I really want to give some good feedback here, as I have mulled over what I felt went wrong with Dragon Age II.
I won't go into specifics, but the idea of having a persistent nemesis through the entire story really propels the player injected narrative forward, which is also why I felt the Human Noble storyline worked the best in DA:O. Howe was that Nemesis, and I wanted to kill him so bad.
Saren's the same in the First Mass Effect.
Now, I felt you did do some things right in DAII like for instance having Two handed weapons as AoE attacks was a great idea. Taking away the player choice of weapons from all classes not so much, I love making a Rogue-ish Warrior type, or a Warrior-Rogueish type in my games, mixing and matching to some degree. I miss a Dual wielding Warrior.
Combat animation was waaay over the top, and I felt you want in the wrong direction there, After DA:O I thought of how to improve the combat system and make it more kinetic here are some thought:
- Manipulate the enviroments, overturn a a table, use debris and such to turn the tide of battle and hide behind.
- Hit detection, make the enemies and such parry and duck and swerve instead of jumping around like hamsters on coffee.
- Different types of enemies different tactics, different moves for each enemy to mix it up. Make it different if we're fighting a guy in heavy armor and a giant Spider.
- Don't make new rules for enemies, make them follow the same rules as you the player.
Narratively, You really need to inject solutions that transcend violence in regards to your quests, and just doesn't end up with you killing everyone in waves. Like for instance, a guy asks you to find some evidence on some other guy. Now you could either break into his house and steal said evidence with no one the wiser or maybe set up an ambush.
I loved the Epic long dungeons in DA:O I wouldn't mind that being back.
Not that any Devs would respond to this, but I will be back with a more specific and well articulated list later.
Regards, Kenneth.
Ps. Make loot matter more. it really didn't matter much at all and it looked horrible in DAII.
pps. You guys had a good idea with the dialogue wheel but it was somewhat flawed, like if you wanted to play a nuanced Hawke, who wasn't always sarcastic or diplomatic or angry, things turned really schizophrenic which was annoying, also angry Hawke really seemed like a huge butt.
Modifié par KennethAFTopp, 20 mars 2012 - 01:59 .