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Mark Darrah on the conclusion of Dragon Age II


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#2001
Arppis

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Sylvius the Mad wrote...

the_one_54321 wrote...

The way it's been done in the past to maintain consistency is to have each character equip a certain type of armor, that matches with his/her appearance. I'm fine with that.

I'm not.  If we use the companions in different ways, or if armour is stat-limited, then each character should be able to equip the armour that suits their abilities and how we use those abilities.

Leliana's my best example.  Leliana was a Rogue who started out not wearing armour at all, but she could easily wear light armour.  But if used as a tank, then heavier armour made sense for her, and as such the player should be able to put her in heavier armour.

As long as the player gets control over the characters' behaviour in combat, the player needs control over the equipment used.  Otherwise you end up with incongruous combinations.


Having total dominance over NPC characters has always been taking away from immersion and RP aspect of the game. I don't see myself dictating what my friends wear on their characters in PnP game.

I just think characters worrying about what they want to wear is more sensible way to do it from RP aspect. But I wouldn't mind some kind of "gift" option. But characters could decline from using the gift.

I don't RP them, I RP the main character.

Modifié par Arppis, 20 mars 2012 - 06:16 .


#2002
VanDraegon

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Finishing moves were very awesome.

#2003
Mmw04014

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How about also making combat more optional?

I get sick of fighting very quickly. If there is ever options to avoid a fight, I always try my hardest to take it. I don't want less fighting exactly, but I think DA2 relied to heavily on it because it felt like everything dissolved into a fight. I like being able to talk my way out of situations or possibly a decision I made earlier led to a different outcome to a quest.

Simply put: I want more variety to how we can complete quests.

Modifié par Mmw04014, 20 mars 2012 - 06:16 .


#2004
Dasha Dreyson

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* I could of course be way off on those statistics but I seem to remember an interview with Preistly or one of the other Bioware folks talking about this. I can only promise you that I am not utterly making this this up and recall something to this effect.

The statistics also show that 80% of all gamers never finish any given game that they play.  Does that mean, then, that Devs shouldn't waste their resources creating decent endings to their games??

That's the logic you're operating under. It's Wrong.

 
I'll be honest, there are a lot of games that I don't finish. Many games I play until I've had my fill of  them and move on. I either play them for the action or for being in that universe and I feel no need to find out what happens at the end. Bioware games however, I want to finish. I love the stories and I want to know what happens to the characters (even some barely mentioned characters because I'm obsessive like that). I also want to know what happens to the setting because Bioware does a great job of making the setting its own character. Bioware usually does a good job of getting me to care about what happens.

Modifié par Dasha Dreyson, 20 mars 2012 - 06:19 .


#2005
Sylvius the Mad

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byzantine horse wrote...

I am probably in the minority here, but I would gladly see a plot that isn't about saving the world from a clear villain. DA2 failed because you usually just ended up hating both sides you could choose between equally much because both were equally stupid.

I have to agree.  DA2's plot was well conceived - it was just really poorly implemented.

I think people, having been disappointed by DA2, now have negative associations with its features, but some of its features were good.

Overall, it was still a pretty bad game, but it wasn't entirely without merit.

Modifié par Sylvius the Mad, 20 mars 2012 - 06:21 .


#2006
Melca36

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Please bring back finishing moves! And let some of our companions be able to do them as well. It was cool watching Alistair and Zevran get the High Dragon. I don't see why the character we play has to get all the finishing moves like Hawke did in DA:2

#2007
Sylvius the Mad

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Arppis wrote...

Having total dominance over NPC characters has always been taking away from immersion and RP aspect of the game. I don't see myself dictating what my friends wear on their characters in PnP game.

I just think characters worrying about what they want to wear is more sensible way to do it from RP aspect. But I wouldn't mind some kind of "gift" option. But characters could decline from using the gift.

I don't RP them, I RP the main character.

Can you control them in combat?  Can you tell them where to travel and what skills to learn?

You're playing all of the characters.  This is always true in a party-based game.

#2008
DadeLeviathan

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This is disappointing, but not surprising. If I were in Bioware's position, I would have cut my losses and simply moved on as they have done. Hopefully DA3 will bring back a lot of what made DA:O such a great game. Given how disappointed I was with DA2, however, I will say it is highly unlikely that I will be preordering DA3 whenever it is officially announced. That is, unless during the announcement it is shown that they learned their lesson about fixing things that aren't broken.

#2009
CarlSpackler

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Sylvius the Mad wrote...

byzantine horse wrote...

I am probably in the minority here, but I would gladly see a plot that isn't about saving the world from a clear villain. DA2 failed because you usually just ended up hating both sides you could choose between equally much because both were equally stupid.

I ahve to agree.  DA2's plot was well conceived - it was just  really poorly implemented.

I think people, having been disappointed by DA2, now have negative associations with its features, but some of its features were good.

Overall, it was still a pretty bad game, but it wasn't entirely without merit.


I agree completely as I've mentioned in posts above.  Many of the ideas were fine, indeed good, but the poor implementation has caused a lot of folks to view those ideas in a negative light as you say.

#2010
Thor Rand Al

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VanDraegon wrote...

Finishing moves were very awesome.



That's def one thing I missed in DA2, the Origins style finishing moves, can't capture good screenshots without those wonderful finishing moves like the beheadings LOL.  Yes I'm a screenshot junkie LOL

#2011
Alain Baxter

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Complistic wrote...

I sat here for a good 5 minutes trying to think of something you could do that would make me buy the game and I came up blank. I'm sorry.

edit: I can think of things that would fix the game, but nothing you would do.


Sorry to hear this. Hopefully you'll keep an ear on the ground as developments occur and as we share them we peak your curiosity.

#2012
Melca36

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Please **cut back** on the Fed EX/Fetch & Deliver quests....

It did NOT make sense for Hawke to automatically know where to deliver each item too.

I'd rather see more quests like Magistrates Orders, Long Way Home...etc.

I'd also like to see side quests have an impact on our companions.

Suppose one companion doesn't approve of you doing a certain sidequest?

#2013
Mmw04014

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Arppis wrote...

Sylvius the Mad wrote...

the_one_54321 wrote...

The way it's been done in the past to maintain consistency is to have each character equip a certain type of armor, that matches with his/her appearance. I'm fine with that.

I'm not.  If we use the companions in different ways, or if armour is stat-limited, then each character should be able to equip the armour that suits their abilities and how we use those abilities.

Leliana's my best example.  Leliana was a Rogue who started out not wearing armour at all, but she could easily wear light armour.  But if used as a tank, then heavier armour made sense for her, and as such the player should be able to put her in heavier armour.

As long as the player gets control over the characters' behaviour in combat, the player needs control over the equipment used.  Otherwise you end up with incongruous combinations.


Having total dominance over NPC characters has always been taking away from immersion and RP aspect of the game. I don't see myself dictating what my friends wear on their characters in PnP game.

I just think characters worrying about what they want to wear is more sensible way to do it from RP aspect. But I wouldn't mind some kind of "gift" option. But characters could decline from using the gift.

I don't RP them, I RP the main character.


Like Sylvius mentioned earlier, we can control how our companions fight, what spells/talents to use, what weapons to use, but it's too far to role play asking Isabela to not just wear a piece of cloth in combat? It's silly.

I understand the reasoning for iconic looks, I just don't think these reasons are good enough to take away, in my opinion, a very realistic option.

#2014
fchopin

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I am back and have included a few changes i would like in DA3 like you requested.

Toggle for full text before my character speaks and i select a dialogue option.
Toggle to remove icons, i don't want to see a heart icon for romances or any other icon.
No auto-dialogue like in ME3.

If it's not difficult generate a random option so if you have 3 dialogue selections they are randomly moved to a different position so they are never the same as in position 1, 2 or 3.

Have characters move about so they do not stand in one place all the time, a shop keeper as an example can move up and down his shop so he is not in one place all the time. Similar to The Witcher games.

Make small changes to cities so they do not look the same all the time.

Please only tell us that are choices and actions matter in the game if it's true, not like Hawke, whatever Hawke did had no importance to the plot.

Do not force us to have an NPC in our team like Anders because he is the only healer or we will play the game without one.

Feel free to disregard any of my points but if i have no control on what my character says and does then i am not sure if i will play the game. I may post more later.

#2015
Wulfram

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Thor Rand Al wrote...

That's def one thing I missed in DA2, the Origins style finishing moves, can't capture good screenshots without those wonderful finishing moves like the beheadings LOL.  Yes I'm a screenshot junkie LOL


While I liked the finishing moves in general, beheadings are icky.

And they tend to look too much like the character is showing off.

#2016
TEWR

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I'd like to see side quests affect the story myself. Nothing that need be imported. Game-changing stuff, not world-changing.

#2017
macrocarl

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Persephone 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?


1) Yes
2) NO. No epic dragon & clear enemies, shades of grey!!!
3)Yes
4) Yes Mix the tossed around by fate feel with meaningful decision that have consequences.

Just my 2 cents though.


I agree with the above. A more 'traditional' story is *not* why I buy BW games. Although in DA2 (I've said this before so excuse the repetitiveness) dark themes should be spread out a bit more. I did love DA2 but there was times where I felt Hawke kept getting dumped on and it got a little heavy handed at points. I don't mind that at the end everyone is screwed, everyone involved is biased and driven by their own needs, and it ends on a mysterious note. But all of them together can be a bit much. In fact, if suffering has to happen in the next installment, maybe a funny ending or something a little more 'light' might be nice for a change. (Just an idea, and not thought out to well, sorry. I ate a big lunch and feel sleepy)

#2018
Bad Dos

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Alain Baxter wrote...

Sorry to hear this. Hopefully you'll keep an ear on the ground as developments occur and as we share them we peak your curiosity.


Bioware has stated that they and going to take aspects of DA:O and DA2 to make the future DA whatever that entails. For me this is a non starter because so much of DA2 I disagreed with (art style, combat, consolidations, etc).

People that have been playing your games since baldurs gate want a rpg not some flashy action game. I understand you want to please the console crowd, that is fine but it should be with a different IP and not claim to be a sequel to a more traditional style rpg. This is where I think the emtional responses are coming from.

#2019
Arppis

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Sylvius the Mad wrote...

Arppis wrote...

Having total dominance over NPC characters has always been taking away from immersion and RP aspect of the game. I don't see myself dictating what my friends wear on their characters in PnP game.

I just think characters worrying about what they want to wear is more sensible way to do it from RP aspect. But I wouldn't mind some kind of "gift" option. But characters could decline from using the gift.

I don't RP them, I RP the main character.

Can you control them in combat?  Can you tell them where to travel and what skills to learn?

You're playing all of the characters.  This is always true in a party-based game.


That's why I pefere Mass Effect approach. Where you order them, instead of controlling. :)

Well, I pefere it from the RP stand point.

Modifié par Arppis, 20 mars 2012 - 06:27 .


#2020
Statulos

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Wulfram wrote...

Thor Rand Al wrote...

That's def one thing I missed in DA2, the Origins style finishing moves, can't capture good screenshots without those wonderful finishing moves like the beheadings LOL.  Yes I'm a screenshot junkie LOL


While I liked the finishing moves in general, beheadings are icky.

And they tend to look too much like the character is showing off.

A clean-cut one strike decapitation is not easy at all. It takes a lot of momentum and a well-placed hit.

#2021
syllogi

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Arppis wrote...

Sylvius the Mad wrote...

the_one_54321 wrote...

The way it's been done in the past to maintain consistency is to have each character equip a certain type of armor, that matches with his/her appearance. I'm fine with that.

I'm not.  If we use the companions in different ways, or if armour is stat-limited, then each character should be able to equip the armour that suits their abilities and how we use those abilities.

Leliana's my best example.  Leliana was a Rogue who started out not wearing armour at all, but she could easily wear light armour.  But if used as a tank, then heavier armour made sense for her, and as such the player should be able to put her in heavier armour.

As long as the player gets control over the characters' behaviour in combat, the player needs control over the equipment used.  Otherwise you end up with incongruous combinations.


Having total dominance over NPC characters has always been taking away from immersion and RP aspect of the game. I don't see myself dictating what my friends wear on their characters in PnP game.

I just think characters worrying about what they want to wear is more sensible way to do it from RP aspect. But I wouldn't mind some kind of "gift" option. But characters could decline from using the gift.

I don't RP them, I RP the main character.


And yet, it's ridiculous, and breaks my suspension of disbelief, that Carver would choose not to wear proper armor in the first act, or that Isabela would wear the same clothes for seven years (pants or no pants).  It feels far less realistic that my character's friends are basically cartoon characters who live in some weird stasis, despite the supposed passage of time in game.

As a player, I control the party members movements and actions during combat.  It makes sense to me that I, as the godlike player, would be choosing their gear.  I don't roleplay my character playing dress-up with her comrades.

#2022
Kavatica

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Wulfram wrote...

Thor Rand Al wrote...

That's def one thing I missed in DA2, the Origins style finishing moves, can't capture good screenshots without those wonderful finishing moves like the beheadings LOL.  Yes I'm a screenshot junkie LOL


While I liked the finishing moves in general, beheadings are icky.

And they tend to look too much like the character is showing off.


I loved the beheadings. Especially when it was an enemy that was really annoying and hard to kill or just plain evil - it felt satisfying. Taking off Vaughan's head? Very satisfying. Also loved the slow-motion ogre kills and how any of your companions could be the ones doing it. So fun to watch. 

#2023
Ryenke

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I'm sorry I missed this announcement until 78+ pages of responses had been posted because I'm pretty sure no one will see this.  In case I'm being pessimistic, I'll reply.

DA:O was the best game I've ever played.  It even motivated me (a notorious skin-flint) to buy a second copy of the game so that I didn't have to fight my husband for the disk and to pre-order 2 copies of DAII for the same reason. 

But what I expected from a sequel (or a title with "II" in the title) was a game that in some respects was better than the original.  BioWare did not deliver that to me.  In all respects, I felt DAII was inferior.  So I can say I will not be pre-ordering DAIII. 

I'm not going to rule out a DAIII purchase, but it seems very unlikely based
upon what I've read by the devs.  Because, yes, I wanted DA:O II. I admit that, but still hope you read my feedback.

Specifically, where DAII failed to deliver what DA:O did – and/or where it was a draw.  (As I did not find any DAII improvements over DA:O – none are listed).

Voiced Protagonist
I’ve never played a game with a voiced Protagonist that made me feel like I was the character the way DA:O succeeded.  I doubted it could be done, but I gave BioWare the benefit of the doubt.  I now doubt it can be done.

Character interaction and dialogues: 
I read (oh, a year ago or so)  from a  DAII dev or writer that there were  as many lines of dialogue in DAII as DA:O.  While that might be technically true – since more than ½ the dialogue lines recorded were for the voiced protagonist, we therefore had significantly LESS dialogues in the game.  I never got to know or have the chance to bond with the companions like I did in DA:O.  Also, due to the voiced protagonist, replay value was diminished, because while I may have taken Hawke on a different dialogue road on a different playthrough, the companion responses didn’t vary much unless it was one of the ‘pivotal’ lose the companion choices that happened rarely in the game. 

Dialogue wheel: 
Unlike Laidlaw, I love reading the full response before I choose it.  Yes, it was made worse by what I saw as a massive disconnect in what I chose from the dialogue wheel and what Hawke said, but I like the DA:O system better.  Laidlaw’s point about blindsiding is good to hear, but for me it is about knowing what I’m going to say.  This is not unexpected given that I prefer unvoiced protagonist. 

Deep Discussions with companions and others. 
If I recall correctly, using a dialogue wheel limits the number of dialogue branches.  If true, that explains the more superficial level of dialogue with my companions.  But in my opinion, that makes it a good argument for the dialogue wheel being inferior to the listed choices in DA:O.

World Story Railroad: 
In DAII, I did not feel my choices impacted the world of the DAII story – only impacted the companion’s stories.  In DA:O I determined rulers, determined deaths of whole peoples, could make deals with demons that would risk the future of the world only to benefit me or short term goals, etc.  In DAII Hawke’s decisions could greatly impact individual companion lives (send Fenris back to slavery, for instance) but the world was on a railroad.  The lyrium idol was brought to Kirkwall with devastating results – Hawke couldn’t affect this.  Anders would blow up the chantry – Hawke couldn’t affect this (even though Anders was a companion and Hawke should have been able to impact this).   Hawke felt very ineffectual to me as a player – he could only watch the world unravel around him.  Not much fun to play for me.

Tiny world. 
This includes the re-used maps, revisiting the same exact Kirkwall environment again and again.   Enough said.  DA:O was so much more satisfying.

Sidequests: 
The pointless fetch and carry sidequests in DAII were baffling.  In many of them I found the item, then would get a not in my quest log that someone who I never met or talked to was looking for it.  – ESP maybe? 

Items (part I)
In DA:O (console) I could examine items before I picked them up.  Nice but not necessary.  In DA:II (console) I could only pick up or not.  Couldn’t choose.  This mattered in DA:II though, because sometimes these were companion gifts!  Maybe I didn’t want to give the companion a gift just then.  No, I had no choice – I picked up the item and next time I saw that person gift was given.

Items (part II)
DAII item names and pictures did not distinguish between them Ring, Ring, Ring  same generic icon – all with different properties.  The lack of unique item names and generic graphics did not streamline the inventory process, it made it harder equip my Hawke.

Items (part III) 
DAII items mostly lost the item description lore that made the DA:O world so rich.

Items (part IV) DAII items that sounded pretty cool, but I could not use because my class was chosen for me.  Frustrating.

Companion armor: 
Gone in DAII.  I liked it,  in DA:O, missed it (and hated the ‘upgrades’ (often buggy) for standard armor stuff the companions wore in DAII).

Inventory and Loot
DAII Junk?  Why would I even pick up Junk?  I’ve never even figured out what Loot/inventory problem existed in DA:O that you were trying to fix.  And the generic icons for all the loot either a) looked cheap, or B) made it harder to distinguish between items.  Am I the only one who never bothered to use jewelry because it was just too tedious to find the ring I thought I had somewhere?

Combat
One of the reasons I took to DA:O so well is I love the way it implemented the turn-based combat.  Yes, I’m a KOTOR fan too (grin).  I play in the pause, give the next round’s orders and return to the pause wheel – so DAII’s combat was pretty much identical to DA:O.  Some say combat was better balanced in DAII – but I think that is a draw too.  Some spells/abilities where over or under powered in DA:O, but some of the new ones in DAII.  No complaints with DAII combat, but no special praise either.

Origins & racial choice for protagonists. 
I liked them in DA:O.  DAII didn’t have them.  Not a biggie for me, but a step in the wrong direction, in my opinion.

Combat Hordes/loss of strategic play: 
I’m not going to get into this.  I think BioWare is aware of this and is trying to address these issues.  Safe to say I liked DA:O better.


I know there are more – but I’m tired.  Bottom line: I LOVED DA:O  a five star out of five stars gaming experience for me.  I didn’t really enjoy DA:II.  A two star out of five stars gaming experience for me.

Will I buy a DAIII? – probably not given the feeling I get from devs/writers.  It sounds like too much DAII and not enough DA:O.  Not surprising given how I felt about the two games, but $60 plus dollars is too much to pay for a game I don’t really enjoy.  But, I’ll read reviews – especially fan reviews that (unlike critic reviews) take these types of distinctions into account.  And if it is more DA:O than DAII, I might.  Honestly – I WANT to play more Dragon Age, but don’t have much hope that it will work out that way.

I doubt anyone, much less someone from BioWare made it this far (that is a LOT of text), but if you did, thanks for reading.

Modifié par Ryenke, 20 mars 2012 - 06:39 .


#2024
BubbleDncr

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One thing I did like about DA2 was how in a way, the story was just "Hawke living her life."

I mean, I loved DA2, but I can see how people get frustrated that Hawke wasn't going after things, that bad stuff was just happening around her that she had to clean up. I think as a plot for the whole game, that is kind of a bad idea. But I do like the idea of just having small parts of the game just being "living your life" rather than working your butt off to save the world 24/7.

I hope that makes sense.

#2025
Kavatica

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Statulos wrote...

Wulfram wrote...

Thor Rand Al wrote...

That's def one thing I missed in DA2, the Origins style finishing moves, can't capture good screenshots without those wonderful finishing moves like the beheadings LOL.  Yes I'm a screenshot junkie LOL


While I liked the finishing moves in general, beheadings are icky.

And they tend to look too much like the character is showing off.

A clean-cut one strike decapitation is not easy at all. It takes a lot of momentum and a well-placed hit.



I don't even want to know how you know that. :?