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Mark Darrah on the conclusion of Dragon Age II


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#1151
Guest_Rojahar_*

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Dave of Canada wrote...

*snip*


I miss the older D20 Bioware games, in how there were often non-combat quests or non-combat solutions to problems, often utilizing non-combat skills or just dialog with NPCs. You make a good point in that the lack of those in newer Bioware games hurts the narrative, not just the gameplay. IMO, not all quests need to have combat, nor do levels need to be all about combat. I remember when characters who sucked in combat were often more valuable than combatants.

Modifié par Rojahar, 20 mars 2012 - 03:27 .


#1152
Brockololly

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Mike Laidlaw wrote...
Starting over with new characters provides us a chance to tell new stories in the place and time of the Dragon Age, rather than just one character's story.


And again, I'll say that if we're going with a new player character I really want all new characters surrounding them too. Much of the fun in bringing back old characters or companions in subsequent games is being able to interact with them as the old PC who has an existing relationship/experiences with them. Valve realized this in  play testing Portal 2 without Chell- the reintroduction of GlaDOS just wasn't the same when it wasn't Chell as the player character. It pulled people out of the experience- you wouldn't have a great scene like this ("Oh, its you.")  if it wasn't Chell with her existing history with GlaDOS.

Same thing with maybe meeting Morrigan again in DA3 or whenever as some new PC just isn't the same as if you were to run into her again after having had your Warden shank her in Witch Hunt or  after having had your Warden jump through hoops trying to romance her, have a Old God Baby with her and go through the Eluvian with her. You create a disconnect between the player and the player character in instances like that, as the Valve guys found out in Portal 2. Characters like Morrigan or Alistair or other love interests need to be dealt with carefully going forward in order for the player's DA world to feel authentic. Some prior companion characters can be very closely linked to the prior PCs and just tossing aside or hand waving away those PC's or likewise taking over their motivations without player control is a surefire way to create disconnect and take the player out of the game.

My point being, if we're going with a new PC bring on all new companion  characters too. If its necessary for some prior NPC or companion to come back, have it be in a minor role or done in such a way that respects  and acknowledges their state of being when the player last saw them and minimizes the inherent disconnect of the player's knowledge versus that of the new player character.


Mike Laidlaw wrote...
What I've often seen is feedback  that the paraphrases fail when your character DOES something unexpected. Would you folks agree that moments of action or major choice are the  issue that most needs to be addressed?


Mike Laidlaw wrote...
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing  the exact same thing read aloud to me. However, I can absolutely agree  with concerns about being blindsided as per your example above.


Image IPB

The paraphrases more often than not simply fail. Period. You never know the exact, precise text of what you're going to say. When I open my mouth I know what words I am going to say. Exact. Words. I prefer how the paraphrases were handled in Deus Ex: Human Revolution- the actual paraphrase is an excerpt of the full text, with the ability to see the full text should you so choose.

Its not just the paraphrases resulting in unexpected actions (which is problematic) but also the very nature of the paraphrases obfuscating what the player character is going to say. Thats by its very nature creating a disconnect between the player and the player character, sucking away player agency. That is a Very Bad Thing. I don't want to be surprised by what my player character is going to say or do. I want to be surprised by how NPCs react to what I know my PC is going to say or do.

Modifié par Brockololly, 20 mars 2012 - 03:27 .


#1153
RazorrX

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About the voiced Protagonist.

I like it but if it prevents the choice of a different race - I do not like it that much

If it makes for less options in a conversation - I do not like it that much.

Basically - I loved that in DA:O we could be different races, I think you guys did an excellet job with that. I also think that since you have these wonderfully crafted races that to not let us play them is robbing us of a wonderful experience. I am human in real life and all. (I always wanted to be a quarian in ME).

As far as conversation goes - back in the olden times, when the mountains were just a few rocks, the dialog choices were abundant. Sure some were basically the same (ie say 3 were just different ways to agree) but they were different enough that as a Roleplayer I was able to say THAT one, That one is what I would say! and pick it. With the advent of voiced we are getting a choice of "snarky, snotty or angry" Seems a big step back to me.

I did enjoy the Alpha Protocol dialog that was timed and you had the snarky, angry, calm options with the rare dossier one - but that was not my character. I was playing Mike Thorton, Obisidan's creation. Just like though it irritated me with Hawke (among other things) It was not my character it was Hawke.

#1154
gangly369

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eyesofastorm wrote...

Mike Laidlaw wrote...

jackofalltrades456 wrote...

I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...

As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"


Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


I saw you do this a lot during development and post-release of DA2.  You kind of deconstruct what people say are their preferences, spin it a little bit, talk about what you prefer and then what you prefer shows up in the game.  Problem is, these things you prefer, judging by the reaction to DA2, tend not to be the thing that "the majority" of the fans of the  Dragon Age franchise prefer.  And at least as bad as making decisions that split the fanbase or outright turn it against you, you come off as putting your preferences before "ours" and I suspect thats why so much angst was directed against you personally.  I'm telling you how to do your job here... take notes.  Be careful with this.  


I don't see a problem with what Laidlaw did here. jackofalltrades said he didn't like the dialogue wheel for a specific reason, and Laidlaw is trying to figure out exactly what was the root of the problem. We know that the direction that Bioware wants to go in is the dialogue wheel. Like other people have said, thats fine. Some prefer to the wall of text, others don't. This is something that not everyone will ever be pleased with, but to help mitigate that, Laidlaw is asking how to improve the dialogue wheel. In this case, you most certainly don't speak for 'Our' interests. You are speaking for some peoples opinions on this matter, but not everyone.

At the end of the day, Bioware has to make a choice on this. They chose the dialogue wheel. The best thing to do now? Try and give suggestions on how to improve it, as opposed to just talking about going back to the wall of text. Maybe they'll do that for another game, but at least for this one it appears were staying with the dialogue wheel

#1155
Darji

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First of all decide what kind of game you want to develop. Should it be an RPG like Origin was or should it be a more actionary game like DA2?

Here suggestions if you want to build a a party based RPG.

Build on Origins in terms of character progression, dialogue choices and also consequences. Dont take any hints or mechnics from DA2. DA2 felt like a fantasy low budget Mass effect game  not like the epic RPG Origin was.

Go more in the lines of an Baldurs gate. Make it complex in terms of strategical combat and skills. Make it almost D&D like.  Dont try to make it casual or for a wider audience. The market for core RPGs is there. Just look at how witcher 2 sold. Look how people want a Wasteland sequel.  Yes Witcher 2 combat was streamlined but still was able to give you a deep and challenging experience.  And a party based RPG should always be more tactical.

Basicly this:

Combat:
- Speed down a bit from the speed of DA2.  Try to find something between Origins and DA2.
- No fricking waves please. Waves are just cheap and a sign of lazyness.
- Make people be able to surprise attack enemies. In DA2 every battle was triggered you never had a chance of a    surprise attack.
Make it more tactical. Mabye use environments for this. Like burning down a field or tree for tactical advantage. These points could also be a  dialogue choice for tactical combat. Another example would be go on a high cliff and force a rockslide to happen that can downsized the enemies you are going to face.


Character:
- More skills, more classes just dont just 3 classes, make subclasses give them speical perks and feats you can choose from. Atleast for your main characer. Maybe like in Fallout or even skyrim.
- No rivaly system: If your partymembers dont agree with your decisions they should be able to leave or even try to kill you if you really get evil for their likes. For example a paladin like character no matter how the situation is would never stay with a character who is just evil and kills everyone is sees. He actuially want to make you stop no matter what the costs are.
- Its nice to have romances but dont do it the kiddy way. If you want to do romance and sexscenes do it like the Witcher 2 does it. Make it actually mature and estetic not laughable. If you want a mature game dont hide it. Nudity for example is totally ok. And it does not look cheap if you actually do it with a sense of mature taste.
- I loved the partybanter in Origins because it felt more real. The DA2 just felt weak compared to that. Your party actually needs characters like an Allistar or Morrigan. Almnost the whole cast in DA2 felt boring to me because they not really had a interesting personality.

World itself:
- Make it big and open world or atleast do it like in Origins. You should be able to chose were you want to go.
- Create lively cities and towns. The city in DA2 felt totally soul and liveless.
- Dont do sidequest through a mail like system like in DA2
- Make a world that feels real and believeable. For example in DA2 the big conflict was against mages but no one ever acknowledged the fact that you were are mage in DA2. even when you fought right beside or with them.
-Oh and the dungedesign or better the reuse of assests was just lazy and cheap. Dont do that if you want to make a AAA game. If you need a bit longer for the game take your time. Espeically RPG fans will understand this. However they dont like it when it really feels rushed. Oh and they will notice it no matter what.

The best case scanrio for a fantasy RPG is Baldurs gate in terms characters, partysystem, skillsystem and the world itself.  Dont be afraid of much text. and dialogue.

And for gods sake dont uuse a dialogue wheel.....

#1156
Mike Laidlaw

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Filament wrote...
But you wouldn't have to read it, depending on its implementation, per the various suggestions that have been offered here. It could be placed in a field separate from the paraphrases upon highlighting, or in the subtitles field, or replace the paraphrases themselves upon highlighting, or have a toggled implementation. A lot of fans really want one of those options and they wouldn't detract from the experience you want. So where's the problem?


There's some very good suggestions in this thread, absolutely.

#1157
KnightofPhoenix

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Brockololly wrote...
Same thing with maybe meeting Morrigan again in DA3


For the love of God, I do not want Morrigan back. I have absolutely no faith in Bioware after ME2, DA2, ToR and ME3, to write her well. At all.

I'd much rather have Morrigan be forgotten completely rather than have her be back, but written in a bad fashion and / or in an atrocious story and plot.  

Modifié par KnightofPhoenix, 20 mars 2012 - 03:31 .


#1158
eyesofastorm

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gangly369 wrote...

In this case, you most certainly don't speak for 'Our' interests. You are speaking for some peoples opinions on this matter, but not everyone.


Yes, thank you.  I tried to communicate my understanding of that fact via the quotations I put around the words "the majority" and "our".  I see now that that was too obtuse.  

#1159
GeneralArrow

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Brockololly wrote...

Mike Laidlaw wrote...
Starting over with new characters provides us a chance to tell new stories in the place and time of the Dragon Age, rather than just one character's story.


And again, I'll say that if we're going with a new player character I really want all new characters surrounding them too. Much of the fun in bringing back old characters or companions in subsequent games is being able to interact with them as the old PC who has an existing relationship/experiences with them. Valve realized this in  play testing Portal 2 without Chell- the reintroduction of GlaDOS just wasn't the same when it wasn't Chell as the player character. It pulled people out of the experience- you wouldn't have a great scene like this ("Oh, its you.")  if it wasn't Chell with her existing history with GlaDOS.

Same thing with maybe meeting Morrigan again in DA3 or whenever as some new PC just isn't the same as if you were to run into her again after having had your Warden shank her in Witch Hunt or  after having had your Warden jump through hoops trying to romance her, have a Old God Baby with her and go through the Eluvian with her. You create a disconnect between the player and the player character in instances like that, as the Valve guys found out in Portal 2. Characters like Morrigan or Alistair or other love interests need to be dealt with carefully going forward in order for the player's DA world to feel authentic. Some prior companion characters can be very closely linked to the prior PCs and just tossing aside or hand waving away those PC's or likewise taking over their motivations without player control is a surefire way to create disconnect and take the player out of the game.

My point being, if we're going with a new PC bring on all new companion  characters too. If its necessary for some prior NPC or companion to come back, have it be in a minor role or done in such a way that respects  and acknowledges their state of being when the player last saw them and minimizes the inherent disconnect of the player's knowledge versus that of the new player character.


Mike Laidlaw wrote...
What I've often seen is feedback  that the paraphrases fail when your character DOES something unexpected. Would you folks agree that moments of action or major choice are the  issue that most needs to be addressed?


Mike Laidlaw wrote...
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing  the exact same thing read aloud to me. However, I can absolutely agree  with concerns about being blindsided as per your example above.


Image IPB

The paraphrases more often than not simply fail. Period. You never know the exact, precise text of what you're going to say. When I open my mouth I know what words I am going to say. Exact. Words. I prefer how the paraphrases were handled in Deus Ex: Human Revolution- the actual paraphrase is an excerpt of the full text, with the ability to see the full text should you so choose.

Its not just the paraphrases resulting in unexpected actions (which is problematic) but also the very nature of the paraphrases obfuscating what the player character is going to say. Thats by its very nature creating a disconnect between the player and the player character, sucking away player agency. That is a Very Bad Thing. I don't want to be surprised by what my player character is going to say or do. I want to be surprised by how NPCs react to what I know my PC is going to say or do.

The paraphrasing is mostly a design philosphy change. Bioware is realizing that people have much shorter attention spans these days and may not be willing to put in hundreds of hours in a game reading lines of text. In short I support both the old fasion linear text base choice systsem vs the wheel choice system. I think it's fine to parphrase something in order to fit more dialog on the screen. Console users, ,and certainly no offense to them generally look at bottom text in the same way they look at sub titles. It detracts from the whole picture and is more or less a distraction since they are looking up and at the TV screen. For PC users such as my self, it's not so much of an issue because we are often looking down on the screen instead of up at it. Our eyes are already focued on the lower portion. It takes effort to look at the top of the screen and vice versa for the Console users.

Modifié par GeneralArrow, 20 mars 2012 - 03:36 .


#1160
Lea-Anne

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So I guess the aforementioned DLC about Morrigan is moot. Rather disappointing really considering the previews for the game had CGI that clearly showed Morrigan-like characters (that never happened in the game).

I don't mind if Bioware continues the trend with a singular hero that all you can change is gender and looks, since that seems to be a more popular option. I noticed many people harped on the lack of voice over for the Warden.

I think really what worked with DA:O, and what failed with DA2 was the Map system. It was beautiful in Origins (I hardly noticed reused maps) , and it felt more D&D in Origins, like you had a real map in your inventory. I also think that traveling around beyond a singular city would help with many of the complaints. Origin's we could travel across Ferelden, in DA2 we had only Kirkwall. Kirkwall got rather boring after the second act.

I missed the ability to earn your advanced jobs. What happened to trying to find someone that will teach you Force Mage or doing something in game that would unlock it?

There is more... I just can't think of them at the moment.

#1161
gangly369

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eyesofastorm wrote...

gangly369 wrote...

In this case, you most certainly don't speak for 'Our' interests. You are speaking for some peoples opinions on this matter, but not everyone.


Yes, thank you.  I tried to communicate my understanding of that fact via the quotations I put around the words "the majority" and "our".  I see now that that was too obtuse.  


Ah I apologize for not seeing that. I'm going between this and my Hist essay so I am skimming on some occasions. My bad

#1162
Mike_Neel

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@eyesofastorm

Aren't you speaking for other peoples interests as well though?

#1163
CoS Sarah Jinstar

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eyesofastorm wrote...

Mike Laidlaw wrote...

jackofalltrades456 wrote...

I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...

As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"


Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


I saw you do this a lot during development and post-release of DA2.  You kind of deconstruct what people say are their preferences, spin it a little bit, talk about what you prefer and then what you prefer shows up in the game.  Problem is, these things you prefer, judging by the reaction to DA2, tend not to be the thing that "the majority" of the fans of the  Dragon Age franchise prefer.  And at least as bad as making decisions that split the fanbase or outright turn it against you, you come off as putting your preferences before "ours" and I suspect thats why so much angst was directed against you personally.  I'm telling you how to do your job here... take notes.  Be careful with this.  


This, no offense Mike but after how awful DA2 was to alot of us, I'm actually a little surprised that you're project lead again.

#1164
usrevenge

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dragon age origins was pretty good.
dragon age 2 was terrible, in fact the only good thing was the combat.

keep dragon age 2 combat
now we need to improve on origin. the game itself was great, but like all bioware games, it was a fight in hallways and too short.
suggestion? take the fight too all provinces of the world in dragon age,
denerim, the old mages tower, whats left in the dwarven cities, the tevinter imperium would also be amazing, heck you can have kirkwall too you can even reuse kirkwall, also orlais needs to be there as well, no more small worlds with a few little areas.

despite what some people will say, the longer the game the better. dragon age orgin was 70 hours long, why not shoot for a longer game? or one with 2 main stories ( it is possible )
have one part be about the darkspawn and the grey wardens, have the other about the chantry against mages.
don't forget the side quest and we have a good game on our hands,

to summarize

DA2 combat
-new territories to visit, orlais, tevinter, denerim, dwarven cities, kirkwall
-longer story, or 2 stories to make the game worth buying day one if i buy DA3 and i don't need another game for 2 months i wouldn't hesitate to buy it day 1.. but if i'l beat it in 2-3 days... why buy it now? wait until its $20, buy it used, meaning bioware you get little/no money.
-party camp because character interactions are one of the best parts of DA.

#1165
GeneralArrow

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CoS Sarah Jinstar wrote...

eyesofastorm wrote...

Mike Laidlaw wrote...

jackofalltrades456 wrote...

I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...

As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"


Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


I saw you do this a lot during development and post-release of DA2.  You kind of deconstruct what people say are their preferences, spin it a little bit, talk about what you prefer and then what you prefer shows up in the game.  Problem is, these things you prefer, judging by the reaction to DA2, tend not to be the thing that "the majority" of the fans of the  Dragon Age franchise prefer.  And at least as bad as making decisions that split the fanbase or outright turn it against you, you come off as putting your preferences before "ours" and I suspect thats why so much angst was directed against you personally.  I'm telling you how to do your job here... take notes.  Be careful with this.  


This, no offense Mike but after how awful DA2 was to alot of us, I'm actually a little surprised that you're project lead again.

I will defend Mike on this one. Dragon Age 2 was a fine game.  It might not have been perfect but if you looked at it's metacritic score it's right around 80's which is a good game. 

and you don't get to say no offense mike and say something completly offensive. It's hypocritical.

Modifié par GeneralArrow, 20 mars 2012 - 03:39 .


#1166
Lucy Glitter

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 OH MY GOD OH MY GOD OH MY GOD DA3 IS ACTUALLY HAPPENING

Image IPB

I WANT TO PERSONALLY THANK MY FRIEND FOR LINKING ME HERE BECAUSE OTHERWISE I WOULDN'T BE ON BSN AND ORIGHORAEGHORAEHGGHSUHGOIHG

I COULD CRY RIGHT NOW.

I DON'T KNOW WHY.

Image IPB

THANK YOU ENTIRE DRAGON AGE DEV TEAM FOR BEING AMAZING.

*ahem*

I don't know why, but I was freaking out for ages that we'd never get the third installment due to a few reasons. 

I'd also like to state in here that I am open to buying the unfinished script for that DAII expac if it is available. I would obviously sign documents that meant I couldn't tell anyone ;) ;) ;) Think about it, guys.

And yes, I really do love Dragon Age. Hence the caps lock.

Will post again when I read through dev posts :)

I'm so happy right now... gosh... 

edit: Look, even though I was one to whinge about DAII pre-release, I still friggen loved it. I loathed the action system and the voiced protagonist and lack of Origins system, but the story is always what matters most to me, and for the most part it was awesome. I mean, obviously way too rushed and short but AWESOME. Characters were as memorable as every other great BW game. 

Modifié par Lucy_Glitter, 20 mars 2012 - 03:41 .


#1167
RazorrX

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Not to debate DA2 vs DA:O,but I actually think the team did some amazing things when you consider it. I blame the timeframe for a lot of the issues, but to totally change the engine, combat system, skill trees, etc. while still having the story, interactions, etc. that they did was pretty darned amazing.

#1168
eyesofastorm

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Mike_Neel wrote...

@eyesofastorm

Aren't you speaking for other peoples interests as well though?


Yes, I am.  I was speaking for the "perceived majority" that I feel is generally accepted based on many factors such as cancellation of the expansion pack, for example, while using the quotations to acknowledge that this is only a perception and that the word majority doesn't mean 100%.  There have been instances in the past in which I was wrong... I think... I'll allow that it could happen again.

#1169
Rorschachinstein

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For waves during combat. It should come down to convenience. Fighting random thugs in waves seems grossly superfluous because it doesn't feel like your mopping thugs, it feels like your just sitting in an enemy spawning point until it stops. However waves should be used in Boss fights, or particularly creepy dungeons with interesting entrances . There they have two benefits: Increasing the difficulty tier of the boss, and add a sort off mystic to places where the dead start crawling from the ground.

#1170
labargegrrrl

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still trying to pull expansion dagger out of injured heart... unsure if transparency good... maybe "no comment" not such a bad idea... will comment when no longer grievously wounded and thinking clearly again...

#1171
CoS Sarah Jinstar

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GeneralArrow wrote...

CoS Sarah Jinstar wrote...

eyesofastorm wrote...

Mike Laidlaw wrote...

jackofalltrades456 wrote...

I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...

As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"


Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


I saw you do this a lot during development and post-release of DA2.  You kind of deconstruct what people say are their preferences, spin it a little bit, talk about what you prefer and then what you prefer shows up in the game.  Problem is, these things you prefer, judging by the reaction to DA2, tend not to be the thing that "the majority" of the fans of the  Dragon Age franchise prefer.  And at least as bad as making decisions that split the fanbase or outright turn it against you, you come off as putting your preferences before "ours" and I suspect thats why so much angst was directed against you personally.  I'm telling you how to do your job here... take notes.  Be careful with this.  


This, no offense Mike but after how awful DA2 was to alot of us, I'm actually a little surprised that you're project lead again.

I will defend Mike on this one. Dragon Age 2 was a fine game.  It might not have been perfect but if you looked at it's metacritic score it's right around 80's which is a good game. 

and you don't get to say no offense mike and say something completly offensive. It's hypocritical.


Oh yeah it was awesome if you like a disjointed story, recycled areas, and  press x for awesomeness. Also Metacritic? really? lol

I've been a Bioware supporter since BG1, DA2 is flat out the worse title I have played from them over the years. I'd almost go so far as to say they peaked with BG2 and it's been a slow downward trot since.

#1172
Rorschachinstein

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CoS Sarah Jinstar wrote...

eyesofastorm wrote...

Mike Laidlaw wrote...

jackofalltrades456 wrote...

I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...

As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"


Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?

I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.


I saw you do this a lot during development and post-release of DA2.  You kind of deconstruct what people say are their preferences, spin it a little bit, talk about what you prefer and then what you prefer shows up in the game.  Problem is, these things you prefer, judging by the reaction to DA2, tend not to be the thing that "the majority" of the fans of the  Dragon Age franchise prefer.  And at least as bad as making decisions that split the fanbase or outright turn it against you, you come off as putting your preferences before "ours" and I suspect thats why so much angst was directed against you personally.  I'm telling you how to do your job here... take notes.  Be careful with this.  


This, no offense Mike but after how awful DA2 was to alot of us, I'm actually a little surprised that you're project lead again.



Brotha, please. DAII was fine, fine game.

#1173
RazorrX

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labargegrrrl wrote...

still trying to pull expansion dagger out of injured heart... unsure if transparency good... maybe "no comment" not such a bad idea... will comment when no longer grievously wounded and thinking clearly again...


To me, the Transparency is awesome.  It earns my respect and is renewing my trust.

#1174
Klepz

Klepz
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I will miss Hawke. 

I feel like DA2 breathed much more personality into the player character. I LOVED the dialogue wheel and the fact that Hawke speaks. I think that made all the difference. In DA:O, getting to choose nearly all the text options in a conversation really sucked the personality out of the warden. 

The story was compelling, and personal, and I felt so much more involved with it than I did in DA:O. In DA:O, the game felt like it was just: recruit 4 armies, landsmeet, win game. I felt Hawke's story was more personal, more conflicted, and in the end made me feel much more for her life, friends and adventures. 

This is in part because the "villain" was never a clear cut bad guy. There was no Evil Archdemon and Loghain Preventing Business From Being Done. There were the qunari, the mages, the templars, the chantry, your own companions - all driven by selfishness and heroism at the same time. So much more human. 

The speed of combat was excellent as well, in my opinion.

I did miss getting to speak with my companions at random moments, and a larger world to explore, but you can't always have everything, and I was fine with that. The thing I did miss most of all was greater class customization, but I think even DA:O could improve greatly in that direction.
I will miss Hawke, but can't wait to see what you do next.

#1175
Pasquale1234

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Mike Laidlaw wrote...

Q: Will we be going to silent protagonist?
A: A few months back, I noted that we'd be continuing on a voiced protagonist. We feel the voice improves the overall experience, thought we know that some of your disagree. Sorry! STILL, we have, however, heard feedback on paraphrase clarity. What I've often seen is feedback that the paraphrases fail when your character DOES something unexpected. Would you folks agree that moments of action or major choice are the issue that most needs to be addressed?


Many of us feel the voice damages the overall experience.

Is there any chance you might provide a toggle to turn it and the associated cinematics off?