wsandista wrote...
Very well
Some one please answer this: Why is DA2 the right direction? It didn't sell more and wasn't received as well as DAO, but some have refuted those standards as measures of quality. Please explain how a game that preformed worse both commercially and critically then it's predecessor moved in the right direction.
I have asked this question once and will continue to ask it until I get a logical answer.
You're overgeneralizing. There are problems with inherent design principles, and there are problems with implementation. The former is about how the game plays in general. The latter is fixed with better scoping, more development time, and more tuning.
One of the problems I felt they had in DAO was the overall uneven pace of combat. Practically every combat the game had had me in a situation where the first 25% was interesting because I was identifying and taking out high value targets, and then the remaining 75% was boring cleanup after the interesting targets were taken care of.
Their solution to this was the waves of enemies in encounters. Rather than front-loading all of the challenges in almost every fight, you'd have additional challenges appear all throughout the fight. However, the implementation wasn't very good, because the encounters they built were often repetitive and the spawning broke verisimilitude when you could see enemies appear out of nowhere.
This isn't to say that the
concept of wave combat is inherently broken. The Legacy DLC showed us that it is definitely doable in an interesting manner that doesn't necessarily break immersion. Practically all of the comments about Legacy I've read, regardless of what else they thought of Legacy, praised how the wave combat had been "fixed". In my mind, it had never been broken to begin with, it just wasn't implemented well.
Compare this to a fundamentally unsound design principle, such as the Detective Vision feature in Batman: Arkham Asylum. In B:AA, Detective Vision is a vision mode where things that aren't immediately apparent become visible to Batman. Enemies, interactive environment objects, clues, etc. all stand out in bright colors, while normal mode they don't. And there's no time limit or penalty for using Detective Vision, aside from seeing the game in odd colors. It is a strictly superior way to play the game (as in you get strictly more information and more options) with no penalty, aside from the fact that it makes the game look kinda ugly. And that's why it's a bad feature - it makes the game's visuals conflict with the gameplay at a fundamental level, and that's a bad thing. They'd have to fundamentally change how the system is designed in order to make the use of Detective Vision a good feature.
This is what I mean when I say that DA2 went in the right direction. It focused on several areas that they felt DAO was lacking, and made design improvements to them. The fact that they weren't entirely able to convert doesn't mean that the design principles were fundamentally unsound.