That doesn't mean I hated the game. It just means that I think DA2 was less than it could have been.
Modifié par mousestalker, 22 février 2012 - 01:23 .
Modifié par mousestalker, 22 février 2012 - 01:23 .
Village Idiot wrote...
The Ethereal Writer Redux wrote...
I think I have more a question than a comment. I guess (and maybe this has been discussed already so forgive me if I'm rehashing old issues), but why do you think DA2 failed in this endeavor? What could have made it better? More specifically, that is.
Is this question directed at me or the OP?
Er...both?![]()
EDIT: Anyone? ^^
mousestalker wrote...
I thought the combat in DA2 was pretty well done. It certainly seemed exciting at the time.
My problem with DA2 had a lot to do with the story. DA2 could have used more refinement and polishing. The plot didn't make a lot of sense at points. Motivation for certain actions was lacking and as a result, I felt railroaded at points.
Morducai wrote...
Now I am not saying that story telling has no room in video games, quite the ooposite. I think story telling has become a very imprtant part of video games. However, I think gameplay should always take precedance over any other aspect of a video game. The minute you take gameplay out of the equation then it stops being a video game.
Modifié par wangxiuming, 22 février 2012 - 02:49 .
Morducai wrote...
What she wants, as a writer, is to enjoy a wonderful crafted story without having to, or to have as little to do, with the actual gameplay. Basically what she describes is a game without gameplay which to all intent and proposes is a movie, book, interactive story, or what ever you like to call it. I understand her desire to have the same rules we apply on gameplay as they do with storytelling, but those rules just don't work well for this medium. As DA2 clearly demonstrated that the same formula can't work for two different situations.
Fox In The Box wrote...
Wasn't it just to skip combat sequences for those who wanted to? There is more to gameplay than just combat, you know. While I like fighting, endless streams of enemies tend to become more tedious than fun for me. There were several points in DA2 - one where I had encountered no less than five night-time gangs in a row, each of them spawning three waves of enemies - where I really envied PC-users their "killallhostiles" console command.
Modifié par TooManyFreakingAccts, 22 février 2012 - 05:01 .
So those games which have auto resolve combat as an option are idiotic?TooManyFreakingAccts wrote...
The idea that you would remove combat from a videogame instead of making it good is just so truly idiotic that I cannot find words to argue about this.
Morroian wrote...
So those games which have auto resolve combat as an option are idiotic?TooManyFreakingAccts wrote...
The idea that you would remove combat from a videogame instead of making it good is just so truly idiotic that I cannot find words to argue about this.
Modifié par TooManyFreakingAccts, 22 février 2012 - 05:03 .
COD is nothing but combat. RPGs have more to them.TooManyFreakingAccts wrote...
Imagine putting an autoresolve combat button in Call of Duty. That is a pretty good analogue for the idea of putting one in Mass Effect, and I'm not sure why anyone would think that is reasonable.
JohnEpler wrote...
Me, I'd never use it, but why its existence should bother me is something I don't really understand.
JohnEpler wrote...
I think there's a distinction to be made between avoiding combat in an organic, 'in world' fashion versus a sort of meta-feature where you can easily or automatically resolve combat. In the former case, of course, it's far more of an investment, although it can certainly be a worthwhile one - especially if you let the player feel clever for avoiding the combat (STALKER (take a shot) does this to a degree, as the factional enemies will often fight each other, and every humanoid will fight a mutant. Patient or clever players can bait groups into conflict with each other and then let the chips fall as they may).
The latter is more mechanical, and in genres or sub genres where story or interactive narrative is an equally large draw as the combat and more traditional 'gameplay' elements, I really don't see an issue with allowing for some sort of easy resolve option for the fights. I'd hestitate to put in a 'skip combat completely' option, just because it feels as though it can be an easy way to ensure that fights have little narrative grounding. But a difficulty setting where your party can more or less take care of things by themselves and the risk of death is practically nonexistent? I don't really see any issue.
Of course, at the end of the day, everyone has different tolerances for these sorts of things. I'd be happy with a single-save, Dark Souls system where everything you do has lasting consequences on your character and a misstep can set you back half an hour or more. I realize that I am in the minority, however, and am in favour of providing as many people as possible the tools to enjoy our games. Me, I'd never use it, but why its existence should bother me is something I don't really understand.
A fast-forward button. Games almost always include a way to "button through" dialogue without paying attention, because they understand that some players don't enjoy listening to dialogue and they don't want to stop their fun. ]Yet they persist in practically coming into your living room and forcing you to play through the combats even if you're a player who only enjoys the dialogue.
Modifié par TooManyFreakingAccts, 22 février 2012 - 06:03 .
Mitsukashira wrote...
Some people aren't intelligent enough to get at the real issue, and lash out at Jennifer Hepler in cruel ways, but that doesn't change the fact that she isn't good for gaming, and she isn't good for the evolution of the RPG.
Modifié par HiroVoid, 22 février 2012 - 06:38 .
TooManyFreakingAccts wrote...
What Hepler was discussing (and I think, based on her hilariously underdeveloped PR skills, that there is not to assume the worst) was the very same inorganic "skip combat entirely" button that you yourself would hesitate to use. She isn't exactly equivocal about it:A fast-forward button. Games almost always include a way to "button through" dialogue without paying attention, because they understand that some players don't enjoy listening to dialogue and they don't want to stop their fun. ]Yet they persist in practically coming into your living room and forcing you to play through the combats even if you're a player who only enjoys the dialogue.
I have strong opinions on statements like this, and if she weren't one of your co-workers, perhaps yours would be similar (perhaps they are?), but I think it is easy to see why some people would get polemical about Jennifer.
Guest_Puddi III_*
Filament wrote...
I still don't understand why people care what her opinion is about how games should be. She's not a solo indie developer who controls all aspects of the game, she's a writer. She does the writing part for games. That her focus is more on the dialog aspect than other aspects of the game isn't just perfectly understandable, but it seems to me that game companies should damn well expect that kind of attitude from their writers.
Filament wrote...
I still don't understand why people care what her opinion is about how games should be. She's not a solo indie developer who controls all aspects of the game, she's a writer. She does the writing part for games. That her focus is more on the dialog aspect than other aspects of the game isn't just perfectly understandable, but it seems to me that game companies should damn well expect that kind of attitude from their writers.
Guest_Puddi III_*
Aldaris951 wrote...
Who killed off duncan, Was it Jen or david gaider? Im guessing Gaider because he also killed off wynne in his new book! He must hate mentor type characters.
TooManyFreakingAccts wrote...
Fox In The Box wrote...
Wasn't it just to skip combat sequences for those who wanted to? There is more to gameplay than just combat, you know. While I like fighting, endless streams of enemies tend to become more tedious than fun for me. There were several points in DA2 - one where I had encountered no less than five night-time gangs in a row, each of them spawning three waves of enemies - where I really envied PC-users their "killallhostiles" console command.
This is more a function of the appallingly bad combat in DA2.
The idea that you would remove combat from a videogame instead of making it good is just so truly idiotic that I cannot find words to argue about this.
Both of these latter two things mean that a long tenure at BioWare is very likely for Hepler, which is a minor tragedy in and of itself.
You don't speak for anyone but yourself, boyo. Lots of people - myself included - have enjoyed the work she's done.The best possible outcome for everyone (Hepler, gamers, BioWare) would be for her to leave BioWare voluntarily with a very nice severance package and go on to do something she really loves, as it is patently clear that whatever that is, it isn't videogames.
Modifié par Fox In The Box, 23 février 2012 - 09:45 .