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Dragon Age III... Suggestions?


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#126
Leon481

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Wozza78 wrote...

I guesse so... the problem that Bioware have now is that they have left the end of origins so open ended that they may have to do an origins style beginning to DA III where you can tailor the way the game starts based on how you played the previous games. Something like a multiple choice questionaire... but you're right. I wasn't thinking about the many ways DAO could be finnished.


It's not really that difficult. There are only 3 things that really matter and need to be revisited from Origins and they are all really easy to deal with.
1. The fate of the warden.
2. The architect and his allies.
3. Morrigan and the old god baby.

Solutions:
1. Orlesian warden replacement. Not too difficult except for the Awakening carry over mess. They can fix that with a ME style comic.
2. The architect had allies that were never dealt with. The movement he started can be carried on regardless of him dying or not. Maybe it does better/worse with him alive/dead. Only small changes needed.
3. This seems like the most difficult but it's not. You can make the old god baby matter without making him central to the plot. Maybe just the game ends differently if he was born or not. Maybe the hero only survives the ending if he was born or maybe village A was burned to the ground in questline B since he wasn't born to save it. Or vice versa even. Maybe things just start to end badly all around because he was born. It just requires mulitple endings for quests which they always put in anyway.

Really, the open ending of Origins is not a problem with a little creativity. The same can be said for the things in Dragon Age 2. Maybe companion A comes by to save the day if not killed by Hawke but more people die if they're dead. It's relatively simple and can be implemented with minimum fuss. It would also make our choices in previous games matter which was sorely lacking in DA2.

#127
sabere

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 Pouring over all of the responses both detailed and general, the one common theme seems to be that people want the game to play their own way.  Sure, some of the same themes reoccur, like more character control within the story, more hack 'n slash, more permutations of conversation with your companions, more customizeable characters and companions and more of an open world like some of the newer games like Skyrim and Reckoning.

 Let me just state that I enjoy the whole Dragon Age saga so far.  There are elements from the original that I find more enjoyable than in DA2 and vice versa, like in the DAO, I enjoyed the greater variety and flexibility to converse with companions.  In DA2, I enjoyed the combat system better than in DAO, I thought it was an improvement, at least from my point of view.  Overall, I enjoy a bigger 'feeling' game that takes place over vast seemingly boundryless lands.  I like being able to climb over terrain, through woods and over mountains and if I don't watch my step, I could fall off a ledge or cliff ruining my day or use it against an enemy to ruin their day.  I don't like playing a character that feels like it's being corralled down fixed paths.  But I still want to be a part of a strong themed story rather than wander around aimlessly the whole time without much purpose.

The one thing that makes DA (and ME) stand out over other RPG type games is the fact that they immerse the player into the story and give their lead characters voices and choices that have impacts and consequences on how the game moves forward and plays out. As in real life, some choices will make you a rich person while other choices will leave you bankrupt, some will make you a good guy or hero while others will make you a thug or a villian.  This is what keeps many people coming back, in my opinion.  

Speaking more specifically, In the next DA (DA3), the developers will hit a homerun if they open up the world so our characters can run around like characters do in Skyrim, but keep the combat style from DA2 (while tweeking the mage spells for a little more variety) but most importantly keep the character/companion interaction themed story approach to guiding and building characters for that patented DA game immersion experience.

I guess if anything, the developers may want to find a way to have some flexibility for players to pick and choose how immersive the story is for players (it looks like they're trying something like this with ME3).  Oh and one more thing, I'm a long time RPG gamer and the one thing that I miss the most from the oldest games is the element of surprise, being surprised by what's around the corner, not knowing if your character is about to be ambushed or stumble upon a hidden passage and then not knowing what kind of ghoul is stalking you from the shadows.  Surprise me!

Ok, seriously last suggestion, could you please bring Morrigan back?

Modifié par sabere, 27 février 2012 - 07:23 .


#128
zyntifox

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I would really love if they brought back the combat to the way it was in Origins. The combat in dragon age 2 was so fast paced and lacked the strategic element that it felt like i was playing a devil may cry game. Now im not saying that the combat system in a devil may cry/god of war game is bad per say but what i like from combat in a fantasy RPG game is realistic combat ( not including the not-so realistic fireball and lightning throwing ofcourse :) )

#129
sabere

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Cstaf wrote...

I would really love if they brought back the combat to the way it was in Origins. The combat in dragon age 2 was so fast paced and lacked the strategic element that it felt like i was playing a devil may cry game. Now im not saying that the combat system in a devil may cry/god of war game is bad per say but what i like from combat in a fantasy RPG game is realistic combat ( not including the not-so realistic fireball and lightning throwing ofcourse :) )


Interesting.  I'm kind of the opposite.  In DAO, I really only enjoyed playing mage characters, while melee characters(rogues and warriors) were more tedious than fun to play.  Then when DA2 came out, I much preferred playing rogue and warrior characters over mage characters.  I guess not everyone will completely agree as to what constitutes 'fun'.  Maybe there's some middle ground, but I can't quite put my finger on what changes to the combat system it would take for developers to please both of us.

#130
septembervirgin

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More reason behind classes. I see no reason why there were so many Reavers in DA2. Someone can't just choose to be one, in the game lore, they have to get dragon/wyvern blood and the actual class is descended of demonic teachings much as blood magic is.

#131
lx_theo

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  I'm going to lay out a bunch of different areas in which design choices will have to be made. In these areas I will describe how I believe Bioware should handle them in Dragon Age III. Feel free to offer responses on the ideas and possibly offer alternative of your own.


Order is random


Combat: Middle Ground of the Two Dragon Ages

----> The faster pace action of Dragon Age II was good, but it took it to the point that you felt a loss of the tactical feel of Origins. Base it around the tactical feel, and base the animations and such around the more fast paced style in Dragon Age II.

----> I Also think Death Blows should come back. These made combat more fun, imo.

Ending: Choices, choices, choices

----> If you didn't notice yet, Bioware games tend to get more flak when the choices affecting the ending are not there. Look at Origins. (Minor spoilers?) You could become King/Queen (sort of). You could go and live your life with your love interest adventuring. There were so many possibilities for how indivudal parts could end. You see Mass Effect 3 and Dragon Age II with limited choices affecting it. Both were very disliked for reasons linked with that.

Looting: AoE Loot

----> Small point, but i really like the AoE loot in The Old Republic. This should be in every game with looting.

Companion Interaction: Availability of Origins, Lifestyle of Dragon Age II

----> Basically this... The availability to talk to people should be like Origins, where it can be at any time adn you can ask questions. But the addition of them seeming like they have lives of their own is a very nice addition to the whole equation. Mass Effect 3 helped rememdy this somewhat, but not nearly to the extent it'd be best.

Character Creation: Origins all the way here

----> The choices in the Origins were better, easily. Species and Origins were great choices that I want back. 

---> Origins in paticular made the first Dragon Age feel special. It made your character feel unique. I was able to play through that game 5 times until i got bored in around three weeks time after I got it because of that. Origins need to be back in some way or form. they should be a hallmark of the series.

Importing Our Wardens and Hawkes: Let us tweak

----> Especially for the Warden, there should be an option to tweak their appearance. With the art change from origins to 2, we saw some characters look a bit worse or different that we would have like. Just imagine how much hate you'll get if there's a Warden cameo and they look a bit off.

Abilities/Spells/Talents/etc: DA2 with branching like ME3

----> Like the above says. Use the tree like system from DA2 (I thought it was better), but introduce the branching system introduced in ME3. This was a great way to customize your abilities adn your playstyle rather than just picking from a bunch.



Armor: More, and branching styles for companions 

----> There needs to be more armor for the character. Both origins and DA2 felt barren in this regard. And a variety of styles for each class should be emphasized. This allows people to be more immersed in their character.

----> I think it'd be a good idea to have multiple styles of armor for each companion. I understand that the art design for each looked a ton better than if they were simply the other armor being thrown on them. But, when playing The Old Republic, you get the choice for your first companion to get three different themes for your companion's armor as a quest reward at a point. This would be a great compromise. Allow people to choose between three or so styles that look good. Another possibility is that these outfit style could upgrade over the course of the game (like the Player Character's would).


Items Focus on variety and mods

----> The Item system should be based on how like The Old Republic does mods. They are an amazing idea. You can find an outfit you really like and stick with it for as long as you like. Put a big emphasis on a mod/enchantment type system that mirrors how TOR does it. After that, create a large variety of looks people can embrace. This would work amazingly well for people who want to play their own character.

Dialogue System: Keep and Possibly Expand from Dragon Age II

----> The dialogue system was by far the best that Bioware has done in any game in Dragon Age II. As much as people disliked it, this was one area that I can honestly say should have withstood any of the critisicms thrown at the game. The ability for you to develop a real personality for your character worked great for me. How these calculated personalities followed over into more parts of the conversation worked wonders.

----> If its expanded, that'd be great, but it did very well on its own. There could be more personalities other than the ones had already. Or the developed personality could have more ranges than just the three basic packages already available. It could track how your character reacts in certain styles of situations, for example.

Exploration: Multiple, Large, and Open-World Areas 

----> I think this would be a great place to grab your inspiration from Skyrim. Create large, explorable areas with cities that feel alive.

--->The story will likely revolve around the a certain war, and the ability to travel around the world throughout the story I think would be a good idea. Or at least to multiple countries. Instead of one big area like Skyrim, you could have several of these, one for each country you visit (four?). 


Questing: Skyrim Style

----> Another thing that it'd be great to be inspired from Skyrim. Make the side quests largely based on story branches of their own. Skyrim is so fun and expansive because you have these very own storylines littered around the world you explore. Around them are the more small minute adn quick (to develop and do) quests that can get to people to spend even more time enjoying the game.


Art Style:
 Same as Dragon Age II

----> So much time was spent on making a great art style for Dragon Age II that I'd hate to see it get trashed already. What people like me want is more of it. The recycled envirorments and lack of a huge variety of armor was the most disappointing part of this all.


That's all I have atm. Probably forgot something.

#132
Legenlorn

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Hi all you Big fans of DA. I have been playing games made by bioware and found them to be enjoyable. I also feel that I love the Dragon Age world. I may not be the type of fan to travel to those game events non the less I still would like to give my opinion on what RPGs lack. (I also played other rpgs mind you).
Now what I would be happy about seeing in lets say DAIII is a world with more life. By that I mean a world with a more visible response to what has happened, and what is going on.

Ex: Hawk is the champion so he should have encounters like a group of children running up to him jumping around him laughing in joy saying "look the champion! Yay" Thats just one of many things that could happen right?

Next also the surroundings should change appropriately to the decision the hero made. Like if he chose to save a village then next time you visit the village is safe, people thank you cheer at you and so on. But when he chose not to do anything the village is destroyed and only burnt huts stand but that shouldn't mean that this location cant be used for something after that like a bandits hideout.

The next thing I'd like to talk about is the interaction between the hero and the world. In DAII you were the champion right? But did that really feel any different than before that- beside ppl calling you champion in convs? Or when you made a fortune after going underground? I noticed a bigger house with a few interactive furniture like things and some gold. Also when you had the chance to buy a mine. Beside those times when you had to rescue it I really didn't see much going on there nor did I feel I actually had a mine. The workers didn't work and you couldn't do anything more with it.
I know I might be asking a bit much from a game where you have a main story and you have to move along it but RPGs aren't suppose to immitate a bit life? Besides, our hero isn't some low IQ mercenary. He can have some property which he can lets say turn in to more property or lose it. I think this would make the whole game more fun if the player could gain more than just the loot from killing spiders dragons and cultists or mages/templars. BTW as for monsters maybe trophies on a wall. I always found that somewhat nice in a game.

Now one more thing. The decisions and your actions should have more impact on the story and by that I mean the ongoing story not the epilogue. Which is also connected with another thing. It would be fantastic if more interactive stuff was added to the story. DAII was like going down one bricked path and some dirt paths leading from it but ending with dead ends. Those dead ends are side quests. I felt that they had little impact on the story and that the story was just about moving forward with the killing (beside the companion quests which were great and Thank You Bioware). I think it would be more fun if the story was filled with more extra options (ones you could do but did not have to to get to the ending). For example if we are talking DAIII. Let's say that we have to chose a side (templar/mage/neutral) and there are several regions into which the main game map is divided into. In one location there is a strong presence of one faction while your faction is weak. You have to make your standing in that location stronger. Now beside the main point in the story line you get several additional quests like gathering more members, establishing more connections with the people living in that land so they will like you(your faction) and trade with you. Stuff like that which change the outcome of lets say a battle between both factions in the end of the story line of that region.
If you played NWN2 then you should recall being the commander of a castle and having the possibility of rebuilding it and you also had a few events that actually gave you more options to choose from giving you different outcomes and also those side quests were connected to the number of soldiers you had under your command and their training and who was your task force leader. DA:O TA had also something similar but those quests were easy and few.

All in all after finishing an RPG (that is how I feel) the player should feel somewhat accomplished seeing the effects of his choices and his fortune that he work for.

I'm sorry that its this long but I just wanted to get what I felt about Dragon Age out there (hopefully) to the guys making this great game. After all its DA that Im putting my hopes in waiting for a really good RPG.

#133
LolaLei

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Lol the first part of your post sounded like you were describing Fable 3.

#134
Legenlorn

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Hmm... now that I think about Fable 3 the world did change after what you did but I think it was a one time change. Here I'm talking about gradual changes happening as the character moves on.

#135
strange warden

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How about Weapon grip options and auto-attack scripting. So we would be able to personalize our gameplay. I think this hasn't been implement in any game up to date, It would be inovative step forward.

#136
TonberryFeye

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Art Style:[/u][/b] Same as Dragon Age II

I need to respond to this with the following rebuttal.

NO! No no no no NO!

I swear to the gods that whether I buy Dragon Age 3 will be determined by the first GENUINE screenshot of the Darkspawn.

#137
Kadell

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Here's my suggestions:

===From Origins===
•The large exploration
•Powerful use of Choices
•large number of side quests
•Uniqueness

===From DA2===
•The pace
•Side Quests that affect the main quest
•Hawke
•Simplified Leveling system/skill tree
•Artwork
•Voice Acting
•Decision Wheel

===New===
•Mid paced combat (About the same pace as Skyrim)
•Larger Party List
•Interrupts
•Meaner renegade dialogue mixed with a bit of comedy
•Alot more comedy
•Return of the Qunari
•Alot more of Merridith

#138
Legenlorn

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Kadell wrote...

Here's my suggestions:

===From Origins===
•The large exploration
•Powerful use of Choices
•large number of side quests
•Uniqueness

===From DA2===
•The pace
•Side Quests that affect the main quest
•Hawke
•Simplified Leveling system/skill tree
•Artwork
•Voice Acting
•Decision Wheel

===New===
•Mid paced combat (About the same pace as Skyrim)
•Larger Party List
•Interrupts
•Meaner renegade dialogue mixed with a bit of comedy
•Alot more comedy
•Return of the Qunari
•Alot more of Merridith


And let's add to that some property for the hero (skyrim = house and interactive things in it +  titles - but with DA a lot more meaning to what we get like I wrote in my post before). Plz remember about the players who like to do every quests and explore every location in the game (meaning give more side stuff to do )

#139
Legenlorn

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Ohh and I also remembered that making the pase between DAO and DAII would be better. DAII was a little bit fast I think.

Modifié par Legenlorn, 18 juin 2012 - 05:27 .


#140
Aulis Vaara

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Kadell wrote...

Here's my suggestions:


===From Origins===
•The large exploration
•Powerful use of Choices
•large number of side quests
•Uniqueness


All good things, true.

===From DA2===
•The pace


Pace? Most of the time exactly nothing was happing plot wise. Not great pacing if you ask me.

•Side Quests that affect the main quest


Did anything even affect the main quest? Haven't played the entire game through, but as far as I'm aware, the only choice you get is killing off Anders or not...

•Hawke


I would much prefer getting to choose my race, thank you. Don't really care for Hawke.

•Simplified Leveling system/skill tree


The skill trees are probably the only good thing that DA2 brought to Dragon Age.

•Artwork


Darkspawn were much better before the change, in my humble opinion. I'm not entirely against the change, but it is telling that the Darkspawn were much scarier before the change.

•Voice Acting
•Decision Wheel


As said above, I prefer to choose my race, however, these two are also very close to something very fundamentally important to role-playing.

The problem with the dialogue wheel is that you begin metagaming the whole thing. You're playing either angry Hawke, witty Hawke, or angel Hawke. Your choice of answer completely disregards who you're talking to at least 90% of the time.

In Dragon Age: Origins, you actually had to be aware of who your were talking to and what they were like. Your answers were decided by careful deliberation between the side of you that wanted to remain honest or put the character in his place and the side that wanted something from the character. It was a very immersing tactic, because if you didn't care about these characters, you were never going to get what you needed.

No such thing in either Dragon Age 2, or Mass Effect. In my humble opinion, the dialogue wheel is a very, very bad game mechanic.

===New===
•Mid paced combat (About the same pace as Skyrim)
•Larger Party List
•Interrupts
•Meaner renegade dialogue mixed with a bit of comedy
•Alot more comedy
•Return of the Qunari
•Alot more of Merridith


- Sure.
- If there are resources.
- No.
- No, this isn't Mass Effect, the dialogue wheel is a bad idea to begin with.
- Unnecessary, there is already enough comedy, and forcing more will only make it tacky.
- I really don't care about the Qunari. Origins of the Darkspawn, truth about the old gods, elven gods, Flemeth, Morrigan, and Sandal.
- No.

#141
Kadell

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Oops, I mistakenly put Merridith as the last suggestion. I meant to put flemeth, my mistake.

#142
DarkDragon777

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*New graphics engine (or at least improve the current one)
*Slower combat, Origins style
*Less fetch quests (This was a problem in Origins too)
*Get rid of the dialogue wheel
*Silent protagonist
*Make the protagonist important to the universe (e.g. like The Warden, not Hawke)
*More editions to Dwarven and Elven lore
*Kal-Sharok
*More answers to questions
*More politics (A Paragon of Her Kind style)
*Neutral choices
*More Morrigan and Flemeth
*Have dragons actually have some kind of role in the story

Modifié par DarkDragon777, 19 juin 2012 - 08:35 .


#143
Jerrybnsn

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Kadell wrote...

Oops, I mistakenly put Merridith as the last suggestion. I meant to put flemeth, my mistake.


Why not Merridith.  They turn the old Hag Flemeth into a hottie.Image IPB

#144
wsandista

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DarkDragon777 wrote...

*New graphics engine (or at least improve the current one)
*Slower combat, Origins style
*Less fetch quests (This was a problem in Origins too)
*Get rid of the dialogue wheel
*Silent protagonist
*Make the protagonist important to the universe (e.g. like The Warden, not Hawke)
*More editions to Dwarven and Elven lore
*Kal-Sharok
*More answers to questions
*More politics (A Paragon of Her Kind style)
*Neutral choices
*More Morrigan and Flemeth
*Have dragons actually have some kind of role in the story


This and

*KILL HAWKE VIOLENTLY!
*Race options
*Either origins or an undefined background
*Auto-attack only, no AWESOME! button.

#145
DarkDragon777

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Jerrybnsn wrote...

Kadell wrote...

Oops, I mistakenly put Merridith as the last suggestion. I meant to put flemeth, my mistake.


Why not Merridith.  They turn the old Hag Flemeth into a hottie.Image IPB


....Because Meredith is dead. :huh:

#146
Jerrybnsn

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DarkDragon777 wrote...

Jerrybnsn wrote...

Kadell wrote...

Oops, I mistakenly put Merridith as the last suggestion. I meant to put flemeth, my mistake.


Why not Merridith.  They turn the old Hag Flemeth into a hottie.Image IPB


....Because Meredith is dead. :huh:


Even dead, she'll still look hotter than the elves.Image IPB

Modifié par Jerrybnsn, 19 juin 2012 - 10:24 .


#147
Whitering

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In case nobody else has mentioned it. How about more development time. Fantasy games are supposed to take me out of my daily routine of going to the same places over and over, not repeat that pattern in a fantasy setting.

Also, Toolset. Seriously, the modders even mostly fixed DAO and DAA for you, show some damned respect.

#148
TonberryFeye

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The thing I'd like to see is "what exactly do Grey Wardens do when there's no Blight?"

#149
Legenlorn

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Whitering wrote...

In case nobody else has mentioned it. How about more development time. Fantasy games are supposed to take me out of my daily routine of going to the same places over and over, not repeat that pattern in a fantasy setting.

Also, Toolset. Seriously, the modders even mostly fixed DAO and DAA for you, show some damned respect.


Yeah like more unique places and also show the Wardens a bit more. After all I haven't seen people talking about the Wardens fighting this mage looking cult in DA2