sickpixie wrote...
Of course there's interest in BG-style games, however, Beamdog isn't nearly as big as Bioware, so they can afford to appeal to smaller audiences (much like those Kickstarter-funded groups are doing). I'm saying it's unlikely the Dragon Age audience would grow if Bioware turned the clock back.
Well apparently the Dragon Age audience
shrunk with the new direction. So how is the new direction any better?
Icewind Dale and Torment were not BG. The former was a linear dungeon crawl focused mostly on cutting down hordes of enemies with no non-player-created companions and the latter was also linear and emphasized story and high quality art at the expense of everything else. Odd that one would criticize Dragon Age 2 for linearity, taking place in a single city, and not allowing you to customize companion armor and then give Torment a free pass for example.
Both used the same ruleset and engine as BG.
I don't criticize DA2 for those reasons. My criticism usually is of the combat, voiced PC, and several other factors.
Knights of the Old Republic and Neverwinter Nights weren't BG either. When I say copycat I mean "a simulation-leaning game with no or very few, brief cinematics where you start out as a single non-voiced character, get a group of partially-voiced-acted companions with personalities to form a party and explore a semi-open world by clearing out the black areas on a map." I get the impression that's what many of you want, but I don't think anyone else has ever quite specifically tried to deliver that.
NWN was very much like that. DAO was similar, except for the exploration. Both of those games do very well with the base they appealed to while DA2 did not.
If DA2 turned off that demographic while failing to entice a new demographic, why was it a step in the right direction.