[quote]hoorayforicecream wrote...
Badly hidden waves of combat
Repetitive battle sequences
Recycled map use
Short development cycle
[/quote]
You made a good list of complaints of the game and -- even though I disagree with the rationale for people that disliked the game that you stated later on in your post -- I do want to address these things you brought up. Feel free to respond if you wish and I'll do the same, but I'm just using what you said to address the thread itself so by no means should you feel obligated.
I find that these are truly the only real complaints that have been focused on by the devs. Undeniably, choice does matter in Legacy. But choice doesn't matter in MotA, so I feel that Bioware is focusing solely on these complaints and if they have time then do they focus on choice. It seems they haven't really learned from the folly that was focusing on gameplay over story.
Of which, these are the core complaints made by most -- if not all -- of the people that liked DAII. Now sure, DAII haters -- I dislike the term haters as it has a negative connotation these days, even if people that hate DAII do in fact hate it -- also made these complaints.
But I think it says something when these are the focused on complaints and other complaints made by the haters aren't truly addressed.
Bioware has said over the last year that they're "listening". But are they acting? IMO, they aren't really based on MotA. Actions speak louder then words.
[quote]
Sufficient recognition of the effects of choices[/quote]
To further my point, Legacy was a nice change of pace where choice did matter, even if the grand finale to the DLC was virtually the same.
And for a while, I was hopeful.
"Hey", I thought to myself happily. "Bioware seems to be listening. My choices did matter in Legacy."
Then MotA came along with its anti-Qunari choice at the end. My hopes were dashed, as this was actually something Bioware -- and specifically, John Epler -- was keen on addressing. Where control from the player was sacrificed for the part of the narrative.
Now, I'm not saying an anti-Qunari Hawke should've killed the person in question. Far from it. But I see no need to rehash my ideas on what should've happened and post them here. Suffice to say, I will link to the threads in question and you and other posters may read them at your/their own discretion (
THERE WILL BE SPOILERS).
http://social.biowar...ndex/8033475/13http://social.biowar...4/index/8950836[quote]
Insufficiently hidden rails - DAO was very linear as well, but it hid the rails better.[/quote]
Much better, as DAII made virtually no attempt -- if it made any at all -- at hiding the rails.
And it didn't even have to be as critically railroaded as it was. There could have been diverging paths in the story where decisions were still wrapped up fairly, neatly, and wouldn't present many cases of importing over into other games.
[quote]
Some items did not feel like they were worth looting (trash items specifically)[/quote]
I much preferred DAO's loot/junk, but I did prefer DAII's system of "auto-sorting". In DAO, I could find Diamonds, Garnets, etc. All of them were more valuable then much of DAII's "loot" consisting of Torn Trousers, Armor Fragments, Rusted Spoons, and the like.
Very rarely would I find something worth more money then three bits.
[quote]
Insufficient differentiation of results from critical path plot choices, e.g. final boss fight is the same regardless of choices.[/quote]
For the
final boss fight, I wouldn't have minded that so much had a certain artifact been handled to actually help make the situation morally grey.
For the pre-final boss fight, I have to wonder why Bioware thought removing choice for
MOAR boss fights was a good idea in the first place.
I could recount a few ways how that could've been handled better, if this were in the Spoiler section. But it's not -- and I'm not asking that it should be -- so I won't.
[quote]Some of the things that were outside of developer control, but people complain about anyway:[list]
Overzealous marketing[/quote]
When the devs make the same comments in regards to what DAII is going to be as the marketing guys did, then it
wasn't outside of their control.
And marketing shouldn't even lie in the first place. False advertising is a crime and
will hurt a game company's credibility in the future, as well as its potential sales.
[quote]
Publisher influence[/quote]
That depends on who brought the idea of the 2 year dev cycle to EA's table, doesn't it? If it was Bioware that gave the idea to EA, then it
is their fault and wasn't outside of their control.
If it was
vice versa, then I agree that it wasn't within their control.
I've seen people claim both arguments and I dont' know which is fact. Some say EA told Bioware to make a game in 2 years while others say Bioware told EA.
I've seen people even claim that Bioware
is EA, which makes sense. But it wouldn't make sense to say EA told EA to do this, unless EA refers to itself in the 3rd person.
Also, I find that the devs are to blame for the dev cycle. They halted DAO DLC with the reasoning of "DAII coming along great!" and similar statements -- albeit I'm paraphrasing, but that was the gist of their comments -- and now they're admitting they rushed the game. From the musical composer to the lead writer to some of the other devs themselves.
In the end, they have only themselves to blame.
[quote]And then there are the thing[s that are genuinely different on purpose, that some people didn't like, but others did. These tend to be much more hotly debated topics.[list]
Voiced protagonist[/quote]
I enjoy the concept of a voiced protagonist, but I think the overall implementation of the system -- Voice, lines spoken, personality system, etc. -- was flawed.
[quote]
Dialogue Wheel vs Not Dialogue Wheel[/quote]
I'm opposed to the Dialogue Wheel on principle and would prefer to see the whole line. I wouldn't skip hearing it. Part of the joy of the line spoken now to me is hearing it.
There's no reason why Bioware can't cater to both portions of the fanbase by refining the system. And there have been plenty of posts detailing such possible methods, ranging from toggles to a full on revamp of the dialogue system that would allow for both sides to enjoy their preferred method.
[quote]
Set character background vs lots of origins[/quote]
No reason aside from the short dev cycle DAII couldn't have done class-based origins showing life in Lothering and fighting at Ostagar -- for Warriors and Rogues anyhow -- and then gone to where you escape from Lothering.
And I mean an actual escape from Lothering. Not an escape from lands on the outskirts of Lothering.
[quote]
Faster-paced combat system vs Slower paced combat (Note: this is not the same thing as encounter design) [/quote]
I enjoy the new basic animations but feel that they also need to be used by
all of the enemies. At least to a certain extent. Maybe not all of the animations but at least some of them.
I also feel that certain abilities are too over the top, especially when cutscenes prove that you can do such a thing without incident.
Like stabbing yourself in the stomach with a staff, and then being fine with it afterwards as if you didn't just do that.
[quote]
Talent trees instead of talent progression[/quote]
It has my staunch approval what DAII did.
[quote]
Cross class Combos[/quote]
As was pointed out earlier, DAO had cross class combos as well. To a lesser extent? Yes. But they were there.
[quote]
and strong class differentiation, instead of freedom to customize a dual wielding warrior, or heavily armored mage[/quote]
I'd be fine with Mages being only able to equip staves -- or alternatively staves and the other weapons -- and not having any of the weapon skill trees to go with them. Arcane Warrior was a bone thrown to us in DAO.
What I want, what's most important to me, is that I have a guarantee. No more attempts at class restrictions.

The Mages are a tricky issue. Were Arcane Warrior to return, this would be the perfect way for the PC to be able to equip whatever weapon he/she desired. The Arcane Warrior could grant the Mage the ability to pick one of the non-mage trees to have added to his list. And then he could learn them and/or Arcane Warrior talents.
On the other hand, it presents a dilemma for what the other Mage characters would be able to equip, as well as the PC
sans the Arcane Warrior spec. The other Mages are restricted into specific class trees. I guess they could all be able to equip the weapons, but not have access to the abilities associated with them.
And for the PC, well, I've addressed that.
Non-Mages should be able to equip whatever they want and have access to the trees associated with them, but perhaps where one ability might require a Warrior to have a certain amount of strength a Rogue would need more.
After all, we don't want the classes to become irrelevant and have everyone being what they want.
Onto armor.
Taken from what I wrote in another thread:
I wonder why -- and more importantly, if -- Bioware can't do a combination of both systems.
You give the followers unique looks but also allow the player to equip whatever they want on them. If the problem is the latter renders the unique body models irrelevant, why can't the unique body models be swapped for the generic ones when you equip something other then the unique armor on a companion?
I have a feeling I phrased that poorly and if left as is then people might get the wrong idea, so let me explain further using Aveline as an example.
Okay, let's say you pick up a set of armor fit for a Rogue but you want Aveline to swap out her Captain of the Guardsmen Uniform for this specific armor. She's got a unique body model with the former equipped, but once the player equips the Rogue armor, her body automatically swaps itself for a generic human female body.
Then, say a cutscene tailored to her unique body model comes up in say her office in the barracks. Then just have her automatically re-equip the Guardsmen uniform and have the Rogue armor find its way back into the player's inventory, where after the cutscene he/she can put Aveline back into it.
[quote]
All love interests are bisexual[/quote]
I found that for DAII it was mere circumstance -- along with each character's story -- that brought the four bisexual people into one city.
But I also would prefer it if bisexual romances didn't become the norm. I don't want every companion to always be bisexual.
This isn't something I'm fit to go in depth on, but there are a few ideas bouncing around in my head right now.
They'll probably be lost in a few hours though.
[quote]
More cinematic conversations (e.g. the ability change camera angles or a character to throw a wine bottle, sit at a table, or move around during the conversation), vs conversation anywhere[/quote]
There should be a balance between the two. The more cinematic approach added with the ability to talk to a companion anytime (which isn't synonymous with anywhere).
I also find that DAII's dialogue with the companions was too short. Yes it was the same amount as DAO's, but that's my point actually. DAO has a year's worth of dialogue with the companions in one game. Whereas DAII spans 7 years and is playable for 3-4, yet only has 1 year's worth of dialogue in it.
I find that as a result, it just barely got away with doing this but needed far more dialogue in it.
[quote]
DA2 Characters vs DAO Characters[/quote]
It still hurts me whenever people criticize Merrill

[quote]
Iconic looks vs Customized appearances[/quote]
Addressed above.
Modifié par The Ethereal Writer Redux, 04 mars 2012 - 03:00 .