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Mark Darrah on the conclusion of Dragon Age II


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#2726
Mark Darrah

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soulsweeper87 wrote...

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.


I completely agree with this concern. Especially with blood mage.

#2727
Ravendark

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Well,to be honest,I think the voiced main character was the only progress in DA2.I would like to see this good element from DA2 in DA3,but with more possible answers.And I would like the course of the game to change depending on what answer I give and what I do,not have the same ending anyway like in DA2.I would like a brief reference to what happened to Hawk,and the main quest based on what goes on with Morrigan and Flemeth.And of course it would be nice if I meet my warden or something like that.I agree with what many people claim,that they want to be able to choose race in the beginning of the game.More generally I would like to see more DAO and less DA2.And of course an EPIC storyline like DAO.A story that makes your back shiver,like the warden's.The story of Hawk was nothing special,and I must say that I pre-ordered DA2 and when it reached my hands I was completely dissapointed and bored.I played the game once and that's it.On the other hand,I played the whole DAO 15 times,went through all possible endings,and still I find interest in playing it!

#2728
H. Birdman

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A couple more things and I'm done.  Thanks again for taking the time to solicit these thoughts:

1.  Armor customization:  Just use the normal RPG mechanic of opportunity cost.  Give each character maybe two unique, cool-looking sets (one low level, one high) that are "theirs" and are strong for their respective levels.  Use these in advertising, etc.  But, if a player feels strongly enough that a different build is warranted, let them switch.  Use attribute requirements to discourage ridiculous outcomes (e.g., Wynne wearing full dragonbone plate).

2.  Skills/specializations:  Half the fun of an RPG is designing an awesome build for characters and parties.  For example, realizing that a high-level arcane warrior/healer build changed the entire dynamic of my party led to a whole new playthrough of DAO.  So the more unique powers and specilalizations, the better.  Especially if they subtly change the tactics of the overall party (again, like arcane warrior).

Secondary skills like herbalism and survival are a great way to add another layer of opportunity cost, but you might tweak them to make them more relevant to the immediate battle.  For example, in DAO, all I need is one character with level 3 herbalism.  I go to a store, mix maybe 40 potions, then switch that character out for another.  But if the herbalism skill let that character improve the healing effect of all potions by X% so long as she was in the party, then I'd have to think more carefully about who I take with me.  Likewise, if survival let the character affirmatively point out ambushes ("Look! They're waiting for us!" with some kind of visual cue) that would add another interesting variable to designing the party.

#2729
Mark Darrah

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hhh89 wrote...

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.

I'll confirm that again.
We are no longer working on any additional DA2 content.

#2730
Tezzajh

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Why don't u just cann the entire thing? The gameplay is terrible,the story is terrible. U lost a load of fans when u released this game, now u have annoyed a lot of mass effect with the ending, so their support is questionable and to top off u have just stuck up your middle finger to people who have been waiting months for DA2 news, how many people do you think would support a the next installment when you don't even finish the previous 1?

#2731
Mark Darrah

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sjpelkessjpeler wrote...

hunterxx1xx wrote...

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.


At least that. I have a few ideas percolating but don't want to give any details until I confirm a few things.

#2732
Cribbian

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What are your plans for the game-engine? The world in DA2 felt very lifeless. Not only because Kirkwall didn't come across as a city that was owerflowing with people at all but also because of the scenery.

Everything was static, the banners on the walls in Kirkwall, the leaves on the trees. It was like it all was made out of plastic. I thought that the engine as it was in DA2 didn't do the game world justice at all and I hope there will be many impromevents in that area.

#2733
Eudaemonium

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First of all, sad to know that the expansion won't be made. It fills me with sorrow, but these things don't work out sometimes, so that's the last thing I'll say here. Second, thank you greatly for deciding to share with the community. It means a lot to us. Now, onto hopefully constructive feedback.

I am one of those few, those happy few, who loved DA2, despite its flaws. And it had rather glaring flaws that really crippled the experience and prevented it from being what it could have been. The DLC were a massive improvement in the areas that were weak, but it says something when you're having to tactically time playing the DLC in your playthroughs so the main campaign doesn't get too tedious.

Positives:

- Hawke. Hawke was the first time in a game that I've experienced the player character managed to be both my character and character. The voice, facial and body animations, and dialogue choices all contributed to the feeling that she was a person in the story, rather than just a player avatar. I know this is a contentious point with some, but I don't play games to be myself, and the way DA2 let me shape Hawke's motives while still being able to enjoy her interactions with the other characters was a balance I haven't experienced, though Shepard in ME3 comes close (but not in the previous titles). The Dominant Tone system really helped with this, and I found it very easy to role-play Hawke's shifting moods without either being penalised (ala ME2's Paragon/Renegade system) or being taken out of character. I only play female Hawke, who I've heard is better for this than male Hawke (who has more differentiation between tones).

- The Companions. The companions in DA2 are probably some of the most nuanced and human characters I've encountered in a videogame, and I love them all. Writing team: keep writing brilliant characters, whoever they happen to be. Also, major kudos on portraying non-heteronormative sexualities, so keep doing that. One thing I definitely want to see more of is the way they interacted with each other, built up friendships and rivalries, even romantic relationships or at least romantic feelings. Keep writing people, and you will not go wrong. Secial mention goes to Aveline, because she is awesome, and Isabela, because she is awesome in a totally different way. Iconic appearances are good, but have more variety and the ability to switch between them. And not just reskins, design 2-3 unique outfits, like Merril and her romance costume.

- The Story. I actually give a lot of (maybe too much) credit for the story DA2 tried to tell, rather than the story it ended up telling. By that I mean I enjoyed the more human, personal, political story it attempted, where there wasn't an overarching villain to be defeated, it was just a bunch of people in various dire situations trying to make the world a better place, except maybe Quentin, who was just insane. I feel this is the story DA2 tried to tell. It failed, however, primarily due to the fact everyone goes crazy, and the fact that the Idol disappeared for 3/4 of the narrative only to radically undermine the motivations and character of the arguably core antagonist (from a certain perspective, you could argue that the primary anatagonist was in fact Anders). I'll talk more about this under the negatives. If I had to sum up the things I liked about the story, they were: Lack of a clear antagonist, more personal focus,

- Friendship/Rivalry. This was a fantastic step in the right direction with regards to the character relationships. Keep it, maybe differentiate it a bit more or expand on it in terms of differences of interaction.

The Combat and Epic Boss Fights ™. I
loved the DA2 combat. Could it be a bit slower to help with realism?
Maybe. But I like the stylised look as it is. One thing I loved was the
unique boss encounters, notably the Ancient Rock Wraith, Meredith, and
Corypheus and Duke Prosper from the DLC. These unique encounters really
help with tension and I like the unique mechanics they have. These are
great, please build them more. Also, when you have epic optional bosses,
please make them unique. Don't have Hybris and Xebenkeck looking just
like normal demons. Give them style and impact. Obviously, the repetetive waves was annoyign and immersion-breaking, but the tam improved on this in the DLC, so I won't dwell on it longer.

The Negative:

- Recycled areas. Obviously. And as much as you can rationalise it with Varric's lazy storytelling, it just doesn't cut it. The DLC was a great step forward with this, but it really harmed the experience of the core game because it felt like you'd done 3 replays by the end of your first playthrough. Part of DAO, and even Awakening, that was great was the variety in areas that helped to set the mood. This was largely lacking in DA2, and what there was was brief (Deep Roads, Sundermount, for example).

- Kirkwall/The Setting. Considering we spend 7 years in Kirkwall, the entire city is simply a disappointment. The architecture is beautiful, and the city looks great, but it isn't a city. It isn't alive. I actually think that Kirkwall could have benefitted greatly from a more 'open world' approach, allowing Hawke & co. to run up that great stairway to Hightown, explore the tunnels of Darktown, filled with miasma and chokedamp. Basically, if you have a story based all around a single city, that city has to be a character. It has to live and breathe, particularly when the protagonist spends such an extensive length of time there. Here are some suggestions I would make if I were re-designing DA2:
- First, split the game up into more shorter acts more evenly spread. Maybe have five acts instead of three, or as many as six or seven. 1 year to six month time skips are better in terms of character inaction.
- Base each act around a specific event/crisis that makes a physical or atmospheric difference to the presentation. Think of the Carnivale in Assassin's Creed II, with people walking around in masks, games and stalls and a great ambiance. One of DA2's acts could have been based around a similar event, maybe a tournament or festival, or a great noble banquet in Hightown, where we could maybe have experienced some circle mages who were performing, ala your father Malcolm. This could give you covert insight into the Gallows, maybe with you helping/hindering an escape attempt. This ties it into the overarching narrative while also offering setting and context.
- Make the setting make sense. Don't have blatantly non-tranquil mages in the gallows courtyard selling wares when the entire setting is telling you how they are locked up. It's just incongruous. Have them there in act 1, and then have the stalls diminish as the game goes on, even if the entire area just becomes a pointless wasteland in terms of content. It helps atmosphere. Also, don't have them selling mage goods at all. It makes no sense. Have a member of the mage underground have a stall in Darktown, in some tiny, tucked-away place that makes it seem like they're hiding.


- The Story. DA2 tried and failed to be a well-told story about political intrigue and human failings. This doesn't mean the team should not try again, however the main narrative is lacking in a number of respects. Here are some of them.
- Don't kill off characters at the start of the story purely for emotional impact when we haven't learned to care for them yet, seeing as it then has no impact at all. I'm talking specifically about Bethany and Carver, here, obviously, whose loss was onyl really impactful if you started a new game and had some memories of the one who died from your previous playthrough. Starting in Lothering (Mage) or Ostagar (Warrior/Rogue) would have solved this, since you would have gotten to know Bethany or Carver prior to their deaths. Alternatively having both survive and then having one die in Act 1 in a kind of ME1-style Virmiresque situation, without the nuke.
- The Idol. Its role in the narrative is fairly crucial, but it is never explained and it is absent for most of the story. Either cut it entirely, or flesh it out more. Keep this in mind for future plot-centric items in 'The Next Thing ™'.
- Meredith. She is only fleshed out if you side with her. Her dialogue about her sister is completely absent in a pro-mage playthrough. This is pretty poor, since it greatly humanises her and she has little enough screentime as it is. Additionally, for the little characterisation she got, the Idol performed a massive character assassination, reducing a potentially complex antagonist to 'LOL Magic Insanity', which is both cliche and offensive. Similarly, Orsino. Like Meredith he was underdeveloped and needed more screentime. Also fighting him made no sense on a pro-mage playthrough. I know that the fight was added because someone felt the need for another boss fight. This is not a good direction to work with. One thing I applaud ME3's ending for is its lack of a final boss, because it didn't fit the mood. If  boss fight doesn't fit the mood and is shoehorned in, the players will know. Just don't do it.

Non-Combat Skills, or the extreme lack of them. I liked the alteration of the Persuasion mechanic away froma  fixed score to a personality type, but the others should have stayed. Bring back the skills from DAO, with NPCs (or players with high ranks) creating the one-of-a-kind unique artefacts like the Dragonscale set, the Heartwood Bow/Shield, or Vigilance.

I'll probably think of more later, but I need to head out now so here is my present feedback.

Seriously, looking forward to whatever your next project is. May I like my new hero as much as I like Hawke.

#2734
paul_25

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Hey Mark, since I preferred the voiced protagonist rather than the silent hero but also enjoyed playing different races, have you guys ever thought about making the race gender specific? By this I mean the human can only be male and elves are females or something similar. This would allow you to offer the choice of two races with only two VA's needed instead of four. Seems like an acceptable middle ground option to me.

#2735
WardenWade

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I truly appreciate the plans to keep race options in future games, but ultimately having only one race per game at the expense of all being available as in Origins is the "human-only" issue from DA2 standing on its head. Additional armor and clothing aren't as important as the freedom to choose different races. Furthermore, as others have pointed out there will be NPCs of different races, and male and female of all races, wearing various items in DA3, presumably.  Speaking for myself I don't need iconic/unique outfits; models for the races will already exist, so in this case I'll  swap their outfits/customize for myself and my companions happily. Adding essentially a greater "dress up" option at the cost of racial options will not satisfy, I'm afraid. It's a cry from the heart on my part; I want it all. And at this early brainstorming stage races can be feasible.

With the current welcome spirit of glasnost pervading the DA forums, the devs should know that, while races haven't been eliminated and this is probably seen by the devs as a concession to us at this point, they need to all return in full as playable options for DA3.

Holding the line for racial options.

Modifié par WardenWade, 21 mars 2012 - 02:45 .


#2736
CaribWarrior J

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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.


Mr. Epler,

I could never get into Skyrim because of things like crafting, cooking, forging, herbalism etc.  Just too much time, trial and error and effort is spent into things like this.

 I like the system you describe in the second option where specific quests are set up to build a unique item.  I was happy with the Dragon Scale Armor and specially Vigilance and a lot of fans were as well judging from all the where is Vigilance comments in the forums.  That is not to say that if I kill a very powerful, unique creature it might also posses a unique wapon or armor as good if not better than the one I forged.  So to obtain the "most powerful sword known in Thaedas" the quest's lenght, epicness and dificulty should match.

#2737
RJDio

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All I want from Dragon Age 3 that it  would be the same as Dragon Age Origins. With not less epic a plot. Don't simplify
mechanics and gameplay. In Dragon Age Origins was interesting, nonlinear and epic plot and not less interesting side
quests. Also great dialogues, music, characters, kat-scenes, design of levels,atmosphere all there was ideally.Dragon Age:Origins one of the best RPG ever. And one of my most favourite games. I will never tired to glorify Dragon Age Origins.:)

One small thing which I would like to add. It is possibility on pause to give the members of my party a combination of sever actions as it was in SW KOTOR. An example:first fireball,then heal  that member,then lightning stroke. In DA:O on a pause it is possible to give only onecommand.

Here anexample. He use "Improved Flurry" 4 times.  http://youtu.be/u3Qw...wrWqdoAU?t=50s 

Now, what I did`t like  in Dragon Age 2 and I hope it won't be in "Dragon Age 3"

Really Dragon Age 2 not such awful, but... If Dragon Age 2 wasn't continuation of DA Origins, and was game not belonging to this series, then fans wouldn't drub it so much.

Simplification of dialogues. Dialogues's wheel from Mass Effect.In DA3 there should be deep, branchy dialogues. The player should know  what character going to say. I hope, there won't something like this: good answer, evil answer,joke. Dialogues in Dragon Age Origins was perfect.

Small quantity of equipment.Especially there was small  quantity of relic equipment,  especially armor.

There was no possibility to fully  equip party members, like it was in DAO.

Battle became very fast and game from RPG has turned in Japanese slasher.

Wildly annoy that when you kill people they blow up from inside.

In DA2 was cut down quantity of active skills. If in "Dragon Age origins" when i was playing as warrior I used about 10~15 skills in "Dragon Age 2" it was 3~5.

I hated the same dungeon.Towards theend of game I hated Kirkwall. All game passes in this city.:)

I hate monotonous quests,  like "kill 100 bandits then kill else100 more bandits".:( It Better less quests but more interesting. 

All that i like in DA2 it is design of Qunari.

It is cool,when developers so publicly talk with their fans. You guys are awesome. :)

Sorry for my language. Shame to me. :)

Modifié par RJDio, 21 mars 2012 - 03:02 .


#2738
puppy maclove

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My biggest gripe with DA2 was that it just felt so rushed and unpolished. There were improvements in some areas but it lacked the depth and emotional impact of DA:O.

In DA:O it felt like conversations / relationships with companions were progressed and developed throughout the game, that they were deeper and more personal. DA2 felt very shallow here. It felt like there were three conversation sets and then a romance option. I simply felt no connection to companions in DA2.

I'm not a fan of the DA2 cartoony art style, its supposed to be a mature and dark fantasy. The art style doesn't support the character or tone of the series. (TW2 I thought did a great job here)

The quests all felt so disconnected and independent of each other. For example, I really liked the way the mage circle quest and arl of redcliffe quests were interconnected in Da:O. This made the world feel whole and connected, not that everyone was living on their own island.

The story in DA2 was not very compelling and I had to force myself to finish the game. The moment in DA2 when I really got excited and thought the game was taking direction was when Flementh showed up on the Soundermount. She said some interesting things and then just disappeared with no more influence on the rest of the game.

I liked the concept of DA2 but it never delivered on its promises. I mean you arrived at Kirkwall, did one or two minor quests and then its three years later and you a big deal in the city? It never felt like I earned the title or truly changed the city? The city also felt so dead and lifleless, no wonder the mages were going crazy. The place had no ambiance. Like the game it just felt watered down.

Then little things, in ME2 LOTSB DLC (the best ever) Shepard makes a quip about the old days "when you could just use omni-gel on everything". Just a nice touch that felt personal and showed a deeper level of care and consideration by the game devs.

#2739
Sylvius the Mad

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Mark Darrah wrote...

soulsweeper87 wrote...

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.

I completely agree with this concern. Especially with blood mage.

I would love it if you would minimise or eliminate gameplay/story segregation.

I see no reason why cutscenes need to be inconsistent with combat mechanics.

#2740
thebatmanreborn

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I'm fired up for more Dragon Age. A DAO/DA2 hybrid with sprinkles of Dark Souls, Elder Scrolls, and Mass Effect 3 would make for sheer awesomeness.

#2741
DeepConjac

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Make the fighting in DA lll look like the fighting in DA:O. In DA:O the weapons had weight!! When you character made a hit with a damn big hammer it looked like he used all his weight into the blow. And bring back the cool finishing moves (chop off head and stuff). In DAll they handle 2 handed swords like forks! And the rouges jumped around like a rabbit on speed. I only liked the mages, their animations were way cooler and more aggressive.

So: more realistic fights, this is not final fantasy

#2742
Sylvius the Mad

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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.

Creating the Dragonscale Armour in DAO was more like shopping than crafting.  That was also my complaint with all of the crafting in DA2.  You were just paying someone else to make things for you, which is how shopping works.

Also, if every PC has access to the same unique item, it's not so unique anymore.

#2743
Sylvius the Mad

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Any chance we can have a shallower power curve in DA3? That would solve many of the content scaling issues, reduce the need for railroading, and eliminate the need for asymmetrical combat mechanics.

#2744
gonzalez.melissa53

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I'm sorry to hear that this is the end of all dlc for da2. I was hoping to see an expac at the very least.Feel kind of like dropping the ball but I'm sure you have your reasons.  I do however look forward to seeing what you guys come up with next.

#2745
Tezzajh

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Have more than 1 voice per gender 99% of the time I was female because I hated the male voice that much, a posh refugee does not sound convincing plus we all knew he was Vaughan from DAO so I kept thinking of him

#2746
Sylvius the Mad

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Fast Jimmy wrote...

What I would suggest is not making a type of game, with certain features or characteristics, but rather create something that is FUN.

But what's fun?

The features and characteristics that make a game fun for you might be different from those than make the game fun for me.  Whose fun are they chasing?

#2747
LobselVith8

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Mark Darrah wrote...

soulsweeper87 wrote...

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.


I completely agree with this concern. Especially with blood mage.


Being a mage in Dragon Age II was an issue, since it seemed like no one recognized that Hawke using magic made him an apostate. Even Sebastian never notes that Hawke is an apostate, despite his strict Chantry upbringing. Also, I think it would be great if the mage protagonist being a blood mage (if the player chose to be one) was actually part of the narrative (much in the way that Merrill being a blood mage is acknowledged and addressed by different characters).

#2748
LPPrince

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Not gonna lie, Kirkwall was an absolutely LIFELESS city of different shades of brown.

I'm not asking for Assassin's Creed levels of NPCs and liveliness, but aim closer to that.

#2749
Kavatica

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Tezzajh wrote...

Have more than 1 voice per gender 99% of the time I was female because I hated the male voice that much, a posh refugee does not sound convincing plus we all knew he was Vaughan from DAO so I kept thinking of him


He was? I totally missed that connection. 

#2750
CoS Sarah Jinstar

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AngryFrozenWater wrote...

Mark Wilson wrote...

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!

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.

Up until recently, any feedback that points into the direction of DA:O-like features (no matter what) have been dismissed. I still have the idea that no matter what, we'll end up with more of the same of DA2 and ME. Also, there have been lots of promises in the past that never have been delivered. One was made by the doctors. DA2 should build on the strengths of DA:O. It was supposed to be a "primary mission statement". Then we had the promise that the PC's decisions would "shape the world". One of the official podcasts talked about that. All those promises were made based on player's feedback. None were delivered. Although I keep giving my feedback it feels like carrying water to the sea. I am serious about this: Are you guys looking for confirmation of the direction you have taken with DA2 or are you really willing to change 180 degrees if it turns out that is what people want. Didn't I read that DA2 already has taken a 180 degree course change and BW will not do it again?

Mike Laidlaw said...

I think the big key is to not adjust 180 degrees again, because we've done this. I think, as a team, we're quite happy with what we've done with Dragon Age II, and this is establishing a solid foundation that keeps a lot, in fact almost everything I want to keep about Origins, but still has tons of room to grow and, frankly, a more viable future for the franchise. It's one that's more sustainable because we brought the world to a place that's inherently more interesting than "Yay, we beat the Blight. Good for us!"

That doesn't sound like a willingness to accept feedback.



Yeah that doesn't bode well, putting the words solid foundation and Dragon Age2 anywhere in the same sentence is pretty humorous imo. Origins was a solid foundation to build on and that was scrapped for hyper speed combat that isn't tactical, Anime inspired art which doesn't fit the dark setting of Dragon Age, and a rushed title full of recycled areas, a terrible encounter set up system, and a half hearted plot that ignores player choice, ignores customization in favor of "Iconic looks" and removes player agency in regards to the PC in many ways.

I suppose if that was the best a team could do in an 18 month rush job, ok be proud. I'll conceed that, But Mike's comments in this thread so far don't leave me a warm and fuzzy feeling the DA2's shortcomings are even considered short comings in the eyes of the development team.

I realize we can't totally blame the dev team for being rushed to get a sequel out as fast as they were, EA clearly had dollar signs in their eyes for the quarter in which DA2 was released and was hoping to cash in on Origins' success. However going forward unless they do manage to find a middle ground which I question is even possible given you have two completely different fanbases at this point, I don't hold out much hope.