Gameplay/story segregation and a lack of respect or consequences for the player's decisions. The two also have quite a bit of crossover.
I don't mean "you don't get x choice to y problem" like with Hawke's mother, I mean, too many choices weren't respected and given appropriate consequences.
Examples:
Why wasn't there more reaction to whether you chose to side with Mages or Templars in x quest about abusing Templar y and crazy Blood Mage z? No unique questlines? No faction mechanics?
Plot relevant specialisations/classes. Blood Mage? Obvious. Why no reaction from Templars/Guards for magic in the streets, why no questlines or even cutscenes helping you deal with the Underground or even dealing with Demons and Temptations if you're a Mage? Why are there no quests for specific types of characters, like the stealing side quests in DA:O?
Why did choosing a way into Kirkwall not really matter? Where's Hawke's political power from helping the Tevinter Magistrate? Where's the subplot about the Ferelden refugees? What if Hawke donated money? What if Hawke helped them out in the Bone Pit?
And so on.
Granted, I accept it's something that can never be wholly dealt with (story/gameplay segregation) and that a rushed development were why these aspects were handled so poorly in Dragon Age 2 specifically. But what gets at me is that unlike "iconic looks", unlike debating whether Dragon Age 2 was aimed at kids, unlike the intracacies of particular romances, unlike whether the game was "innovative" or unlike Felicia Day cosplaying material, things like improving core gameplay and addressing gameplay/story segregation doesn't even seem to be acknowledged by BioWare as remotely important in interviews, let alone something to discuss on the forums.
It's annoying, more than it should be, but I guess that's my inner nerd just raging away.
While it's not a Dragon Age 2 specific problem, I also have another pet peeve.
Lack of statistical importance outside of combat.
DA:O didn't really have much of this either, but it's something I want to see being worked on for future products. Raising my Cunning stat ought to make my character more Cunning by opening up options in dialog or quests, not just give me access to more dagger moves. Dexterity ought to increase running speed, Strength increasing the amount of items you can carry, Magic and Willpower ought to open up options in dialog, in quests and maybe even interactions with Demons, etc.
RPGs ought to aim for a statistical representation of characters for physical and mental capability, with the player's imagination providing a character's personality and "soul". I hope that's looked at in future games. It broadly enters into the "no consequences given for choices" because making statistics important outside of unlocking abilities - through broad gameplay elements like character speed as well as specific ones like multiple solutions, non combat content and skills checks - enforces different gamestyles and experiences for different characters. Which makes roleplaying much more satisfying, even if it may reduce the amount of total content. Still, games like New Vegas prove that it can be done very well, despite being rushed.
So 1) Gameplay/story segregation, 2) Lack of tangible and appropriate consequences for choices, story or otherwise and 3) Lack of statistical importance in building all aspects of a character.
Modifié par mrcrusty, 09 octobre 2011 - 01:02 .