Don't kid yourself. You would still find a way to crap all over it regardless.CoS Sarah Jinstar wrote...
Mark Darrah wrote...
Sorry to hear that CRISIS1717, hopefully you will hear something in the future to change your mind.
I know what would change my mind, a game that isn't full of recycled areas, player choices that actually MATTER. And one that isn't rushed out the door in 18 months dumbed down for the masses.
Seeing as though none of these are likely to happen I think I'll pass until proven otherwise.
Mark Darrah on the conclusion of Dragon Age II
#76
Posté 19 mars 2012 - 04:40
#77
Posté 19 mars 2012 - 04:41
#78
Posté 19 mars 2012 - 04:42
Let me ask a hypothetical:CoS Sarah Jinstar wrote...
Mark Darrah wrote...
Sorry to hear that CRISIS1717, hopefully you will hear something in the future to change your mind.
I know what would change my mind, a game that isn't full of recycled areas, player choices that actually MATTER. And one that isn't rushed out the door in 18 months dumbed down for the masses.
Seeing as though none of these are likely to happen I think I'll pass until proven otherwise.
IF we felt that we HAD addressed all of your concerns, what would it take to convince you?
What information (and in what format) would we have to get you to actually change your mind?
#79
Posté 19 mars 2012 - 04:42
#80
Posté 19 mars 2012 - 04:43
Mark Darrah wrote...
To make sure I get your concerns:
1. More customization (Let's me change follower armor. More equipment upgrades)
2. More traditional fantasy story (Epic enemy, clear villain)
3. More areas and areas variety
4. More control over my story.
Does that capture it?
Yes sir it does; that and more party relationships; you guys create such compelling, fun, engaging, lovable, characters that I want to know them even better.
#81
Posté 19 mars 2012 - 04:44
Team sizes are relatively fixed. For us to continue working on the Expansion, we had to have people not working on... something else.randomcheeses wrote...
The Ethereal Writer Redux wrote...
How come you guys had to stop working on the expansion anyway? Budget? Writer's block? Evil monkey-gnomes broke into the office and confiscated/destroyed all of your work?
Good question. Saying it was because of 'other DA opportunities' is . . . maddeningly vague and a little suspicious sounding.
Sorry, I realize that likely didn't help.
#82
Posté 19 mars 2012 - 04:45
Boudicia wrote...
Mark Darrah wrote...
To make sure I get your concerns:
1. More customization (Let's me change follower armor. More equipment upgrades)
2. More traditional fantasy story (Epic enemy, clear villain)
3. More areas and areas variety
4. More control over my story.
Does that capture it?
Yes sir it does; that and more party relationships; you guys create such compelling, fun, engaging, lovable, characters that I want to know them even better.
This!
#83
Guest_Jasmine96_*
Posté 19 mars 2012 - 04:46
Guest_Jasmine96_*
Mark Darrah wrote...
Team sizes are relatively fixed. For us to continue working on the Expansion, we had to have people not working on... something else.randomcheeses wrote...
The Ethereal Writer Redux wrote...
How come you guys had to stop working on the expansion anyway? Budget? Writer's block? Evil monkey-gnomes broke into the office and confiscated/destroyed all of your work?
Good question. Saying it was because of 'other DA opportunities' is . . . maddeningly vague and a little suspicious sounding.
Sorry, I realize that likely didn't help.
Oh we all know what it is
#84
Posté 19 mars 2012 - 04:46
Mark Darrah wrote...
Team sizes are relatively fixed. For us to continue working on the Expansion, we had to have people not working on... something else.randomcheeses wrote...
The Ethereal Writer Redux wrote...
How come you guys had to stop working on the expansion anyway? Budget? Writer's block? Evil monkey-gnomes broke into the office and confiscated/destroyed all of your work?
Good question. Saying it was because of 'other DA opportunities' is . . . maddeningly vague and a little suspicious sounding.
Sorry, I realize that likely didn't help.
It is alright as long as you by 'something else' mean da3 related stuff and not comic/animie stuff.
#85
Posté 19 mars 2012 - 04:49
#86
Posté 19 mars 2012 - 04:51
Alain Baxter wrote...
The Ethereal Writer Redux wrote...
How come you guys had to stop working on the expansion anyway? Budget? Writer's block? Evil monkey-gnomes broke into the office and confiscated/destroyed all of your work?
How did you know about the monkeys!?!?
Epler!
Whenever anything goes wrong -- plans are abandoned, people get hurt, things get stolen -- it's always the malicious work of the monkey-gnomes.
Mark Darrah wrote...
Team sizes are relatively fixed. For us to continue working on the Expansion, we had to have people not working on... something else.
Sorry, I realize that likely didn't help.
That just exacerbated the vagueness of the original comment in question.
Clever little sneak!
You've piqued my curiosity certainly. The only thing I can think of is either a spin-off DA game or DA3 itself. Otherwise, I'm not quite sure what would require diverting so much of the team from one project to focus on the expansion.
#87
Posté 19 mars 2012 - 04:51
Boudicia wrote...
Mark Darrah wrote...
To make sure I get your concerns:
1. More customization (Let's me change follower armor. More equipment upgrades)
2. More traditional fantasy story (Epic enemy, clear villain)
3. More areas and areas variety
4. More control over my story.
Does that capture it?
Yes sir it does; that and more party relationships; you guys create such compelling, fun, engaging, lovable, characters that I want to know them even better.
^this (with maybe the exception of the "clear villain", grey areas are good too).
Add to that better enemy placement - just enemy placement, actually - a real crafting system and a world reacting to what the PC is and has done (unlike the whole blood magic ignorance we had in DA2, for instance).
#88
Posté 19 mars 2012 - 04:52
Especially the rogue was much more fun to play.
Still, Origins was far more flashed out, in nearly every aspect, but especially the story and the party members. I felt much more connected to the party members in origins than in DA2.
There was something special about it to see all of them in your camp.
Origin's story felt much more epic...i missed that in DA2. The game tried to built up tension with the dialogue between cassandra and varric, but in the end, the story couldn't really deliver a satisfying end.
For the next game:
keep the voiced protagonist
make the story more "epic"
stay true to thedas...a dark and harsh world with lots of conflicts and tough decisions
keep the awesome party banter
try to make the world a more living place than kirkwall
take your time. I can wait a few years for the next game.
thx for keeping us up-to-date
#89
Posté 19 mars 2012 - 04:52
We look forward to continuing to serve and support you in the years to come.
#90
Posté 19 mars 2012 - 04:53
Also, if you are going to keep the voiced PC, please keep working to make it feel more like our own unique character.
Have a story that brings better closure to the characters, especially the PC and their love intrest than DA2 or the DLC for Origins gave us.
Less over the top visuals and combat.
And please, more companion weapon and armor customization.
#91
Posté 19 mars 2012 - 04:53
Mark Darrah wrote...
Team sizes are relatively fixed. For us to continue working on the Expansion, we had to have people not working on... something else.randomcheeses wrote...
The Ethereal Writer Redux wrote...
How come you guys had to stop working on the expansion anyway? Budget? Writer's block? Evil monkey-gnomes broke into the office and confiscated/destroyed all of your work?
Good question. Saying it was because of 'other DA opportunities' is . . . maddeningly vague and a little suspicious sounding.
Sorry, I realize that likely didn't help.
Really depends on what the 'something else' is. I'm very much a fan of the dragon age games not anime/movie and comics, so yeah, if I find out the expansion was cancelled in favour of those, I'm going to be spitting mad. For now though, I'll wait and see.
Modifié par randomcheeses, 19 mars 2012 - 04:54 .
#92
Posté 19 mars 2012 - 04:53
Just make sure it has an ending that makes sense (looks towards ME3 here...)
#93
Posté 19 mars 2012 - 04:54
- Having someone hit on you without it being 'prompted' (then again, I'm gay, so the hilarious overreaction to that amused me)
- I liked that this was essentially an immigrant's tale - someone finding their place in a new society & seeing where they could go. It wasn't a take I'd seen in an RPG before, and while I understand people being annoyed by that, I, at least appreciated a story that was about something more than "kill the big foozle".
- I liked the metafictional games you played with having Varric tell the story, & then drawing attention to the fact that the game was a story being told within the gameplay (e.g. finding Varric's ring and him commenting that it sounded like a story he would tell). That said, I hope you don't use that as an excuse to discard everything from DA2 from canon because "Varric just made it up"
- I also didn't mind the ending - the almost unresolvable tension between templars, chantry, and mages had been clear from the start of DA1, & it was going to end up somewhere fairly horrific eventually.
That said, I think there were 2 elements where you misstepped badly:
- 1). The lack of customisation for companions. If the intent was to reduce the amount of useless loot lying around, then I understand that intent - pointless loot management and full inventories isn't the most fun part of an RPG - but it didn't work. There was still a lot of useless loot, you just couldn't equip it on your companions!
- 2). The environments were obviously rushed. Reusing elements, fine. But the ultimate insult, really, was that the minimap was the same for so many levels! You just blocked the physical passages off with doors, but left the appearance of passages on the minimap. It didn't even try to hide that whole levels were recycled, and just made the game feel cheap in that regard.
So that's my 2 cents. Thanks for caring about what your fans say, even when it isn't good.
#94
Posté 19 mars 2012 - 04:55
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
Nooooooooooooooooooooo!
I am not ready for this! I'm not!
#95
Posté 19 mars 2012 - 04:55
Kavatica wrote...
Boudicia wrote...
Mark Darrah wrote...
To make sure I get your concerns:
1. More customization (Let's me change follower armor. More equipment upgrades)
2. More traditional fantasy story (Epic enemy, clear villain)
3. More areas and areas variety
4. More control over my story.
Does that capture it?
Yes sir it does; that and more party relationships; you guys create such compelling, fun, engaging, lovable, characters that I want to know them even better.
This!
THIS!
What I found that worked best in DA2 was the dlc. Particularly in the Tallis DLC. There was a great storyline, really interesting puzzles, characters who you got to know really well and a feeling that you were learning lore along the way. I'd love to see more of that, get more in-depth to Thedas knowledge and what is going on there.
The companion thing is what, for me, made DAO and DAA worth 25 (and I fear I don't exaggerate here) playthroughs. It wasn't even about playing all the origins, although I did try each origin to get the stories, but it was about 'if I choose this, what happens? If i say these things to my companions, what happens?' We got great stories from each of our characters, a really good in-depth feel for who the members of our incredibly diverse team were, and their personal quests played into that beautifully. DAII made a decent attempt at it, but the depth simply wasn't there like it had been in DAO.
I do remember saying when I finished my first playthrough of DAII that I wished they had designed more unique areas. I really enjoyed the battle mechanics and the party banter was, as always, well done. The story was all right; I actually felt like I got where the designers were coming from with the whole 'eventually this is what's going to happen at the end of the game' way that the story was told. Unfortunately, it just simply wasn't as good as DAO had been.
So, to summarize: what was mentioned before about companions and making those stories more compelling, like DAO. Keep the gameplay style more like DA2 and the talent trees (man, the talent trees were really well done, I think!) The epicness of the first DAO would be awesome, because that makes the story even more fascinating to lots of people. And if you can manage to not-recycle maps, particularly in the Deep Roads, that would be AWESOME.
Thanks for asking for our input and for reading!
#96
Posté 19 mars 2012 - 04:56
#97
Posté 19 mars 2012 - 04:57
eddieclark wrote...
Unlike many, I actually enjoyed a lot of the slightly odd things you did with DA2:
- Having someone hit on you without it being 'prompted' (then again, I'm gay, so the hilarious overreaction to that amused me)
- I liked that this was essentially an immigrant's tale - someone finding their place in a new society & seeing where they could go. It wasn't a take I'd seen in an RPG before, and while I understand people being annoyed by that, I, at least appreciated a story that was about something more than "kill the big foozle".
- I liked the metafictional games you played with having Varric tell the story, & then drawing attention to the fact that the game was a story being told within the gameplay (e.g. finding Varric's ring and him commenting that it sounded like a story he would tell). That said, I hope you don't use that as an excuse to discard everything from DA2 from canon because "Varric just made it up"
- I also didn't mind the ending - the almost unresolvable tension between templars, chantry, and mages had been clear from the start of DA1, & it was going to end up somewhere fairly horrific eventually.
That said, I think there were 2 elements where you misstepped badly:
- 1). The lack of customisation for companions. If the intent was to reduce the amount of useless loot lying around, then I understand that intent - pointless loot management and full inventories isn't the most fun part of an RPG - but it didn't work. There was still a lot of useless loot, you just couldn't equip it on your companions!
- 2). The environments were obviously rushed. Reusing elements, fine. But the ultimate insult, really, was that the minimap was the same for so many levels! You just blocked the physical passages off with doors, but left the appearance of passages on the minimap. It didn't even try to hide that whole levels were recycled, and just made the game feel cheap in that regard.
So that's my 2 cents. Thanks for caring about what your fans say, even when it isn't good.
this too! There were definitely moments that Bioware shone (shined? whatever).
#98
Posté 19 mars 2012 - 04:57
Mark Darrah wrote...
To make sure I get your concerns:
1. More customization (Let's me change follower armor. More equipment upgrades)
2. More traditional fantasy story (Epic enemy, clear villain)
3. More areas and areas variety
4. More control over my story.
Does that capture it?
I think that basically captures what we all want. I love the series and I love the universe, but as to improve my gameplay, I think we would need some sort of real goal, but not be too linear in the story. Like a partially open world with lots of little side quests and lots of big side quests that may or may not affect our main goal.
#99
Posté 19 mars 2012 - 04:57
Mark Darrah wrote...
For us to continue working on the Expansion, we had to have people not working on... something else.
I dunno. I'd be okay with that.
The sound you hear is my poor fangirl heart shattering. DA2 is my favorite game of all time, and I'm so disappointed to hear that its time has come to an end.
#100
Posté 19 mars 2012 - 04:57
Would have liked to see an expansion and get some sort of conclusion with Hawke but I cant wait for DA3. Every DLC got better and felt more like DA:O so just keep with that and I'll be a very happy customer.




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