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Next Dragon Age game to take cues from Skyrim?


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#101
slimgrin

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What I'd rather see is Bioware resurrect those ME1 maps, make them more organic, and populate them with points of interest. Maybe they could make an outpost with a single survivor here, a scientific laboratory, a cave leading to the unknown. The potential for open world exploration is ripe. And in case everyone thinks it will ruin story, this would be DLC. It would be separate from the main game.

Open world map packs, each for a different planet, who the hell wouldn't want that?

There is so much potential when it comes to sandbox play. If I were Bioware I'd sell this stuff as DLC- sandbox exploration per planet, each with its own story and places to be discovered.

Oh, wait a minute, we're still talking about Dragon Age?

Modifié par slimgrin, 24 décembre 2011 - 06:46 .


#102
Tommy6860

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Il Divo wrote...

Elhanan wrote...

But I would take the writing of DA2 over that of Skyrim; also have ca.300 hrs there, too. It is not necessary to describe the wheel in each game, or force rhe need for a glossary. DA has done a great job of allowing much to play out in the game itself; no need for Codex or Wiki searches either. 


My issue with Skyrim is that the the civil war is more of a setting than it is an actual storyline. Playing through either the Stormcloak or Imperial factions is really just a series of military conquests that ends with the player winning Skyrim for their respective faction. That's where I think DA2's political story is still miles ahead; it's an actual story, which the game focuses on. Kirkwall's main conflict is between the Templars and Mages in Kirkwall , and how the city is about ready to explode with all the various factions vying for power. It's the critical problem which all TES games suffer from in attempting to give the player freedom.


Your comparison doesn't hold water at all. Firstly, there is a story to the factions (relevantly like DA2, it is religious in theme) and it just happens to be appropriately ancillary to the Skyrim main quest. When one listens to the opposing sides, one eventually makes a choice what side to choose (or simply doesn't do it, which is a choice), similar to DA2. How is that any different when they Skyrim factions are essentially at war with each other, while dragons are burning down parts of Skyrim? In DA2, no matter what side one chooses, which ONLY happens at near the very end, as opposed to one being able to choose a side nearly right off in Skyrim, there is no one side that wins Kirkwall. IMO, that's less a setting than even holding it to being a storyline, it has no ending. What kind of conquest is that for a "champion" of a city state, especially if one choose a side?

Not only that, at least in Skyrim, you feel like you made a conquest with an outcome and it had a purpose for the choice one made for the side they chose. What conquest was there in DA2, what side came out on top? I also cannot play DA2 anymore after the main plot is done, you're stuck at home, with no beer, no card game to play, and your friends only want to be around your dog. Unless you count buing able to go to the Black Emporium and practice rearranging your looks, that's it, it is done.

#103
Morroian

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CenturyCrow wrote...

Morroian wrote...

You mean continuity in game design?


No, a continuity of the story line. 


Right from DAO they have said the franchise is about Thedas in the Dragon Age not 1 individual character, it was never meant to tell 1 story. They have been explicit that each game will tell a standalone story.

#104
Addai

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Moondoggie wrote...

In that case they should just sell empty books and make you write the story yourself. You're making excuses for poor writing by claiming that a game with an actual story and character backgrounds is "spoon feeding you" How the heck do you connect to the character you are and the world you play in if you have no idea what the point of your character and why they are doing what they are doing is? Wiggle room for you to decide what kind of character you are playing is great as is deciding how they make decisions but i find the idea of just giving you some empty canvas and sticking you in an open map of side quests sort of laughable.

Aparently now the player has to do the job of the writers >.>

It's called imagination.

#105
Ex-Paladin

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Addai67 wrote...

Moondoggie wrote...

In that case they should just sell empty books and make you write the story yourself. You're making excuses for poor writing by claiming that a game with an actual story and character backgrounds is "spoon feeding you" How the heck do you connect to the character you are and the world you play in if you have no idea what the point of your character and why they are doing what they are doing is? Wiggle room for you to decide what kind of character you are playing is great as is deciding how they make decisions but i find the idea of just giving you some empty canvas and sticking you in an open map of side quests sort of laughable.

Aparently now the player has to do the job of the writers >.>

It's called imagination.

Yeah but we all know no one has that anymore :lol:

#106
Addai

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sympathyforsaren wrote...

Just a little disclaimer: Skyrim's civil strife involving the Thalmor, Empire and Stormcloaks was about, eh, I dunno, a million times more interesting than Dragon Age II and their political story.

Take Hawke, a lame and cheesy character that is BioWare's character they let you rent, and his little poor issues and the poor little mages...how they are suppressed.

Then take the Thalmor elves of the Aldmeri Dominion...a race that is far advanced to others in an empire that is more powerful than Tamriel, now overseeing how Tamriel is functioning and is intervening in everything so they can carefully control and monitor the psychological, philosophical and political structure of Skyrim and Tamriel. Their goal: the slavery or elimination/eradication of all mortals and non-Thalmor, for they, in their own eyes, are a Superior Race with sophistication and benevolence.

Is Bethesda the best in writing? No. But there was some pretty solid writing in Skyrim. Their political sub-story was leagues better than BioWare's :-0

Couldn't have said it better.  The big difference between the two is that to achieve its story aims, DA2 makes all the key players idiots and/or insane.  They don't have rational bases for the things they do.  In the civil war story line in Skyrim, there are competent, sympathetic characters on both sides who have legitimate clashing interests.  Beside the fact that you can actually join a faction.

#107
Addai

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Elhanan wrote...
And while I have played ca.300 hrs in Skyrim thus far, not one Codex entry has been read; barely bother with the books except for IG clues. To be fair, this is much the same for the DA and ME series; if I wanted to read stuff in small print, I have the manuals....

You're really missing out.  I don't always read the books in game, though.  Sometimes later on the wiki or now they have them all available in e-book format.

#108
Sigma Tauri

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Moondoggie wrote...
In that case they should just sell empty books and make you write the story yourself. You're making excuses for poor writing by claiming that a game with an actual story and character backgrounds is "spoon feeding you" How the heck do you connect to the character you are and the world you play in if you have no idea what the point of your character and why they are doing what they are doing is? Wiggle room for you to decide what kind of character you are playing is great as is deciding how they make decisions but i find the idea of just giving you some empty canvas and sticking you in an open map of side quests sort of laughable.

Aparently now the player has to do the job of the writers >.>


Ummm...to a certain extent, you are writing the story yourself? This is a freakin game here. Your input as a gamer is central to that.

#109
DarthCaine

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Take cues from Skyrim?

You mean they'll take 5 years to refine quality (like DAO), and won't crap it out in a year to cash in (like DA2)?

I seriously doubt that's BiowEAre motto anymore

Modifié par DarthCaine, 24 décembre 2011 - 08:40 .


#110
Morroian

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sympathyforsaren wrote...

Just a little disclaimer: Skyrim's civil strife involving the Thalmor, Empire and Stormcloaks was about, eh, I dunno, a million times more interesting than Dragon Age II and their political story.

Take Hawke, a lame and cheesy character that is BioWare's character they let you rent, and his little poor issues and the poor little mages...how they are suppressed.

What about non mage Hawke? What about the poor oppressed Nords in Skyrim crying because the imperials were forced into banning Talos worship.

Seriously if your Hawke was lame and cheesy it was because that was the way you role played Hawke.  

#111
Gandalf-the-Fabulous

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slimgrin wrote...

What I'd rather see is Bioware resurrect those ME1 maps, make them more organic, and populate them with points of interest. Maybe they could make an outpost with a single survivor here, a scientific laboratory, a cave leading to the unknown. The potential for open world exploration is ripe. And in case everyone thinks it will ruin story, this would be DLC. It would be separate from the main game.

Open world map packs, each for a different planet, who the hell wouldn't want that?

There is so much potential when it comes to sandbox play. If I were Bioware I'd sell this stuff as DLC- sandbox exploration per planet, each with its own story and places to be discovered.

Oh, wait a minute, we're still talking about Dragon Age?


Personally I dont understand the fear people have that making a game open world will somehow ruin the story, I am sure that if the developers put their mind to it they could still offer a good story based game with meaningful character interactions, that being said an open world game still has its weaknesses.

Now I am all for making maps more open but the problem with making one continuous world like what we see in Skyrim is that you can only make that world so big, not so much of a problem when the entire game takes place in a smaller area such as a city, but when the gameworld is suppose to represent an entire province like Skyrim you do need to scale down the locations and conflicts within that world to the point that what was supposed to be a massive city feels like a small town and what was supposed to be an epic battle feels like a small skirmish.

#112
Elhanan

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Tommy6860 wrote...

Your comparison doesn't hold water at all. Firstly, there is a story to the factions (relevantly like DA2, it is religious in theme) and it just happens to be appropriately ancillary to the Skyrim main quest. When one listens to the opposing sides, one eventually makes a choice what side to choose (or simply doesn't do it, which is a choice), similar to DA2. How is that any different when they Skyrim factions are essentially at war with each other, while dragons are burning down parts of Skyrim? In DA2, no matter what side one chooses, which ONLY happens at near the very end, as opposed to one being able to choose a side nearly right off in Skyrim, there is no one side that wins Kirkwall. IMO, that's less a setting than even holding it to being a storyline, it has no ending. What kind of conquest is that for a "champion" of a city state, especially if one choose a side?

Not only that, at least in Skyrim, you feel like you made a conquest with an outcome and it had a purpose for the choice one made for the side they chose. What conquest was there in DA2, what side came out on top? I also cannot play DA2 anymore after the main plot is done, you're stuck at home, with no beer, no card game to play, and your friends only want to be around your dog. Unless you count buing able to go to the Black Emporium and practice rearranging your looks, that's it, it is done.


Skyrim may have the simulation of Choice, but cannot help but notice that the Civil War quests basically unravelled all that was done in the truce made in the Main Quest. Same result
.
And while the Dragon born can play after all the main quests and side quests are completed, it seems a bit strange to encounter as many dragons, soldiers, etc as one saw earlier; no recognition of earlier victories made a few IG hours previously.  When I was attacked by a dragon shortly leaving High H, my reaction was 'Really?'.

While Skyrim may have been designed to play in any order, it is disconcerting to note that the recommended Encounter lvl for ending the Main Quest is 24th in order to avoid it being too easy. Again, my reaction on seeing this in the Wiki was 'Really?'. Over half of the remaining lvls of 'Usual' play are designed to not be used in the Main Story? If the resultant actions of all that character prepartion was not made for encountering the Main Boss , what is the point?

Now I finished play at 63rd with the Civil War finale, but will not place the Main Quest before again due to the stripping of power and diplomacy seemingly made earlier. Again, there is no real change; just simulated alterations.

Stories and life are meant to have conclusions, though I personally hold to the belief for designed sequels for both.

#113
Eski.Moe

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The Civil War aspect of Skyrim was incredibly interesting but the faction lines (Imperial or Stormcloak) were just horribly executed. Could have been done so much better. It felt half baked.
Don't take this as me hating the game but more loving it and wishing it were perfect haha.

Moving on, I really like what a poster above said. How the dedication and love that the game received is what I'd like to see replicated in the DA games. The little things in Skyrim that go a long way in prolonging the enjoying and demonstrating the passion that went into it. It was given the time that it deserved whereas DA2 had tons of potential but was ultimately half-baked due to the rush that they seemed to be in to spit it out.

#114
CenturyCrow

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Morroian wrote...
Right from DAO they have said the franchise is about Thedas in the Dragon Age not 1 individual character, it was never meant to tell 1 story. They have been explicit that each game will tell a standalone story.

That was my point. DA:O left too many things unanswered that should have been finalized. Even some of the DLC just added more things hanging that never were resolved in DA 2. DA 2 could have been named differently, not sequentially as if it was a series. Given all that was accomplished with DA:O and the length of development, I had the impression the development team had a well thought out plan for Dragon Age. DA 2 dispelled that. And DA 2 didn't leave me with a feeling I'd be interested in whatever came next.

If BW is looking at Skyrim for clues on how to make a game, the next DA is going to be a patchwork of new ideas that shouldn't be called DA 3, just another story in Thedas.

I still believe that there was a proper DA 2 story somewhere in development at one time but it was displaced by the Hawke story. I don't think it was bad writing, just someone changed the direction of the series and it sounds like it will happen again.

EDIT/Addendum: Just found the link. There is one possible speculation for DA 3 that should make some people happy. Maximum PC has a short article on the top 6 gaming engines. One of them, Dice's Frostbite 2 (BF 3) is exclusive to EA. Maximum PC speculates it might be used for DA 3 multiplayer. Which again I might speculate that there might not be much of a story for DA 3 if they focus too much on multiplayer. Frostbite 2 is part way down the page.

www.maximumpc.com/article/features/gamers_start_your_engines_6_top_gaming_engines_face

Modifié par CenturyCrow, 24 décembre 2011 - 02:22 .


#115
Shepard the Leper

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Chuck_Vu wrote...

Here's my take on Role Playing Games. It all hinges on choices and decisions.



Indeed.

Choosing to break and enter every house in the game IS role playing and chosing not to steal is also role playing. Ignoring your prophesied role as "The One" is also role playing.



Well, that makes everything "role-playing" doesn't it. I don't feel like "role-playing" when I decide not to take part in a certain race (playing a racing game); or playing against a certain team in any sports game; or not launching a certain map in a (MP) shooter game etc.

Being railroaded to do "X" in order to advance is NOT role playing (because what if I decided that my character felt like going on a bender instead?).



It's impossible to "role-play" without context thus you (the player) is always "railroaded" towards the game's objective. You cannot produce a story without a plot.

Skyrim has a main story (two if you consider the return of the dragons and the civil war) that you could pursue or ignore. It's what you choose to do or not to do that makes it a role playing game.


No it's not and that's why Skyrim isn't a "role-playing" game at all. There is nothing in the game you - the player - can influence. Skyrim is an adventure / exploration game with a crapload of things you can do, but none have any impact on your character, the world around you, the NPCs, or the (other) quests you (can) participate in.

You can slay the Emperor of Tamriel but nobody cares; You can marry someone, but nobody (including your spouse) cares; You can save Skyrim, but nobody gives a sh*t; you can become grandmaster of all the guilds but everybody in Skyrim still reacts to you like you're some kind of insignificant fool etc etc. Skyrim lacks any form of progression, whether it's your character, those you interact with or the world around you.

Skyrim is static and in order to "role-play" things ought to be dynamic. Decisions made should have an impact on how the world evolves around you, how people react to you and so on. In Skyrim you can walk into a town and start butchering the lot for the lulz. You cannot kill that many because most NPCs are dumb quest givers and cannot die. They don't seem to care that you swung your warhammer in their faces repeately an hour ago, they only do what they're told - give you the damn quest. It's pathetic really.

I did enjoy Skyrim and had more fun playing it than DA2. But when it comes down to "role-playing", DA2 is miles ahead of Skyrim and The Witcher 2 is miles ahead of DA2.

#116
Chuck_Vu

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Shepard the Leper wrote...

Chuck_Vu wrote...

Here's my take on Role Playing Games. It all hinges on choices and decisions.



Indeed.

Choosing to break and enter every house in the game IS role playing and chosing not to steal is also role playing. Ignoring your prophesied role as "The One" is also role playing.



Well, that makes everything "role-playing" doesn't it. I don't feel like "role-playing" when I decide not to take part in a certain race (playing a racing game); or playing against a certain team in any sports game; or not launching a certain map in a (MP) shooter game etc.

Being railroaded to do "X" in order to advance is NOT role playing (because what if I decided that my character felt like going on a bender instead?).



It's impossible to "role-play" without context thus you (the player) is always "railroaded" towards the game's objective. You cannot produce a story without a plot.

Skyrim has a main story (two if you consider the return of the dragons and the civil war) that you could pursue or ignore. It's what you choose to do or not to do that makes it a role playing game.


No it's not and that's why Skyrim isn't a "role-playing" game at all. There is nothing in the game you - the player - can influence. Skyrim is an adventure / exploration game with a crapload of things you can do, but none have any impact on your character, the world around you, the NPCs, or the (other) quests you (can) participate in.

You can slay the Emperor of Tamriel but nobody cares; You can marry someone, but nobody (including your spouse) cares; You can save Skyrim, but nobody gives a sh*t; you can become grandmaster of all the guilds but everybody in Skyrim still reacts to you like you're some kind of insignificant fool etc etc. Skyrim lacks any form of progression, whether it's your character, those you interact with or the world around you.

Skyrim is static and in order to "role-play" things ought to be dynamic. Decisions made should have an impact on how the world evolves around you, how people react to you and so on. In Skyrim you can walk into a town and start butchering the lot for the lulz. You cannot kill that many because most NPCs are dumb quest givers and cannot die. They don't seem to care that you swung your warhammer in their faces repeately an hour ago, they only do what they're told - give you the damn quest. It's pathetic really.

I did enjoy Skyrim and had more fun playing it than DA2. But when it comes down to "role-playing", DA2 is miles ahead of Skyrim and The Witcher 2 is miles ahead of DA2.


If you were a PC and decided not to "when I decide not to take part in a certain race (playing a racing game); or playing against a certain team in any sports game; or not launching a certain map in a (MP) shooter game etc." then the PERSON PLAYING YOU IS role playing.  The Player is not the Player Character.  The Player could be a 22 yr male college student with dreams of becoming a electrical engineeer, his Player Character might be a 107 year old female wookie who is exiled from Kashyyyk for using her climbing claws in combat, murders every other female she sees and goes on alcholic orgy benders.  The Player decides the Player Character does, and who he/she is that makes it role playing, not the Devs or GMs.  In order to make a good RPG software devs or GM (for those of us who play pen and paper RPGs)  are supposed to provide the backdrop and enviroment and allow us to interact with it.  The more choices you take away, the less it becomes an RPG and the more it becomes like a Quick Time Event Game (with a premade character that we had no choice over, and there is only one path/corrider to advance - Dragon's Lair anyone?)  When you remove all choices it is a movie or tv show where we are watching and not participating at all. 

Now on computers and consoles, I realize that you will never have the freedom of choice and the impact those choices make on that particular world equalling pen and paper RPGs.  A programmed game world consisting of 1s and 0s isn't going to be as dynamic.  Your impact on a game world will always be determined on how strong the narrative has a hold over your PC and how well the programmers accounted and predicted your choices and actions.  Linear RPGs have a very strong narrative hold over the PC (Notice I didn't pick the word "Good", they are two different things), but the player doesn't have much freedom, if any, on what he/she can do.  And more often then not, the background is non interactive.  That door you see isn't a part of  the plot so you can't interact with it, what so ever.  All you really decide is how far left or right on that corridor you want to be.  Open world sandbox RPG's have a much weaker narrative hold over the PC (I didn't say "Bad" here for the same reasons), but the player is given more freedom to do as he or she pleases.  And you can interact with most objects in the game world.  Clay pots and calipers be damned.

#117
A Crusty Knight Of Colour

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Skyrim has about the same level of reactivity as Dragon Age 2 in terms of big picture narrative. Of course, the scope and scale in gameworlds is massively different so putting aside the (significant) difference in development time, Skyrim's efforts are more impressive.

Still, I like the "consequences and reactivity are at the heart of good roleplaying" mindset. Personally I feel that systems of abstraction for representation of characters (a good character system) is necessary too and other elements as well, but consequences and reactivity is what you want to get in an RPG as a rule (there are exceptions).

But I honestly am miffed at why developers don't look at aiming for mechanical, gameplay or character system based reactivity and consequences. Bethesda and BioWare in particular seem to aim for big world changing story branching, which often feels contrived since you can't make a game with half a dozen Roche/Iorveth choices and flesh out the consequences to the same degree that TW 2 did.

Mass Effect is a good example. Sure you make choices, but what are the consequences, really? Okay... I'll rephrase. What are the consequences for choices that don't concern the party exclusively? Not many, most of the noticeable reactivity is what happens within the party.

If the game is designed well, you can tie those mechanics into story plots quite easily without doing an exponential amount of work for each discrete story branch - Fallout: New Vegas does an admirable job with it's reputation and faction systems. Remember, that game was made in less than 18 months. Dozens of endings, despite only have two real discrete story paths (Legion v Rest). It just changed a lot of the details for the other ones, with game mechanics playing a major role in determining how that story is presented to the player.

If not, you can tie it to level design and exploration, which is something Deus Ex is most well known for. The majority of the game's non-linearity is not tied to the plot, but to the freedom JC is given to accomplish objectives with differing small scale consequences based on what you do, since it encouraged a plethora of ways to approach objectives that spoke to different character builds and kinds of players. The story doesn't really branch until the end but small details do change over time. That, combined with the massive amount of freedom and C&C within each level, is what people praise as it's non linearity.

All that said, Skyrim actually does have a bit of this for smaller things, so I can't really be critical there. It does a good job at small scale reactivity and smaller quests. Like sending Thugs/Assassins after you if you rob certain people. Or the Thalmor being given Attack on Sight orders instead of the default Arrogance on Sight orders because I love slaughtering their patrols. Or how it seems everyone in Markrath heard about how I was in Cidhe Mine and said something nice to comfort me. That's impressive.

Where it fails is applying those concepts to the bigger plot points. One particular issue would've been how they could use the Bounty/Crime System to enforce some real consequences for joining a Faction for the Civil War, requiring disguises, Speech checks (bribes/persuade) or stealth to get into enemy strongholds (doesn't make sense that a renowned Legate can stroll into Windhelm). But that could've really screwed over the accessibility factor since many people don't really want consequences for their actions if there's a negative component to it. 

I couldn't imagine the amount of ****ing there'd be if Skyrim would permanently brand your character an extremely wanted criminal in enemy holds (and removing fast travel to the cities) once you started the Civil War questline.

Modifié par mrcrusty, 24 décembre 2011 - 03:58 .


#118
Chuck_Vu

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The trick to a good rpg (story/narrative quality not withstanding) is to fool us into believing that we have freedom and unlimited choices and not preprogrammed ones. Instead of saving the princess or murder children choices, maybe allow us to take our PCs to the nearest bar and drown his/her sorrows after the antagonist just murdered the PC's family, because it made more sense to the Player at the time. With companions/party members/squad mates react to PC's behaviour. That would be cool. I recognize that the Linear story thread has it's place, and if it's well done, it can be awesome. I really enjoyed Baldur's Gate, KOTOR, Dragon Age, and the Mass Effect Series (stoked about ME3), but that doesn't mean I can't enjoy the Elder Scrolls games as well.

#119
Il Divo

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Tommy6860 wrote...


Your comparison doesn't hold water at all. Firstly, there is a story to the factions (relevantly like DA2, it is religious in theme) and it just happens to be appropriately ancillary to the Skyrim main quest. When one listens to the opposing sides, one eventually makes a choice what side to choose (or simply doesn't do it, which is a choice), similar to DA2.


No, you're not getting it. Dragon Age 2 specifically deals with these various conflicts in the city of Kirkwall. That comprises the central narrative. The Qunariy, Chantry, Mages, Templars, Viscount, etc, occupy various political and military factions which the player has encounters with as they fight for power. Choosing to join a faction doesn't make a storyline political. There is actual political development in Dragon Age II. The narrative has focus, because the player is generally expected to complete the main quest, which requires dealing with these various factions.

Skyrim's faction quests are purely military; the player doesn't deal with the political aspect. A political plot requires political plot development. Skyrim doesn't have this, hence why it's a political setting.

How is that any different when they Skyrim factions are essentially at war with each other, while dragons are burning down parts of Skyrim? In DA2, no matter what side one chooses, which ONLY happens at near the very end, as opposed to one being able to choose a side nearly right off in Skyrim, there is no one side that wins Kirkwall. IMO, that's less a setting than even holding it to being a storyline, it has no ending. What kind of conquest is that for a "champion" of a city state, especially if one choose a side?


Then you don't understand what a setting is. A setting is not "joining a faction", or who wins in the end. It's the atmosphere/locale against which the events of the game take place. Put another way, it's the context within which the events of the game take place. "Civil War in the aftermath of the King's death" would be Skyrim's setting. Dragon Age 2's setting is Kirkwall, amidst the Mage-Templar conflict.

My point was actually that I don't really want military conquest, particularly the way Skyrim handles it. Other Bioware games have gotten by without it, why should DA2 need it?

Not only that, at least in Skyrim, you feel like you made a conquest with an outcome and it had a purpose for the choice one made for the side they chose. What conquest was there in DA2, what side came out on top? I also cannot play DA2 anymore after the main plot is done, you're stuck at home, with no beer, no card game to play, and your friends only want to be around your dog. Unless you count buing able to go to the Black Emporium and practice rearranging your looks, that's it, it is done.


Again, you've made the assumption that conquest is a good thing. The conquest was incredibly weak.  I received a few orders to go burn down military bases. That was the extent of Skyrim's "conquest". That's exactly why Skyrim presents a political setting rather than a political plot; all the characters ever do is order the Dragonborn to take out military locales.

Modifié par Il Divo, 24 décembre 2011 - 04:30 .


#120
Shepard the Leper

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Chuck_Vu wrote...

The Player decides the Player Character does, and who he/she is that makes it role playing, not the Devs or GMs.  In order to make a good RPG software devs or GM (for those of us who play pen and paper RPGs)  are supposed to provide the backdrop and enviroment and allow us to interact with it.  The more choices you take away, the less it becomes an RPG and the more it becomes like a Quick Time Event Game (with a premade character that we had no choice over, and there is only one path/corrider to advance - Dragon's Lair anyone?)  When you remove all choices it is a movie or tv show where we are watching and not participating at all.

 

The issue I have with games such as Skyrim is the lack of choices and the constant feeling that my character is a spectator instead of actively participating in the game world. Choices didn't have any real impact which is a shame because it would be quite easy to implement. For example:

The Companions are the warrior guild, they favor melee and dislike magic, yet you can complete their entire quest line as a pure mage who never uses a melee weapon. That, imho, almost completely defeats the purpose of "role-playing". Someone without any magical capabilities can also melee-fight their way through the College of Winterhold quest line. That ain't right. It would be much better, "role-playing"-wise, to force the player to "act" like one of those guilds > joining the Companions would force you to fight and behave like one (i.e. using melee in combat; too much magic or frequent sneak-attacks would get you expelled - that ain't the way of the Companions ;)

Why not have the option to betray the Companions and side with the Silver Hand and wipe out those werewolves?

Simple stuff like that would greatly enhance my RP experience and it would be a great way to improve replayability. In my Skyim playthrough my character became a Jack of All Trades Who Mastered Them All (a common issue with Bethesda games). I never had to chose whether I wanted to create a Thief, Assassin, Paladin, Battle Mage or whatever. A second playthrough offers little value since everything will go exactly like the first time.

Linear RPGs have a very strong narrative hold over the PC (Notice I didn't pick the word "Good", they are two different things), but the player doesn't have much freedom, if any, on what he/she can do.  And more often then not, the background is non interactive.  That door you see isn't a part of  the plot so you can't interact with it, what so ever.  All you really decide is how far left or right on that corridor you want to be.  Open world sandbox RPG's have a much weaker narrative hold over the PC (I didn't say "Bad" here for the same reasons), but the player is given more freedom to do as he or she pleases.  And you can interact with most objects in the game world.  Clay pots and calipers be damned.


I would argue that both systems are not necessarily mutual exclusive. The quests in Skyrim have the same level of linearity (if not worse) as those in DA and/or ME. You only have a lot more stuff to do outside the (main)quest line. The problem with that much freedom is that you almost certainly end up distracted from the main issue(s). It makes little sense to hang out doing all sorts of things when the world around you is supposed to be falling apart. Skyrim lacks the urgency to do something about the dragon problem. A system that would confront the player with the main issue at regular interfalls (random dragon attacks are not nearly enough) would improve the overall experience for me, and it keeps you focused on the main storyline (I wouldn't have minded a system that triggered the next phase in the main quest line after a certain amount of time has passed or quests completed, for example).

Finding the right balance between the two is key. Personally I think Bioware does a good job at giving the player some freedom in how and in which order (s)he wants to proceed but they also make sure that you never lose track of the main objective.

#121
Shepard the Leper

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mrcrusty wrote...

*snip*

Where it fails is applying those concepts to the bigger plot points. One particular issue would've been how they could use the Bounty/Crime System to enforce some real consequences for joining a Faction for the Civil War, requiring disguises, Speech checks (bribes/persuade) or stealth to get into enemy strongholds (doesn't make sense that a renowned Legate can stroll into Windhelm). But that could've really screwed over the accessibility factor since many people don't really want consequences for their actions if there's a negative component to it. 

I couldn't imagine the amount of ****ing there'd be if Skyrim would permanently brand your character an extremely wanted criminal in enemy holds (and removing fast travel to the cities) once you started the Civil War questline.


I would love stuff like this! besides, it's irrelevant whether you can see and do everything in one playthrough or need multiple (shorter) playthroughs. Quality time is what matters. I really enjoyed The Witcher 2 because of this, different choices opened new areas (and closed others) which made my second playthrough more than worthwhile.

I think the main problem here are the devs. The idea to design complete levels, dialogues, NPCs and so one, which are going to be 'invisible' during a single playthrough scares them. I think the devs think a lot of people only play their game once and therefore everything should be squeezed into an all-in-one experience. This mindset consequently results in most players playing the game one time only (because there isn't much to see the second time around). The Witcher 2 did a good job, but I doubt their example has changed much in the conservative big gaming companies' boards of directors :(

#122
CenturyCrow

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Online Article covers some of the problems in gaming ideas and concepts; is it borrowing or stealing? With examples of both.

Clone Wars: is plagiarism killing creativity in the games industry?
Alex Chapman, a lawyer at Sheridan's specialising in games, says: "Generally speaking there is no copyright in a game mechanic or the functionality of a game (or indeed any other type of software). Copyright will protect the visual appearance of the game to the extent that it is original – such as by protecting the graphics, screen layouts and art assets. It will also protect the underlying software code. However, it will not protect the functionality.

www.guardian.co.uk/technology/gamesblog/2011/dec/21/clone-wars-games-industry-plagiarism

Modifié par CenturyCrow, 24 décembre 2011 - 06:53 .


#123
Chuck_Vu

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Shepard the Leper wrote...

Chuck_Vu wrote...

The Player decides the Player Character does, and who he/she is that makes it role playing, not the Devs or GMs.  In order to make a good RPG software devs or GM (for those of us who play pen and paper RPGs)  are supposed to provide the backdrop and enviroment and allow us to interact with it.  The more choices you take away, the less it becomes an RPG and the more it becomes like a Quick Time Event Game (with a premade character that we had no choice over, and there is only one path/corrider to advance - Dragon's Lair anyone?)  When you remove all choices it is a movie or tv show where we are watching and not participating at all.

 

The issue I have with games such as Skyrim is the lack of choices and the constant feeling that my character is a spectator instead of actively participating in the game world. Choices didn't have any real impact which is a shame because it would be quite easy to implement. For example:

The Companions are the warrior guild, they favor melee and dislike magic, yet you can complete their entire quest line as a pure mage who never uses a melee weapon. That, imho, almost completely defeats the purpose of "role-playing". Someone without any magical capabilities can also melee-fight their way through the College of Winterhold quest line. That ain't right. It would be much better, "role-playing"-wise, to force the player to "act" like one of those guilds > joining the Companions would force you to fight and behave like one (i.e. using melee in combat; too much magic or frequent sneak-attacks would get you expelled - that ain't the way of the Companions ;)

Why not have the option to betray the Companions and side with the Silver Hand and wipe out those werewolves?

Simple stuff like that would greatly enhance my RP experience and it would be a great way to improve replayability. In my Skyim playthrough my character became a Jack of All Trades Who Mastered Them All (a common issue with Bethesda games). I never had to chose whether I wanted to create a Thief, Assassin, Paladin, Battle Mage or whatever. A second playthrough offers little value since everything will go exactly like the first time.

Linear RPGs have a very strong narrative hold over the PC (Notice I didn't pick the word "Good", they are two different things), but the player doesn't have much freedom, if any, on what he/she can do.  And more often then not, the background is non interactive.  That door you see isn't a part of  the plot so you can't interact with it, what so ever.  All you really decide is how far left or right on that corridor you want to be.  Open world sandbox RPG's have a much weaker narrative hold over the PC (I didn't say "Bad" here for the same reasons), but the player is given more freedom to do as he or she pleases.  And you can interact with most objects in the game world.  Clay pots and calipers be damned.


I would argue that both systems are not necessarily mutual exclusive. The quests in Skyrim have the same level of linearity (if not worse) as those in DA and/or ME. You only have a lot more stuff to do outside the (main)quest line. The problem with that much freedom is that you almost certainly end up distracted from the main issue(s). It makes little sense to hang out doing all sorts of things when the world around you is supposed to be falling apart. Skyrim lacks the urgency to do something about the dragon problem. A system that would confront the player with the main issue at regular interfalls (random dragon attacks are not nearly enough) would improve the overall experience for me, and it keeps you focused on the main storyline (I wouldn't have minded a system that triggered the next phase in the main quest line after a certain amount of time has passed or quests completed, for example).

Finding the right balance between the two is key. Personally I think Bioware does a good job at giving the player some freedom in how and in which order (s)he wants to proceed but they also make sure that you never lose track of the main objective.


I agree about the lack of urgency in Skyrim, but that's something that a lot a RPGs have these days (I call it the pre final battle grind, where you run around doing sidequest and grinding your characters for loot and exp).  Skyrim is not alone in this.  Dragon Age had this as well.  I did not play the second or the Witcher so I won't make assumptions on them.  But many of RPGs lack urgency.

Player impact and choice could be improved in Skyrim as well, that I agree on, but that depends heavily on programmed scripting, which would remove the sense of freedom and tighten the rails.  You're absolutely correct on the doing the Companions as a Mage thing, and it would be better if you were penalized for using too much magic.  But what about if you were on a solo mission and there were no witness/survivors, how would the Circle know if you behaved differently?  They are not mages so they wouldn't be scrying you.  Here I would want more then impact, I want continuity.  And ALL RPGs suffer from a lack of continuity on one level or another.  In Dragon Age you could have up to 7 or 8 (I forget) companions, but you can only take 2 others with at anytime.  Why?  Forget game balance and mechanics.  What is the in game explanation for this.  How does this make sense?  What are they doing when not with the Warden?  Are they having tea.  Why don't they come to his/her rescue when he/she and the other two are wiped? 

In my opinion, there is no such thing as too much freedom.  Player willpower and focus, or lack thereof, is not a design fault of devs or gm.  How do people contend with such things in real life?  Using laws and rules for real life limiting factors do not count.  Laws and rules can still be broken by choice and design.  Most people just choose to abide by them.

Computerized role playing games will always have rails built into the system, the better devs will hide them from the player, and the player won't even notice.  The moment you (as the player) notice the rails is when it breaks immersion and weakens the RPG experience.

We could debate this until the end of the world, it's clear that we have different ideas about what makes a good rpg and want different experiences from our games.  Let's agree to disagree and wish each other a happy game experiences or holiday if you want. 

#124
Russalka

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At least I got recognised somewhat as a mage in the Dragon Age games. In Skyrim they just prod around vaguely, implying that I MIGHT have good magical skills, which is likely that I do, since I can be a warrior-stealthy-mage-archer, or just dominate the guilds that are for them. Skyrim and Oblivion were just spread too thin for my tastes, and most of the time they treated my mage character as some warrior of legendary might, even in quest rewards, not as a rather wiry suspicious wizard.

I am still brooding over the fact that not even the battlemages at the door of the Arcane University in Oblivion recognised me as the Archmage. I am the ARCHMAGE, I should be a member of the Elder Council and worshipped by the commoners, for the Nine's sake!

Right now I just go on and off Skyrim, wanting to like it, because it is a good game, but just getting bored because there is very little immersive interaction with the world and people. I like playing on third person perspective, and when conversation happens I have a hard time focusing, because I get the sense that my character is just being talked at, and I am just yet another viewer (not even going on first-person helps, it is still too "distant"). In ME and DA series, I looked forward to conversations, I became the character, there was a close-up (like in Oblivion too, which was nice), people were actually talking to me, REACTING to me.

But what is this all but comparison of tastes? Maybe I just lack the imagination to view the "blank spaces" in Oblivion/Skyrim as a freedom to act how ever one might want, as options of roleplaying on one's own?

Modifié par Russalka, 24 décembre 2011 - 07:47 .


#125
Chromie

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Russalka wrote...

At least I got recognised somewhat as a mage in the Dragon Age games.


It's stupid that Hawke doesn't have any problems using magic even at the beginning of DA2 infront of Templars. If the story wasn't all about the Templar and Mage situation and how it escalates I could forgive it but it's much worse than anything Oblivion or Skyrim failed to acknowledge.