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Dragon Age 2 hate


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#376
DadeLeviathan

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 I don't hate Dragon Age 2. DA2 is a great game, a fantastic game even. The problem, however, lies in the fact that it is not as good as Dragon Age: Origins. That is DA2's failing. When you make a sequel, it needs to be as good (preferably better) than the original. This was not the case with DA2.

Plus it changed many things that were staples of Dragon Age: origins, which left a sour taste in many peoples mouths, mine included. One thing that I believe DA2 did right was the majority of the combat system, and character development. 

The boss battles and "wave" mechanics were horrid, but other than that, the combat system was a vast improvement over the clunky combat system that Dragon Age: origins had. There's no unwritten rule that says that RPG combat needs to be a numbers-crunching clunky mess. I feel that DA2 did very well in making the combat immersive, streamlined and fun without making it a button-masher, or "dumbing" it down. 

Character development was far better as well. No longer did you need to stand around the same camp. I still disliked not being able to talk to the characters and for the most part them just having quips to say, and I think it could have been done better. Overall, however, still an improvement over DA:O. The Romances, unfortunately, were worse than DA:O and the romance scenes were just as bad. One of the things that killed the romances for me was "Everybody is bisexual!" There was nothing separating them. No explanation of "Yeah, I'm bisexual and everybody else in the party is too. What the coincidence." It was just taken for granted and I thought that was very poorly done. 

In terms of how they could have done it better: Have your companions "travel" about the city. Perhaps you are running through dark town with Carver and Isabella, and bump into Varric who is speaking to a low-life friend of his in the Carta/Coterie. Perhaps you run through High Town with two companions and see Aveline giving orders to her men, or investigating a small crime. These things would have, yes, been a bit harder to code but would have increased immersiveness immensely. As it is now, they are just in their "homes," which raises the question of "What do you do all day?" Apparently Varric and Isabella sit around doing nothing and Isabella gets wasted. Merril stares at her ceiling/mirror, Anders stands, staring at a wall and Fenris and Carver sit in their houses, staring at the wall and brooding. It makes very little sense and for me was very immersion breaking. 

Modifié par DadeLeviathan, 20 mars 2012 - 06:38 .


#377
Das Tentakel

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Sylvius the Mad wrote...

Das Tentakel wrote...

There's a great Skyrim cartoon that illustrates the problem of relatively 'open' customization versus specialisation...

No, that demonstrates the problem of scaled content.

If Skyrim didn't scale, then that problem wouldn't exist.


Yes and no. The cartoon's original intention refers to scaling, but it applies equally to specialisation versus loose/free customisation.

#378
Sylvius the Mad

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Das Tentakel wrote...

Sylvius the Mad wrote...

Das Tentakel wrote...

There's a great Skyrim cartoon that illustrates the problem of relatively 'open' customization versus specialisation...

No, that demonstrates the problem of scaled content.

If Skyrim didn't scale, then that problem wouldn't exist.


Yes and no. The cartoon's original intention refers to scaling, but it applies equally to specialisation versus loose/free customisation.

I disagree.  In an unscaled game, the enemy doesn't grow stronger, so all of that customisation effort doesn't reduce the character's effectiveness.

#379
Xewaka

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Scaling has done quite some damage to how gaming progresses. There's no real feeling of progression for the character, and no sense of acomplishment when beating beef gates. Beef gates are fun.

Modifié par Xewaka, 20 mars 2012 - 08:26 .


#380
Sharn01

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Happened to see where this discussion is heading and I will agree with some of the others, scaling things to the players level is a bad idea in an rpg. The whole point of gaining levels and new skills is to show character progression and become better at what you do, that is completely pointless if there is no benefit to doing this.

#381
Das Tentakel

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Maybe I have not been clear enough, though reading the context of the post might have helped. Seems I touched a nerve there.

The cartoon in question was inspired by the consequences of level scaling in Skyrim, sure, but it did this by, tongue-in-cheek, regarding the draugr as autonomous characters who, rather than spread their skills, specialised in combat-related skills and stats, with as a result a NPC character that is about the same level as the player character but with superior combat effectiveness.

That is exactly the danger with skill-based systems or hybrid systems with a wide range of customization: Two characters of the same level can have widely different degrees of combat effectiveness. Even without level scaling, a level 10 character might lose from predefined level 8 NPC’s, simply due to not having the necessary skills/stats to win the encounter. When it comes to very high level encounters, that might result in unwinnable situations. And that’s without considering RPG’s with possibilities for PvP, something that, alas, we may have to accept as probably mandatory in the not-so-distant future.

I am definitely not against customisation; in fact, give me DA:O over DA2 any time, balancing issues be damned (roleplay for teh win), but it will be a problem for many gamers if it leads to suboptimal, even unplayable character builds. If DA3 is going to get a wide range of customisation options – and I want that, it may even be a dealbreaker for me personally – that is something they have to consider carefully in their design.

Having said all that, I am not fond of level scaling, and agree it was done badly in games like Oblivion and DA2.
In DA2’s case, the level scaling goes hand in hand with lazy combat encounter design and a serious lack of variety in the enemies. Triple Awfulness.:crying:

Modifié par Das Tentakel, 21 mars 2012 - 10:19 .


#382
kingtigernz

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To put it simply,replacing the good aspects of Origins with something not so good is why a good amount of people dislike the game.

Modifié par kingtigernz, 22 mars 2012 - 05:11 .


#383
Sylvius the Mad

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Das Tentakel wrote...

That is exactly the danger with skill-based systems or hybrid systems with a wide range of customization: Two characters of the same level can have widely different degrees of combat effectiveness.

I agree this can happen, but I think it's a positive feature of skill-based systems.  This is the sort of freedom of characte design I want.

Even without level scaling, a level 10 character might lose from predefined level 8 NPC’s, simply due to not having the necessary skills/stats to win the encounter.

Yes, but without scaling the character still has the chance to defeat the level 8 NPCs eventually.  Just not at level 10.

When it comes to very high level encounters, that might result in unwinnable situations.

Absolutely it might.  Again, that's a good thing.

#384
Maria Caliban

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Sylvius the Mad wrote...

jbrand2002uk wrote...

While I enjoy DAO I Still find very little difference between the DW Warrior and the Rogue so I actually prefer the Distinction between the Warrior and Rogue classes in DA2 its clearly not to everyone's taste so YMMV

Lore-wise, I can't justify the Warrior/Rogue distinction at all, so I want them to be similar.

That's always been one of my problems with class-based systems.

I've always liked how World of Darkness and Exalted handled this. Their 'classes' are based on mythical bloodlines that grant different powers, but regular skills are open to anyone.

Das Tentakel wrote...

That is exactly the danger with skill-based systems or hybrid systems with a wide range of customization: Two characters of the same level can have widely different degrees of combat effectiveness.

This is only a problem when combat is unavoidable and lethal.

In Alpha Protocal and Deus Ex, putting your stats into non-combat skills was as rewarding as combat skills. Yes, regular combat was harder, but there was non-combat content like sneaking, conversations, and hacking that allowed you to complete goals in more than one way.

I miss Knights of the Old Republic.

Modifié par Maria Caliban, 22 mars 2012 - 06:22 .


#385
Lucy Glitter

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 I'll admit, I will always be against voiced protagonist in choice-based RPGs but despite Hawke and their voice and lack of full customisation, I loved DA2. Story was awesome, companions were awesome and I personally find it re-playable. It's not that linear...

I mean, I also dislike the OTT combat animations and the wave style enemies but I enjoyed it despite all of that. That must mean something. 

Maria Caliban wrote...

Sylvius the Mad wrote...

jbrand2002uk wrote...

While I enjoy DAO I Still find very little difference between the DW Warrior and the Rogue so I actually prefer the Distinction between the Warrior and Rogue classes in DA2 its clearly not to everyone's taste so YMMV

Lore-wise, I can't justify the Warrior/Rogue distinction at all, so I want them to be similar.

That's always been one of my problems with class-based systems.

I've always liked how World of Darkness and Exalted handled this. Their 'classes' are based on mythical bloodlines that grant different powers, but regular skills are open to anyone.

Das Tentakel wrote...

That is exactly the danger with skill-based systems or hybrid systems with a wide range of customization: Two characters of the same level can have widely different degrees of combat effectiveness.

This is only a problem when combat is unavoidable and lethal.

In Alpha Protocal and Deus Ex, putting your stats into non-combat skills was as rewarding as combat skills. Yes, regular combat was harder, but there was non-combat content like sneaking, conversations, and hacking that allowed you to complete goals in more than one way.

I miss Knights of the Old Republic.


Ah, yes, WOD definitely needs a mention. I really like their system, too. I think it's the ideal. 

I also agree about Deus Ex and Alpha Protocol. I loved being able to have a choice on how to go about a fight. There is one random encounter in Origins that gives you such an option through dialogue (the bandit camp, and having the option of listening, sneaking and evading or confronting!) 

I would love to see some moments where we get to choose how to handle the situation. Not just persuade or combat, which seems the norm in terms of choice these days with mainstream RPG elements. 

Modifié par Lucy_Glitter, 22 mars 2012 - 08:29 .


#386
Lucy Glitter

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Oops, double post. Apologies. Merged two together.

Modifié par Lucy_Glitter, 22 mars 2012 - 08:28 .


#387
Vaeliorin

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Xewaka wrote...

Scaling has done quite some damage to how gaming progresses. There's no real feeling of progression for the character, and no sense of acomplishment when beating beef gates. Beef gates are fun.

Scaling is only a problem when there is a lack of enemy variety. Look, for example, at DA. At the start of the game, ogres were hard, but by the end, they'd become trivial, despite being scaled. Yes, it's silly when bandits, rats or what have you scale up to ridiculous levels, and yes, "beef gates" are fun, but trivial encounters are the opposite of fun for many people. For many of us, fun comes from challenge, and when you have games that don't scale (or don't scale enough, for example KOA:R, where I reached the level cap for the second region before even leaving the first), you can fairly quickly reach a point where instead of being fun, combat simply becomes tedious. Given what a large percentage of games combat has become (which is a whole other problem), having it become unfun for a portion of your players is a bad idea.

As I've stated numerous times in the past, I think the best way to go about it is to have floors for scaling but no ceiling, not to have respawning enemies, and to not simply repeat higher level versions of weaker enemies in higher level areas.

Modifié par Vaeliorin, 22 mars 2012 - 10:26 .


#388
Estelindis

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MouseNo4 wrote...

Why do people hate Dragon Age 2 so much?

My only problems with the game was the fact that game assets were used over and over and the really crappy story ending. EVERYTHING else i really loved. I cannot think of anything besides those 2 problems that i didnt love. 

If they added a bunch of new game art and locations, and hired someone else to do the story ending - it would have been an awesome game in my opinion. 

Those 2 flaws really dont equal the amount of hate people give it. 

I totally agree with you, for what it's worth.  Everyone has the right to like or dislike whatever they wish, so I'm not saying that those who hate DA2 are wrong.  Personally, however, I only disliked some aspects of the game (the ones you listed) and really enjoyed everything else.  I think it was a huge success on the whole.

#389
Sylvius the Mad

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Vaeliorin wrote...

As I've stated numerous times in the past, I think the best way to go about it is to have floors for scaling but no ceiling, not to have respawning enemies, and to not simply repeat higher level versions of weaker enemies in higher level areas.

I like ceilings.  Remember, I thought the Xvart village was fun.

I want to be able to grow powerful to render some encounters trivial.  But I haven't really thought of a way to make this work in a system that doesn't rely on random encounters.  With random encounters, you can offer a low-level encounter table for low-level characters, and then add higher-level encounters as the characters level.  But don't ever take the low-level encounters away.  They'd become less frequent, becasue they'd make up an ever shrinking portion of the encounter table, but skeletons or mudcrabs or whatever would never simply disappear from the world or become so powerful as the be lore-breaking.

#390
Realmzmaster

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It is not just scaling I have a problem with.
One of the reason I dislike instant health and mana regeneration is because it removes part of the challenge in low level encounters. Example without any instant regeneration: Normally a medium level party would have no problem with a grizzly bear. Suppose the party just fought a dragon and expended their health potions and healing spells. The party usually was beaten up. Now encounter that grizzly bear the encounter is not so easy anymore.

Not so in DAO or DA2, the party is instantly healed at the end of the dragon encounter so the bear has no chance.

Scaling has problems. No way should a wolf scale to take on a level 20 party (a pack of wolves is a different story depending on the size of the pack). Some encounters once you level up should be a walk in the park.
The party should also be able to enter any area. If the characters there are too tough the gamer will know soon enough. But if the gamer is able to find ways to win the encounters why should that be denied

#391
Das Tentakel

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Maria Caliban wrote...
This is only a problem when combat is unavoidable and lethal.


Which it generally is; while Bioware totes its games as being ‘narrative-driven’, I am sorry, but the story is still basically what it always was: creating context for combat. Cases where you can avoid combat are severely curtailed (with DA2 being worse than DA:O, off the top of my hat). And I don’t think we’re going to see non-combat solutions in RPG’s becoming popular soon…the genre is, as it always mostly was, about killing things and looting their stuff. With or without a nice narrative packaging. Personally, I wish it were otherwise.

Maria Caliban wrote...
In Alpha Protocal and Deus Ex, putting your stats into non-combat skills was as rewarding as combat skills. Yes, regular combat was harder, but there was non-combat content like sneaking, conversations, and hacking that allowed you to complete goals in more than one way.

I miss Knights of the Old Republic.


Nostalgia :) But I know the feeling.

Still have to play Alpha Protocol and Deus Ex (I assume you mean the original? Or HR?).

Sylvius the Mad wrote...
…without scaling the character still has the chance to defeat the level 8 NPCs eventually.  Just not at level 10.


That depends on whether you get that opportunity. Static opponents are often found in linear games, and you better hope there are other opponents, or respawning opponents, out there that will allow levelling. Then there’s the problem of loot; if the loot of opponents 3-5 levels lower than your player character is basically useless (except perhaps for a bit of money), that’s not going to please players. Not to mention the fact that players are continuously being forced to ‘move around’ the opponents they actually want to take on, making sidetrips purely for levelling purposes (effectively ‘grinding’), etc.

Anyway, my whole point is not the ‘superiority’ of level scaling vis a vis static levels or the reverse, it’s about taking care about balancing the game when you allow a high degree of character customization, which is trickier in skill-based systems compared to class-and-level systems. I want that customization, but I also appreciate that it makes things more difficult for the designers. Then again, I wish they would be a bit more ambitious in this regard and not, as some people have remarked regarding Bioware lately, merely cut gameplay elements because they can’t be bothered to work at improving them.

Vaeliorin wrote...
Scaling is only a problem when there is a lack of enemy variety…Yes, it's silly when bandits, rats or what have you scale up to ridiculous levels, and yes, "beef gates" are fun, but trivial encounters are the opposite of fun for many people.  For many of us, fun comes from challenge, and when you have games that don't scale (or don't scale enough, for example KOA:R, where I reached the level cap for the second region before even leaving the first), you can fairly quickly reach a point where instead of being fun, combat simply becomes tedious.  Given what a large percentage of games combat has become (which is a whole other problem), having it become unfun for a portion of your players is a bad idea.


True. I don’t have a problem with the reason behind scaling: customising combat encounters to keep them interesting and challenging. Crappy implementation is its biggest enemy.
(some food for thought: www.truancyfactory.com/articles/levelScaling.html )

One basic problem, shared by both ‘static level encounter’ and ‘level scaling encounter’ RPG’s have is lack of variety in opponents vis a vis the amount of combat / length of the game. Pen & paper RPG’s and the larger MMO’s have a huge variety in enemies, but CRPG’s are limited by budgetary and technical restraints.

DA2 and DA:O both lost credibility, immersiveness and enjoyment because they were, in a sense, too long. They had to recycle enemies, and to be honest, the world lore, so far, doesn’t support all that many different enemies anyway.
Certainly not compared to, say, most well-fleshed out pen & paper RPG settings (in fact, at least one review of the Dragon Age pen & paper RPG commented on the pronounced lack of monster variety).

One idea for Bioware might be to add some necessary variety in DA3, but also to consistently develop new enemy types for each DLC and expansion. In the long run, they might end up with a large variety of enemies, whose models, lore and behaviour they can polish over the long run. In DA2, unfortunately, they squandered precious resources on ‘redesigning’ Darkspawn, Elves and Qunari, and giving Flemeth a Gothic S&M bondage outfit.

Realmzmaster wrote...
It is not just scaling I have a problem with. One of the reason I dislike instant health and mana regeneration is because it removes part of the challenge in low level encounters….


I agree to a point. Those instances where you character or party is attacked by normally beatable opponents while they’re badly bruised and out of arrows…and still prevail, they can be golden.

They also can be frustrating as hell. Not to mention the annoyance of having to travel back to the nearest town with a healer or store to stock up on potions, or risk camping out in the wild to heal, only to be randomly attacked during the night.
What these things do, is encourage constant saving and reloading. True, there are some diehards who embrace this kind of thing, and there are also situations where the player correctly judges the encounter to be difficult but winnable, but all too often it ends up with loading the last save.
I don’t think the automatic healing is ideal, I find it sort of immersion-breaking myself. But I also consider it ‘the lesser of two evils’. I also doubt most players these days, including many CRPG veterans, would willingly embrace the old system.

Realmzmaster wrote...
Scaling has problems. No way should a wolf scale to take on a level 20 party (a pack of wolves is a different story depending on the size of the pack). Some encounters once you level up should be a walk in the park.


I agree, but this is something that a ‘smart’, hybrid level scaling system might be able to manage. Some pre-scripted encounters should remain fixed. For instance, a notorious bandit chief that is supposed to be eliminated around level 10, retains his level and is easily dispatched when your character/party has reached level 20. His stature is no longer comparable or superior to your character, but he has become relatively small fry, and dealing with him at a higher level should reflect this.
Additionally, lower-level enemies, like bandits, should also alter their behaviour when facing your character/party,  especially if ‘The Champion of X/Hero of Y/Redeemer and Saviour of the Universe Z’) has become known by reputation and looks. In essence, once they get slaughtered or recognise you, they should run for it. Same with animals that get clobbered (wolves that get slaughtered should not continue to fight 'to the end', they should yelp and run away with their tails between their legs).

There’s a little scene in the first Halo, when Master Chief has entered the crashed Pillar of Autumn I think, when you hear the little Covenant guys – once they know you are there – screaming in a panicky voice something along the line of ‘My God, he’s here, he’s heeeeere!’. That is the moment when you feel like ‘an unstoppable God-King made flesh’. That is (one of) the kind of reaction(s) I think lower-level enemies should show facing you, and that’s also why you always need some lower-level enemies to remain as opponents.

But not too many; and they should not be overtly suicidal.<_<

#392
Sylvius the Mad

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Das Tentakel wrote...

That depends on whether you get that opportunity. Static opponents are often found in linear games, and you better hope there are other opponents, or respawning opponents, out there that will allow levelling.

I don't particularly enjoy linear games.

Then there’s the problem of loot; if the loot of opponents 3-5 levels lower than your player character is basically useless (except perhaps for a bit of money), that’s not going to please players.

Low-level loot chould be useless.  I have no problem with that.

It doesn't seem to bother Skyrim players much that they're constantly having to leave behind piles of non-magical swords in dungeons.

Not to mention the fact that players are continuously being forced to ‘move around’ the opponents they actually want to take on, making sidetrips purely for levelling purposes (effectively ‘grinding’), etc.

MMOS have given grinding a bad name.  Adventuring parties have always had to grow more powerful before they start raiding dragons' lairs.

Anyway, my whole point is not the ‘superiority’ of level scaling vis a vis static levels or the reverse, it’s about taking care about balancing the game when you allow a high degree of character customization, which is trickier in skill-based systems compared to class-and-level systems. I want that customization, but I also appreciate that it makes things more difficult for the designers.

It only makes things more difficult for the designers if they're overly concerned with protecting the players from their own mistakes.

They shouldn't be doing that.  All that does is force the same level of challenge on everyone, eliminating the possibility of characters being intentionally placed in areas beyond them.

In BG, the PC was able to encounter enemies far more powerful than him early in the game.  Sometimes those encounters would result in a quick death.  Sometimes those encounters would result in an improbable triumph, or a victory at great cost (I spent quite a lot of time on my first playthrough carrying about Khalid's corpse after an encounter with an Ogre Mage, for example).  Improbable victories make for better stories, but scaled content tends to eliminate those opportunities.

#393
Relshar

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JeeWeeJ wrote...

Cstaf wrote...

hoorayforicecream wrote...

People who dislike the game tend to look at the first list and try to lump those issues in with their opinions on the third list as justification. People who like the game tend to try to separate the first list from the third. You can tell which the developers think are more important, because most of the issues from the first list are addressed (or better) in the DLC for DA2, but not from the third list.


Good list. Pretty much a list of all my complaints from the second game, except the bisexual romances which i don't really mind. What i fear is the BioWare will do nothing about the third list for the sequel.
I do believe that hate for a game is not a bad thing, apathy is much worse. Atleast hate for a game show that there are fans who are passionate about the series.

Agree on everything. And -playing devils advocate here- it MIGHT be that they can't do anything about the third list because the way the current game is built won't allow it.

But, I can't help but have this nasty feeling in my gut that that isn't the case..Image IPB Please prove me wrong Bioware...please???????


Good list and gets most of the things I hate with DA2.

I just don't think BioWare will listen to the fan base though. I think they will just go ahead and make DA2 v2. And alienate the DA:O fans even more.

#394
Rorschachinstein

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People saying DA2 is not as good as DA:O? oh geeze, this is the first time I've heard of this.

#395
Yrkoon

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Rorschachinstein wrote...

People saying DA2 is not as good as DA:O? oh geeze, this is the first time I've heard of this.

Well?  Individual tastes and preferences aside, the two games simply don't stack up against each other equally.   From a purely objective  standpoint,  DA:O simply offers  *more*... and not just because it's a longer, bigger game.

-DA:O lets you  have discussions with your companions any time you wish.  DA2 doesn't.
-DA:O has more settings, more dungeons, more cities, more places to explore.
-DA:O offers more character customization choice.  (warriors can dualwield; mages can become Arcane warriors etc.)
-DA:O has a skill system.  (trap making, stealth, pick pocketing, survival etc) DA2 doesn't.  
-DA:O has item descriptions.  DA2 doesn't.
-DA:O has Combat finishing moves.  DA2 doesn't


These things matter, they're the result of a long labor of love.  They add to the richness of the game.    Then they all get taken away and we're supposed to see DA2 as something better?    Really?  It's something Cheaper, is all.  Something lesser.  No, I'm  *not* happy with that, despite whatever so-called improvements Bioware thinks they've made  (oh boy, my character talks now.  woo-hoo!).  I'm an RPG snob that won't eat the Fast food version of an RPG.  At least not after he was treated  to the ultimate 7 course meal in 2009.

Modifié par Yrkoon, 24 mars 2012 - 12:59 .

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#396
Melca36

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Das Tentakel wrote...



DA2 and DA:O both lost credibility, immersiveness and enjoyment because they were, in a sense, too long. They had to recycle enemies, and to be honest, the world lore, so far, doesn’t support all that many different enemies anyway.
Certainly not compared to, say, most well-fleshed out pen & paper RPG settings (in fact, at least one review of the Dragon Age pen & paper RPG commented on the pronounced lack of monster variety).



Um....

DA:2 was too short.  I don't know about you but for $60 bucks some of us want our money's worth when pay for a game.

DA:2 was good but it was NOT worth $60

#397
Qutayba

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I enjoyed the game and felt it was polished, but it just was not up to BioWare standards in many respects. The writing was good, but the level and encounter design was incredibly repetitive - enemy waves spawning from thin air gets old after a while. The whole design process was too streamlined, and it showed.

#398
Das Tentakel

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Melca36 wrote...

Das Tentakel wrote...
DA2 and DA:O both lost credibility, immersiveness and enjoyment because they were, in a sense, too long. They had to recycle enemies, and to be honest, the world lore, so far, doesn’t support all that many different enemies anyway.
Certainly not compared to, say, most well-fleshed out pen & paper RPG settings (in fact, at least one review of the Dragon Age pen & paper RPG commented on the pronounced lack of monster variety).


Um....
DA:2 was too short.  I don't know about you but for $60 bucks some of us want our money's worth when pay for a game.
DA:2 was good but it was NOT worth $60


This was about enemy and encounter variety compared to the length of the game, as in there not being enough. This was NOT an argument in favour of shortening the RPG. <_<

#399
DiatribeEQ

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I put in about 180 hours into DA:O and about 14 hours in DA:2. Loved the 1st. Loathed the 2nd. I pretty much disliked the "Steamlining" that was done from 1st to 2nd (let alone all the other things that changed from 1st to 2nd). Once you add in all the other complaints the average person has for the 2nd one (versus the loves for the 1st), you start to see why there's such a massive difference between the amount I played between the 2 and how leery I am (and will be) with DA:3.

#400
Kevorka

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I too liked Hawke and the potential Hawke and his/her family had but the problem like so many things with Dragon Age "2" is that the "small focus" was very poorly implemented.

As someone else pointed out, Kirkwall is a frighteningly boring and static city. It doesn't feel like a living breathing city in the way that Denerim, or Amaranthine did. It's bland, brown, dull, and unchanging.

So much of the game is supposed to hinge on Hawke loving his/her family; the overall goal for Hawke (saying the game has no immediate goal or direction is untrue) is to protect, care for, and provide for his family. But unfortunately we are never given a reason to actually give a crap about said family - all 5 Hawke-Amell's (Leandra, Gamlen, Carver, Bethany, and Charade) are given nearly zero character development and then the game turns round and expects us to care.
And we do not care, not one bit. Leandra has one thing to say before she dies really, and thats "Holy Political Marriages Batman!" to Hawke.
The siblings as companions are useless and overshadowed by less than mid way thru Act 1, and as characters Bethany is just boring, and Carver is plain irritating; when the first one dies you are given no time to actually know them so their death comes off as pointless and kind of boring - when the second one dies or leaves there has been so little character development for them that you kind of just go "eh, so? Fenris/Anders are better companions. Bye Sibling!"
Charade had the potential to be an interesting character, but was pretty much limited to saying to the world "My Big Cousins the Scary Champion of Kirkwall, Ha Ha!"
And Gamlen, he had the most character development but unfortunately most of it was turning him into an even bigger JerkAss than Carver. *sigh* Out of all the family Gamlen had the most potential, the potential to explore a deeply flawed and conflicted yet interesting character; but the game did not achieve that with him.

The companions aren't much better if we are completely honest, they are all Flanderized characters seriously.
Aveline is the epitome of Preachy, Controlling Mother/Sister type.
Isabela is the Ethical Sl*t trope. Seriously. The Sl*tty Pirate Wench with a heart of gold. *eyeroll*
Fenris is a character Bioware were aiming to create as The Stoic and instead just made him Anime Emo Elf.
Anders is the very definition of Tragic Hero, which wouldn't be so bad if it didn't completely throw out his established personality in Awakening.
Merrill. They were going for naive, perhaps a little foolish. And instead created the Ultimate Moron from Moron Mountain. *facepalm*
Varric, while a generally awesome character, even he is a flanderized trope. Seriously. They went for The Badass; and The Badass is what we got. As the trope page says, Varric is The Rule of Cool personified (note I despise the Rule of Cool).
And finally Sebastian is quite simply an afterthought who's entire persona is based around him being religious. He is the Token Religious Teammate.
Please note while I generally like all of the characters (except for Merrill) I find their character development to be lacking, which results in them feeling flanderized. At least to me.

And then beyond the Family, or the Companions we have several "important" characters that again also have very little development.
The Viscount.
His Son.
The Steward.
Grand Cleric Elthina.
Marethari.
Flemeth.
Meeran.
Athenril.
Cullen.
Thrask.
First Enchanter Orsino.
Knight Commander Meredith.
Bartrand.
They are all characters that are important in that they impact the story fairly significantly; but we are never really shown the why or the how. The only NPC that is developed fairly decently, and comes off as a proper Antagonist is The Arishok; seriously the way Act 1 and 2 play, and the interactions Hawke has with the Qunari and with The Arishok it feels like he is going to be the End Boss. And instead we get the lame ass Act 3 ending thrust upon us.

It's all down to the implementation. I reckon the writing team must have written loads more dialogue and story for the game but crap loads of it was cut or never included due to time constraints; and the Dev Team had to make strategic choices at what to implement and did a pretty poor job of it.

The game itself builds up to what feels like the ending, to the critical point mid way thru to the end of Act 2, which let's face it is FAR too early for the ending to happen. So when you hit Act 3 everything feels like its been tacked on to pad the game out to an acceptable length; especially since the ending sucks so hard.
Seriously, its terrible ending. Both from a writing and implementation standpoint.
It renders EVERYTHING that the player did prior completely pointless, and leaves you feeling a bit like "why did I bother playing this game then?"
I seriously can not criticise the ending more. It's actually worse than the ending of Fallout 3, and worse than the Broken Steel expansion which supposedly fixed said terrible ending of F3. And considering writing is probably Bethesda's poorest area, when you do worse than them then you know you have done a real bad job. IMO.

I know this post comes off as fairly negative (or a lot negative), so I would like to assure everyone I do LIKE Dragon Age "2". I just feel that it has its flaws, and doesn't yet deserve the title of Sequel. I am still holding out hope for a content expansion.

Same here Carvar was to much like Finris. I can not stand both of them. They hate mages to much for my taste.