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Mark Darrah on the conclusion of Dragon Age II


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#2551
John Epler

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Hrungr wrote...

Rorschachinstein wrote...

I would prefer a quest for making an amazing sword over making an amazing sword.

argument: In Elder Scrolls, Way of the samurai and most other games where you make a sword it usually doesn't feel unique because I could make 5 or 6 swords just like it. while the creatable weapons in DA:O: Vigilance, Starfang, and the Heartwood shield each had a unique model and felt nice to have around because there is only one, and you made it.

Each way of handling it has it's merits, but I do agree with you that I had more attachment to *unique* weapons like Vigilance, et al.


I think there's an acceptable medium. One of the reasons why it works that way in Skyrim is because, well, you can build a lot of swords. And that's necessary, because the way their skill system works you have to have something that you're able to build a ton of if you want people to ever have a high enough skill to build the better equipment, using the better resources. It's a feature of the Elder Scrolls games, and it works for them - I sunk an absurd amount of time into finding iron ore so I could skill up.

But if you take away that particular skillup necessity, you get something closer to what happened with the Dragonscale armour in DA:O, although taken further. Instead of crafting a hundred samurai swords, your crafting becomes more 'unique' - you can have higher resource requirements and such. And it opens the door for truly 'unique' weapons - weapons that you can maybe only ever craft once, because it requires a component that you'll never find a second time. The best example I can think of is the Epic weapon quests from EverQuest, although not quite as rare nor time consuming.

#2552
Guest_Jayne126_*

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Are there any Plans for Cassandra to return? She's obviously a major Character considering the Anime and the other Media.

(She would be an awesome Companion)

#2553
Maria Caliban

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John Epler wrote...


A question regarding that, then - what if making it better required you to spend resources that could instead be allocated elsewhere? I think the biggest reason why some titles succeed on this front is that they give consequences to improving your weapon. Sure, you may have an amazing weapon, but it's correspondingly difficult to take a hit, as you never really focused too much on your armour.

That's just an example, mind - there are other consequences that can come up, especially in a more narrative-focused RPG.

Do you mean something like the classic DnD demon giving you a sword of Awesome +5, but only if you sacrifice your Paladin companion on the Alter of Evilness?

#2554
Statulos

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LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


The problem I see with dragons in general for the upcoming massive world war is that developers may use them as deus ex machina to unite templars and magues. Avoid that at all costs! No deus ex machina for a conflict of that kind!

Deeper lore about dragons would be interesting too, and perhaps answering questions such as are they really inteligent beasts (some of them) or simply very dangerous lizards?

#2555
Kavatica

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Statulos wrote...

For future games, something I´d particularly love to see are the Nevarran dragonslayers. And a companion in that line with a very rash and fatalistic attitude would fit, I think, fine.

Rash and fatalistic does not mean a jerk, which I think Fenris is, simply a guy with the certainty that his life will end baaaaad.


Hey, Fenris isn't a jerk! At least, not all the time... :whistle:

I thought Sten was quite fatalistic. But he definitely was not rash. Not in the way that say, Isabela was. 

Personally, I'm not worried about companions, as based on what I have seen thus far, they are guaranteed to be pretty awesome. What I am worried about, is the level of interaction I get with my awesome companions (more, please).

#2556
Swiftleaf

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Just wanted to say I loved Dragon Age: Origins and it's basically my favorite game (it's tied with FFXII). Haven't really finished DA2 because it never quite grabbed me (only played maybe 3-4 hours so far) but will start working on it again as soon as I finish my finals.

Anyway, I'm not sure if anyone asked this before but when can we expect to hear more about this "Next Thing"? Will it be near future or more like a year from now? No reason to get excited and let myself suffer for a year, you know.

#2557
hunterxx1xx

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Can I please have a dual-wielding warrior? =] with wades superior dragon scale set with 2 tier 7 longswords=unlimited stamina for massive damage!

#2558
John Epler

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Maria Caliban wrote...

John Epler wrote...


A question regarding that, then - what if making it better required you to spend resources that could instead be allocated elsewhere? I think the biggest reason why some titles succeed on this front is that they give consequences to improving your weapon. Sure, you may have an amazing weapon, but it's correspondingly difficult to take a hit, as you never really focused too much on your armour.

That's just an example, mind - there are other consequences that can come up, especially in a more narrative-focused RPG.

Do you mean something like the classic DnD demon giving you a sword of Awesome +5, but only if you sacrifice your Paladin companion on the Alter of Evilness?


Well, that'd be a narrative consequence, yeah. I'm not sure if we'd take it quite that far (particularly if there's no way to see what's on offer before making that choice, although I admit that the more evil part of me thinks it would be delightful to sacrifice a companion only to have a demon give you a sword that is either comically large or ridiculously tiny and thus impossible to wield properly), but that's the gist of what I meant.

#2559
Kavatica

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LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


Really? I've yet to see a dragon that doesn't try to eat my face. On the other hand, if there can be tame Deepstalkers and tame Brontos...why not a tame dragon! A little one. That doesn't talk. Or try to eat my face.

#2560
LPPrince

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John Epler wrote...

Hrungr wrote...

Rorschachinstein wrote...

I would prefer a quest for making an amazing sword over making an amazing sword.

argument: In Elder Scrolls, Way of the samurai and most other games where you make a sword it usually doesn't feel unique because I could make 5 or 6 swords just like it. while the creatable weapons in DA:O: Vigilance, Starfang, and the Heartwood shield each had a unique model and felt nice to have around because there is only one, and you made it.

Each way of handling it has it's merits, but I do agree with you that I had more attachment to *unique* weapons like Vigilance, et al.


I think there's an acceptable medium. One of the reasons why it works that way in Skyrim is because, well, you can build a lot of swords. And that's necessary, because the way their skill system works you have to have something that you're able to build a ton of if you want people to ever have a high enough skill to build the better equipment, using the better resources. It's a feature of the Elder Scrolls games, and it works for them - I sunk an absurd amount of time into finding iron ore so I could skill up.

But if you take away that particular skillup necessity, you get something closer to what happened with the Dragonscale armour in DA:O, although taken further. Instead of crafting a hundred samurai swords, your crafting becomes more 'unique' - you can have higher resource requirements and such. And it opens the door for truly 'unique' weapons - weapons that you can maybe only ever craft once, because it requires a component that you'll never find a second time. The best example I can think of is the Epic weapon quests from EverQuest, although not quite as rare nor time consuming.


I do like that though, from DAO. Vigilance, Starfang, the Dragonscale/bone armor.

Plus, if we had a baby dragon companion, the dialogue that could ensue if we could speak the dragon language and were wearing the armor sets would be priceless.

Dragon-"AHHHH!"

PC-"What?"

Dragon-"YOU. ARE. WEARING. ONE. OF. MY. RELATIVES."

PC-"No I'm not. Not all dragons are related, relax. Plus, this one was a meanie."

*baby dragon flinches as it creeps away from you*

PC-"Just for the fact that it'll freak you out, I'm giving you a hug."

Dragon-"Don't...even...think..."

PC-"C'mere, you."

*baby dragon burns PC*

#2561
Rorschachinstein

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Hrungr wrote...

Rorschachinstein wrote...

I would prefer a quest for making an amazing sword over making an amazing sword.

argument: In Elder Scrolls, Way of the samurai and most other games where you make a sword it usually doesn't feel unique because I could make 5 or 6 swords just like it. while the creatable weapons in DA:O: Vigilance, Starfang, and the Heartwood shield each had a unique model and felt nice to have around because there is only one, and you made it.

Each way of handling it has it's merits, but I do agree with you that I had more attachment to *unique* weapons like Vigilance, et al.


Not to mention they looked sweeeeet

#2562
rafalima

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Talking about weapons, I loved those ones which came in the packs and as bonus. About those which improves though the game, it would be nice to see them changing the shape during the process pf level up.

#2563
LPPrince

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Kavatica wrote...

LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


Really? I've yet to see a dragon that doesn't try to eat my face. On the other hand, if there can be tame Deepstalkers and tame Brontos...why not a tame dragon! A little one. That doesn't talk. Or try to eat my face.


They could make it work.

Have the main character somehow learn to understand the language of dragons(if it'll talk), get a baby dragon as a companion, and either have it be like the mabari in DAO in that it doesn't speak but acts like a pet, or have it speak like any other companion yet only you understand what it says.

Would be funny. And cute.

Plus, it'd give me an excuse to name a female character Daenerys.

#2564
gangly369

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Kavatica wrote...

LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


Really? I've yet to see a dragon that doesn't try to eat my face. On the other hand, if there can be tame Deepstalkers and tame Brontos...why not a tame dragon! A little one. That doesn't talk. Or try to eat my face.


I see these people talking about dragons for companions, and I just shake my head and laugh. Silly little people, it's so obvious what we really need:

Griffons :wizard:

#2565
Darji

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John Epler wrote...

Maria Caliban wrote...

John Epler wrote...


A question regarding that, then - what if making it better required you to spend resources that could instead be allocated elsewhere? I think the biggest reason why some titles succeed on this front is that they give consequences to improving your weapon. Sure, you may have an amazing weapon, but it's correspondingly difficult to take a hit, as you never really focused too much on your armour.

That's just an example, mind - there are other consequences that can come up, especially in a more narrative-focused RPG.

Do you mean something like the classic DnD demon giving you a sword of Awesome +5, but only if you sacrifice your Paladin companion on the Alter of Evilness?


Well, that'd be a narrative consequence, yeah. I'm not sure if we'd take it quite that far (particularly if there's no way to see what's on offer before making that choice, although I admit that the more evil part of me thinks it would be delightful to sacrifice a companion only to have a demon give you a sword that is either comically large or ridiculously tiny and thus impossible to wield properly), but that's the gist of what I meant.


But thats what it means to actually live with the consequences of your actions. For example some evil spirit promises you much more power or something to rule the world (A sword) but you dont even know thats it is a weapon) if you sacrafice someone of your party.

This would be a real choice and will lead to a real consequqnce and you dont even know what you will get. ITs taking a risk or be faithful to your people.  They did somehting similar in Skyrim but here your comapnions did not have much of a personality so it was not a hard choice but if you would do it with a Dragon age like companion that would be a great way of sheme of choices and consequences.

Also you guys need to udnerstand that its a bad design to actually know what the evil answer is and what not. Its even a bad design to only beeing able to decide between good, evil and sarcastic. Make it more grey like in Origins.

Modifié par Darji, 21 mars 2012 - 04:18 .


#2566
Kavatica

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John Epler wrote...

Hrungr wrote...

Rorschachinstein wrote...

I would prefer a quest for making an amazing sword over making an amazing sword.

argument: In Elder Scrolls, Way of the samurai and most other games where you make a sword it usually doesn't feel unique because I could make 5 or 6 swords just like it. while the creatable weapons in DA:O: Vigilance, Starfang, and the Heartwood shield each had a unique model and felt nice to have around because there is only one, and you made it.

Each way of handling it has it's merits, but I do agree with you that I had more attachment to *unique* weapons like Vigilance, et al.


I think there's an acceptable medium. One of the reasons why it works that way in Skyrim is because, well, you can build a lot of swords. And that's necessary, because the way their skill system works you have to have something that you're able to build a ton of if you want people to ever have a high enough skill to build the better equipment, using the better resources. It's a feature of the Elder Scrolls games, and it works for them - I sunk an absurd amount of time into finding iron ore so I could skill up.

But if you take away that particular skillup necessity, you get something closer to what happened with the Dragonscale armour in DA:O, although taken further. Instead of crafting a hundred samurai swords, your crafting becomes more 'unique' - you can have higher resource requirements and such. And it opens the door for truly 'unique' weapons - weapons that you can maybe only ever craft once, because it requires a component that you'll never find a second time. The best example I can think of is the Epic weapon quests from EverQuest, although not quite as rare nor time consuming.


The Dragonscale armor in DAO was very fun, amusing, and creative. I also loved the whole Battledress of the Provocateur thing. And I also loved Hawke's key. More along the lines of this would be great. I'm also hoping Sandal isn't going anywhere. That would be :(

#2567
LPPrince

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gangly369 wrote...

Kavatica wrote...

LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


Really? I've yet to see a dragon that doesn't try to eat my face. On the other hand, if there can be tame Deepstalkers and tame Brontos...why not a tame dragon! A little one. That doesn't talk. Or try to eat my face.


I see these people talking about dragons for companions, and I just shake my head and laugh. Silly little people, it's so obvious what we really need:

Griffons :wizard:


I wouldn't mind them either, but I think that should only happen if we become Grey Wardens.

#2568
Kavatica

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gangly369 wrote...

Kavatica wrote...

LPPrince wrote...

Baby Dragon as mabari-style companion.

I still think that'd be mint.

Edit- Plus, DRAGON AGE. Durr.


Really? I've yet to see a dragon that doesn't try to eat my face. On the other hand, if there can be tame Deepstalkers and tame Brontos...why not a tame dragon! A little one. That doesn't talk. Or try to eat my face.


I see these people talking about dragons for companions, and I just shake my head and laugh. Silly little people, it's so obvious what we really need:

Griffons :wizard:


Wynne does not approve. ;)

#2569
nightscrawl

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John Epler wrote...

I think there's an acceptable medium. One of the reasons why it works that way in Skyrim is because, well, you can build a lot of swords. And that's necessary, because the way their skill system works you have to have something that you're able to build a ton of if you want people to ever have a high enough skill to build the better equipment, using the better resources. It's a feature of the Elder Scrolls games, and it works for them - I sunk an absurd amount of time into finding iron ore so I could skill up.

But if you take away that particular skillup necessity, you get something closer to what happened with the Dragonscale armour in DA:O, although taken further. Instead of crafting a hundred samurai swords, your crafting becomes more 'unique' - you can have higher resource requirements and such. And it opens the door for truly 'unique' weapons - weapons that you can maybe only ever craft once, because it requires a component that you'll never find a second time. The best example I can think of is the Epic weapon quests from EverQuest, although not quite as rare nor time consuming.


I know you didn't say this was a possibility, but I'll just head it off anyway. Please, PLEASE, do not make skillup professions. I have enough of those in World of Warcraft. Farming for mats (cloth, herbs, ore), refining those mats (bolts of cloth, milling herbs, bars of metal) is a tedious, expensive, time consuming process that I don't ever want to do in a game like Dragon Age, which is mainly about the story.

Also, I think that Vigilance might be a better comparison for a customizable craft in DAO that went really well. Greatsword, longsword, dps, tank, a bit of both, there were many options available just through answering Wade's questions and I really liked that. His specific questions also gave a bit of realism to the whole process (a crafter asking what you want out of his item), while also involving you in the creation process so it wasn't just "hand in item, get reward".

#2570
Rorschachinstein

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UP UP AND AWAY FEATHERS!

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#2571
John Epler

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Darji wrote...

John Epler wrote...

Maria Caliban wrote...

John Epler wrote...


A question regarding that, then - what if making it better required you to spend resources that could instead be allocated elsewhere? I think the biggest reason why some titles succeed on this front is that they give consequences to improving your weapon. Sure, you may have an amazing weapon, but it's correspondingly difficult to take a hit, as you never really focused too much on your armour.

That's just an example, mind - there are other consequences that can come up, especially in a more narrative-focused RPG.

Do you mean something like the classic DnD demon giving you a sword of Awesome +5, but only if you sacrifice your Paladin companion on the Alter of Evilness?


Well, that'd be a narrative consequence, yeah. I'm not sure if we'd take it quite that far (particularly if there's no way to see what's on offer before making that choice, although I admit that the more evil part of me thinks it would be delightful to sacrifice a companion only to have a demon give you a sword that is either comically large or ridiculously tiny and thus impossible to wield properly), but that's the gist of what I meant.


But thats what it means to actually live with the consequences of your actions. For example some evil spirit promises you much more power or something to rule the world (A sword) but you dont even know thats it is a weapon) if you sacrafice someone of your party.

This would be a real choice and will lead to a real consequqnce and you dont even know what you will get. ITs taking a risk or be faithful to your people.  They did somehting similar in Skyrim but here your comapnions did not have much of a personality so it was not a hard choice but if you would do it with a Dragon age like companion that would be a great way of sheme of choices and consequences.

Also you guys need to udnerstand that its a bad design to actually know what the evil answer is and what not. Its even a bad design to only beeing able to decide between good, evil and sarcastic. Make it more grey like in Origins.


I'd argue that, if a consequence is getting an item immediately, there's really not much difference whether or not you know what you're going to get if you take the deal. If you don't like it, it's trivial to just hit the 'load' button and go with the other choice. Now, that's not suggesting that there can't also be unforeseen long-term consequences, but if I tell you 'IF YOU SACRIFICE THIS COMPANION, YOU'LL GET A GREAT WEAPON' and then you get a weapon that's really not all that great, most players are just going to say 'screw this' and reload their save game.

I'm not saying we should spell out the other things that will happen, of course, but if it's a tangible and immediate consequence, the only real difference between saying 'okay, here's at least an idea of what you'll get' versus 'NOPE YOU DON'T GET TO FIND OUT UNTIL YOU TAKE IT' is whether most players have to reload their game.

#2572
Shadow of Light Dragon

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Yeah, once I realised how much grind I was doing in Skyrim (farming resources and smithing) I stopped playing.It wasn't fun; it was routine (like enemy waves in DA2).

#2573
craigdolphin

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A note on MP:

/IF/ you insist on forcing MP onto the next game, please, for the love of the maker, do not do what you did with ME3. MP should be entirely optional and have no significant impact on the SP experience at all. Making MP contribute 50% of galactic readiness is just unfair on players who CANNOT play MP, even if they wanted to.

Many gamers have dialup even in this day and age. Some of us are stuck with satellite internet connections with latencies of 1 to 2 seconds! And yes, there are even some poor schmucks that do not have a regular home internet connection at all. If you must do it at all, then make local co-op over LAN an option.

But make it entirely optional and with negligible impact on any aspect of the SP experience please.

#2574
Kavatica

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John Epler wrote...


I'd argue that, if a consequence is getting an item immediately, there's really not much difference whether or not you know what you're going to get if you take the deal. If you don't like it, it's trivial to just hit the 'load' button and go with the other choice. Now, that's not suggesting that there can't also be unforeseen long-term consequences, but if I tell you 'IF YOU SACRIFICE THIS COMPANION, YOU'LL GET A GREAT WEAPON' and then you get a weapon that's really not all that great, most players are just going to say 'screw this' and reload their save game.

I'm not saying we should spell out the other things that will happen, of course, but if it's a tangible and immediate consequence, the only real difference between saying 'okay, here's at least an idea of what you'll get' versus 'NOPE YOU DON'T GET TO FIND OUT UNTIL YOU TAKE IT' is whether most players have to reload their game.


This kind of reminds me of the whole make a deal with a desire demon and get a tome, etc thing from DAO, which I thought was pretty clever. I mean, it's pretty obvious what the "evil" choice is there - but it's also pretty obvious that you are going to get something you want out of it if you do go with the evil choice. 

Modifié par Kavatica, 21 mars 2012 - 04:28 .


#2575
Darji

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John Epler wrote...


I'd argue that, if a consequence is getting an item immediately, there's really not much difference whether or not you know what you're going to get if you take the deal. If you don't like it, it's trivial to just hit the 'load' button and go with the other choice. Now, that's not suggesting that there can't also be unforeseen long-term consequences, but if I tell you 'IF YOU SACRIFICE THIS COMPANION, YOU'LL GET A GREAT WEAPON' and then you get a weapon that's really not all that great, most players are just going to say 'screw this' and reload their save game.

I'm not saying we should spell out the other things that will happen, of course, but if it's a tangible and immediate consequence, the only real difference between saying 'okay, here's at least an idea of what you'll get' versus 'NOPE YOU DON'T GET TO FIND OUT UNTIL YOU TAKE IT' is whether most players have to reload their game.

yeah reloading is a huge issue here but there are also many people who actually dont realod decisions.  and so you can mostly satisfy both people. People who like to actually live with the consequences and people who will imidieatly reload. But atleast you personally tried it. It the player ruins the experience its their own fault.

I really remmeber how I played Heavy Rain with no realoding at all. I messed events up, people died but I never reloaded and in the end I had one of the best expereiences in my life. I know you cant really transfer this to RPGs. But not knowing what the consequences  are would be a step into the right direction in my Opinion.

And yeah the tome thing was pretty good in origins if I remember correctly.

Modifié par Darji, 21 mars 2012 - 04:30 .