I'm impressed to see a few people who do read all the information/description/codices/etc in a game. Yet if we did the numbers, I'm sure we'd still see:
People who read all that < people who want "old school rpgs" < people who enjoyed "old school rpgs" but also enjoy "modern rpgs" < total audience of "modern rpgs".
Sylvius the Mad wrote...
Stanley Woo wrote...
And i still don't understand where the "JRPG" is in Dragon Age II. i can see where "over-the-top arcade action" comes in, even though i think that phrase to be a little exaggerated, but "JRPG"? i just don't see it.
I suspect it has to do with the player's inability to affect the direction of the narrative, or even substantively control the personality of the PC.
JRPG PCs are (usually) entirely pre-written. The player doesn't have any control over the PC's personality at all. This same complaint has been levelled against DA2 numerous times.
Similarly, the overall plot of JRPGs are typically quite linear and set-in-stone. Many JRPG players play those games just to experience the story, and telling a story is explicitly what DA2 is trying to do (often to the exclusion of allowing meaningful roleplaying).
Personally, I don't like JRPGs. I've played only one (FF7), but by all accounts the things I didn't like about it are the features that define the genre. And most of those features appear in DA2.
I have to agree with Sylvius on this one. It does feel more like a JRPG than any other BioWare title to date, and that's even because of some design decisions I don't mind.
I don't mind companions having a fixed appearance, but that feels like a JRPG trait. I assume the physical appearance of Fenris doesn't help here either - he does feel like he has a JRPG character "vibe". In fact, I'd say that the art style in general lends itself to JRPG comparisons.
You feel more railroaded upon the main plot, and are unable to stop certain key events from happening even if you don't really aid the people that bring those events to pass, which again feels like a JRPG trait.
It feels more as though you're "assigned" the members of your party rather than you being able to choose which ones you want. If you don't like someone, you're still forced to ostensibly have them as a "follower" even if you completely ignore them. You can't leave them imprisoned, tell them to go away, or kill them before they join you as you could in DAO.
I don't mind Hawke being voiced, but that feels like a JRPG trait.It feels more as though you're being assigned a protagonist rather than making one. Admittedly this happens in Mass Effect, Alpha Protocol and the Witcher as well, but when combined with other factors, it helps push people towards the "it's a JRPG" comparison.
There's no one single design feature that pushes people towards this attribution, but a combination of factors. I found DA2 enjoyable, but there were numerous factors where it seemed to fall short:
- Writing felt a lot more forced than any previous BioWare title - cameos that felt pointless or like blatant fan-service, and a plot that made the player feel powerless
- An erratic difficulty curve in the combat with boss fights - due to no fights training players how to develop the skills needed to succeed)
- NPCs that felt far more shallow from their interactive content - much of their personality comes through in roaming commentary, and many players feel that you cannot get a good sense of their personality in a single playthrough.
- Rushed and shallow romances - and the associated character "development" from the "past three years" codex entries (which applies to all party NPCs)
- Level design with bland, undecorated enviroments and extensive recycling - The DLCs have recognised this, but really and truly, this was a hideous and incredibly obvious flaw. This alone helped contributed to a large percentage of the "rushed!" catch-cries, and I can't honestly say I disagree in this respect.
I could come up with a more comprehensive and detailed discussion if you wanted. I know some of the these have been identified as areas of concern and where the DA team would like to improve, but I'm afraid I don't religiously watch the forums for all designer feedback and response.
I still liked DA2, but it didn't quite live up to my expectations based on pre-release information, and didn't match my expectations of the series that had been set from Origins and all its content. Not matching player expectations is perhaps one of the hardest difficulties to address and overcome, and isn't always a fault of the design of an individual game, but as a result of marketing and a game's pedigree.
Wozearly wrote...
AmstradHero wrote...
If a company spends $15 million on creating a game with full voice acting but less content, how many players will that garner compared to a company that spends $15 million on a game with no voice acting but more content? Ultimately that is the question that is being asked by the people providing the funding, and apparently at this point in time, the voice acted titles are seen to offer the larger player base. Without a modern AAA title without voice acting against which to provide a comparison, there is no real way to counter this way of thinking.
There is if you look outside of the RPG / action-RPG genre. Dawn of War hasn't used a voiced PC, even in DoW2 which had an obvious opportunity to do so (one character, one gender, all other companions fully voiced).
The Sims uses generic emotive voices rather than a fully voiced model to preserve the complexity of potential interactions. Rift launched without voiced player characters.
RPGs have been moving steadily in the direction of cinematography, having the player play through the game as if it were an interactive movie. This could, in principle, be a reflection of what players want to see. My personal concern is that its being driven this way in order to make use of the increasing tendency towards voiced PCs and the (mistaken?) belief amongst developers that games without a voiced PC are somehow inferior quality. A case of the tail wagging the dog if the decision to voice the PC isn't thought through to make the best use of what it can deliver.
None of those games have the depth of writing or the classic storytelling legacy of what many term the "old school RPG". RTS games have a story-telling element, but the story is more a means to justify the various set pieces and link the various maps that facilitate the game's mechanics. The Sims has no story whatsoever, and is only a piece of storytelling in so much as what the player makes happen within the scope of their control. MMOs may have a story and setting (of varying depth and complexity), but these are so readily ignored and overlooked by the vast majority of players in their search for more and better loot and the next quest that in many cases it may as well not be there.
Also, it's not simply about voiced player characters. It's about voiced characters at all. As soon as you've got characters spouting long dialogue and/or cutscenes at the player, you've got the overhead of recording those lines and all the associated funding, not to mention the presentation of those characters speaking. Publishers and people providing funding view that people who are willing to read the equivalent of a novel (or several) while playing a game in order to obtain an enjoyable gaming experience is a smaller market than those who will take a more movie-like approach with less content.
Is there an audience of 3 or 4 million worth of gamers across all three platforms willing to read a few hundred thousand words in order for their gameplay to make sense? Imagine Planescape Torment was never released, but instead that it was released for the first time today with a modern engine and graphics. You'd probably get some of the fans of the original picking it up and enjoying it just as much. Heck, you might even get a few critics who like it and encourage a few more people to buy it, but when players read reviews telling them how much they are going to have to read in order to enjoy the game... current evidence says it's not going to do anywhere near as well in sales as Mass Effect 2, Dragon Age Origins or even DA2.
I think this kind of market is now the realm of an indie RPG. I'd honestly love to be part of a group to make such a game, but for better or worse, I just don't think it's still the realm of a AAA title.
Modifié par AmstradHero, 29 novembre 2011 - 07:38 .