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Dragon Age 2 hate


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#76
Pasquale1234

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Wulfram wrote...

This may get rotten vegetables thrown at me, but..

I think the hate on the reused locations is a bit overdone. I mean, they went too far in DA2, but if they'd managed to have individual locations for the major quests I wouldn't have minded if the sidequest dungeons were a little repetitive, particularly if they'd been a bit less blatant about it.

I think it'll be a real shame if the reaction to DA2 means that they end up scrapping interesting sidequests rather than open themselves to more criticism on this front.


No rotting veggies from this quarter - I agree with you.

While it would have been nice to have more unique locations, the map re-use had a minimal impact on my overall impression of the game.

#77
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The Ethereal Writer Redux wrote...

I will say that one thing that really annoys me -- sometimes even angers me -- about the DA series is the horrible gameplay.

And no, when I say "the horrible gameplay" I don't mean the new animations

One thing about the gameplay in particular: AI in both games is horrendous. Biggest instance that comes to mind is in Redcliffe, where not only do the Knights charge in to a fire trap that they themselves wanted to use against the corpses but also how Lloyd charges into a group of corpses with only a dagger.

Some may enjoy that, citing it as "tactical" trying to keep them alive without them killing themselves. I call it bad game design -- well, really bad combat design. But combat is part of game design -- and from a story standpoint ludicrous considering Owen is making armor and weapons for the militia (which Lloyd joined against his will).

AI -- and indeed, all gameplay. Not just combat -- needs to be worked on immensely in the future, though obviously not at the expense of the story and choices.




Couldn't agree more. The AI has to respond appropiatley. These are characters after all, if anything Loyd should be at the back xD

#78
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As long as you agree it was a small story in a small world. But the effects of the "Mage/Templer conflict" doesn't have a feeling of an aftershock in DA2 but only in the new DA book and perhaps the next DA game. And personally, I feel that the Mage/Templer conflict is only slightly interesting as a sidequest, not as a main storyline.


Mages, who have been opressed for hundreds of years have finally rebelled and is waging war on the Templars? All that and the Chantry in the middle? It's a pretty big sidequest mate xD

But putting that aside, I agree that the the game it's self did not *show* you the rebellions, but it did refer to them with Varric and Cassandra. And from the tone of their voice, I'd say the **** has hit the fan pretty badly xD.

And my praise for Mass Effect specifically is around your decision making from one game to the next. No other game out there has done this. That's why the game gets so much praise, not because it is a weak RPG, or a weak shooter game, but because it allows you to have a feeling of creating the story and progressing that through several games. ME2 was a step down from ME1, but they didn't do a 180 on the series like they did with Dragon Age which caused DA2 to be several steps down from Origins.


I thought you meant ME as in the imports between the two games.

#79
TEWR

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Fast Jimmy wrote...

You want good gameplay AND good story?


Geez, TEWR, way to be greedy! All BSN forumites are the same... complaining about the impossible!

Who has ever played a video game with good story and good gameplay? Its just not possible. /deactivating sarcasm font


lol

Realmzmaster wrote...

I would have liked the option to issue commands to the allies at the start of the battle. DA2 at least (if you sided with the mages) you saw Hawke giving commands to those not in the battle. (I would have prefered being allowed to issue those commands).


Actually, this is something I've been planning on doing in my DAO fanfic. Xanthos Aeducan will talk with Bann Teagan, Murdock, and Ser Perth and issue commands while looking at a map of Redcliffe before the sun sets and the corpses strike.

But to post something relevant, while Hawke does issue commands those commands don't seem to be followed are they? Nor is there any real need for them to be followed because of the one-sided nature of the gameplay.

It is not tactical combat to save a group of allies from stupdity. Bioware games are not the only ones who commit this lack of AI. I will admit that AI is one of the toughest features to program. Early rpgs games at times cheated when it came to the AI,


Indeed, very few games have decent AI. I'm not sure why it's so hard to make decent AI.

#80
Perles75

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People hate it because they had huge expectations and many were sorely disappointed. But in the days of internet "disappointment" is too lame a word, you need to speak in extremes and thus the "loathe" and "hate" and so on...

#81
vixvicco

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I guess people had high expectations of the game. I understand where they are coming from because I preferred Origins too. But I've played DA 2 a number of times and whilst it is very linear, I really like it. I think I learnt to appreciate it for what it is. I try not to link it to Origins because it feels like there is not much of a link to it to begin with. I hated Hawke-most people hate Hawke. There's so many things. But I agree, there's no need for excessive hate. If you look on Metacritic, most of the user reviews on the game can give you an idea as to why people hate it.

#82
Fast Jimmy

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The Ethereal Writer Redux wrote...

Indeed, very few games have decent AI. I'm not sure why it's so hard to make decent AI.


Believe it or not, programming organic AI is one of the hardest things to do. Think of the Tactics screen, but with over 100 options you'd need to sift through for each enemy or character, rather than a dozen. Throw in the fact that you also have to juggle processing speed for things like graphics, sound, combat animations, health and other statistics, etc., and you have to make something that is relatively simple and low on resource consumption, given the fact that you can have twenty or so enemies on the screen.

Also consider that if you make AI TOO good, it butchers even the best players with ease. You have to find a perfect balance between being mindless robots and essentially giving the computer cheat codes to overcome every tactic you throw at it.

So I don't begrudge developers when it isn't perfect. What I do not like is when they can't seem to find that balance, so they give enemies insanely huge health pools or insta-kill moves to ramp up difficulty, which we saw in DA2. The AI change going from Casual to Normal to Nightmare was barely noticeable, but the health bars and the resistances were. To me, that's an AI/design cop out.



Off topic, I'm a little surprised to see so much activity on the DA2 boards today. I would have thought the vast majority of Bioware fans would either be asleep from playing all night after the midnight release or waking up now and beating down a store's doors for Mass Effect 3.

Modifié par Fast Jimmy, 06 mars 2012 - 12:48 .


#83
zyntifox

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Fast Jimmy wrote...

The Ethereal Writer Redux wrote...

Indeed, very few games have decent AI. I'm not sure why it's so hard to make decent AI.


Believe it or not, programming organic AI is one of the hardest things to do. Think of the Tactics screen, but with over 100 options you'd need to sift through for each enemy or character, rather than a dozen. Throw in the fact that you also have to juggle processing speed for things like graphics, sound, combat animations, health and other statistics, etc., and you have to make something that is relatively simple and low on resource consumption, given the fact that you can have twenty or so enemies on the screen.

Also consider that if you make AI TOO good, it butchers even the best players with ease. You have to find a perfect balance between being mindless robots and essentially giving the computer cheat codes to overcome every tactic you throw at it.

So I don't begrudge developers when it isn't perfect. What I do not like is when they can't seem to find that balance, so they give enemies insanely huge health pools or insta-kill moves to ramp up difficulty, which we saw in DA2. The AI change going from Casual to Normal to Nightmare was barely noticeable, but the health bars and the resistances were. To me, that's an AI/design cop out.



Off topic, I'm a little surprised to see so much activity on the DA2 boards today. I would have thought the vast majority of Bioware fans would either be asleep from playing all night after the midnight release or waking up now and beating down a store's doors for Mass Effect 3.


Well some of us maybe don't like the action-adventure with RPG elements that is the Mass effect series and therefor are instead in these so-called DA2 hate threads trying to stop BioWare of going that route, again, for Dragon age 3. :P

Modifié par Cstaf, 06 mars 2012 - 02:12 .


#84
JeeWeeJ

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Cstaf wrote...

Fast Jimmy wrote...

The Ethereal Writer Redux wrote...

Indeed, very few games have decent AI. I'm not sure why it's so hard to make decent AI.


Believe it or not, programming organic AI is one of the hardest things to do. Think of the Tactics screen, but with over 100 options you'd need to sift through for each enemy or character, rather than a dozen. Throw in the fact that you also have to juggle processing speed for things like graphics, sound, combat animations, health and other statistics, etc., and you have to make something that is relatively simple and low on resource consumption, given the fact that you can have twenty or so enemies on the screen.

Also consider that if you make AI TOO good, it butchers even the best players with ease. You have to find a perfect balance between being mindless robots and essentially giving the computer cheat codes to overcome every tactic you throw at it.

So I don't begrudge developers when it isn't perfect. What I do not like is when they can't seem to find that balance, so they give enemies insanely huge health pools or insta-kill moves to ramp up difficulty, which we saw in DA2. The AI change going from Casual to Normal to Nightmare was barely noticeable, but the health bars and the resistances were. To me, that's an AI/design cop out.



Off topic, I'm a little surprised to see so much activity on the DA2 boards today. I would have thought the vast majority of Bioware fans would either be asleep from playing all night after the midnight release or waking up now and beating down a store's doors for Mass Effect 3.


Well some of us maybe don't like the action-adventure with RPG elements that is the Mass effect series and therefor are instead in these so-called DA2 hate threads trying to stop BioWare of going that route, again, for Dragon age 3. :P


Indeed! We're on a holy crusade to stop the balsphemy that was <INSERT DA GAME OF CHOICE HERE>!!! It must not be allowed to continue!!!

Nah, I think we're just passionate fans of the DA series who like to discuss the good, the bad and the possible future of the DA series.:lol:

(and ME3 hasn't been released here yet :()

#85
Wulfram

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I don't think good enemy AI really wins you all that many more sales. Not for the difficulty it can be getting it actually good.  Just avoiding it being too obviously awful is all that you actually need to do.

To an extent, it might even be a negative. People want to feel like they're good, if the AI is running rings round them they won't feel like that.  And if you're struggling on this one boss, exploiting a bit of artificial stupidity can get you past.

Now if you've got friendly AI acting stupid, that's a major issue.

Modifié par Wulfram, 06 mars 2012 - 04:59 .


#86
TEWR

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I'm so tired I hit the quote button instead of the edit button.

Modifié par The Ethereal Writer Redux, 06 mars 2012 - 05:33 .


#87
TEWR

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I'm really exhausted so I'm just going to give a short-and-sweet post here, and post my blog's contents as I feel it covers the bases on what should be done IMO.

Here's the link, but it's also at the bottom of the page: http://social.biowar...83/blog/209894/


Fast Jimmy wrote...

Believe it or not, programming organic AI is one of the hardest things to do. Think of the Tactics screen, but with over 100 options you'd need to sift through for each enemy or character, rather than a dozen. Throw in the fact that you also have to juggle processing speed for things like graphics, sound, combat animations, health and other statistics, etc., and you have to make something that is relatively simple and low on resource consumption, given the fact that you can have twenty or so enemies on the screen.


Hmm.... I see.

I'm not savvy to how this stuff gets implemented, so I guess being as easy as "Make lots of code for one game, reuse code in sequel while adding more code" is out of the question.

Also consider that if you make AI TOO good, it butchers even the best players with ease. You have to find a perfect balance between being mindless robots and essentially giving the computer cheat codes to overcome every tactic you throw at it.


While I wouldn't mind the AI being really good, all I really want is that balance to be struck. Mostly, it's stuff I detailed on other threads in the past.

1) S&S Warriors form a protective phalanx when instructed by their commander class allies
2) S&S Warriors raise shields into the air if we use Hail of Arrows and take reduced damage as a result, if they would even take damage at all.
3) Partially AI based methinks, but the enemies need to have the same animations and abilities we use. Or at least, part of them. I think I said this on page 2.

Stuff like that.

So I don't begrudge developers when it isn't perfect. What I do not like is when they can't seem to find that balance, so they give enemies insanely huge health pools or insta-kill moves to ramp up difficulty, which we saw in DA2. The AI change going from Casual to Normal to Nightmare was barely noticeable, but the health bars and the resistances were. To me, that's an AI/design cop out.


If I was working on the gameplay, I'd do a few things to make things better:

1) The aforementioned three things I mentioned above
2) Use the Final Fantasy mechanic -- which is present in other games I'm sure, but FF is where it's most known for me -- where the PC's party's health/mana/stamina automatically upgrades upon leveling up. But the player could still invest points in Con/Willpower if he/she wanted, though the points gained from that investment would be more then 5 points each.

I don't think good enemy AI really wins you all that many more sales. Not for the difficulty it can be getting it actually good. Just avoiding it being too obviously awful is all that you actually need to do.

To an extent, it might even be a negative. People want to feel like they're good, if the AI is running rings round them they won't feel like that. And if you're struggling on this one boss, exploiting a bit of artificial stupidity can get you past.


I think it could help to garner sales if you want to appeal to a more action-oriented crowd. But as I said earlier in the thread, gameplay shouldn't come at the expense of the story.

And personally speaking, I don't feel good when enemy AI is so god-awful and mindless like DAII. It actually makes me not want to do the combat.

I'm not asking for it to be incredibly challenging -- even if I'd personally like that -- but it shouldn't be artificial stupidity. It just needs to look.... well... like actual intelligence.




Now if you've got friendly AI acting stupid, that's a major issue.


Indeed, that was what I said.

=========================================================================

I'm going to copy-and-paste what I wrote in my blog. It's nothing special, but I think it pertains to the discussion, even if my opinions on the combat have changed from "I love it" to "I hate it"

Here goes:

So, I've been replaying DAII with my Human Noble import. As much as I dislike how the story was handled, I enjoy the combat. However, I am not saying it's perfect as is. It isn't. I play on the PS3, which is a blessing really. It gives me access to the radial menu, which allows me to look closely at the animations of the attacks and see whether or not they actually look like what the eye sees. I'm going to talk about the animations, but that's only a small part of what this blog entry shall talk about. I'll separate it into various portions: Animations, Tactics, Waves.

Feel free to ask me about anything else if it relates, and I'll post a comment at the bottom and add it to this entry. Now onto animations! Bear in mind I'm going to go into detail about the basic animations and the unrealistic spell/talent animations for each class or just those that I'd like to see minor improvements made for:


SECTION 2: TACTICS

So now we're going to talk about enemy tactics. It's my belief that enemies need to use the new basic attack animations. At the very least the enemies that aren't mages should use the first 3 from each class, except the Rogues which should use all of the DW animations and all of the CQC Archer animations. Mages should use the first, fourth, and final animations.

Now, one of the things that the DA series is sorely lacking in (for me and for other people) are truly tactical fights. This should be improved on in the future. It's not enough to have the enemies just use the same animations or even some of the same spells/talents. They should have their own unique tactics where they then proceed to use the animations/talents.

Example: imagine this:


* A commander type enemy
* 30 sword and shield type enemies
* 10 Archer type enemies
* 3 mage type enemies




You begin to attack the commander, but he then orders all of his sword and shield cohorts to form a phalanx. The archers and mages then get behind the S&S people. The enemies are now immune to damage, and the archers and mages are using various attacks/spells (Hail of Arrows, Bursting Arrow, Firestorm, Heal, Aid Allies, etc.). The Warriors are using Warrior specific attacks (Taunt, Assault, Shield Bash, etc.)

You would then have to use an attack that dealt sufficient knockback to begin to break the phalanx up, but the enemies would still attack until they were knocked back at least twice. If the waves use the same animations and talents we use -- along with their own unique tactics -- it adds a unique element to the battles. However, I am by no means saying that waves should always be used. Only when they make sense (Bloodragers, Followers of She, Templars, Mages, Qunari, and Darkspawn to name some examples.)

Though there is the problem of the tactics becoming predictable. Whether something could be done about that I don't know.

I'd like to address demons and Abominations now. I think they need to begin to be a real challenge, depending on the level of the demon/abomination.

Rage Demons should use more Fire attacks. I say have them use Elemental Weapons, Fireball, and Firestorm. Rage Abominations should do these things along with their mindless drunkard style fighting because it's believable there. I'd also like to see the Abomination maybe pick up the enemy and throw them across the field in anger (this is actually something I wish Corypheus did in Legacy, but maybe when we see him again he'll do this)

Hunger Demons should use some more advanced spells. I'd like to see them use some Entropic spells along with abilities from the Elemental and Primal trees. They should also have an ability that drains the health of a character and replenishes their own.

Hunger Abominations should do all of these things as well as maybe eat a companion whole, for two reasons:

1) OM NOM NOM
2) It would add a new tactic if you lose one of your companions because he's been eaten whole (though he would return when the Abomination is defeated).

Sloth Demons and Abominations should also use Entropic spells, but they should also begin to use blood magic spells and some spells from the other trees. They should also make your companions fall asleep on the battlefield (which was in the Entropy tree) and then prey on that.

Desire Demons and Pride Demons should use the most advanced spells from each tree and use their own unique tactics with those trees. I'd also like to see the Desire Demons and Pride Demons use different attacks when they multiply themselves. In Legacy, all they did was the same attack, and they didn't even attack sometimes! Each one should use stuff like Firestorm, Tempest, Stonefist, etc when they multiply

I think I've made my point.


SECTION 3: WAVES

So this was a big thing for people. Waves and waves of enemies. It wasn't even that there were so many enemies that irked people. It was that the fights were basically the same thing because the enemies were incredibly mindless.

Well I believe that waves can add to the level of tactics needed for a fight. However, they should only be used where they make sense (see the final sentence in Section 2).

Legacy has shown us that waves can indeed be used in a great way tactically, if done right. IMO though, it wasn't done enough, but I'm a hard gamer to please.

==============================================================

So yea, that's what I have to say about this. Sorry about the shameless self-promotion, but I'm too tired to really write an original post that would say the same exact things basically.

Modifié par The Ethereal Writer Redux, 06 mars 2012 - 05:32 .


#88
FieryDove

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The Ethereal Writer Redux wrote...


So yea, that's what I have to say about this. Sorry about the shameless self-promotion, but I'm too tired to really write an original post that would say the same exact things basically.


Self promotion is great but you left out the GORILLA companion!

Good post btw.

#89
Quionic

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It's bad, it should have never been made.

#90
PaulSX

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my major disappointments are lack of character customizations, very poor level design and tedious enemy waves. But DA2 is no way a bad game just mediocre in RPG department.

#91
Darth Death

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I don't appreciate the idea of simplification, though I do understand the concept. It's meant to reel in the new customer, but ultimately it forsakes those of the "old ways". BioWare can't maintain two fan bases. They'll either take care of one & abandon the other for the sake business, appropriately. ME3 has fallen victim to extensive simplification as well.

#92
Wulfram

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I don't think many fights should be containing 30+ people.

Fighting - and defeating - that many people can make things seem a bit less realistic. And it can also leave a bit of a sour taste in the mouth if you're killing that many guys - it seems less like a fight, more like mass slaughter. Which isn't really heroic.

Exceptions exist of course. Zombies should come in hordes, for example. And the occasional big battle of siege defence can fit the story. But really, I think DA2 would have done well to reduce the average encounter size by at least half.

#93
TEWR

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I don't think many fights should be containing 30+ people.

Fighting - and defeating - that many people can make things seem a bit less realistic. And it can also leave a bit of a sour taste in the mouth if you're killing that many guys - it seems less like a fight, more like mass slaughter. Which isn't really heroic.

Exceptions exist of course. Zombies should come in hordes, for example. And the occasional big battle of siege defence can fit the story. But really, I think DA2 would have done well to reduce the average encounter size by at least half.


'Twas merely an example used to illustrate how waves can be used tactically, to which I afterwards said that waves should only be used where they make sense.

But I also wouldn't want it to be a paltry few enemies that I fight. I just wouldn't feel as if the fights were tactical to me.

Should there be a balance between a few and dozens upon dozens? Sure, but the fights also need to be sufficiently challenging. I'm not a fan of artificial stupidity, nor am I a fan of being a mass serial killer in every battle.

Were it up to me, I would've had waves in the first Act for the crime gangs, a decrease seen in Act 2 if you took care of all of the gangs, and then an increase in waves again for Act 3.This is dealing solely with the gameplay point and ignoring what I've said on other threads for a story standpoint where they'd be tied into Aveline and the City Guard/Friends of Red Jenny.

Anway, aside from the crime gangs, Qunari, Mages, and Templars, I don't think waves were used that much. Admittedly, it's been some time since I played DAII. But outside of Kirkwall I think waves were scarcely used/were implemented fairly well.

#94
Das Tentakel

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The Ethereal Writer Redux wrote...

Anway, aside from the crime gangs, Qunari, Mages, and Templars, I don't think waves were used that much. Admittedly, it's been some time since I played DAII. But outside of Kirkwall I think waves were scarcely used/were implemented fairly well.


I'm in my second attempt right now, and the wave tactic is certainly ubiquitous in the open-air areas outside Kirkwall (Tal Vashoth, Tevinter bounty hunters). It's also used to some extent in the dungeons (spiders, skeletons, occasional Shadow Warrior), but not as blatant or annoying.

My most hilarious moment (regarding combat) so far was a giant Spider dropping from the ceiling - in an outdoor location (a ruin near the Dalish camp).:D

Street bandits falling from the sky are pretty bad but not as hilarious, as in Kirkwall I could semi-explain them away as 'coming from the roof', at least until I saw them actually appearing in mid-airB)

#95
syllogi

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I have posted lists of specific details of my criticisms of DA2 several times, so I'll just say how I felt about it this time around.

I was actually talking about this with a friend who refuses to touch DA2 the other day, and I was in the weird position of both defending the game and telling them that yeah, it's not worth the cash if it's not heavily discounted.

I told them its as if Baldur's Gate: Dark Alliance was called Baldur's Gate 3, and was marketed as being "better" than BG2. That sounds insane, right? DA2 has more RPG elements than BG: DA, but it's still similar in that it's really not a sequel to the previous game, and it was a big mistake to claim such. I know many will take issue with me saying that, but I don't remember a huge backlash against BG: DA...perhaps because most people had no expectations of something they definitely were not going to get from it.

I was very skeptical of DA2 before the game came out, but I wanted to give it a chance. I have to admit, I was actually *angry* after my first play through. I have been disappointed by games before, but usually I toss them aside and just make a mental note that this game wasn't my style. With DA2, I felt like there really werent going to be anymore games that are going to be "my style" anymore. Maybe I'll be proven wrong, but judging from Mike Laidlaw's comments about the future of the DA franchise, I don't think Bioware really cares for "my style" at all. Which is sad, after believing that Dragon Age: Origins meant they did.

So I don't hate DA2, but for me, it will always be a reminder of where Bioware RPGs stopped being "my style.". Maybe their new direction will work for others, but I'll be very careful before purchasing anything else with the name "Dragon Age" on it.

#96
zyntifox

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syllogi wrote...

I have posted lists of specific details of my criticisms of DA2 several times, so I'll just say how I felt about it this time around.

I was actually talking about this with a friend who refuses to touch DA2 the other day, and I was in the weird position of both defending the game and telling them that yeah, it's not worth the cash if it's not heavily discounted.

I told them its as if Baldur's Gate: Dark Alliance was called Baldur's Gate 3, and was marketed as being "better" than BG2. That sounds insane, right? DA2 has more RPG elements than BG: DA, but it's still similar in that it's really not a sequel to the previous game, and it was a big mistake to claim such. I know many will take issue with me saying that, but I don't remember a huge backlash against BG: DA...perhaps because most people had no expectations of something they definitely were not going to get from it.

I was very skeptical of DA2 before the game came out, but I wanted to give it a chance. I have to admit, I was actually *angry* after my first play through. I have been disappointed by games before, but usually I toss them aside and just make a mental note that this game wasn't my style. With DA2, I felt like there really werent going to be anymore games that are going to be "my style" anymore. Maybe I'll be proven wrong, but judging from Mike Laidlaw's comments about the future of the DA franchise, I don't think Bioware really cares for "my style" at all. Which is sad, after believing that Dragon Age: Origins meant they did.

So I don't hate DA2, but for me, it will always be a reminder of where Bioware RPGs stopped being "my style.". Maybe their new direction will work for others, but I'll be very careful before purchasing anything else with the name "Dragon Age" on it.


Good post syllogi. Just a question; what are these comments that Mike Laidlaw have made? Regarding the future of the franchise that is.

#97
JeeWeeJ

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Cstaf wrote...

syllogi wrote...

A good post


Good post syllogi. Just a question; what are these comments that Mike Laidlaw have made? Regarding the future of the franchise that is.


Well, it does sound familiar to me, but can't really find the quotes themselves. I did find a quote from Mike Laidlaw in an old Gamespot interview, which at least gives me the same vibe

Gamespot.com wrote...

GS: Regarding the process by which you guys gather feedback and assess whether it's viable for the next game, is it the same process you used when Origins shipped, or have you learned more about the validity of fan feedback this time around?

ML: It's always valid. You have to take a read of what the fans are saying, what reviews are saying, and what the non-fans are saying. Are there people out there who are saying, "I could not play Origins, but love Dragon Age II" or "I couldn't play Origins and this is more of the same." You have to keep your ear to the ground. Look at forums. Take a look at what comments are coming up. What are the common concerns? What are the common perceptions? I think the big key is to not adjust 180 degrees again, because we've done this. I think, as a team, we're quite happy with what we've done with Dragon Age II, and this is establishing a solid foundation that keeps a lot, in fact almost everything I want to keep about Origins, but still has tons of room to grow and, frankly, a more viable future for the franchise. It's one that's more sustainable because we brought the world to a place that's inherently more interesting than "Yay, we beat the Blight. Good for us!"


It's the bold and underlined text that gives me the exact same feeling as
syllogi, that it might very well be that Bioware isn't going to make my kind of games. However, as said, this is interview is almost a year old, so things might have changed. (never abandon hope!)

Modifié par JeeWeeJ, 07 mars 2012 - 03:56 .


#98
syllogi

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Cstaf wrote...

Good post syllogi. Just a question; what are these comments that Mike Laidlaw have made? Regarding the future of the franchise that is.


Not any lately (I can't blame the developers for abandoning the forums), but for instance, his thread about gear customization in the next DA game...giving companions gear slots, but not allowing the gear to change their appearance.  I'm all for artistic vision being celebrated, but not at the expense of allowing a warrior to actually put on armor (see: Carver in DA2's Act 1), or reading that a writer thought the character he created would wear boots (David Gaider on Fenris), but the artists didn't like that...and as a player, I'm arbitrarily not allowed to dress him as his creator envisioned because...the game says so?  Yeah.  Fundamentally, I disagree with this sort of mechanic.

I also haven't seen any indication from Mr. Laidlaw that we're getting skills like Stealing and Survival back, and from his comments before DA2 came out, I don't think he "got" what people enjoy about crafting.  Not trying to put words in his mouth, but this is what I gathered from his posts on the subject.  Yeah, not everyone enjoys crafting, but as I've said in the past, I know people who pay monthly fees for MMOs primarily for the crafting and money making game...it's a niche preference, but it's there, and if you are going to market an RPG, why not try to appeal to the type of players who specifically would want a role playing game?

I understand why games have to evolve, and I can deal with it...but if it's not going to engage me anymore, I'll have to sadly toss new DA games on the pile of games that are not my style.

#99
Wulfram

Wulfram
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I don't think adding a bunch of mooks who die in one hit necessarily makes the combat more tactical.

I think the main thing needed to make DA2 more interesting tactically was a wider variety of enemy abilities. The way virtually every humanoid enemy had your basic warrior/rogue/leader/mage break up with the only variation being how they were mixed was bad. In particular, the Templars having no Templar abilities was a very bad miss.

#100
TEWR

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Wulfram wrote...

I don't think adding a bunch of mooks who die in one hit necessarily makes the combat more tactical.


Assuming this is in response to me, I didn't mean one-hit kill mooks. I agree that it doesn't, as that's partially why DAO wasn't tactical for me. I could kill Darkspawn easily even before the final battle due to how they didn't have much health.

By paltry few I just meant that having six enemies on the field -- even with the DAII change of giving them an increase in health that I approve of -- might not present itself as a tactical challenge.

Again, if this is in response to me. If not, ignore my ramblings Image IPB.


I think the main thing needed to make DA2 more interesting tactically was a wider variety of enemy abilities. The way virtually every humanoid enemy had your basic warrior/rogue/leader/mage break up with the only variation being how they were mixed was bad. In particular, the Templars having no Templar abilities was a very bad miss.


Quite right and something I've said before. It's not just abilities, but the tactics themselves that also need to happen. And the animations too.

Blood Mages have only two blood mage abilities and both are avoidable. The first is just a copypasta of a normal mage's energy-gathering ball of force attack, while the second is just the effects of Hemorrhage I believe.

Which means that you can avoid it by just staying away from the mage in question.

Simply put, enemies need unique tactics, the same abilities we use, and the same animations we use.



Das Tentakel wrote...

Street bandits falling from the sky are pretty bad but not as hilarious, as in Kirkwall I could semi-explain them away as 'coming from the roof', at least until I saw them actually appearing in mid-airImage IPB


I would've approved of the bandits falling from the sky if it was only used for the Reining Men gang. Image IPB

Modifié par The Ethereal Writer Redux, 07 mars 2012 - 05:28 .