving you any actualy indication that you should hurry.  And as soon as you're guessing whether Bioware have departed from their habit and might spring some consequences on you, the idea that you're making any sort of in character decision departs.

Companions in Awakening/DA2 routinely prompt you to hurry with their barks if you click on them, so that isn't really any good indication. As far as the general concept of second-guessing BioWare habits go -- no one forces you to perform such guessing in the first place. You can make it purely "character decision" and just let the chips fall wherever they're going to fall, instead. If you choose not to, well, that's your own choice.

But i think we got sidetracked into something quite pointless. The argument started with your statement a game could be better if it removed some mechanics, like ability to loot things while supposedly in a hurry. I disagreed, because i find some value in leaving such decision (whether to loot or not) in the player's hands. Currently you're presenting arguments behind why you personally don't see the value of having such choice, but i'm afraid it's just something we view differently, and you'll have to accept it's something where our opinions differ. As such, what you've suggested as a way for game to get better isn't universal, and for some it would make the experience worse, instead. And that's really all there is to it.


Well, I'm obviously not arguing for the scrapping of things I like.  But I do believe the game would be better, for almost everyone, if it didn't not constantly distract from the plot, and make the world seem less real, by adding loot to every single location with no regard to common sense or the atmosphere of the game.

What to you is a distraction and makes the world seem less real, to someone else can be an element making the game world more believable -- as to them it may be immersion breaking to see there's nothing of value to be taken from a great mansion or from a fallen enemy, or that the game features no width beyond focus on the plot.

Note how in a way it's something DA2 did with its graphics redesign (the environments are cleared from world-building clutter and featuring little else but the "plot focus" i.e. the characters) ... and it definitely wasn't met with "almost universal" praise.


If you reward the player for engaging in certain behaviour, they'll do more of it because that is in effect what the game is telling them to do.  If they find this tedious, then they're as likely to conclude that the game is boring as they are to stop doing the boring thing and focus on other parts of the game..

The games tend to reward the player for everything, because there's no real way for game to foresee which particular behaviours the individual player is bound to find boring. I don't think it's something you can really resolve in a better way -- because removing either a reward for activity you may consider tedious (or even the activity itself) runs into risk you're punishing someone who happens to enjoy that particular behaviour.

Of course, if you can find bits that gets deemed tedious by 90% of your intended playerbase then you're golden, but i honestly doubt there's any parts of the RPG design which are anywhere near that.


The current design does not adequately accomodate multiple routes.

Certainly, after all if it was perfect we wouldn't need to have this discussion in the first place. Still, improving this aspect is an alternative approach to improving the game overall, imo.


Not obsessively looting inevitably leads not only to a character with less cash and less potions, but missing out on key components of item sets and, most importantly, gifts which unlock interaction with party members.  In other words, if you don't obsessively loot you are punished with an inferior product.

I've skipped numerous barrels and chests in my playthrough, didn't bother to purchase a number of gifts from the vendors. I'm perfectly satisfied with how my game turned out, and in no way consider it inferior.

Don't make a mistake of thinking that "less stuff collected = inferior game" is an universal mindset. Completionists/achievers are only one of four major player archetypes.

Modifié par tmp7704, 03 octobre 2011 - 12:31 .


#242
PsychoWARD23

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Well then I guess I just had a good imagination. zing

#243
Ponendus

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Yrkoon wrote...

Meaningless statement.  Show me an RPG created after 1996 that isn't  action-based.


Final Fantasy X just off the top of my head. That was turn based and released in 2001? I miss turn based combat, alot.

#244
Yuqi

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Ponendus wrote...

Yrkoon wrote...

Meaningless statement.  Show me an RPG created after 1996 that isn't  action-based.


Final Fantasy X just off the top of my head. That was turn based and released in 2001? I miss turn based combat, alot.


^this

and also not forgetting

Final Fantasy X-2
Shadow Hearts and Shadow Hearts covonent
Enchanted Arms
Star Ocean the second story
Dragon Quest 8

#245
Heimdall

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Yuqi wrote...

Ponendus wrote...

Yrkoon wrote...

Meaningless statement.  Show me an RPG created after 1996 that isn't  action-based.


Final Fantasy X just off the top of my head. That was turn based and released in 2001? I miss turn based combat, alot.


^this

and also not forgetting

Final Fantasy X-2
Shadow Hearts and Shadow Hearts covonent
Enchanted Arms
Star Ocean the second story
Dragon Quest 8

Well, FFX-2 is a little debatable.  I've never really been certain where those timed battle systems fall.

#246
BagelBomber

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... Is it bad that the one thing I'd really want the most out of DA3 would be a proper epilogue?
DA2 left me hanging. Not in a way that made me want more; just in a way that I wanted some closure to the events. DAO offered that. Hell, Awakening offered that.

However, I, and I'm sure I will be stoned to death for this, genuinely enjoyed DA2. I had the ability to dodge attacks without having to rely on stats for once, which I have to say, was nice. The characters were intriguing and brought more to the table than what little you could grasp from the surface of their brief conversations (if that makes any sense), and I would have liked more time with them if possible. Same with the companions from Origins.

To avoid getting too lengthy however, I reaally hope that the 'marriage' is in a sense that DA2 is meant to be the bridge to tie DAO and DA3. And that it just doesn't drop to the near-hour of credits without giving me anything to wait through them for. >:|
And, also, that they don't rush the bloody ending this time.

Modifié par BagelBomber, 03 octobre 2011 - 04:16 .


#247
Yuqi

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Lord Aesir wrote...

Yuqi wrote...

Ponendus wrote...

Yrkoon wrote...

Meaningless statement.  Show me an RPG created after 1996 that isn't  action-based.


Final Fantasy X just off the top of my head. That was turn based and released in 2001? I miss turn based combat, alot.


^this

and also not forgetting

Final Fantasy X-2
Shadow Hearts and Shadow Hearts covonent
Enchanted Arms
Star Ocean the second story
Dragon Quest 8

Well, FFX-2 is a little debatable.  I've never really been certain where those timed battle systems fall.


Just poped it in my ps2, yeah your right.Still turn based though..

#248
Lega1aplayer

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I like DA:O a lot.
I like DA2 a little bit less.
Getting DA3 regardless cause i like to know what happens.

#249
The Executioner

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DA turn-based NOOOOOOOOOOOOOOOOOO!

#250
Reno_Tarshil

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Lega1aplayer wrote...

I like DA:O a lot.
I like DA2 a little bit less.
Getting DA3 regardless cause i like to know what happens.


Change DA2 to Liked a lot and this would be my opinion.