Mark Darrah on the conclusion of Dragon Age II
#2601
Posté 21 mars 2012 - 05:05
Mounts.
Give me a mount that I can ride to get somewhere 15 feet away.
#2602
Posté 21 mars 2012 - 05:06
ETA: But yeah great to see the DA team on the forums, especially now. I am still looking forward to what you guys can do. Just take your time and make sure you polish it to a mirror shine!
Modifié par makenzieshepard, 21 mars 2012 - 05:08 .
#2603
Posté 21 mars 2012 - 05:10
makenzieshepard wrote...
Griffins?
Dragons.
Or the more sensible choice, medieval bicycles.
#2604
Posté 21 mars 2012 - 05:12
Race Selection, bring it back (i hate playing a human).
and if i can be a Tal Vashoth Qunari, you'll make my freaking day.
#2605
Posté 21 mars 2012 - 05:13
craigdolphin wrote...
A note on MP:
nightscrawl wrote...
If such a thing happened with Dragon Age I would be absolutely furious.
Agreed. No multiplayer, at all. There are plenty of established, polished, and well supported multiplayer games on the market if I want multiplayer. I'm not buying those games because I'm not intereted in playing co-op, PvP, or any other variation. Too many of those players, in my experience, do not play in a way I find a) enjoyable or b)respectful. And I promise, it's getting just as bad in the ME 3 MP right now. People being lambasted for KSing(kill stealing) in a CO-OP MP? Are you kidding me? I digress, I apologize.
I'm looking for the next great SP RPG. It would be great for Bioware if they produced it, IMO and FWIW.
#2606
Posté 21 mars 2012 - 05:14
DAYtheELF wrote...
PS, John, the fact that you and so many BioWare people are even here and reading all of this and replying and whatnot makes me love you all so much more than I already did.You don't HAVE to do this, yet you do. Thank you!
We do it because we really are passionate about what we do. And, at the end of the day, we want to make a game that our fans want to play. There's no deliberate 'muhaha - this will really stick it to INSERT FAN SEGMENT X!' in our plans. It's true that, sometimes, we have to make decisions that not everyone loves. That's something we have to live with, because there are some things that are mutually exclusive. And that's not saying we won't make mistakes - we have in the past, and we no doubt will in the future. But talking to you guys - well, that helps us see where there's consensus, and, in places where there are a dozen different opinions, we can start talking amongst ourselves about ways to compromise without diluting vision.
You guys are great. Being able to rationally and civilly discuss things with a fanbase isn't necessarily something every developer has, so we're happy we can do it.
#2607
Guest_Guest12345_*
Posté 21 mars 2012 - 05:14
Guest_Guest12345_*
#2608
Posté 21 mars 2012 - 05:15
#2609
Posté 21 mars 2012 - 05:15
"I want to be able to create my own armor!"
"I want infinite customization of all of my companions!"
"I want to bog myself down in the stats of the game system rather than enjoying the journey!"
I can wrap my mind around why those things are cool and exciting, but as a person who has been playing video games since DOS, the one thing I've been more and more impressed with in games is their ability to manipulate me as opposed to me manipulating them. When a game can give me things to take me out of the experience, like "How powerful is this armor compared to my current armor?" it just all around hurts the story and pacing of a game.
Do we play a game to win and do the absolute 100% best possible things in the game, or do we play games to entertain ourselves and immerse ourselves in their story? What sets Dragon Age apart from Video Sudoku? Poker? Runescape? Do we want to loot a wolf's stomach for the apparently Epic Ancient Gauntlets it for whatever reason swallowed, or do we want to kill the wolf to save the city from wolves? Not only this, but if we know the exact outcome of our actions as soon as we do them, where does the emotion of the action go? If I know off the bat that Joe is going to be important later, I'm not going to kill him. If I know he isn't, why don't I just kill him? There's a risk/reward system to not knowing the full outcome of your actions. In a way, it's really a lot like real life.
#2610
Posté 21 mars 2012 - 05:19
John Epler wrote...
DAYtheELF wrote...
PS, John, the fact that you and so many BioWare people are even here and reading all of this and replying and whatnot makes me love you all so much more than I already did.You don't HAVE to do this, yet you do. Thank you!
You guys are great. Being able to rationally and civilly discuss things with a fanbase isn't necessarily something every developer has, so we're happy we can do it.
+1!
Lots of great feedback in this thread - fantastic to see so many people getting involved.
#2611
Posté 21 mars 2012 - 05:19
Exactly the problem. A grown up RPG is about love and death, not just sex and violence.Chad Vital wrote...
1 - a grown up RPG game
Umm what the heck does that mean lol? Talk about vague. Don't you have sex in Dragon Age? Isn't there violence? How is that not grown up? When I think of mature RPGs I think of Dragon, Skyrim, Oblivion, and Mass Effect.
That's DA:O vs. DAII in a nutshell.
#2612
Posté 21 mars 2012 - 05:19
mounts
another excuse to plug mounts

TO SKIES FEATHERS!!!11ONE
God I'm glad the DA team likes to its fans. The MEteam wouldn't touch its fans with a 10 foot pole
#2613
Posté 21 mars 2012 - 05:20
CoS Sarah Jinstar wrote...
Morroian wrote...
DA2 had detective style quests but there still could be more variety. As for length I for one would like to keep the quests at a similar length to DA2. The long dungeon crawls in DAO became too much of a grind and its worth noting games like Skyrim don't have long quests either.mariosgh wrote...
Please make more long, complex quests. Quests, where there is some mystery, investigation etc. Amount and variety of quests was one of the reasons why BG2 was such a fun.
I'd take the deep roads from DA1 over the entire two tiny room expedition in DA2 any day, You only spend the whole entire first act preping for it, getting the equipment and gold, and it's two tiny rooms and over in 2.4 minutes, some payout for the whole entire first act of the game. Exploration is a huge part of RPG's why for the love of god do people want that limited to claustrophobic tiny areas? Are people that lazy that everything has to be super simple? I just don't get it.
2.4 minutes? Didn't you listen to the dialogue? You went deeper than anyone has ever gone before, and were gone for weeks.
/sarcasm
I also like long dungeon crawls.
Shorter quests are cool, but not if I have to go through a bazillion screen loads to finish some minor quest, e.g., talk to Gamlen, meet bandits in Darktown, back to Gamlen's, go to Alienage, go to cavern outside Kirkwall, then back to Gamlen's (Gamlen's Greatest Treasure). I spent more time waiting on screenloads than anything else in that quest.
#2614
Posté 21 mars 2012 - 05:23
vitotamito wrote...
*snip*
Not only this, but if we know the exact outcome of our actions as soon as we do them, where does the emotion of the action go? If I know off the bat that Joe is going to be important later, I'm not going to kill him. If I know he isn't, why don't I just kill him? There's a risk/reward system to not knowing the full outcome of your actions. In a way, it's really a lot like real life.
This is why I was short two companions in Origins and wasn't even AWARE that they could be companions until chatting with a friend when I was nearly done with the game. Oops! But I was far from mad about that... it adds a different aspect to that run of the game than what my other runs have had. That is still my main import and what I consider my "canon" DA universe.
#2615
Posté 21 mars 2012 - 05:23
John Epler wrote...
I agree that you can't design around people who always reload.
Technically, you could work around it by introducing consequences which both reward and punish the player. No single decision that doesn't simply reward the player, either narratively or when doing upgrading.
Upgrading: Do you sacrifice the general weapon damage to transform your sword into epic fire kickassery sword of the dragon, causing it to deal only elemental damage (which is situational)? Do you equip lower armor rating because you can enchant it more than heavy armor classes? Mostly becomes a game of finding what you're willing to accept for the benefits, rather than say the Arcane Warrior in Origins who just equips everything and shrugs off damage.
Though for this to work, you'd need to throw away the class-only gear from DA2.
Narratively, making every choice have positives and negatives with forcing people to choose the consequences which they're fine with would probably doom the reloaders into debating with themselves for an eternity. "DO I WANT TO RELEASE THESE MAGES AND MY MAGE FRIEND? I MEAN, MOST OF THEM ARE INNOCENT... BUT LETTING THEM GO MAKES THAT **** TURN INTO AN ABOMINATION AND BURN DOWN AND KILL MY OTHER FRIEND! YET, I CAN'T LEAVE THEM TO DIE! ARGH!".
Modifié par Dave of Canada, 21 mars 2012 - 05:23 .
#2616
Guest_KproTM_*
Posté 21 mars 2012 - 05:23
Guest_KproTM_*
LPPrince wrote...
makenzieshepard wrote...
Griffins?
Dragons.
Or the more sensible choice, medieval bicycles.
If we're going to Orlais, then we might as well add on Wyvern mounts
#2617
Posté 21 mars 2012 - 05:23
PixyMisa wrote...
Exactly the problem. A grown up RPG is about love and death, not just sex and violence.Chad Vital wrote...
1 - a grown up RPG game
Umm what the heck does that mean lol? Talk about vague. Don't you have sex in Dragon Age? Isn't there violence? How is that not grown up? When I think of mature RPGs I think of Dragon, Skyrim, Oblivion, and Mass Effect.
That's DA:O vs. DAII in a nutshell.

?
Modifié par Rorschachinstein, 21 mars 2012 - 05:25 .
#2618
Guest_KproTM_*
Posté 21 mars 2012 - 05:28
Guest_KproTM_*
John Epler wrote...
DAYtheELF wrote...
PS, John, the fact that you and so many BioWare people are even here and reading all of this and replying and whatnot makes me love you all so much more than I already did.You don't HAVE to do this, yet you do. Thank you!
We do it because we really are passionate about what we do. And, at the end of the day, we want to make a game that our fans want to play. There's no deliberate 'muhaha - this will really stick it to INSERT FAN SEGMENT X!' in our plans. It's true that, sometimes, we have to make decisions that not everyone loves. That's something we have to live with, because there are some things that are mutually exclusive. And that's not saying we won't make mistakes - we have in the past, and we no doubt will in the future. But talking to you guys - well, that helps us see where there's consensus, and, in places where there are a dozen different opinions, we can start talking amongst ourselves about ways to compromise without diluting vision.
You guys are great. Being able to rationally and civilly discuss things with a fanbase isn't necessarily something every developer has, so we're happy we can do it.
And this is what makes you guys so awesome! You guys don't just read polygraphs or statistical models to make a better game than the last, you actually read the feedback that fans of yours write down and express. To which I might further input:
What you can do for Future:
-Do what ME3 did *Not the ending though!!!*
In a sense, take what made Dragon Age Origins and Dragon Age II great, throw away what made them bad or if you can fix them up, and there you go!
-If you implement Multiplayer, do the something similar to ME3
- I loved the combat in Dragon Age II, but if you go back to the style in Origins, please keep some of Dragon Age II's combat, like make it more fluid and energetic
-Somehow, bring back to the Darkspawn, they are the main threat of Thedas. I know there are demons, evil blood mages, crazy templars and what not, but the Darkspawn have always been the main threat to the world.
Darkspawn are to Dragon Age like the Reapers are to Mass Effect
-Bring back the artistic style of Dragon Age Origins, but updated and better graphics. Like I said, Dragon Age II just seemed a bit comic/cartoonish
-Multiple ways to resolve quests and advance plot
-When you make a Dragon Age game, make sure you believe it to actually be a sequel and not a spinoff
For Ex.
In the Assassin's Creed series it went like this...
Assassin's Creed>Assassin's Creed II>Brotherhood>Revelations>Assassin's Creed III
And for GTA series...
GTA III>Vice City>San Andreas>GTA IV> Lost and Damned>Ballad of Gay Tony>GTA V
In my opinion, it just seemed like Dragon Age II was not an actual sequel, but a spinoff meant to bridge in gaps or continue the story before the next main game
-If you're going to add big battles that you can implement the player to join in, I suggest you take a look at this video for inspiration
-A hybrid armor customization for Companions
For Ex.
Take Aveline for instance. We could give her at least 3 or maybe 4, if can, different alternate appearance in game with different stats depending on what type of combat role you may want her to have. Her "Captain of the Guard" armor could increase her defense stats as well as giving her bonuses toward rallying allies and extra damage to humans. A few made up armor suits I thought of were "The Royal Guard" armor and "The Du Lac" armor. The Royal Guard, which was worn during the Battle of Ostagar when Aveline fought under King Cailan, could give Aveline more damage attacks with bonuses towards attack speed and extra damage to darkspawn, while The Du Lac armor, which is a traditional suit of arms passed down in her father's family line, could increase defense stats as well as giving her bonuses towards magic resistance and extra damage against magical enemies. See what I'm getting here?
#2619
Posté 21 mars 2012 - 05:29
kcw8 wrote...
I wish they would finish hawke and warden story i would give anything to be my warden again:/ please bring them back;/
Morrigan!
I want more Morrigan!
DA2 was really blah in the romance department.
#2620
Guest_KproTM_*
Posté 21 mars 2012 - 05:30
Guest_KproTM_*
Dragon Age Origins
Pros:
Epic storyline
Riveting plot
Fantastic characters
Level of Freedom
Rich Lore of the world
Freedom of Choice which include:
-Pick your own Race
-Pick your own background
Really deep plot with lots of suprises and really tough choices, Great repercussions of choices
Loved the Gray morality of world, not sure what is truly right and what is evil,
in other words very Ambivalent, a very good thing!
Example:
Dwarven king choice, Bhelen a tyrant yet brings a bright future for his people
On the other hand, Harrowmont is a good and noble man, yet screws up the future of his people
Outstanding voice acting
Music Score was freaking fantastic!
Such a big world, and that's just Ferelden!
Cons:
Turn-based action
Linear Skill trees
Mages suck. Really badly.
Armor variety and artistic design lame
Not being able to issue "move command" to character
Difficult to see who is targeted at a range
Left trigger toggle should not unpause when selecting an ability
The lack of tactical view/zoom out on console
Difficult to track all combat events sometimes, i would love an option to turn on BG2 style battle messages in text
The gameplay bugs (dagger dex etc)
Extremely limited number of armor models for cloth/leather
Not much party flexability
Graphics kind of low
DLC was not very exciting
Dragon Age II
Pros:
Fast Combat
Diverse and intricate Skill trees
Party banter and Humor
Character Developement, felt emotional (Which was good!)
Mages rule! Really Awesome!
Better Graphics
Great voice acting *noticed how I said great and not outstanding*
Love the variety in armor and weapons artistc looks
DLC was fantastic!
Loved the redesign of the Qunari
Cons:
Bland, mediocare, average story/plot
Game appears linear
No real 'exploration' at all. Everything is happening in a boring and sterile town.
Poor level of Freedom, in choice of path and outcomes
Fixed background and race
The quests are super repetitive
Graphics are kind of comic/cartoonish
The world feels too smallI, t's just so underwhelming. Kirkwall is a lifeless town with little to do. Considering this is where you spend most of the game in, you'd think there'd be more here to captivate the player's attention
Excessive recycling of dungeons
Importing a game does nothing other than change a few lines of dialogue
Linear *I want to make this clear*
Music was not as memorable as the first game
The story is uninspired. The whole 'framed narrative' approach was a nice idea, but poorly executed.
Lack of Companion Armor customization
Trying to appeal to the more action-based fanbase... and failing
Did not like the redesign of the Elves *I mean sure you can redesign them, but in a different approach*
Seems rushed
Dragon Age is no longer the "spiritual successor" to Baldurs Gate
Also seemed shorter than the first game
#2621
Posté 21 mars 2012 - 05:30
Cantina wrote...
Here is what I think needs to be improved…
*The armor designs need to be better.
I always play a mage in
DA2 the problem I ran into was trying to find gear that did not make me look
like I was fighting in a dress or a bathrobe. I despised the Mage Champion
armor and refused to wear it. Adding in a large variety of armor would be
welcomed and allow people to choose what you want your character to be. You
could have armor (for a mage as an example) that is sexy or perhaps you want
your mage to be sexy and a battle mage, things like that. Furthermore, more
staff types would be welcomed. Every staff I ran across was ugly as hell, not
to mention the giant light bulb on a stick from the DLC “Legacy.”
*Recycled locations.
I do not mind if a dungeon is used (again)
once or twice, but when you reuse the same place repeatedly, it becomes clear
there was no thought put in place and it was just laziness. There is nothing
more amazing then stepping into a dungeon and being awestruck by the environment
and not knowing what to expect. Make dungeons larger, more complex and
involved. If you step into a dungeon with the same layout as the previous
quest, you already know what to expect and where to go, which takes the fun out
of going into a dungeon in the first place.
*More Interactions with your companions.
I loved in DAO you
could speak to you companions any time you chose too. It did not bother me standing
there for a half an hour talking to them. It allowed me to get to know the
companion more instead of just opening the journal and reading who they are. It
is called “attachment” when you remove that it makes the companions feel out of
place-detached.
*Romances
The romances in DA2 were disappointing. I know that romance
is not as important to some people, but me as a role player is, it is. It makes
the game more interesting when you are involved with someone. I really do not
understand how the blood and gore was scaled up, but the romance scenes were
scaled down. I also think adding in the option (if you are in a romance with
someone) to speak to him or her when you choose would be a nice idea, if not adding
in what I previously mentioned. I just am a bit nervous seeing how the romances
played out in DA2 if they are going to be worse come DA3.
*People noticing what you are.
This bugged me in DA2, some
people knew you were a mage, others did not know what you were. A good example
of this is during the quest “Enemies among us.” Cullen saw you casting spells,
knew you were a mage, but when you speak to him at the end of the quest, you
have the option to say, “Hey, I’m a mage.” Considering I was an apostate
running around Kirkwall, I assumed at some point I would be ambushed by Templars
trying to arrest me. It would be interesting to see your class, have consequences
in the game, until or unless you complete a quest. Once it is complete you are
safe for now, but your choices later on may or may not remove the safety net.
*Companion involvment
Companions should be more involved with your quests. After
Act 1, asking companions with help on a certain quest seemed to become nonexistent. Its my hope that companions play more parts into your quest in DA3.
*More talk from your character.
I liked the fact in the DLCs,
Hawke started or interacted with conversations, especially ones with your
romance. I would like to see this applied to the future of Dragon Age. I also
would like to see companions comment more on your romance choice. This would
add in some rather interesting conversations.
More spells please.
It took me a while but I did not mind the new system of how
spells were set-up. My problem was there was not a whole lot to choose. Many
spells I enjoyed in DAO were removed in DA2. Spells like Blizzard for example
was one spell I used often. I do not miss spells like “Earthquake” though, that
damn thing was annoying. I love to see a passive ability that allows your
spells to use less mana because with the Force Mage spell set, I was drinking
mana like it was soda pop.
*Potions please –especially in crafting.
I have no idea whose bright idea it was to decrease the
amount of mana and stamina pots you get in game, much less not being able to
craft them, but excuse me for saying this, they need to be slapped. This needs
to be addressed in DA3, being able to craft mana and stamina potions. If you are in a long fight, you can go through
potions rather quickly. I hated in DA2, trying to run around and find a merchant,
whom I did not purchase potions. Using restorations potions, as compensation
was a half ass means of working, but it mostly fell into the category of
desperation.
*Companion Armor
I missed being able to equip my companions with any armor I
chose. I hope in the next installment being able to equip your companions yourself,
makes a comeback.
Finally, Mr Gaider, please, please do not kill Hawke or Anders, I worked my butt off getting them as a couple and having them runaway together. And try not to make what happened after Kirkwall turn into some cheesey romance soap opera.
I second that all ...
#2622
Posté 21 mars 2012 - 05:34
KproTM wrote...
LPPrince wrote...
makenzieshepard wrote...
Griffins?
Dragons.
Or the more sensible choice, medieval bicycles.
If we're going to Orlais, then we might as well add on Wyvern mounts
I just want mounts, dang it.
Hell, they can do it like Assassin's Creed Brotherhood's mounts-
Horses IN cities.
If the cities are lively, open, and large, give us mounts to ride in them.
#2623
Posté 21 mars 2012 - 05:35
John Epler wrote...
What I'm hearing is that you want decisions with consequences that, even if they're negative, are negative in a narratively satisfying fashion. Am I right?
Yep.
Roleplayers can tend to ignore numbers completely because it's a form of metagaming.
For instance, my DA2 mage shunned all armour but her starting mercenary gear, all through Act I and most of Act II until the Robe of the Notorious Pirate showed up. Why? Because all the other mage armour she came across, despite superior numbers, would make her look like a mage...when she was trying not to be discovered by the templars as an apostate.
Lots of people enjoy number-crunching, twink-gaming and getting the most out of an engine's mechanics, and they're usually the ones who'll hit the reload if the numbers aren't in their favour. Nothing wrong with that, but it's easier to satisfy people who are only interested in numbers and kill counts than the people who are more interested in story and narrative consequence. They might not care if the demon's promised uberweapon is sucky, because maybe what they wanted was to loose a bloody damn demon on the world.
Another example is from DA:O. A kid in Redcliffe. You can find his father's magical sword and use it in the battle against the undead, then choose whether to keep it or return it to the boy. Keep it and you have a rather cool sword in both appearance and numbers (if you're low level), or you can sell it. Give it back, and you get an epilogue slide about how the kid goes on to wield his father's sword and become a hero in his own right. Might not be a huge deal, but it was cool to see the ripple effect, however small, in something I didn't think would be acknowledged at all.
#2624
Posté 21 mars 2012 - 05:35
Gonna have to disagree. The only way to remove 'good' and 'evil' answers is to remove moral agency from the PC.Darji wrote...
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 mean, you could try to give everything an unintended consequences but that's frustrating and unrealistic. Or, you could try to impose a different kind of morality, but I've yet to see a BioWare game that attempted this (Jade Empire or Mass Effect) that remained internally coherent.
I thought the question as to whether you should kill the Senator's son who's been murdering elves was a nice, 'grey' decision. But they never punished you for killing him, which was a let down.
#2625
Posté 21 mars 2012 - 05:35
Whenever you got an upgrade for a unit they would look slightly different, maybe a different helmet, bigger shoulder guard etc. Nothing big, but there was a difference. But by the time you got all upgrades available for that unit they went from looking like peasants to proper soldiers.Through a long period of time.




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