Mark Darrah on the conclusion of Dragon Age II
#1901
Posté 20 mars 2012 - 04:52
* Many different locations, with different environments and different people. Kirkwall was a bit stale even if it was nicely designed.
* Dialogue bosses. Just try it once, pretty please? Deus Ex: Human Revolution did an excellent job showing that killing bosses isn't always more enjoyable than talking them down (though that did come at the cost of abysmal boss fights).
* New graphical engine. Again back to Deus Ex. If any of the developers have played and still has it installed, start up a new game and reach the point where you have to convince Wayne Haas that he should let you into the morgue. When you tell him "that you were always good at following orders Haas" the look of disbelief followed by anger in his face is very very realistic. I don't think any Bioware game has achieved anything like that.
* Better storyline. The ending of DA2 was a trainwerck, simple as that. I think that the whole thing with the red lyrium was crazily weird and didn't belong in the universe, only augmented by the fact that Meredith went Saiyan on us in the end... ugh... Act 2 was alot more interesting as the Qunari were sensible enemies whom were interesting and subtle. They had a purpose (even if us players didn't get to know about it until later). Meanwhile the Mage vs Templar conflict was not subtle at all. Wherever you went you were almost slammed in the face with "look how evil they are" or "look how nice they are" regardless of which side you were dealing with. Subtetly in the storytelling would have done DA2 alot of good as it seems so forced much of the time.
* Last point before this gets too long. Alot of people want the skill system back and I support it, with some changes. Without bringing several playable races into the discussion, I would like to see this:
Being able to persuade someone shouldn't be determined by points in a tree (line more like) or by how good or bad you are. I would like to bring race gender and class into that equation. A mage should have a hard time persuading a templar, a templar a mage, a qunari a human etc. Meanwhile same races should have an easier time persuading their own kin, and females should be able to persuade men more easily (and vice versa?).
The reason why I only mention Persuasion is because I never used any of the other skills. Making potions and traps were not necesary at all even if they were useful and I think they should remain an option for people who want it.
#1902
Posté 20 mars 2012 - 04:52
Yeah or Kingdoms of Amalur^^the_one_54321 wrote...
You mean an action game? For example, God of War was developed in California.Plaguemaster wrote...
Paradroping heavy armor. every skill is acrobatics in heavy armor. every hit is a animu-like jump. Swords 100x times longer than your character, etc.Darji wrote...
what japanese influence? Did I miss something?Plaguemaster wrote...
Morgora wrote
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
THIS!
Oh, and story without options andh single ending.
#1903
Posté 20 mars 2012 - 04:52
the_one_54321 wrote...
You mean an action game? For example, God of War was developed in California.Plaguemaster wrote...
Paradroping heavy armor. every skill is acrobatics in heavy armor. every hit is a animu-like jump. Swords 100x times longer than your character, etc.Darji wrote...
what japanese influence? Did I miss something?Plaguemaster wrote...
Morgora wrote
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
THIS!
Oh, and story without options andh single ending.
Hey... Japanophile... stay on point.
#1904
Posté 20 mars 2012 - 04:53
If this happens to be the case (and I'm willing to be pessimistic about this) then count me out 100%. I never played DAII after everything I heard. I no longer have any interest at all in playing DAII. And I sure as hell will not play DAIII if it's going to be like a higher quality version of DAII.Addai67 wrote...
That's the vibe I'm getting, as well.Yrkoon wrote...
Anyway, Mark Derrah's comment is very telling. It illustrates that Bioware's mindset hasn't changed one Iota since DA2. They're gonna do it again, despite all the feedback. DA3 will be Da2 with a bit more polish.
Is there any actual point going on around here? It all looks totally off topic to me.eyesofastorm wrote...
Hey... Japanophile... stay on point
Modifié par the_one_54321, 20 mars 2012 - 04:55 .
#1905
Posté 20 mars 2012 - 04:55
Mark Darrah wrote...
Sorry, let me clarify:
This would allow us to have greater numbers of armor, clothing etc...
Did somebody say mage pants? Because I could have sworn I heard mage pants.
Mage pants.
#1906
Posté 20 mars 2012 - 04:56
Likes/dislikes:
Dialogue wheel:
The voiced protagonist dialogue wheel/paraphrase combo disconnected me from the character I was playing. I felt as if I as the player was the PC's "conscience".
I prefer to read, absorb and choose the exact lines my character is about to say, -even be amused by reading all dialogue options as in DA:O -as opposed to being surprised by my own PC after I've chosen his/her paraphrase. With the latter, I feel I’m sitting back and watching a conversation unfold between two people over there, of which one of them is my own character. It feels bizarre.
Because at times the dialogue choice itself teaches me more about the plot, the ability to read it beforehand allows me to:
A: Learn, absorb and know what my options are at that exact moment before reacting, and
B: Be more attune to the NPC's reaction to my choice, making for a stronger memorable conversation overall.
Even though I'm a (hopeful) Cinematic Designer and see the obvious flow and dramatic benefits of having such a mechanic cinematically, I feel this particular combo of both Voiced Protagonist and Dialogue Wheel paraphrasing takes away from the player's connection to his character. Best of both could possibly be to read the exact line, and have them voiced. If voicing is the way you are going, you will probably need to clarify intent, with an icon or common placement/association to each line to avoid any "I didn't mean it like that!!" issues.
Relationships with NPCs:
The Good:
DA:O had this natural feeling of a growing connection through time, by building extended dialogue options depending on where you were in the relationship, combined with mutual experiences shared (fighting, quests, plot advancement, banter, small talk), the ability to initiate anywhere I wished made the relationships feel more realistic, heartfelt and memorable overall. Just about every DA:O character I met made an impact on me, and a lot of it (aside from the incredible characterization) was because of the ability to freely communicate and allow the relationship to slowly unfold, as in real life.
The Bad:
DA2 felt like a forced growth/relationship bond through limited conversations via only personal quests, and time jumps of which my heart had not felt the change. Not being able to progress a relationship naturally over time resulted in a plastic disconnected experience for me.
If the issue DA2 tried to solve was talking to a party member about their life history while in the middle of a cave full of creatures, (which is quite valid) you could probably create a limitation depending where you are in a quest or in an area. But I don’t think freedom to initiate should be completely taken away.
On a side note: The only way I could feel the beauty of DA2’s story unfold and a special connection to its characters is through multiple playthroughs. i.e. more time spent and more dialogue options attempted. A single playthrough just wasn’t enough to make an impact on me.
Music:
I would also like to see an improvement on the music. I found much of DA2's music lackluster and bland.
As far as what others have said here, I stand in agreement with:
More grey area moral choices
No 100% defined evil
Player chosen motivation
Level design:
DA2 was great in not having to run all the way back from whence I came to exit an area. (Skyrim does this very well)
Legacy really set up both the fights and the level travel intuitively from what I recall. Puzzles and thinking games (and even psychological twists) are welcome!
Rewarding to know that after all that trudging and turning through levels, you found that one little far off corner with a chest and it actually has something useful in it
Character Creator:
Bring back more of the versatility of the DA:O character creator. I understand that certain limitations are necessary to avoid odd looking facial animations, but just a bit more versatility than DA2 would be welcome.
Romance:
Romance is very very powerful, and an aspect I have never experienced in any other game from any other company. I've seen It inspire fans to play and replay your games countless times for this sole reason, connecting fans with mutual LI interests around the world, and inspire much creativity in fan fiction, art, and other mediums. Although I've no doubt you will continue, I just wanted to stress its importance.
And please, never ever lose the humor !!!!
Modifié par DahliaLynn, 20 mars 2012 - 05:17 .
#1907
Posté 20 mars 2012 - 04:56
Both Denerim and Kirkwall felt comatose, if not dead entirely.
#1908
Posté 20 mars 2012 - 04:58
I will post later some of my requests when i have time.
#1909
Posté 20 mars 2012 - 04:58
Again. DA2 fan. Big supporter. This is not coming from a place of rage. I loved the game, so my complaints aren't just a big ball of angry bees.
I really hated the dialogue wheel compared to the dialogue wall. It wasn't a case of my character doing completely opposite or unexpected things, so much as that the paraphrase text literally did not matter. I literally stopped reading it. I did. Maybe halfway through the game, it got better, but after about 20 dialogues I realized Hawke would legit say things like "lol at least dad'll have company" when you say "he won't be alone" after your brother dies ... whaaat? I stopped making ANY effort to play my Hawke off what she would say, and started just looking at the icons/position on the wheel. How do I want my Hawke to respond? Nice, funny, or grouchy? The only way to get an even semi-accurate read on what she would do was to look at that, instead of anything else.
So, yeah. The paraphase didn't matter. It contributed nothing. The game would have been better without ANY text prompt because then at least it wouldn't be there confusing me. Again, I'm a huge DA2 fan and my Hawkes were more worthwhile to me than even my Wardens, but you need to do something about the paraphrase, it's a mess. It's impossible to actually 100% roleplay. It's just a mess. Please don't bring it back as is, because we want to be able to define our characters on our terms.
The solution I've liked best of all the ones I've seen? The dialogue compass is BEAUTIFUL, whoever made that is a pro and should be hired, stat. I loved just summarizing, literally, what would be said, instead of trying to get a clever little paraphrase that is not actually a paraphrase. Please actually be specific instead of cute. Most of the paraphrase problems are about being cute. It's like you think the vaguer you are, the more we'll enjoy the line to come. The line is so good, you don't want to "spoil" it. But buddy, we want it spoiled. We want to know what the lady is gonna say before she says it. Maybe not the exact word for word, I think you're right about that, but we want to know EXACTLY what's going to come out of her mouth.
The other one is doing the paraphrase (shudder) and then having the full line appear on hover as a result after a few seconds. This would also work pretty well, but probably a little less so. The compass idea is really the best. I think a return to the text wall WOULD be a mistake, with a voiced protagonist. But please don't just go back to doing paraphrase the way you did in DA2, because it's just completely 100% useless to anybody. And if you do, don't be cute. Be clear. Not cute.
#1910
Posté 20 mars 2012 - 04:58
the_one_54321 wrote...
If this happens to be the case (and I'm willing to be pessimistic about this) then count me out 100%. I never played DAII after everything I heard. I no longer have any interest at all in playing DAII. And I sure as hell will not play DAIII if it's going to be like a higher quality version of DAII.Addai67 wrote...
That's the vibe I'm getting, as well.Yrkoon wrote...
Anyway, Mark Derrah's comment is very telling. It illustrates that Bioware's mindset hasn't changed one Iota since DA2. They're gonna do it again, despite all the feedback. DA3 will be Da2 with a bit more polish.Is there any actual point going on around here? It all looks totally off topic to me.eyesofastorm wrote...
Hey... Japanophile... stay on point
Could be. I think the devs have conveyed all the important points for now. They have properly notified us that we will be getting DAII:2 and not DA:O2 and according to their logic for why DA2 didn't do well, DA3 should be a stunning success. That done, I think they will probably go back into the laboratory and promptly ignore all of the fans desires.
#1911
Posté 20 mars 2012 - 05:01
1. Information (if not an appearance) about the "god child" my warden had with Morrigan.
2. What promise did Maric make to Flemeth that he could not tell anyone about? (tell us!)
3. What is Flemeth up to? (tell us!)
4. The Mage/Templar war.
5. More RPG elements
6. More locations to explore (don't confine us again!)
#1912
Posté 20 mars 2012 - 05:01
If I had to make suggestions for DA3 I'd say that leaving out a bit of the action and bringing back a bit of the story would be a start. DA:O had an amazing story and while I respect that DA2 was trying something completely different with it's story telling at times it was hard to tell where the story was going, or what my goal really was.
One last long shot request, possibly playing DA3 as the Warden? Know it's a long shot but had to add it in.
#1913
Posté 20 mars 2012 - 05:02
No more voice acting.
I'm entirely serious here. I've been playing through some of my older games, and you know what? They are better than the newer games. And that's with crap graphics and zero voices. If voice acting is so god awful expensive, and doesn't actually make a better game, then obviously stop doing it.
If you ported Baldur's Gate to modern graphics, with a good musical score and nothing but text blocks, I would buy that in a heartbeat. Conversely, I'm very very unlikely to buy any game that looks much at all like what DAII was.
#1914
Posté 20 mars 2012 - 05:03
Negatives that you might be able to do something about are toning down over-flashy combat, providing better support to party tactics, not majorly blind-siding the player with unforeseeable consequences (I still haven't played Awakening due to my character being backed into a corner of self-sacrifice as a result of not knowing she needed to say the nasty line to Alistair to harden him), generally not designing the games in a way that encourages relying on guides to avoid severely disappointing outcomes, and providing party members willing to wear the loot that the party finds (why would I recruit folks so stuck in their ways they won't change clothes to support party goals?
To clarify, I'm not upset with Bioware. It's more that when one of the devs posted that y'all had "moved on" that I realized that I had moved on, as well. Still, if you want to woo me back as a customer, you'll need to find ways to make your games palatable to someone of my tastes. The assumption that I should be somehow grateful to be at the bottom of your list of priorities just doesn't cut it.
That said, listening and respectful communication are a good start.
Modifié par Imryll, 20 mars 2012 - 05:11 .
#1915
Posté 20 mars 2012 - 05:04


approves +1000
#1916
Posté 20 mars 2012 - 05:04
the_one_54321 wrote...
Yes, you did miss something. You missed the blatantly inaccurate stereotyping that these two are engaging in. Obviously, nothing about DAII looked even vaguely like what is stereotypically thought of as a Japanese game.Darji wrote...
what japanese influence? Did I miss something?Plaguemaster wrote...
Morgora wrote
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
The Japanese influence in DA2 was a bit jarring. I prefer the medieval setting of DA:O.
THIS!
Oh good, because I had no idea what the heck this was talking about either. O_o
#1917
Posté 20 mars 2012 - 05:06
Because if your new game is going to keep that action over the top feel, I am sorry but I am not interested.
Anyways, good luck with your project.
#1918
Posté 20 mars 2012 - 05:07
#1919
Posté 20 mars 2012 - 05:09
IC3_C0LD_ZERO wrote...
So now that DAII is done with DLC can we expect an Ultimate Edition? Would be good to know
Mark already answered this and the answer is no unfortunately.
#1920
Posté 20 mars 2012 - 05:09
Each NPC reaction to any of the 8 choices much be unique and cannot overlap. Though it's a great idea, to me it just looks too resource hungry.
#1921
Posté 20 mars 2012 - 05:09
IC3_C0LD_ZERO wrote...
So now that DAII is done with DLC can we expect an Ultimate Edition? Would be good to know
No.
One of the devs said that earlier in the thread I believe.
#1922
Posté 20 mars 2012 - 05:10
Also please!... look into the dialogue wheel from deus ex human revolution, it was imo the best one i have seen so far in any game
Modifié par Joseph627, 20 mars 2012 - 05:13 .
#1923
Posté 20 mars 2012 - 05:11
Lost-brain wrote...
*snip*
*snip*
I really like this compass/ thought process idea!
#1924
Posté 20 mars 2012 - 05:12
You did right with Dragon Age Origins and Awakening.
Dragon Age should not be a hack and slash adventure. It should be a deep rpg with choices and consequent. It is a journey with companions that you form a bond with.
Make it MOD friendly like you did with Neverwinter Nights, build a good community page for hosting the mods and support the moders and have happenings to make the community live and sparking.That will make the game live for a looong time and who knows, it can bring forth some awesome creators that you can hire and get some fresh and hungry people in to the Bioware family. Maybe toss in a editor after the game gone gold.
In Dragon Age 2 I missed the micromanagement with the inventory to get the right stuff for the right companion, compare items and so on. I'm a bit of a loot ****, like to keep everything, just in case
For an example, give the player several swords to choose from that have almost the same stats but the appearance is different or unique.
In dragon Age 2 I missed the relation options and possibilities that the first game offered. To form a bond with companions like i did in Mass Effect was just plain awesome. if they died i got sad and when i could help them i got happy.
Do not be lazy and reuse the same area over and over again if the story do not need it to be.
Do not try to make it easy and accasible, every time a game producer says so the fans scream in agony and most of the times the fans screams provves them right
There should be a lot of information about gears, items and other stuff. Just present it in a smart way and the gamers that just want the important stuff can see it right away and the gamers that like the huge information wall can get it without to much hassle.
Let the PC players have the choice to have those fat beautiful HD textures and settings.
Most of all Bioware, have fun while making the game and please do not rush it. Take your time and let all that amazing creativity you have blossom to its fullest potential.
It is better to take your time and let it cost some more just to make it right, to polish it as shiny as you can. You will get double back in cash and love from your fans.
I have stayed a true fan and supporter of you since the old golden days and i still believe in you.
#1925
Posté 20 mars 2012 - 05:12
Things I liked:
•The new combat. DA:O's style is great, but it felt unnecessarily cumbersome at times. I like the faster, smoother combat.
•The characters. Great cast, with lots of fun all around.
•The writing. I enjoyed the humour and the dialogue.
•Voiced protagonist. DA is a story focused series. To get the most out of this, we need our character to have the ability to fully participate in the cinematic experience. I want to hear my character laugh, get passionately upset, express regret, and all kinds of other stuff. I want my character to be part of conversations on the same level that other characters are. This requires a voice.
Things I didn't like:
• None of my decisions mattered. You guys marketed the game as something it wasn't. I pick dialogue options but in the end, nothing I picked mattered.
• BioWare treating me and others like morons by telling us decisions would matter when they knew they had made a game which attempts to fool players with the illusion that choices matter. Don't make promises during the marketing period you don't intend to keep.
• Wave combat. I know you guys addressed this in the DLC.
• Inconclusive endings. This may have been forgivable if you guys had finished Hawke's personal story in DLC or an expansion. You did not, so I can't forgive it. Why do our protagonists have to keep disappearing? Do we need some sort of Amber Alert system for Dragon Age characters? Stop with the vanishing acts at the end, please. It is lazy writing. Unless you're positive that you're going to absolutely finish a character's story in future content, then please, please just give us decisive, conclusive endings for our characters. Hawke travels the world with ____ and becomes a renowned adventurer. Hawke settles down in Kirkwall and enjoys a peaceful retirement. Hawke becomes the Viscount rules well/poorly, bla, bla, bla. If you're using a new protagonist in each game, there's no reason not to conclusively end each protagonist's personal story.
• Every romance character is bisexual. You guys pretend you're so liberal toward the LGBT community. You're not. Let me explain. Heterosexuality is not a choice. Homosexuality is not a choice. Bisexuality is not a choice. When you make everyone bisexual you're making a mockery out of these issues. Mass Effect 3 did this correctly. Some people are homosexuals. Some people are heterosexuals. Some people are bisexuals. This is just who they are.
Suggestions:
• Be honest with your fans. If you can't make a game where choices matter because it's too expensive, then say so. Stop telling us that you're making games where choices matter when they clearly don't. No one likes being deceived. I won't advocate violence against the marketing people who are responsible for this, because violence is wrong. Perhaps you could consider really hurting their feelings with a stinging commentary via e-mail? Hah.
• Make choices matter! What I feel that some developers don't understand is that for choices to matter, you need to have a game where not all content can be experienced in one playthrough. If you can experience all content in a single playthrough, then the game you've created is one where everything is the same no matter what you do. In a game like this, your choices do not matter. There's no way around it. I'm not saying make a branch where you basically develop two different games, but throw us some kind of bone. Maybe you let a character live mid-game and in the late game he returns and attacks one of the game's cities. Now you have an extra mission where you have to save the city which you wouldn't have if you killed him. Look. Right there I made a choice matter and I did it without using new assets too! Be creative
• The new combat might however benefit from being slowed down by 20%. Sometimes it felt like everyone was moving too fast. The rogue in particular felt Fist of the North Star or something.
• Make specializations a part of the story. Instead of just acquiring them like items in which is what happened much of the time in Origins, or just having them be all available at the start like in DA2, make short quests for each specialization. Have a quest where you're temped by blood magic, and you make a choice which results in you becoming a blood mage. Have a quest which ends with a Templar teaching you Templar skills. Because quests are finite in number, you can't have a million of these. But think whether having extra minor quests no one cares about are worth having of quests like these. Quests where you develop your character's combat abilities through the story. I don't think many people would complain about losing three quests where you help villagers with their random problems in exchange for quests that let you develop your character.
• DO NOT GO THE MASS EFFECT 3 ROUTE WITH DIALOGUE. I realize that online feedback you get may tell you that people don't pick all of the dialogue options. Okay. I still want the choice. Maybe I do pick all mean options on a certain character. I still want to be mean on that character because I chose to be that way. Please do not penny-pinch Dragon Age III and have 75% automated dialogue where the player has no input like Mass Effect 3 does. If BioWare makes this a permanent problem, you guys are probably going to be spending more years promising us that you "get it" and the next game will be more of an RPG and it will become harder to convince us each time.
• Do not play games with consumers and DLC. I bought ME3 new. I pre-ordered it and BioWare tells me I have to pay an extra ten dollars to get access to one of the characters? This is dirty. I understand putting in DLC incentives to encourage people to buy new. Some corporations like GameStop are having fun at the expense of your parent company, Electronic Arts, through used game sales. Day 1 DLC helps de-value those used copies. If this is the justification though, then everyone who buys new should receive the benefits. Not just the people who have a special edition of the game.
Modifié par Indoctrination, 20 mars 2012 - 05:29 .




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