Aesieru wrote...
GBGriffin wrote...
I have to apologize to you, Aesieru. I think our last interaction didn't go over so well, and that was me just upset and not thinking clearly. I hope you understand, and, really, I respect you for posting this.
I personally have moved slightly past the ending issues (a combination of the possibility of it being bugged and headcanoning the rest) and onto the more glaring design issues you mentioned above. It's truly a shame that, endings aside, they made some poor design choices/oversights and could have really done so much more.
It's a shame. I don't think I'll be as thoroughly disappointed as I thought I'd be a few days ago, but I certainly don't think I'll be as impressed as I would have been if they'd gotten more things right.
This isn't an issue with oversight, there's no feasibly way a company with the same designers that made all those great games could actually make a mistake and start making something so reduced. This is either EA tasking them, or their new direction.
I won't defend their actions unless they renew my lol "faith" in them.
I have no need to "headcanon" whatever that means the story, the endings will likely not bother me as much, it is the journey that they so often advertise that will bother me.
But... releasing 15+ trailers took a toll on their finances, I should of realized that'd also show their focus on action rather than the experience of a journey.
My two cents is this... I'm 51. I've played CRPGs before the founders of BioWare got out of Medical school and made their first game -- Shattered Steel a DOS-based Mech-shooter. It was a decent, but not great game.
Baldur's Gate and it's expansion and sequal were great games.
Then came NWN. The story was
forced, to be kind.. By the time I got back to NeverWinter I'd given up. It was tedious and the companions were dull. The engine was a joke and the DM tools they promised that would be in the game's release never materialized and we got a half-baked mod-making tool with highly limited DM function. If it weren't for the persistent worlds of La La Land and Antioch Reborn, I'd have gotten little value out of the game because the story was meidocre.
Then came NWN:SoU. Couldn't finish that campaign. But it was a necessity for the PWs I played on.
BioWare then redeemed its story telling with NWN:HotU and Jade Empire. JE, however, was very short and they got a lot of negative feedback for the 18-hour campain.
Then comes KOTOR. It was still a short campaign, but having been stuck with the JE feedback, BioWare put in a new trick. Forced-length. No more could you read-and-move on. You had to sit there and listen. PLUS, they padded the length of the game with artificlal running constraints. Who can forget running back-and-forth-and-back-and-forth-and-back-and-forth across Alderaan, or the caverns and buildings of Taris, or the 'forest tunnels' of Kashyyyk? I could go on because pretty much ever area was long tunnels, artificially constrained that forced you to constantly run back-and-forth. In short, it was a CRPG habittrail.
Dragon Age -- Origns had many of the same issues. Running up and down the same hill five times... Or back-and-forth accross the mages college time and time and time and time again...
ME1, more of a console-FPS/CRPG-lite dropped some of the forced length. The main campaign, plus a handful of side-quests and I was done in 13 hours. ME2 brought it back. The incredibly long and dull assemble your crew, listen to them whine, go fix their problems mid-game was tedious. (BTW, I only bought these bargain bin. I learned much faster than the average ex-fanboy.)
Then of course, came DA2. Which caught a lot of you by surprise. But not me. The handwriting was on the wall. BioWare has emphasized production values of full voice-acting and lame, junior-high-school romances, over story quality and depth.
So now we're here. A forced ending. Negating so much of what we fought for. In a game that's suddenly looking like it's not so great after all. A game that appears to be deliberately broken to maximize revenues rather than being a great ending to a story.
It's as bad as the rightfully villified forced ending to Fallout. An ending, btw, Bethesda patched-out of the game. And a lesson BioWare, but for the fact they're arrogant and refuse to learn from anyone else, should have learned.