Wozearly wrote...
IMO, where it becomes 'dumbing down' is where the player is immunised from the consequences of their decisions - particularly negative ones.
Yes, that is a useful distinction. However, I think most of my points still stand in that regard. Another example is a certain quest on a certain expedition. If you take a certain companion with you, despite being advised against it, something bad happens. When this first happened to me, I really enjoyed the fact that my choice mattered -- I made a bad one, and I paid for it. So I reloaded a previous save, went through the process again making different choices, and in the end the same thing essentially happened, with different pretenses.
Narrowing choices down, or making your choices not matter altogether is akin to immunising you from the consequences of said choices.
Adding dialogue icons simplifies the previous complexity of trying to psychically predict what your character would say in full, particularly the tone, and how this might impact the other character.
Wait, what previous complexity? In DA:O, you knew exactly what your character would say in full, you just didn't know what effect it would have. That's how real conversation works. In DA2, the effect is given to you, but it seems like they tried to still surprise you by saying something different from what you thought you would say. Imo, the mechanic is backwards and only served to make things awkward.
Making it so that it doesn't really matter what you say, it just adds flavour and doesn't have further consequences, would be dumbing down.
When it comes to the story, this is essentially the case. In companion interactions, it's true that it matters what you say. Unfortunately, in most cases, how it matters is already given to you. Imo, having fewer dialogue choices is simplification, while telling you the effects of those choices before you choose them is dumbing down.
The first gives you fewer things to think about, while the latter makes it so you don't have to think about it at all.
Equally, making item sets more clearly useful and/or bound to certain careers is simplification, since this already existed to a fair extent within Origins. Making it so that its an absolute no-brainer which armour to pick, or removing choice entirely to negate the need for player input (companion armour took a step in that direction) is dumbing down.
I'm not against item sets being useful, but they're all the same in terms of their stats. It is an absolute no-brainer which equipment to pick, because depending on your class, pretty much everything adds bonuses to the same 2-4 stats. You don't have to choose between these stats or those stats, they're the same, so you just go with the higher numbers.
In this case, I think having fewer equipment choices to choose from would be simplification, while making those choices all the same by giving you one clear choice (going back to what you said earlier about immunising you to consequences) is dumbing down.
Persephone wrote...
It is. As I completely disagree and will stand by that viewpoint.
Even after all the examples, and acknowledgement from Bioware themselves that they tried to make it more accessible, you still won't allow that DA2 is simplified in relation to DA:O?
Modifié par Anomaly-, 12 octobre 2011 - 10:21 .