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Mark Darrah on the conclusion of Dragon Age II


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#826
Guest_offline_*

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In addition to my previous comment I will add

Focus on making the best, richest, deepest, and most engaging RPG you can. Look at the success of Baldur's Gate, Dragon Age: Origins and KoTOR. Don't pander to EA and their desire to appeal to everyone and lose what makes RPG's great.

If you make a great game that appeals to RPG gamers you will pick up more fans. Diluting the experience to make it "more accessible" alienate your core fan base and makes for a less engaging game.

Be the BioWare that made great RPGs, not this new entity that seems more intent on appealing to everyone in order to sell more units. Look at the games that built your reputation, and now look at games tarnishing it.

#827
Demx

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Mike Laidlaw wrote...

LetticiaeB wrote...

RinpocheSchnozberry wrote...

Mark Darrah wrote...

We are definately looking into getting a clean starting point of choices for DA3.


As in tossing our old choices out... or a Mass Effect style comic book to re-create our choices?


This. I need the answer to this question too. What does this mean, Mark Darrah? Does it mean nothing we did before DA3 matters?


I can't talk methods, but I can talk goals: We would like you to be able to import choices in a way that is error-proof. Which is to say, not ignoring the DA world you've helped shape.


Well you could have an import section that doesn't completely rely on an old save file but asks the player a series of questions from the last game. The save file could act as a way to auto-fill the form, and the player can go through each one of the questions to make sure it is correct. Error proofing the saves will probably never be the simpliest thing in the world, but allowing the player to make corrections when the save file screws up will help. Adding images along with the questions can help stir up the player's memory if they forget.

#828
Kavatica

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hhh89 wrote...

Kavatica wrote...

Dave of Canada wrote...

Kavatica wrote...


I was all set to agree with you on this, but then I started thinking about it and I don't see Meredith or Orsino as any less human even though they go full on nutters at the end.


I loved Meredith's character, I fully agree with her throughout the game until the very end where she transforms into Super Saiyan Meredith. Orsino and Meredith's characters are actually great until the ending, where they're butchered by evil or insanity. Darn shame.


It would have been nice if we could have been given the chance to redeem them at the end, the way you can with Loghain.


The fact is that they didn't need redemption in my opinion. If you sided with the mages, you had to face the Templars and  Meredith to escape Kirkwall. If you sided with the templars, you had to kill the mages and Orsino. I don't see any reason to had both of them as villains in the same playthrough.


Yes, that is what I meant by redeeming them (one or the other). Ie) stopping them before they snapshow.

#829
Floritia

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Rorschachinstein wrote...
Stick with the 360 and PC. And possibly the PS3, although, if I look at the ME3 sales charts Bioware games aren't very popular on the PS3

And you don't think that might be due to the fact that the first Mass Effect wasn't made for the PS3?  If the next Dragon Age comes out for current gen consoles but not for the PS3 I can promise you I won't buy it because there is no reason for that.

#830
Blastback

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Dave of Canada wrote...

One of the greater aspects of the Dragon Age world is the "human" part of the conflict, introducing conflicts which you have greater understanding in the minds of the individuals you may disagree with.

...

 I wish to fight people, not monsters and insane abominations.

And keep everything bittersweet, for that is the greatest taste.

Personally, I'd like the player to be able to earn a happier ending, but it should only be if you make exactly the right choices.  Like with ME2's Suicide Mission, where almost no one was able to get the entire crew to survive without using a guide. 

#831
DAYtheELF

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Aldaris951 wrote...

Just curious, Is there nothing to salvage from the cancelled expansion pack to turn it into a small dlc?



^ This!

#832
LetticiaeB

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John Epler wrote...

No ME3 spoilers in this thread, please.


I second this. Please, people!

#833
BubbleDncr

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Oh yea, on more thing:

I will always be sad when no one, not even my character's closest friends, notice that she's a blood mage.

I would be satisfied if even once, someone came to me and asked me to defend my choice. But I think it would be even more amazing if some of the specialization we unlocked by you "joining a group" (like for blood mages, templars, or assasins), and then throughout the game you got some dialog or sidequests associated with being a member of that group.

#834
Brockololly

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Dave of Canada wrote...
And keep everything bittersweet, for that is the greatest taste. Something like the RW (don't look it up if you haven't read it yet, it's amazing to experience it firsthand) from GoT please? <3


Something akin to the RW in a player driven RPG would likely not sit well with people, I imagine. Thats more like tragedy, not bittersweet and tragedy is pretty much the lack of any kind of agency or choice.

The RW and its aftermath was handled well in A Song of Ice and Fire but thats because it has the requisite aftermath and follow through and closure surrounding it. You see the actual consequences from that event. BioWare doesn't do consequences too well.

#835
salbine

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DAYtheELF wrote...

Aldaris951 wrote...

Just curious, Is there nothing to salvage from the cancelled expansion pack to turn it into a small dlc?



^ This!

Yeah! Or, as someone else suggested, farm out the expansion to another shop while y'all continue working on DA3.

#836
Blastback

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BubbleDncr wrote...

Oh yea, on more thing:

I will always be sad when no one, not even my character's closest friends, notice that she's a blood mage.

I would be satisfied if even once, someone came to me and asked me to defend my choice. But I think it would be even more amazing if some of the specialization we unlocked by you "joining a group" (like for blood mages, templars, or assasins), and then throughout the game you got some dialog or sidequests associated with being a member of that group.

Same with having Templar abilities.  Mages in your party should have some kind of reaction to that.


Brockololly wrote...

Dave of Canada wrote...
And
keep everything bittersweet, for that is the greatest taste. Something
like the RW (don't look it up if you haven't read it yet, it's
amazing to experience it firsthand) from GoT please? <3


Something
akin to the RW in a player driven RPG would likely not sit well with
people, I imagine. Thats more like tragedy, not bittersweet and tragedy
is pretty much the lack of any kind of agency or choice.

The
RW and its aftermath was handled well in A Song of Ice and Fire but
thats because it has the requisite aftermath and follow through and
closure surrounding it. You see the actual consequences from that event. BioWare doesn't do consequences too well.

Agreed.

Modifié par Blastback, 19 mars 2012 - 11:23 .


#837
levyjl1988

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I'm enjoying this thread. Good to know that there is excellent feedback going on and that replies are being made for further investigation. Hopefully Bioware addresses them so fans will be put at ease.

To add to this topic:

When making Dragon Age 3, here are some suggestions...

-Keep the game focused. I want to be able to get all my DLC. Please no pre-order store exclusive. It's just plain bad business overall and it needs to change. If you want gamers to pre-order your game make an incentive that they will pre-order the game, but don't fumble with item pre-order exclusives. Gamers usually feel left out when it comes down to content like this. Skyrim, MW3 didn't have any pre-order incentives except to guarantee them CE, but that's about it. And it sold millions. Don't bribe the game, give them something of value. Reward DA vets with IN-game content relating to their previous saves.
See IGN's Pre-order Disorder: http://www.ign.com/v...-order-disorder

-Character Customization:
See my last post in this thread. Just add more character assets. We saw a lot of threads of creating beautiful Wardens and Hawkes. Add more character assts that relate to those mods. Console gamers usually get shafted when it comes down to limited content, so just make character customization worth it.

-Endings, now I realize ME3 had a lot of backlash, even to the point where one gamer would file a lawsuit.
See: http://kotaku.com/58...?tag=masseffect
Endings are quite easy. Have you seen James Cameron's Avatar, or Aliens. What made the ending awesome was the resolution. It ended quite nicely, and when you thought it was over, bam another epic confrontation. You know what I mean. Now with choices in the mix you have a lot to play with.

-Character Banter
I found that throughout the series it was hilarious to listen to the party banter going on. One of the reasons I loved DA and what makes it unique from all other RPGs. The character chemistry is important so focus on that too. Hopefully with the fan demanded Morrigan to be included in DA3 it would be awesome to see what happens.

-Resolve
Please Bioware, it's been how many years and I want to see whatever happened at the end of Witch Hunt, as you know it got a lot of negative critics. Hopefully something comes to fruition and a clear and proper closure to this will make it's way to DA3.

-Interactive Comics
Like ME2, a comic that outlines previous choices made in previous games is welcome. There are some gamers that most likely had their aves disappear or deleted.

If all else fails, put yourself in the perspective of the gamer, what do they want to see happen? What closures should be made prominently.

Thanks for reading.

#838
Sylvianus

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John Epler wrote...

No ME3 spoilers in this thread, please.

Oops, sorry.

Just wanted to say, that what many people ask is about having good endings, and not necessarily happy endings.

#839
BubbleDncr

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Blastback wrote...

Dave of Canada wrote...

One of the greater aspects of the Dragon Age world is the "human" part of the conflict, introducing conflicts which you have greater understanding in the minds of the individuals you may disagree with.

...

 I wish to fight people, not monsters and insane abominations.

And keep everything bittersweet, for that is the greatest taste.

Personally, I'd like the player to be able to earn a happier ending, but it should only be if you make exactly the right choices.  Like with ME2's Suicide Mission, where almost no one was able to get the entire crew to survive without using a guide. 



What? I didn't use a guide and everyone lived. You just have to do everyone's sidequest, and then if you paid any attention to your companions personalties or recommendations, it was pretty obvious who's suited for each job.

#840
nickv2002

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 My suggestion would be to go back to DA:Origins/DA:Awakening and build a true sequel to those.  Let's just ignore DA:II for the most part.

Which includes but is not limited to:
  • Characters from DA:Origins/DA:Awakening
  • Art style from DA:Origins/DA:Awakening
  • Diffuclty fom DA:Origins/DA:Awakening  (I played on hardcore with team damage turned on in the original, it's impossible to play that way in DAII: please ballance for this play style!)
  • Full controll of party equipment from DA:Origins.
  • The camp was great in DA:Origins as a place to talk to everyone.
  • I don't care much about Hawk and most of his companions.  I do care a lot about about Morrigan and Alistair and Shale.
Skill trees from would be the only thing I think is worth carying on from DA:II, but I wouldn't even be upset to go back to the skill progressions in the first game.

And above all else: Endless trash mobs and mid-fight spawning from DA2 must go.

#841
DarkxBlood89

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Alright Bioware.
I’m usually a bit of a lurker but I feel the need to voice some things. I’m not going to rip you guys a new orifice like many of the others but at the same time I find it hard to express how disappointed I am. While I am excited for the next chapter to Dragon Age I can’t help but feel like I’ve been let down by this choice to end DAII like it is. It’s like you’re handing me a book that is missing the back cover.

With the Warden we knew to a certain degree how his/her life was going to play out because of the taint and one of the many epilogues in Awakening. So ending that chapter I can see being easy. But with Hawke we don’t have that sense of direction however vague it might have been.

To be fair I see why others were so disappointed with DAII but at the same time I remember you guys saying that this game was going to be different and not to expect the same ride as Origins.
However, it was stated that DAII would span 10 years. I only counted 7 known to pass during the game and only 3 I think we really saw. If Dragon Age Origins covered, what 9 months? And DAII had 10 years than this should have been a much longer game in my eyes but it wasn’t.

There was the year that passed while Hawke was working off the debt. There was the 3 that went by leading into Act II and another 3 for Act III. 1+3+3=7 and it felt like we only played 3 of the 7.

One of the more annoying draw backs was the repeating maps but I thought of something to remedy that. I was playing another game, The Witcher 2, and it hit me. A weather system.
It was understandable that if the character is going to live in the same place for large periods of time you’d see the same place a few times. Plus, what bothered me the most about the reused maps is there was literally no change in the scenery even though maybe 3 years have passed since Hawke’s last visit.

So what if that weather played a part it altering the scenery? DAII had it set up so on the first visit to a cave system you’d see a door that was blocked and then the next visit it was magically open. My thought is take out those close –obvious- doors and use earthquakes, landslides, rain/wind/snow storms to change up the landscape that way the player doesn’t get tired of seeing the same place over and over… and you open up the new area like you wanted.
Hawke has lived in Kirkwall for 10 years there had to have been a bad storm or two.

On a similar note, Kirkwall was pretty dead. It didn’t give the feel of an overcrowded city. Maybe make the city more alive feeling… show people leaving their homes and carrying out their day without the PC interacting with them.

I know this probably comes off like I’m ranting and I’m sorry about that. It’s just its hard to slow my thoughts down.

While I don’t know which area I should focus on I am aiming to become a Game Creator myself and for that reason I won’t get mad over your choice to and DAII like I want to because I don’t know the full story on your side. And if I get to where I want to be in life I may have to make a similar choice.

But Please Bioware,

Don’t leave DAII like this. I know my plead doesn’t mean much with so many acting against me, but you guys put a lot of effort into selling Hawke’s story to us. Don’t leave it unfinished. I understand you wanting to forge ahead with Dragon Age’s future and wanting to use all available hands for it, but you need to tie up loose ends first in my opinion.

Think of all the possible things you could do:
Hawke could go to the Tevinter Imperium to investigate the mystery of how his ancestor Magister Parthalan went from heading to Kirkwall to stop a slave uprising to uniting all of Ferelden under King Calenhad.

I was hoping to at least find out the events that lead up to the Warden & Hawke vanishing as mentioned by Leliana.

The DLCs were doing so good in DAII and I think they were better then all the ones for Origins.
Thanks for reading --
Oh and a personal request, if Zevran shows up in Dragon Age’s Future… fix his face. The new elf design did not agree with him.
Thanks again.

#842
The Elder King

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Blastback wrote...

Dave of Canada wrote...

One of the greater aspects of the Dragon Age world is the "human" part of the conflict, introducing conflicts which you have greater understanding in the minds of the individuals you may disagree with.

...

 I wish to fight people, not monsters and insane abominations.

And keep everything bittersweet, for that is the greatest taste.

Personally, I'd like the player to be able to earn a happier ending, but it should only be if you make exactly the right choices.  Like with ME2's Suicide Mission, where almost no one was able to get the entire crew to survive without using a guide. 



I though ME2's SM was fairly easy, and from what I read here a lof of people though that way.
Though maybe you're referring to the fact that the three upgrades of the SR-2 are necessary to keep everyone alive, or the time you did the Derelict Reaper quest.

#843
Kavatica

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Blastback wrote...

BubbleDncr wrote...

Oh yea, on more thing:

I will always be sad when no one, not even my character's closest friends, notice that she's a blood mage.

I would be satisfied if even once, someone came to me and asked me to defend my choice. But I think it would be even more amazing if some of the specialization we unlocked by you "joining a group" (like for blood mages, templars, or assasins), and then throughout the game you got some dialog or sidequests associated with being a member of that group.

Same with having Templar abilities.  Mages in your party should have some kind of reaction to that.


This is presuming the mage/templar conflict continues to take center-stage in DA3 (which I hope it doesn't). No one really acknowledges if you are a blood mage or a templar in DAO either (other than I think one line with Alistair where you can mention being a templar). I personally prefer it that way - the battle techniques you use shouldn't affect your character. Now, if there was a character who from the beginning was a Templar or a Blood Mage (the way you can be a dwarf or an elf), that would be an entirely different thing.

#844
Mmw04014

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I see that a lot of people are saying they don't like open ended endings and I wanted to chime in on why I DO like them, even though it looks like I might be the minority.

I like to fill things in for myself. I don't like the game telling me what I did if I didn't have control over it. I felt that the way Origins handled its ending was a mixed bag. The opportunity to walk around the throne room and find out what everyone planned on doing was awesome and I especially liked that we got multiple opportunities to say what we would be doing as well. I didn't really like the epilogue part. It was neat the first couple times reading what happened in the future, but I'd rather see what happens in the future (in another game) rather than read about it. I hope we don't have those anymore.

As for DA2's ending, I was actually pretty happy with it. I like that Varric gave absolutely no specifics on where Hawke was or what she was doing, only that she was with her LI. Honestly, that's how I think it should be. Either a mystery where we can fill in our own blanks, or we can have options to state to other characters what we plan to do.

In this way, I don't mind that there's no expansion pack. To me, Hawke's story is settled because I have my own idea of what Hawke is doing for the rest of her days. What I don't want is something like what DA2 did with my Warden. She is apparently missing for whatever reason. I really wish my Warden had just been left alone. Her story was done and now she's randomly missing. I don't like the player character from previous games being messed with without our control.

Anyways, that's my two cents on endings.

Modifié par Mmw04014, 19 mars 2012 - 11:24 .


#845
Blastback

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BubbleDncr wrote...

Blastback wrote...

Dave of Canada wrote...

One of the greater aspects of the Dragon Age world is the "human" part of the conflict, introducing conflicts which you have greater understanding in the minds of the individuals you may disagree with.

...

 I wish to fight people, not monsters and insane abominations.

And keep everything bittersweet, for that is the greatest taste.

Personally, I'd like the player to be able to earn a happier ending, but it should only be if you make exactly the right choices.  Like with ME2's Suicide Mission, where almost no one was able to get the entire crew to survive without using a guide. 



What? I didn't use a guide and everyone lived. You just have to do everyone's sidequest, and then if you paid any attention to your companions personalties or recommendations, it was pretty obvious who's suited for each job.

Emphasis on almost. :lol:  An incorrect emphasis.:D

I saw where a lot of people used Garrus as thier tech expert, or delayed the mission and lost crew etc.

And yeah, plenty of people might have found it easy, but I think that's the general style to go for, where your decisions and actions determine just how happy/sad the ending is.  Not saying it couldn't be improved

Modifié par Blastback, 19 mars 2012 - 11:29 .


#846
tsunderes

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Mark, I have to ask. Why would you reveal that you were working on something many fans wanted (post game expansion) but then say that it was scrapped? It's a bit cruel, showing us something we really wanted but can never have. :(

#847
byzantine horse

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So... yeah. My mind kicked into overdrive when I first read this and I now have 6 pages (they were 10 before I trimmed them) detailing a list of what I thought of DA1 and 2, the goods and bads, along with what I would want to see in DA3. Realizing that posting it in this thread would not be beneficial to anyone (it wouldn't be read and it would swamp the entire thread), is there anyway to send this forth to someone who would like to read it without needlessly putting it on the forum where it would do no good?

#848
The Serge777

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You know, although DAII had severe flaws, I stll played it to completion numerous times and enjoyed it. I'm disappointed that the vitriol (some it deserved, some of childishly overblown) likely had an impact on Bioware's decision not to at least try to wrap up DAII. Yes, one could argue that if different/better choices were made with DAII there would have been greater satisfaction from fans and more than two DLCs (one great, the second mediocre), but I'm still bummed...

#849
warpiggg

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Mmw04014 wrote...

I see that a lot of people are saying they don't like open ended endings and I wanted to chime in on why I DO like them, even though it looks like I might be the minority.

I like to fill things in for myself. I don't like the game telling me what I did if I didn't have control over it. I felt that the way Origins handled its ending was a mixed bag. The opportunity to walk around the throne room and find out what everyone planned on doing was awesome and I especially liked that we got multiple opportunities to say what we would be doing as well. I didn't really like the epilogue part. It was neat the first couple times reading what happened in the future, but I'd rather see what happens in the future (in another game) rather than read about it. I hope we don't have those anymore.

As for DA2's ending, I was actually pretty happy with it. I like that Varric gave absolutely no specifics on where Hawke was or what she was doing, only that she was with her LI. Honestly, that's how I think it should be. Either a mystery where we can fill in our own blanks, or we can have options to state to other characters what we plan to do.

In this way, I don't mind that there's no expansion pack. To me, Hawke's story is settled because I have my own idea of what Hawke is doing for the rest of her days. What I don't want is something like what DA2 did with my Warden. She is apparently missing for whatever reason. I really wish my Warden had just been left alone. Her story was done and now she's randomly missing. I don't like the player character from previous games being messed with without our control.

Anyways, that's my two cents on endings.


I agree with everything you've said here. This. Endings should be open so that, for example, Hawke becomes your Hawke, not just some hero you've controlled for a decade. Maybe we're minorities here but I completely see where you're coming from.

& if they want to find my Warden, they just need to look in Par Vollen. She's joined the Qun. Not that anyone asked me. :innocent:

#850
YohkoOhno

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Some thoughts on my end.

I've enjoyed DA:O, and the Entire Mass Effect 3 series. DA2 was a bit of a letdown--and I mean that if DA:O was a solid A, DA2 was a B-. But I think you did the best job there under intense pressure to rush a sequel.

Here's what I want to see you do for DA3.

1) Keep experimenting and pushing the narrative--don't be afraid of the people complaining about "auto-dialog". After playing ME3, I was very please with how smoothly dialog ran, between ambient conversations between cast members, minor dialogs, etc. I want to see that continue. It doesn't have to be front-loaded with menus all the time! I love how you've been doing that, and keep doing that. I know some people hate the loss of control but I see you blending elements of the Western RPG of customization with the Japanese RPG narrative and I think you've created a great hybrid.

2) Make it clearer how the character forms the personality. I enjoyed the personality wheel, but you might want to try further experimentation with it. Maybe a personality tone setting you either define via the character generator or via conversation. Also try to communicate possible tone with the wheel, and you may want the option to allow viewing of full sentences if possible.

3) Don't change the tone from the original too much. Here's where I think you went wrong. DA:O was taking inspiration from 2 major elements, from what I saw. Design of architecture borrowed a lot from the Peter Jackson LoTR adaptations. Ferelden borrowed a lot from A Song of Ice and Fire. Maybe the latter is particular to that country. Note that I don't mind anime and manga, or cartoonish inspiration, I loved both Torchlight and Kingdoms of Amalur: Reckoning. HOWEVER, changing in the middle of the series was not a good idea. This had a big negative reaction--not to mention that both ASoI&F was released as an HBO series and The Witcher 2 came out in the same year, embracing what you rejected. In short, you should not reboot a series mid-way without a solid plan. I think your design should go back towards the DA:O area.

4) Either embrace action combat totally (as in immediate real-time feedback) or keep the tactical RTS style of combat. It felt like DA2 was designed to appeal to action gamers while keeping the tactical speed of the original. I feel that was misguided. The hyper-animations actually made it harder to plan. If you want to keep the tactical system, keep the DA:O method that's RTS like. Otherwise, go full on and embrace Action combat like Mass Effect or The Witcher 2 or Kingdoms of Amalur. But you can't do both.

5) You'll probably hear this a lot--but yes, the recycling of dungeons. All good games do this, but your system was blantently lazy. The Assassin's Creed series, KoA: Reckoning, Torchlight, etc, all recycle assets, but not in the way you did them. At least try experimenting with procedural content or coming up with proper building blocks.

6) Don't listen to fans when they ask for things without trying to get the meaning. So many fans kept throwing The Witcher 2 into your face, but then when you didn't have a major archvillain, have the people complained. Sometimes it's hard to predict what people want.

7) Consider making new innovations. How about random events that customize the experience per user. You had random encounters but maybe, just maybe, see how you can make this work in your main storyline. I really liked how Multiplayer ME3 works. Maybe you can add things to DA3 like a strategy game or some sort of tie in. Keep thinking of new ideas.

8) You need to come up with demos to appeal to the disgruntled crowd. Twice I had a somewhat negative reaction to the last two games you released based on the demo. DA2's demo made me worried but once I had the real thing I was really happy. ME3 kind of made me concerned but right now it's my favorite game from you guys. You need to either have a demo that reflects some of the things your audience feels is lacking--even if you have to have two demos.

9) Bioware's PR has taken a hit lately. In part, I sympathize, I think too many people are anti-Bioware because you're not making the same Baldur's Gate games over again, or they are pissed off that you've enlarged your fan base, etc. (I hope WoTC NEVER allows a BG sequel because of these stupid expectations and the shadow of it--let that game exist in the past so we can move on to the future). But I think you need to really work on repairing this somewhat, if not with me than with others. Consider why people dislike your DLC, or your marketing styles. I've seen a lot more positive energy from the KoA and Witcher communities, for instance--take a good look at how they are communicating. There's a sense of having to filter things through many buearacratic layers at EA. You may need to get back down to basics. You should actually try to consider closed beta-testing of your games to some of the diehard fans, for instance.

Just some ideas. I am looking forward to DA3.