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Is it at least accepted that DA2 went the wrong direction?


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#1101
wsandista

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sickpixie wrote...

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.

I'd say it's because they addressed complaints some people had with Origins (player character is a mute emotionless puppet in dialogue cutscenes, cutscenes in general aren't dynamic enough, combat is too slow and uninteresting to watch, art style looks too much like Lord of the Rings, rogues and warriors don't have enough interesting abilities, rogues require too much micromanagement, mage spells have too much phased obsolesence and too many ineffective choices, the beginning is too unforgiving, and so on). Granted not everyone saw these as flaws and some may take issue with how they addressed them, but it's a fair assumption to make that those who'd prefer a carbon copy of Baldur's Gate aren't the majority regardless of how loud they are on the internet.


Addressing complaints doesn't necessarily correlate to a step in the right direction. For every example of a complaint you list, a complaint was made about the changes. Also while I agree that those who want a carbon copy of BG are not a majority, it is also safe to assume that those who thought DA2's concept(not implementation) was superior to DAO's are not a majority either.

hoorayforicecream wrote...

You're overgeneralizing.


How?

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.


The concept of wave combat for EVERY encounter is. There are many situations where "waves" of enemies do not make sense, and add nothing to combat other than more foes to slay. The problem was that wave combat happened in EVERY situation, there was no way to avoid people poping in out of nowhere to attack you. A better solution would have been to better balance the foes, instead of tossing them at the party in intervals.

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.


Never played Batman games, always preferred the comics when I could get them.

The difference between this and wave-combat is that this is optional. Wave combat is not. The fact that it doesn't interfere with gameplay and is completely optional makes it a much superior feature to a poorly implemented and unavoidable feature like wave-combat.

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.


Implementation is EVERYTHING though. Innovation is meaningless when it isn't implemented properly. Wave combat was not an improvement because it was poorly implemented and applied to every situation.

I think wave-combat would only work where the situation allowed it, like with spiders, portals to the fade, and darkspawn bursting from under the ground. Still even in those situations, it would get very boring to focus all of your energy on the "big bad" of the encounter and spend the rest of the time fending off weak-creatures who continue to pop up.

Modifié par wsandista, 08 juin 2012 - 03:00 .


#1102
batlin

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wsandista wrote...

Implementation is EVERYTHING though. Innovation is meaningless when it isn't implemented properly. Wave combat was not an improvement because it was poorly implemented and applied to every situation.

I think wave-combat would only work where the situation allowed it, like with spiders, portals to the fade, and darkspawn bursting from under the ground. Still even in those situations, it would get very boring to focus all of your energy on the "big bad" of the encounter and spend the rest of the time fending off weak-creatures who continue to pop up.


Also I would never call wave combat "innovative" in any sense.

#1103
zyntifox

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batlin wrote...

wsandista wrote...

Implementation is EVERYTHING though. Innovation is meaningless when it isn't implemented properly. Wave combat was not an improvement because it was poorly implemented and applied to every situation.

I think wave-combat would only work where the situation allowed it, like with spiders, portals to the fade, and darkspawn bursting from under the ground. Still even in those situations, it would get very boring to focus all of your energy on the "big bad" of the encounter and spend the rest of the time fending off weak-creatures who continue to pop up.


Also I would never call wave combat "innovative" in any sense.


Hmm, always thought the implentation of waves was a strange decsion. It's hard to be tactical and protect the squishy mages when creatures drops out of the sky all over the place. It may be a good feature in a god of war or devil may cry kind of game but surely that can't be a good feature in a tactical combat game (and im not calling you Shirley! :D )?

#1104
coles4971

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RinpocheSchnozberry wrote...

DAO was a terrible game because it spent much too much time on boring stuff like useless combat and not enough time on worthwhile stuff like story and characters. I'm an adult now. I don't have time to sit on my ass and click each monster individually to see where 3% more damage can come from. DA2 was the absolute best path that RPGs can take... it just wasn't perfectly implemented. DA3 must continue the path of valuing fun (DA2) over boring (DAO).


how did DAO not spend enough time on story and characters?

regardless, if not spending time on story and characters gets us characters like alistair, loghain and morrigan, then i hope bioware continue to be lazy for DA3 because then it'll mean the characters will be awesome :P

#1105
sickpixie

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wsandista wrote...

Addressing complaints doesn't necessarily correlate to a step in the right direction. For every example of a complaint you list, a complaint was made about the changes. Also while I agree that those who want a carbon copy of BG are not a majority, it is also safe to assume that those who thought DA2's concept(not implementation) was superior to DAO's are not a majority either.

I considered it a step in the right direction, thus it is a step in the right direction for me. Someone's going to complain about any changes no matter what they are; there are some who thought Baldur's Gate 2 headed in the wrong direction when compared to its predecessor and when it comes to their preferences they're not wrong.

I disagree with you about the concept considering there's not enough evidence to prove whether most people weren't interested in the concept itself or just the poor implementation of certain aspects. We'll likely find out with the next one.

#1106
John Epler

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If your post, at any point, contains a fake motivational poster, you are probably not engaging in intellectually honest discussion.

We have a rule against that kind of nonsense for a reason. Let's steer clear of it.

#1107
LobselVith8

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coles4971 wrote...

RinpocheSchnozberry wrote...

DAO was a terrible game because it spent much too much time on boring stuff like useless combat and not enough time on worthwhile stuff like story and characters. I'm an adult now. I don't have time to sit on my ass and click each monster individually to see where 3% more damage can come from. DA2 was the absolute best path that RPGs can take... it just wasn't perfectly implemented. DA3 must continue the path of valuing fun (DA2) over boring (DAO).


how did DAO not spend enough time on story and characters?

regardless, if not spending time on story and characters gets us characters like alistair, loghain and morrigan, then i hope bioware continue to be lazy for DA3 because then it'll mean the characters will be awesome :P


Considering how templars and mages became one-dimensional caricatures, and Hawke was as passive as a rock, I don't see how any real time was spent on story and characters. Did the writers intend to make everyone come across as though they were from a Rocky and Bulwinkle skit? Was I suppose to wonder why Kirkwall was full of insane and stupid people? I found Hawke to be a waste of a pre-made protagonist, and the dichotomy between mages and templars was poorly handled by lacking three-dimensional characters who did things that made sense.

Modifié par LobselVith8, 08 juin 2012 - 05:53 .


#1108
Cultist

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Xewaka wrote...
Despite selling less, it earned them more money, because the production time was 10 months compared to the several years of DA:O; thus, higher returns from DA 2. In that regard, DA2 went in the right direction.

And on the way outraged fans to the point that even after two years most topics regarding DA2 is like "what went wrong?" or "will they fix it in DA3". It is enough to look at Gametrailers and other sites'  commenters reaction in BioWare related news and topics to understand that the fact of BioWare decline is commonly accepted. Even sites that gave DA2 high scores in rewievs are taking their opinions back.
In a long run - DA2 was a spectacular fail that still affects BioWare reputation. ME3 and SWTOR debacle only added salt to the wound.

#1109
eroeru

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First warning...

Seems that the mods want to shut down this thread soon enough. :)

#1110
Sylvius the Mad

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hoorayforicecream wrote...

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.

That's actually how I want combat to work.  I want to take the time at the start to formulate a plan, and then I want to expecute that plan.  The cakewalk at the end allow me to enjoy the fruits of my labours. 

I like my characters.  I like watching them succeed.  Seeing them effortlessly deal with badies because I gave them a good plan is a reward I enjoy.  Having to struggle through the entire encounter denies me that reward.

That's where DA2's combat went wrong.  It was either punishingly difficult throghout an entire encounter, or over so fast that I hardly knew what had happened.

#1111
Cultist

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hoorayforicecream wrote...

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.

And Dragon Age 2 removed the first 25% of thinking and planning, and replaced it with awusum buttonz.

#1112
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wsandista wrote...

Implementation is EVERYTHING though.


If we're talking about the "direction" of the game, the ideas are, in fact, separable from their implementation. One can appreciate the direction they went even if the results weren't implemented well, because they could be implemented better in the future, while staying in that direction. Which they were, as we've seen in Legacy.

If you don't happen to appreciate this distinction, then maybe that is the crux of the disagreement here.

Cultist wrote...

And Dragon Age 2 removed the first 25% of thinking and planning, and replaced it with awusum buttonz.

It staggered the difficulty throughout the encounter.

And you say that as if DAO didn't have any "awusum buttonz" that removed all necessity for thinking and planning. lol.

#1113
eroeru

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Sylvius the Mad wrote...

hoorayforicecream wrote...

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.

That's actually how I want combat to work.  I want to take the time at the start to formulate a plan, and then I want to expecute that plan.  The cakewalk at the end allow me to enjoy the fruits of my labours. 

I like my characters.  I like watching them succeed.  Seeing them effortlessly deal with badies because I gave them a good plan is a reward I enjoy.  Having to struggle through the entire encounter denies me that reward.

That's where DA2's combat went wrong.  It was either punishingly difficult throghout an entire encounter, or over so fast that I hardly knew what had happened.


I agree to this so very much it's absurd.

But really, against more difficult opponents, like Revenant, I did have to re-evaluate by plans and actions constantly, across the entire encounter. A sudden arrow critical hit to one of my companions, or some sort of spell ("pull" for example), and plans were to be changed.

Uuh, I get so excited thinking back to the experience.

Modifié par eroeru, 08 juin 2012 - 06:49 .


#1114
coles4971

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LobselVith8 wrote...

coles4971 wrote...

RinpocheSchnozberry wrote...

DAO was a terrible game because it spent much too much time on boring stuff like useless combat and not enough time on worthwhile stuff like story and characters. I'm an adult now. I don't have time to sit on my ass and click each monster individually to see where 3% more damage can come from. DA2 was the absolute best path that RPGs can take... it just wasn't perfectly implemented. DA3 must continue the path of valuing fun (DA2) over boring (DAO).


how did DAO not spend enough time on story and characters?

regardless, if not spending time on story and characters gets us characters like alistair, loghain and morrigan, then i hope bioware continue to be lazy for DA3 because then it'll mean the characters will be awesome :P


Considering how templars and mages became one-dimensional caricatures, and Hawke was as passive as a rock, I don't see how any real time was spent on story and characters. Did the writers intend to make everyone come across as though they were from a Rocky and Bulwinkle skit? Was I suppose to wonder why Kirkwall was full of insane and stupid people? I found Hawke to be a waste of a pre-made protagonist, and the dichotomy between mages and templars was poorly handled by lacking three-dimensional characters who did things that made sense.


i hope that wasn't directed at me, because i actually agree with what you're saying, lol

#1115
bEVEsthda

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eroeru wrote...

Sylvius the Mad wrote...

hoorayforicecream wrote...

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.

That's actually how I want combat to work.  I want to take the time at the start to formulate a plan, and then I want to expecute that plan.  The cakewalk at the end allow me to enjoy the fruits of my labours. 

I like my characters.  I like watching them succeed.  Seeing them effortlessly deal with badies because I gave them a good plan is a reward I enjoy.  Having to struggle through the entire encounter denies me that reward.

That's where DA2's combat went wrong.  It was either punishingly difficult throghout an entire encounter, or over so fast that I hardly knew what had happened.


I agree to this so very much it's absurd.

But really, against more difficult opponents, like Revenant, I did have to re-evaluate by plans and actions constantly, across the entire encounter. A sudden arrow critical hit to one of my companions, or some sort of spell ("pull" for example), and plans were to be changed.

Uuh, I get so excited thinking back to the experience.


Yes, again. Problem now is to how to have the vast majority who prefer non-action gaming to discover/rediscover RPGs and video-games. It might not be an entirely easy marketing problem.

#1116
bEVEsthda

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Sylvius the Mad wrote...
That's where DA2's combat went wrong.  It was either punishingly difficult throghout an entire encounter, or over so fast that I hardly knew what had happened.


DA2 combat wasn't so hard. There was a universal system that worked very well for me in the normal wave-encounters. Since everything recharges, + but only while it's not fully charged, + spent mana equals damage dealt + waves will come => fire away all big area effects immediately + fire away all big effects asap (to drain enemy hitpoints as rapidly asap and start recharging as early asap). Just logical really. And goes a long way.

This is one of many, many reasons why Vancian casting is totally superior to the "modern" mana systems. They allowed you to save things for the right moment. Which is undeniably much, much more interesting.

Not to mention the non-regenerating health, which meant that an overiding concern at every battle was to minimise injuries to your party. Another of many dimensions of gameplay that used to be, but now have been lost.

#1117
Karlone123

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They just need more time themselves to explore this new direction, the concept of doing something different to what fans are used to is good, it just needs better timing to be executed better. 

#1118
Sylvius the Mad

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bEVEsthda wrote...

DA2 combat wasn't so hard.

It was trivial on every difficulty setting below Nightmare, which meant the encounters were over too quickly.

#1119
bEVEsthda

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Karlone123 wrote...

They just need more time themselves to explore this new direction, the concept of doing something different to what fans are used to is good, it just needs better timing to be executed better. 


This  "new direction" is utter crap (DA2). By all means do something new. But if you're doing a cRPG, the game should still feature those things which form the reasons why people play cRPGs. DA2 actually didn't much. Most of that had been removed. That won't work. Won't work with more time. Won't work with more polish. Won't work with better execution. DA2 didn't fail because it was a rush job. It failed because of its new direction.

#1120
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bEVEsthda wrote...

Karlone123 wrote...

They just need more time themselves to explore this new direction, the concept of doing something different to what fans are used to is good, it just needs better timing to be executed better. 


This  "new direction" is utter crap (DA2). By all means do something new. But if you're doing a cRPG, the game should still feature those things which form the reasons why people play cRPGs. DA2 actually didn't much. Most of that had been removed. That won't work. Won't work with more time. Won't work with more polish. Won't work with better execution. DA2 didn't fail because it was a rush job. It failed because of its new direction.


This is pretty much how I feel. Changing up traditional story and combat execution? Okay, fine, many of us may not like it, but we can live with it. Taking a cRPG and removing the c and RPG aspect of it? No. That's like taking a survival horror franchise and removing the survival and horror aspect of it. You take away what it is people like about the games, why it is people play, and make a poor knock-off of other more successful franchises that are successful because they know what they are and this game is just trying to be something it's not. There are already plenty of action RPGs with pre-set characters. Let Dragon Age be Dragon Age. 

#1121
LobselVith8

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coles4971 wrote...

i hope that wasn't directed at me, because i actually agree with what you're saying, lol


It was directed at you, but that's because I agreed with you. :P

#1122
Vaeliorin

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bEVEsthda wrote...

Sylvius the Mad wrote...
That's where DA2's combat went wrong.  It was either punishingly difficult throghout an entire encounter, or over so fast that I hardly knew what had happened.

DA2 combat wasn't so hard. There was a universal system that worked very well for me in the normal wave-encounters. Since everything recharges, + but only while it's not fully charged, + spent mana equals damage dealt + waves will come => fire away all big area effects immediately + fire away all big effects asap (to drain enemy hitpoints as rapidly asap and start recharging as early asap). Just logical really. And goes a long way.

Honestly, DA2's combat could be easily beaten, even on nightmare, by simply picking the appropriate priority of killing the enemies.  Once you figured out that order, it became totally trivial and uninteresting.  It didn't help that there were  effectively only 3 types of enemies, AoE insta-kill enemies (casters), single-target insta-kill enemies (assassins) and mooks.

This is one of many, many reasons why Vancian casting is totally superior to the "modern" mana systems. They allowed you to save things for the right moment. Which is undeniably much, much more interesting.

Of course, with Vancian casting you can't possibly adapt to a changing or unexpected situation.  It's why the inital playthrough of games like BG2 is hard, and subsequent playthroughs are easy, because you know what to expect and can prepare accordingly.  I'd much rather not have to know what to expect, and be able to react and adapt  to any situation I find myself in,

Not to mention the non-regenerating health, which meant that an overiding concern at every battle was to minimise injuries to your party. Another of many dimensions of gameplay that used to be, but now have been lost.

All non-regenerating health means is that game designers have to give you lots of boring, non-threatening encounters.  They can't be tightly tuned because the devs will never be sure of exactly what resources you have at your disposal.  That's why the vast majority of the fights in D&D cRPGs are simply filler trash that's not particularly interesting.  There are 2 fights in all of BG1 that are remotely interesting, the final battle and the demon under Ulgoth's Beard (whose name I can never remember.)  Everything else is just trash that requires no real strategy to beat.

That's not to say that most modern game developers take advantage of the opportunities that regenerating health gives.  Most (I might go so far as to say all, but I haven't played every game) still don't tune their encounters to be challenging enough.  It basically just results in filler trash like you'd get in a non-regenerating health game without all the resting thrown in.  If designers would just design the encounters so that every single one required you to make use of everything at your disposal or risk a TPK, regenerating health would be an asset as opposed to simply an annoyance remover.

#1123
Sylvius the Mad

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I like filler trash. It lets me know how powerful my characters have become. And if I'm a powerful hero, then a xvart village should be a nuisance rather than a threat.

Also, non-regenerating health and Vancian casting has the potential to make any encounter interesting. Meeting the Demonknight at the end of Durlag's Tower with your spells depleted makes for seriously white-knuckle stuff. Or facing Greywolf when you're level 1. If he saves vs. Command, you're basically done. There are lots of interesting encounters in BG if you meet them when you're too low a level or don't have your spells memorised or are at low health.

Regenerating health just means that any given encounter is exactly as challenging as the developers intended. That's less fun, to me.

#1124
Realmzmaster

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Sylvius the Mad wrote...

I like filler trash. It lets me know how powerful my characters have become. And if I'm a powerful hero, then a xvart village should be a nuisance rather than a threat.

Also, non-regenerating health and Vancian casting has the potential to make any encounter interesting. Meeting the Demonknight at the end of Durlag's Tower with your spells depleted makes for seriously white-knuckle stuff. Or facing Greywolf when you're level 1. If he saves vs. Command, you're basically done. There are lots of interesting encounters in BG if you meet them when you're too low a level or don't have your spells memorised or are at low health.

Regenerating health just means that any given encounter is exactly as challenging as the developers intended. That's less fun, to me.


I can agree with non-regenerating health. Vancian casting makes no sense to me. It is simply unrealistic and not logical. A spellcaster does not forget a spell. Now if you wish to say that a spellcaster has to rest to regenerate mana that is fine.  But if my magic user takes a mana potion I see no reason why a spell my magic user knows would not be available. I accept the fact that I may not have enough mana to cast the spell but not that I must re-memorize it.

The only reason why it was used in D & D was because it is easier to keep track of in a PnP environment. A computer game does not have to use that system because computers have no trouble keeping track of the amount of mana for a magic user. In a computer game it is no longer an acceptable limitation to me.

#1125
Fast Jimmy

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Realmzmaster wrote...

Sylvius the Mad wrote...

I like filler trash. It lets me know how powerful my characters have become. And if I'm a powerful hero, then a xvart village should be a nuisance rather than a threat.

Also, non-regenerating health and Vancian casting has the potential to make any encounter interesting. Meeting the Demonknight at the end of Durlag's Tower with your spells depleted makes for seriously white-knuckle stuff. Or facing Greywolf when you're level 1. If he saves vs. Command, you're basically done. There are lots of interesting encounters in BG if you meet them when you're too low a level or don't have your spells memorised or are at low health.

Regenerating health just means that any given encounter is exactly as challenging as the developers intended. That's less fun, to me.


I can agree with non-regenerating health. Vancian casting makes no sense to me. It is simply unrealistic and not logical. A spellcaster does not forget a spell. Now if you wish to say that a spellcaster has to rest to regenerate mana that is fine.  But if my magic user takes a mana potion I see no reason why a spell my magic user knows would not be available. I accept the fact that I may not have enough mana to cast the spell but not that I must re-memorize it.

The only reason why it was used in D & D was because it is easier to keep track of in a PnP environment. A computer game does not have to use that system because computers have no trouble keeping track of the amount of mana for a magic user. In a computer game it is no longer an acceptable limitation to me.


What I would accept is a recharge time for a School of spells, with a progressively longer recharge time the closer the spells are cast together.

For instance, if I cast a Primal spell, I could be able to cast another destruction spell in, say ten seconds from then. But if I did, it would take forty seconds to cast the next one. And then two minutes, etc. 

But if instead I cast a Primal spell, I could cast it again in ten seconds, but then I wait half that time more (five seconds in this case), I would be able to cast again with only a ten second cool down. Or, similarly, if I was waiting on a forty second cool down and I hit my forty seconds, then waited twenty more, I could cast again with only a ten second cool down.

Also, if I cast a Primal spell, then cast a Creation School spell (such as a healing spell), both would only have a ten second recharge time, despite casting two spells back to back.

Given that magic comes from the Will and being able to draw certain energies out of the Fade, it makes sense (to me) that pulling and manipulating certain forces would tax that part of your brain, or your spirit or your body (or whatever) while pulling and manipulating different energies may be like working out a different muscle group.

Plus, this would be determined by School, not by Skill Tree. Meaning the Primal school would include most of the spells in the Primal, Elemental and Force skill trees. Creation spells would be healing, so it wouldn't fall into Primal or any of the other skills.

This could help promote a more robust cache of spells to actually be used. I know I hardly ever used any Entropy or Spirit School spells in my builds, since they weren't really 100% relative to combat. Keeping spells going by having different cooldowns for the various Schools could keep from spamming AoE spells non-stop as a mage and could actually offer a pretty nuanced tactical rotation of magic.