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Mark Darrah on the conclusion of Dragon Age II


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#2701
Fenrir81

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Game_Fan_85 wrote...



Actually, when I still had custom firmware on my PS3, I played PS3 DA2 with PC mods with no problem at all.  All I had to do was make an "override" folder in packages directory and presto!  I had sexy Hawke using defualt hair and blood smear as well as a chest hair mod.  Even the truffles duval texture mod worked and improved the graphics a great deal.  You can also see in the below pictures outfit mods for both Isabella and Anders

Image IPB

Image IPB

There would have to be a way to "officially" use the mods on BioWare's part of course.  The only reason I wanted to keep CFW on my PS3 was for playing DA2 :(  I miss my sexy, furry Hawke.  Why do BioWare always have to make their male (human) characters boring hairless Ken dolls? :P





I want you Hawke  :D

#2702
Darji

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Maria Caliban wrote...

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.

Gonna have to disagree. The only way to remove 'good' and 'evil' answers is to remove moral agency from the PC.

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.

No I did not mean to remove them but in DA2 for example all you had were a good choice, a evil choice and an sarcastic answer. It was even colored so you could see what it was. Same with mass effect. I know people that did not even look at the text but just chose the blue, red or violet answer.

Origins did a much better job here there was also this good, evil choice but there was also alot of grey and different approaches.  That was what made Origins dialogue and choice system so good compared to the ME and DA2 style.

And if you use a wheel at least you should do it like Alpha Protocol did it. Dont write  praphras  in there but more like how you will encounter this situation.

For example: restless, calm, profesional (Kill him)  flirty, cheerful etc.

There are sooo many times when you wanted to say something in DA2 and ME where the tone of the answer and the actual stuff was  totally different from what you wanted to do.  choosing emotions or states is a much better way of actual roleplaying than these small sentences that are often totally different from what  your guy will say in the end.  Just be sure to put actions like kill him, hold her hand, or other stuff  that you char will do as a result in this conversation in brackets.

Modifié par Darji, 21 mars 2012 - 11:27 .


#2703
Achkas

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I'd like to suggest something I've been thinking about lately.

DA: Asunder and DA: The Calling are my two favourite works in this franchise, apart from DA:O: Awakenings itself. Both Asunder and The Calling present very exciting, lore-relevant events that dwarf, to some extent, comparatively small-scale quests in several of the main series titles. DA: The Silent Grove appears to have just introduced a plot element -very important- to the series and Ferelden's history (trying to avoid spoilers, though) and it's tucked away in a side spin-off product. Why on earth weren't all these events carried out in the main series? I know I'm not privy to the machinations of Bioware, and it may just be explainable by David Gaider being given comparatively free reign to write his novels without a huge amount of interference. If so, then I suggest more free reign be given on the actual games. The side quests are often ridiculously boring, with a large number of players only completing them out of a feeling of obligation/completionism (although I speak for myself here). Why can't side quests, even tangential little quests, still have emotional value and relevance to what's going on?

Everything you do in a work of fiction creates open questions in the reader's/player's mind -- closing these questions, furthering them, or providing some emotional resolution creates trust and engagement. Abandoning questions or posing pointless ones create distrust in the people telling the story. Things like the story of Maric and the Architect were posed early on only to be abandoned or shifted to other mediums, which you -know- a large amount of the playerbase will never encounter. The Warden fading to obscurity or Hawke's story ending -- these are fine, but why not exploit them for dramatic value? Why not conclude the DA:O/awakenings saga with some kind of bittersweet epilogue showing the Warden living out his days, or Hawke's living to old age? Think the endings to both Bioshock games, which did this in an excellent fashion without precluding further development of the franchise, focusing upon the emotional life of the person you were just playing. Text-based epilogues aren't what people want. They want to -see it-.

Modifié par Achkas, 21 mars 2012 - 11:41 .


#2704
Chaia

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Wow I don't think I've seen a thread thats this 'young' but so full of dev comments, its nice to see and makes me look forward to more DA games that little bit more to tell the truth.

Bit of a shame to see Hawke go, been wondering what happened to him (and the Warden for that matter) but it doesn't come as too much of a suprise with a lack of anything for the game coming out for a while, BUT after reading Asunder and the comics I've been looking forward to more content coming out that goes deeper into the war and so on.

Also, whilst the exapsion pack has been stoppped, I'm glad to see it was at lest on the table at some point, after Awakening I was worried that all we would ever see again besides the main games are DLCs, so its good to see, and hopefully DA3 will go off with a bit more of a bang and does have one.

Anywho, my two cents:
In general I liked the  voiced protaganist, biggest issue I had with the Warden that he often would just stand there like a plank, Hawke had no much problems and whilst I like new designs for the Kossith etc, I preferred the Darkspawn designs from DAO, they looked more unatural, something more fearful, espically the Broodmothers (although it would be pretty good if regular Darkspawn could climb up the sides of walls etc like the Husks in ME3)
More clothing/amour sets would be nice, espically non-robe looking amour sets for mages would be great. My mage Hawke basically spent most of the game in either the amour he got at the beginng, Robe of the Notorious Pirate or the Champion gear.

Combat wise, main thing: no more getting spammed enemies, gets a bit tiresom after a while.
Besides that, I've meantioned this before in anther thread, but, whilst I think the combat is a step up in DA2 in general (no more pew-pew) one thing I would really like to see added is a class system similar to what was in Kingdoms of Amalur: Reckoning, as in the protaganist can just be a regular standard mage, or a mage/rogue etc. Mainly for customisation etc, but also in same ways it would make it feel more realistic per se, i.e. mage Hawke was a apostate hiding in civilization, it would just make sense that he would know how to hold a sword/dagger to blend into the crowd more.

#2705
berkay88

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Some ideas for DA 3:

1) We should be able to travel, explore new territories of DA universe

2) We should be able to customize our companions' inventory

3) Flirting with a companion should be more challenging, like Viconia from BG 2 and Morrigan from DA: O 

4) We should be able to choose our races.

5) New and interesting creatures should be added to universe. Variety of creatures on previous games were not satisfying.

6) Pratagonist's family's involvement to story in DA 2 was awesome,  should continue on upcoming games.

7) Isometric camera should come back! 

8) Level design should be improved seriously. ( same dungeon issue etc.)

9) We should be able to talk more with our companions like DA: O, not only in their home etc.

10) Take lessons from ME3 and DA2

11) DLC out, Expansion pack in!

12) Finally inspiration corner: BG 1 & 2, Jade Empire, DA: O, even ME1&2

DA3's success or failure will shape Bioware's future. This is your last chance to maintain your fanbase (Which is the best in industry)guys! Show us that you're still the best!

Modifié par berkay88, 21 mars 2012 - 11:47 .


#2706
Nadia

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I think it was a great idea to have 3 types of answers because they detemined something in a shape of personality, it would be difficult to do more types of personality, it'd require even more changes in what Hawke says in the whole game (when we not pick what he/she says, like during party banter in which Hawke took part in - it was a great change btw).

I loved this "personality" idea and the fact that protagonist was so beautifully voiced. I had so much laugh with sarcastic Hawke, I also liked most of the unexpected responses (though I agree the whole sentence that Hawke says could be visible for those who want to) they wouldn't be so funny if I knew exacly what my character will say. I will never forget the attempt to get inside the kitchen in Mark of the Assassin with my sarcastic Hawke:)))))

#2707
Darji

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Nadia wrote...

I think it was a great idea to have 3 types of answers because they detemined something in a shape of personality, it would be difficult to do more types of personality, it'd require even more changes in what Hawke says in the whole game (when we not pick what he/she says, like during party banter in which Hawke took part in - it was a great change btw).

I loved this "personality" idea and the fact that protagonist was so beautifully voiced. I had so much laugh with sarcastic Hawke, I also liked most of the unexpected responses (though I agree the whole sentence that Hawke says could be visible for those who want to) they wouldn't be so funny if I knew exacly what my character will say. I will never forget the attempt to get inside the kitchen in Mark of the Assassin with my sarcastic Hawke:)))))


I really hated him To me he was as shallow as Shepard. There was no inbetween and honestly I dont need a voiced hero at all. Just give me whole sentences what he wanted to say and I will be totally fine. I have rather much voicless dialogue than just a bit of dialogue like in DA2 or ME.

Also I thought the whole characters in DA2 were very very boring. There was no one like Morrigan, or Allistar, Leilana, or Sten. even Wynne had much more personality than anyone in DA2 except Varric. They played it very very safe with DA2 which was a really a shame.

#2708
The Elder King

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simfamSP wrote...

hhh89 wrote...

simfamSP wrote...

I've been so focused on ME3 that I've lost track of whats going on in the DAII forums...anybody could tell me what the hell is going on? xD


Bioware decided to stop adding content to DA2, and starting developing the next DA game.
Previously they were developing, or thinking of developing an expansion about the Exalted Marches for DA2.


I'll wait till some confirmation. Unless this isn't just speculation...

Bioware confirmed that in this very thread.

#2709
ladyofpayne

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I hope in DA 3 we can speak with NPC more than 3 times in game.

#2710
Paul E Dangerously

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1) Scheduled NPC talks - I can kind of see why they wanted to try this. BG2 did something similar, albeit on a timer. DAO let you just walk up, go in and out of camp, and get all the dialogue within fifteen minutes of meeting a character - aside from the bit of stuff that was rep locked.

2) Voice vs Voiceless. I'm really on the side of voiced dialogue here, mainly because I've loved both male Shep and Hawke. Sure, you get some "wait, what" moments, but DAO wasn't flawless - I can think of a lot of moments where my character wouldn't have said something. Like a mage having the same "clueless about magic things" dialogue as a fighter or rogue.

3) Choices. My problem with these are that most of the time it's either saintly or ludicrously evil. I really wish we could get something like Jade Empire where it was a bit less "good and evil". Or some of ME's better options.

#2711
Archer

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Just a few more thoughts i have had around the Warden and Hawke. In terms of closure with the Warden, for the most part i have that. What perhaps may be a challenge is the numerous variables the game can create around concluding the Warden's story.
For example i have a female noble who married Alistair and sits on the throne, what becomes of her? I have a male mage who refused the dark ritual and sacrificed himself to end the blight. His tale is done. I have a female Dalish Elf who hated humans with a passion (every murder knife option taken on her lol) who sacrificced Logaihn to the Arch Demon and stabbed Morigan. etc etc
My point around the Warden is in some cases we know his or hers ultimate fate and the sense of closure is there, but in other cases the story is left open to an extent. This why i find the whole Warden and Hawke have disapeared mention at the end of DA2 to be interesting. I havent actually used any of my Dead Warden imports for DA2 yet, as some of the awakening variables give me better quests in DA2 (Nathaniel in the deep roads as opposed to the three dwarven brothers for example)

The Warden examples are actually a great testament to what you guys did with DAO, plenty of choice and a varied choice of endings for the game (and apologies for saying it but ME3 team take note of that Image IPB) I think it took me about seven playthroughs to earn the achievement for seeing all the endings. Its going to be fun to see how some of these play out in the next Dragon Age game. This is going to be tricky for you i know but well worth the effort to the narrative of the next game i think. One of my disapointments of DA2 is a lot of the events i shapped in DAO are glossed over and never really addressed. It would be nice to see more impact from the previous two games in the next entry in the series.

That said and moving onto closure for Hawke, this potentialy should be easier. Hawkes actions generally dont really have any impact. Dont get me wrong i enjoyed DA2 but its a far more linear game  than DAO. Regardless of which side i choose with the mages and templars, i end up killing Orsino and Meredith regardless and the mages and templars are at war. However the general direction i took hawke in should be reflected, who did i side with? Was Hawke a noble hero, an angry thug or a witty adventurer? I cited KOTOR's Revan in an earlier post. While the story of Revan was given an ending in SWTOR and to an extent Drew K's Revan novel, that Revan was Drew's Revan and not mine. That needs to be avoided with Hawke IMHO. In many ways i would actually hope NOT to meet Hawke in game but learn his ultimate fate through a series of quests. The Revanite quest chain in SWTOR would be a good analogy. I think if i actually met Hawke in the game it would break my immersion and again he (or she) wouldnt be my Hawke. In fact thinking on it, a similar approach would be needed with the Warden.

Also like to add its great you guys have started this thread and are really taking an interest in our thoughts and feedback.

Also please be open and honest about the direction of the game, certainly avoiding spoilers. Dont let the hype machine get out of control this time. I think you guys did say that the plan this time was to be more open about where the games going and what we can expect in terms of game mechanics. While i understand the product needs to be advertised and again apologies for bringing it up here but ME3 is an example of overhyping a game, certainly in terms of its ending. IMO a lot of the disatisfaction with that Games conclusion is that it really doesnt meet the expectations we were given in developer interviews and pre release advertising. Please dont make that mistake guys, continue to be open and honest about what we will be getting i promise you the fans will buy it if you do that Image IPB

Modifié par eveynameiwantisfekintaken, 21 mars 2012 - 12:24 .


#2712
Guest_sjpelkessjpeler_*

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hunterxx1xx wrote...

sjpelkessjpeler wrote...

We Dutch say "zo veel mensen zo veel wensen".
Sorry everyone do not know how to translate it in english.

But I hope that I'm speaking for the majority here when I state that the biggest problem people are having is is that there wasn't a real ending to DA2 with a lot of (important) questions being unanswered.

The way the staff of Bioware is going for open discussion with the fans makes me hopefull that they are doing their best to at least appease most of them in the game their developing right now.


They said previously that Hawke's personal story is finished but the events that occured carry over into the next game.


That's a bit vague. The events that are mentioned could just mean the mage/templar war that started in Kirkwall. And that they are going from there.

#2713
DragonSoul

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Here is what I would like to see for Dragon Age 3:

1: I would love a continuation of my wardens story. I made my warden marry Alistair and become queen. In DA2 we found out at the end that the warden has gone missing so I would love to see a story involving my warden and to see maybe Alistair looking for her. (I would love to have my warden/Alistair relationship back :) ) BRING BACK THE WARDEN!

2: I would like to see our character voiced like in DA2, not silent like DA:O.

3: I was hoping our warden would meet our hero in DA2

4: Being able to speak to our companions more would be great.

5: From the Tallis DLC I am looking forward to the possibility of being in Orlais/Antiva

So yes please bring back the warden and not another new character to play, I rally want to see my warden again and how she is doing as queen and the trouble she has gotten herself into and also how the taint is affecting her and other wardens. :3

Cant wait! :D

#2714
Ladybright

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Darji wrote...

No I did not mean to remove them but in DA2 for example all you had were a good choice, a evil choice and an sarcastic answer. It was even colored so you could see what it was. Same with mass effect. I know people that did not even look at the text but just chose the blue, red or violet answer.

Origins did a much better job here there was also this good, evil choice but there was also alot of grey and different approaches.  That was what made Origins dialogue and choice system so good compared to the ME and DA2 style.


(bolding for emphasis)

DA2 didn't have a Good-Sarcastic-Evil dialogue wheel. The tones were "Diplomatic/Helpful," "Sarcastic/Charming," and "Direct/Aggressive." While playing DA2, I didn't get a sense of red being a consistently evil choice or blue being consistently good, for that matter. Likewise, Mass Effect did not have a good-evil meter -- Renegade and Paragon (as described, not necessarily as implemented) are more akin to cynicism vs idealism.

Earlier in the thread someone mentioned avoiding red-colored rivalry meters/points because many people thought getting rivalry points was bad, and red didn't help matters. I think that might be a good idea for dialogue icons, too, to avoid confusion. Red = bad is a pretty common color association for things like points. But! I leave this up to the devs who definitely know more about UI design than me.

#2715
Trackrtar

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So I don't get closure with Hawke either?! Can't we at least get something like Witch Hunt so I have an idea of how MY Hawke ends up? Origins was so perfect in every way it is my favorite game EVER and I thought I would be a Bioware fan for life, but now Bioware just makes me feel more empty everyday.

#2716
Guest_sjpelkessjpeler_*

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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. <3 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.


This is what I was talking about around 8 hours ago. Bioware cares In my opinion about  what they're doing and the fact that they have an open discussion and brainstorm with everyone is proof of that.

#2717
Nyctyris

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Dragon Age is an RPG franchise, and should continue in the RPG tradition.

That isn't to say there aren't other methods of exploring a narrative and pushing the boundaries of the RPG format, but DA2 definitely lost a lot of the charm that DAO had.

Origin stories were a good idea, but maybe there should have been less of them, and have them matter more aside from the start of the game.

I love the characters in DA2 and the sense of camaraderie. Although I initially hated the level design and "consolization" of the series, consoles are hardly going to go away, and have to be catered for as well. But there must be some way to balance the adjustments that have to be made for console games with the complexity that pc rpgs typically have.

Sorry that was all a bit disjointed. I miss the RPG complexity of the first game, the absolutely PUNISHING difficulty of the first 10-15 levels (esp on the hardest setting), the expansive story, and the surprisingly varied endings. Putting in boss fights may seem "video gamey" but one of the big appeals of the RPG genre is well-constructed tactical combat, boss fights included. In these respects (story, difficulty, complexity, combat), DAO blew DA2 out of the water.

DA2 had arguably stronger characters though, and the time jump was kinda cool. The combat animations were a lot improved, and the classes seemed to be more balanced. Warriors were actually useful, mages (at highest difficulty) no longer just wiped the floor with everything, and so on. The small stuff, too - like owning your own house, having a name and being voice acted - that was also great.

#2718
Nadia

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Darji wrote...

I really hated him To me he was as shallow as Shepard. There was no inbetween and honestly I dont need a voiced hero at all. Just give me whole sentences what he wanted to say and I will be totally fine. I have rather much voicless dialogue than just a bit of dialogue like in DA2 or ME.

Also I thought the whole characters in DA2 were very very boring. There was no one like Morrigan, or Allistar, Leilana, or Sten. even Wynne had much more personality than anyone in DA2 except Varric. They played it very very safe with DA2 which was a really a shame.


I agree sarcastic Hawke was indeed a bit shallow, but i don't think that taking away his voice and adding some responses - which wouldn't probably change most of the reactions of the characters whom he is speaking to - would really drastically change that. If I'd have to choose I'd prefer the great game to be  longer than to include more types of answers my protagonist can give.  But if there could be a long game and more types of answers than sure, it's more fun, more content. But there's no way I could like silent protagonist return.

Also I disagree that Anders or Isabela were boring and have little personality! No way! Even if Leliana is still my favourite character, Anders is pretty close. :) And thanks for your response Darji, it's nice to discuss this and see completely different view than mine :)

#2719
Rez275

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I rarely post at all on any game forum, but I wanted to get my voice out, Dragon Age 3 could make or break any further interest I would have with the series, this is coming from someone who has been a fan since the MDK/Infinity engine days of Bioware. Apologizing ahead of time for huge post.

In regards to my main issues with 2:

Liked
  • Characterization/dialogue mostly continues to be good.
  • The new mechanics and flow behind the combat was refreshing
  • I liked that "robe" robes and such conventional mage gear was partly made optional. Yes, I am one of those in favor of mage swords and leathers over night gowns, but I do think the option for either should still remain.
  • I liked some of the hard decisions that saw results later in the game, and party/companion conflicts resulting in them turning against the player.
  • Time sensitive, or otherwise missable events/quests/party members. This sort of thing makes sense in context, though of course I do not think it should always punish players too harshly.
Disliked
  • Lack of a central antagonist/driving factor behind the story. Hawke's motivations were more personal, but they also were not exactly enough to make me truly "care".
  • As others have said, I did not like having an only partly blank slate and fully voiced character, coming from Origins. If you were going to make the game that way, it really ought to have been so from the beginning.
  • Lack of meaningful loot. This one hurt quite a bit, finding nearly all of the worthwhile gear on merchants, and only being able to buy them all by using currency exploits.
  • Lack of companion attire customization
  • As others have said, repeated dungeons.
  • Having a condensed worldspace. I missed being able to visit new , sometimes drastically different looking locales, besides simply the same old city for the entire game.
  • I miss enemies using the same or similar rules as the player characters. Bosses with special/unique abilities is always great, but I still miss seeing enemies destroying me with abilities I myself can use. It was what made mage fights fun/challenging in the Baldur's Gate series. And, seeing a boss bust out a move you never even heard of before, now that is scary as well!
  • On that note, I miss more complex boss fights. The final encounter in Dragon Age 2 was decent, but I think it still could have been a bit more difficult and faster paced, with at least one additional stage. Basically, I suppose I would like to see larger movesets for enemies and bosses in general. Not just additional health/damage, but a lot more things to mess with the player's strategy.
  • The ending fiasco where no matter who you supported, both sides turned on you regardless.
  • The actual length of the game. Yes, I know it is probably too much to expect a length and size akin to Baldur's Gate 2, but damned if I wont hope for it.
Main storywise, It's risky, but I feel that you should "go big, or go home". There have been things hinted at, or implied, many mysteries in the series that have gone without resolution, but caused much discussion and theorycraft, some of which, I think should be resolved or at least further explored. In general, I am fairly forgiving of gameplay issues to an extent, the story's strength is what will keep me invested even beyond any gameplay issues. Planescape Torment was proof enough of that for me.

Primarily for me:

The truth regarding the relation between the Maker/Darkspawn/Old gods. Heck, I myself have a crazy theory that the maker is actually one of the Old gods who didn't want to share.

More on the Old Gods in general. Particularly regarding Urthemiel, and Dumat, who I find very suspicious due to a certain dlc.

Flemeth's identity/motivations, and Morrigan's as well

More about the Fade

Sandal

Basically, I find the current events interesting, but the mythology and past of the world more so. There is a tremendous shock value in my opinion, of seeing or learning the unmitigated truth of the past, and finding out that the actions taken in those old days, continue to affect the lives of others in the present in positive or negative ways...echoes of the past possibly even influencing the actions and disasters of the present to a frightening degree. Now some of these mysteries I can see being argued as something good to keep people guessing, I agree to an extent. but I also believe finding out the truth, can be illuminating, almost cathartic if it ties many things together.

Thanks to any who take the time to read.

Modifié par Rez275, 21 mars 2012 - 01:03 .


#2720
Darji

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Ladybright wrote...

Darji wrote...

No I did not mean to remove them but in DA2 for example all you had were a good choice, a evil choice and an sarcastic answer. It was even colored so you could see what it was. Same with mass effect. I know people that did not even look at the text but just chose the blue, red or violet answer.

Origins did a much better job here there was also this good, evil choice but there was also alot of grey and different approaches.  That was what made Origins dialogue and choice system so good compared to the ME and DA2 style.


(bolding for emphasis)

DA2 didn't have a Good-Sarcastic-Evil dialogue wheel. The tones were "Diplomatic/Helpful," "Sarcastic/Charming," and "Direct/Aggressive." While playing DA2, I didn't get a sense of red being a consistently evil choice or blue being consistently good, for that matter. Likewise, Mass Effect did not have a good-evil meter -- Renegade and Paragon (as described, not necessarily as implemented) are more akin to cynicism vs idealism.

Earlier in the thread someone mentioned avoiding red-colored rivalry meters/points because many people thought getting rivalry points was bad, and red didn't help matters. I think that might be a good idea for dialogue icons, too, to avoid confusion. Red = bad is a pretty common color association for things like points. But! I leave this up to the devs who definitely know more about UI design than me.


But it was basicly the same or felt the same . Especially becasue the kill a certain guy ansers or the evil actions were always red.  This whole parrgon and renegade thing was really stupid in my opinion.  Also the rivaly thing. There is no way that really lawful good characters would stay with an evil player who even kills people. They would rather stop them than still be in their party. No matter the situation.

It would be really great to have total different people when you are a good/neutral guy and a evil one.  Make it like in Baldurs gate where people dont accopany you if you are not a bit like them or share their morals etc.

Also I think was a bit of a bad idea becasue you could really exploit the realtionships there. Would be better if you could do that after certain events when they take a brake or mabye on a way to their new destination in a cutscene where people who are already a bit closer to you actually approach you and you talk while you are traveling on a road or so.  Or mabye save/or save them not from falling in water or even from a cliff etc.  This would make the bond you share even more tighter.

And Nadia: Of course a voice protagonist if the voiceacting is good would be better  But I rather have nice and many dialogue options  than a voiced protagonist.  Also I totally loved the banter between Morrigan and Allistar for exmample. There were just fantastic I never had such moments in DA2.

As for Anders I really did not like him. Mabye becasue he is a cat person ? I really dont know XD

Also for romances options. They really felt childish especially in DA2. Morrigian was great here. She was not "Easy" to get and their dialogues were really good. If I think about this creepy elve woman for example. (Sorry forgot her name) it was just terrible even embarrassing how she acted and how you acted in these situations....
Here Bioware should really learn from the Witcher 2. 

Also If you are a mature game anyway show some nudity in these scenes. The romance or sexscenes look soo stupid in Bioware games..... Again take a look at the Wicher 2. These were really really good scenes and handled very mature too.

#2721
x Fresh2Death o

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We deserve some closure on Hawke even thou he sucked, I miss being a GREY WARDEN !!!!!!!

#2722
Guest_ChookAttack_*

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I haven't really been interested in reading anything DA2 related for at least 6 or 7 months, but I'm glad I did tonight.  Some interesting conversations taking place.

I'd like to just toss around a few things that I felt were unhelpful, for me personally, in being engaged by DA2.  Firstly, Fed-Ex missions.  I detest them.  Please, please either discard them altogether or minimise them as much as possible.  I understand that they are an economic way of filling out a game, but if given a choice of doing 30 Fed-Ex missions, or half a dozen narratively significant missions, I will choose the narrative missions every time.  Hunting for, or stumbling upon, insignificant objects that  Ineed to either fetch for, or return to, insignificant, unimportant throw away characters is not fun and in fact lessens my interest and immersion in a game.

Rather than fetch and return missions, please make the missions a part of the narrative.  If Ralph the Nug needs X amount of gold to continue his quest for the fair Nuggette, make the accumulation of that gold a narrative arc of it's own.  Don't trivialise it with Fed-Ex missions.  And please don't then invalidate all the effort that I...I mean Ralph..has put in by dropping in a Dwarf who will actually give me all the gold with no consequences, especially if that said dwarf only shows up AFTER exhausting all fetch and carry missions.  If you need to add a safety switch for those who weren't able to find enough gold, or couldn't resist spending it on armour and weapons, then your design is flawed.  In fact, the accumulation of wealth is a very limiting way to advance the story.  Decisions and deeds should be advancement triggers, not how much gold we can find from random crates and items.

The conversation wheel.  Volumes have already been written, pro and con, about the conversation wheel, so I will simply say, give me real choice.  I'm stuck with the wheel, but at least make it do more than choose tone.  Most use of the wheel was not important so far as what the PC said, it merely changed how it was said.  If you are simply going to make the PC say the same thing, then don't try and fool me into believing the tone makes any difference.  Choices need to be real and have consequence.  Admittedly, there were a few instances of the choice being meaningful, but only a few.

It's getting late here so I'll just add one more.  Player agency, even the illusion of it.  Don't spring events on us.  If Anders has to go Unibomber on us, allow us input into the event.  If there is an event that your narrative requires, where we have to end at the same point regardless of out choices, at least make the journey to that point be dependant on choices made.  A cinematic scene that takes away all illusion of player agency is a misuse of the cinematics.  Cinematics should be used to show us results of choices we make, not bypass choices altogether.

Well, It's late here and I've probably not made much sense, but I wanted to throw a few opinions out there.  Despite my dislike of the direction DA has taken, I'm willing to see what all the guys and gals at Bioware can create for the next outing.  Looking forward to seeing and hearing more.

#2723
jbrand2002uk

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 Please Mr Gaider and Epler what I really really want is a Mabari that randomly says "Sausages" here's a link to a video that will show why( Its a Brittish commercial for Sausages but quite hillarious in a WTF way lol) 

#2724
Darji

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Looking back at RPGs what really happend to this?

Image IPB

Yes planescape was a bit too much but even half of it would be totally fine. I get it that you now need to voice everything thats fine but mabye dont use "celebs" for marketing reasons but actually try to get people who really care. Do fan auditions for example. I am pretty sure there are alot of great voices out there that are way less expensive and even better than all these B celebs like Ice T. In the first place.

Also you have alot more people working on these games. Sometimes i really wonder why...
No offense but if I look at alot of fanmade stuff expecially in the Elder scrolls games I really wonder what these 100+ people doing all day when 3 people do a much better job with a mod. I know you guys have not the freedeom these modders have and I dont want to accuse someone of beeing lazy but sometimes you really get this feeling when you lets say look at some ME3 stuff for example. Fallout was developed with 30 people max. for the first 6 months it even was a 1 man only job. How did people do it back than and why is it so difficult now?

Modifié par Darji, 21 mars 2012 - 01:53 .


#2725
soulsweeper87

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First of all, allow me to say it's really cool that you're willing to ask for feedback and actually take your time to respond to it :) I'll gladly chime in.

I was one of those fans who liked and defended DA2, but it doesn't mean I didn't have my share of issues with it. Some of this critique applies to DAO as well.

My major gripe with cRPGs, and especially DA2, is that gameplay and story often feel like two completely separate segments which don't influence one another in the slightest. The best (or worst, actually) example of that is Blood Mage specialization. Considering that magic, and blood magic specifically, was one of DA2's major themes, playing a Blood Mage should have a HUGE impact on my relationships with NPCs and the overall story. Instead, no one seemed to notice and I couldn't even bring the subject up in conversations. It was impossible to roleplay, I ended up pretending that my Hawke wasn't a Blood Mage after all. In DAO it was slightly better, 'cause at least I had to unlock the specialization first by making a deal with demon. If you make a special class like that, it should also have some special contect. Otherwise, I'd rather not be able to play it at all.

Other examples - as a mage (yes, I like playing mages a lot) I can do lots of awesome things, but apparently only in the battle. If I know healing spells, why can't I ever try to heal someone? Like this wounded soldier in Ostagar - we can give him some bandages, why not help him with a spell? Or maybe I could set something on fire in order to intimidate someone? Neverwinter Nights 2 was quite good when it comes to implementing your skills into dialogue, so was Planescape: Torment and Fallout 1&2. DA2 had these nice "special" dialogue options, it's a good start. I guess I just want to see more of those, especially if it can lead to resolving a conflict without going into a full-scale battle.

Then we have the infamous fight with Arishok's. Due to game's mechanics, it consists mostly of pathetic running around in circles for what feels like forever, yet NPCs still seem to perceive it as some kind of epic duel. Things like this break immersion and constantly remind you that it's just a video game.

Fighting in DA2 was fun, but without any way to avoid it, it got old pretty quickly. I'd like to see more areas offering different types of challenge, such as trials in Andraste's Temple. I was happy to see that this issue (and several others) has already been addressed in DLCs. Frankly, I think both of them were better than the core game, which is a good sign.

Modifié par soulsweeper87, 21 mars 2012 - 01:46 .