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Mark Darrah on the conclusion of Dragon Age II


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#2051
Dave of Canada

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Teddie Sage wrote...

I think everyone will agree with this: no more trash system unless you can use them for crafting.


I don't mind junk items when they have an item description, unfortunately it really bothers me when I'm given a very important item by the Dalish and it goes to my trash bin and does nothing. :P

#2052
Arppis

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Teddie Sage wrote...

I think everyone will agree with this: no more trash system unless you can use them for crafting.


My character loves selling junk to morrons! :wizard:

#2053
Statulos

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Kavatica wrote...

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. :?


From first hand experience on dead mammals that were not humans but close enough to humans. On the other hand, out of simple common sense: why do you think the guillotine is the way it is? ;)

Other than that, I liked the toned down, realisting style of animations in DA:O better than DA2. The gameplay was clunky at times, indeed, but at least it had a more plausible and realistic approach.

Combat in DA:O looked nasty, violent and grusome (maybe a bit too gory, though) but I think that is the way to go. Pain and suffering should not be diminished and should be part of the aesthetics of the narration as much as environments or verbal arts.

#2054
Teddie Sage

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Junks could be cash... You know. Instant cash. Ka-ching!

#2055
Arppis

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Teddie Sage wrote...

Junks could be cash... You know. Instant cash. Ka-ching!


Actualy... it makes more sense to sell junk and get cash. Who does leave coins around like that?!

#2056
don-mika

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Sorry, let me clarify:
This would allow us to have greater numbers of armor, clothing etc...


DAO have greater numbers of armor, clothing etc.. and by same time player can choose from any race|class|genre

I approve your wish to do everything deeper, beautiful etc.... but why not doing it without sacrificing game content :crying:

do not be lazy, we all want to see how DA3 became better than DAO :wizard: 

#2057
Teddie Sage

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@ Arppis: Other games.

#2058
Arppis

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don-mika wrote...

Sorry, let me clarify:
This would allow us to have greater numbers of armor, clothing etc...


DAO have greater numbers of armor, clothing etc.. and by same time player can choose from any race|class|genre

I approve your wish to do everything deeper, beautiful etc.... but why not doing it without sacrificing game content :crying:

do not be lazy, we all want to see how DA3 became better than DAO :wizard: 


Please, it had like... 1 dress, 1 leather, 1 chain and 1 heavy armor type... They just switched colors.

#2059
Tpiom

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I think personally that the sense of scale was missing in Dragon Age II (not just because of the smaller areas) but let me explain...

Flemeth told us that Darkspawn army was marching through the Korcari wilds (and we know that the army is HUGE and therefore the wilds must also be huge), Loghain's hatred for Orlais - it gave us an insight that there is more to Thedas than just Ferelden, but also why and how it has evolved over time ("we drove them out and now you want to welcome them again")... I think Arl Eamon mentions that the Bannorn will not bow to Loghain's demands and there's a small side quest that involves helping them the Teyrn's men. I also like the small details such as Howe. He is a central character in the Human Nobel story but, is more or less, a sidekick for the other Origin stories. So when I played the Human Nobel story (I knew that Howe was evil) as it was my second playthrough but I did not know why he was evil to me at the time - as he was talking to my character's father.

Dragon Age II on the other hand. Well, we know that other city states (or whatever) are inspired by the events concluded in the game - but we don't know who (or where they are)... Are they all like Kirkwall? Or is it completely different (like an event in London inspires an event in say Washington)? The sense of time is also off - we just loop forward a few years for no reason at all really. The same thing could have happened over a month. There is no real reason to jump so much (and if we only jump a few weeks it doesn't really matter). I think we all know that Dragon Age takes a year... or something.

A proper use of time jumping in Dragon Age I would work if we jump from Origin/Ostagar then jump to say exploring the depth of Orzammar... (so we don't need to play the "find Bianca" quest starting conversations) and just get straight to business. It's not a really good example but you get the idea.

Gameplay mechanics, well... Let's say you messed it up both times - it's true that Dragon Age is a bit unresponsive and slow at times but Dragon Age II is too fast and tension grabbing (skips through the junk and jumps in time (3 years or something))


A hint, make Dragon Age (III?) feel big and take the middle ground between DA1 and DA2 and in most areas and you will be all right ;)

#2060
Thor Rand Al

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Watching this video really makes me realize just how truly excellent DA2 is/was, I for one will sorely miss what promised to be a truly epic game and what could of been.
This litereally brought tears to my eyes knowing that Hawke n DA2 are over while watching and listening to this.



I truly apologize if this was the wrong place to put this but with the announcement of DA2 being no more I thought it was fitting.

#2061
wijse

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Best news i heard today. Horrible game. Glad they have dropped the expansion.

#2062
Teddie Sage

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No one should be glad the expansion is canned. That's a dumb thing to say, in my honest opinion. A lot of fans actually wanted Exalted March and I'm one of them.

#2063
craigdolphin

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I posted much earlier a wall of text about my general issues. Here's a couple of extra points to consider.

Pausable cutscenes.[Edit: On PC]

Please, please, please. My wife has the uncanny ability to come into the room and start talking the moment a major cutscene starts up and I miss chunks of it. Or the phone rings. Or someone comes to the door. Or my dog chooses that precise moment to puke. I like Bioware games for the characters and story, mostly. So being unable to pause cutscenes is a major flaw for my gaming experience.

Banter trigering too close to fight triggers making it impossible to hear the banter during the fight that ensues. Please consider this more carefully for DA3.

Player agency, conversations, and cinematics.

These seem like a gordion knot of unsatisfying tradeoffs. Please find a way to cut that knot once and for all.

I understand your desire for delivering a more cinematic exeprience but the inability to start conversations on the road etc was a major flaw in DA2. That said, after talking in previous posts with John Epler, I understand some of the technical issues with it in terms of fully staged conversations requiring a known location and handcrafted cinematics versus potential talking heads conversations that can occur anywhere, and how you feel the comparison is too jarring.  However, there was also mention of procedurally generating 'staged' conversations. Please explore this further. The conversation system may not be as exciting to work on as combat mechanics but it is absolutely central to the player's sense of engagement with the characters and this (and pausable party combat) is where Bioware's real point of difference is these days IMO. Half-measures will not suffice. If John Epler and the other cinematic folks at Bioware need more resources to make this happen for DA3, then that should be a priority IMO.

My layman's thought is that you create types or categories of conversation, and possibly creating various, and potentially overlapping, spatial zones that could be used for conditional checks when conversations are initiated by players.

Private /meaningful conversations would be available contingent on conditions like being within a particular spatial location, and/or the presence absence of other characters or hostiles, the player not being in a stealth mode, and various story/plot/previous-conversation triggers. These would likely all be hand-crafted cinematics as in DA2.

General conversations would be contingent on not being within close proximity to hostiles, when the PC is not in stealth mode, and story/plot/previous-conversation triggers etc. These should all be procedurally generated if at all possible.

All of which is separate from NPC-initiated conversations or event/location triggered conversations which would be unchanged, as would environmental barks etc.

Modifié par craigdolphin, 20 mars 2012 - 07:07 .


#2064
Arppis

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Teddie Sage wrote...

No one should be glad the expansion is canned. That's a dumb thing to say, in my honest opinion. A lot of fans actually wanted Exalted March and I'm one of them.


Agreed there.

#2065
Kavatica

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Thor Rand Al wrote...

Watching this video really makes me realize just how truly excellent DA2 is/was, I for one will sorely miss what promised to be a truly epic game and what could of been.
This litereally brought tears to my eyes knowing that Hawke n DA2 are over while watching and listening to this.



I truly apologize if this was the wrong place to put this but with the announcement of DA2 being no more I thought it was fitting.


That was fun. Thanks for sharing. 

#2066
Arppis

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craigdolphin wrote...

I posted much earlier a wall of text about my general issues. Here's a couple of extra points to consider.

Pausable cutscenes.

Please, please, please. My wife has the uncanny ability to come into the room and start talking the moment a major cutscene starts up and I miss chunks of it. Or the phone rings. Or someone comes to the door. Or my dog chooses that precise moment to puke. I like Bioware games for the characters and story, mostly. So being unable to pause cutscenes is a major flaw for my gaming experience.

Banter trigering too close to fight triggers making it impossible to hear the banter during the fight that ensues. Please consider this more carefully for DA3.

Player agency, conversations, and cinematics. These seem like a gordion knot of unsatisfying tradeoffs. Please find a way to cut that knot once and for all.
I understand your desire for delivering a more cinematic exeprience but the inability to start conversations on the road etc was a major flaw in DA2. That said, after talking in previous posts with John Epler, I understand some of the technical issues with it in terms of fully staged conversations requiring a known location and handcrafted cinematics versus potential talking heads conversations that can occur anywhere, and how you feel the comparison is too jarring.  However, there was also mention of procedurally generating 'staged' conversations. Please explore this further. The conversation system may not be as exciting to work on as combat mechanics but it is absolutely central to the player's sense of engagement with the characters and this (and pausable party combat) is where Bioware's real point of difference is these days IMO. Half-measures will not suffice. If John Epler and the other cinematic folks at Bioware need more resources to make this happen for DA3, then that should be a priority IMO.

My layman's thought is that you create types or categories of conversation, and possibly creating various, and potentially overlapping, spatial zones that could be used for conditional checks when conversations are initiated by players.

Private /meaningful conversations would be available contingent on conditions like being within a particular spatial location, and/or the presence absence of other characters or hostiles, the player not being in a stealth mode, and various story/plot/previous-conversation triggers. These would likely all be hand-crafted cinematics as in DA2.

General conversations would be contingent on not being within close proximity to hostiles, when the PC is not in stealth mode, and story/plot/previous-conversation triggers etc. These should all be procedurally generated if at all possible.




I can press Xbox-button and cutscene pauses up! :wizard:

#2067
thats1evildude

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Yeah, count me on that list as well. I was hoping for an expansion.

#2068
Arcaminus

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I say split the two games for the console crowd and the PC crowd. DAO was clearly desinged for PC and worked much better there. DAII, while I do think was flawed in terms of story structure, worked great on console in terms of game mechanics.
IMO if I had to choose between them, DAO was the superior game in every way (arguably the conversation system was better in DAII) and the next game in the series should get back to what made DAO great. Also this game better give a satifying answer as to what happened to Morrigan and my child she bore.

#2069
Breaker35

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So, no more DLC for DA2, ( I hope that that's not the case, because I was hoping for a closure to Hawke and Tallis, ( based on the end of Mark Of The Assassin, to the kiss between, ( my female Hawke and Tallis ), and what Talliss said in the end, I think it was something like Tallis seeing Hawke again, sometimes ), sorry, lol, can't remember fully on what was said, :S ), and I had hoped that, in the new DLC we would have tallis back as a permanent companion and LI, :D ), then I would have my female rogue with Tallis, my female mage with Isabela, and my warrior with Merrill, but I guess that's a lost cause, ( but I'm pretty stubborn, so I'll just wait and see if it DOES happen ), and what about my female Hawke and Isabela, ( whom I chose for my Hawke as a LI ), what will happen with my female Hawke and Isabela? :(, ( dangitall, it's starting to feel like the horrible ending(s) in ME3, ( sorry to bring that up, :( ), but enough about that, now on to something else, lol.

.........Now, if there isn't going to be any more DLC for DA2, ( based on what I've already mentioned ), what will happen to the others if, let's say, that we won't be able to see what happens between Hawke and Isabela, ( lol, as I'm sure some of you had as a LI, :D ), what happens to Hawke and his or her LI if there isn't going to be a DLC that will tell us what happened to Hawke and Isabela, ( or for any of the other LI that you chose ), and what happens to the others in general, well........, to get to the point as to why I'm asking is this, will any of the characters from DA2, ( and from DA:O if that's even possible ), be in DA3 like Isabela got from being just another ordinary character in DA:O, to become a companion in DA2, and will that also be the case for the other characters from both DA:O and DA2, or will it be like Zevran and Leliana from DA:O, as cameos, I mean, I know that there'll be a new main character, but it's the other part I'm wondering about.

Ps! ............By the way, sorry about the long comment, well, lol, that and sorry for not making much sense.

Modifié par Breaker35, 20 mars 2012 - 07:11 .


#2070
Korusus

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Thor Rand Al wrote...

Watching this video really makes me realize just how truly excellent DA2 is/was, I for one will sorely miss what promised to be a truly epic game and what could of been.
This litereally brought tears to my eyes knowing that Hawke n DA2 are over while watching and listening to this.



I truly apologize if this was the wrong place to put this but with the announcement of DA2 being no more I thought it was fitting.


What's funny is that almost none of the scenes in that video are actually in the game.

#2071
mariosgh

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Please make more long, complex quests. Quests, where there is some mystery, investigation etc. Amount and variety of quests was one of the reasons why BG2 was such a fun.
Also more various locations. I think this is a must. It would be great if we could visit beautiful forests, scary graveyards, crowded cities and other interesting locations that can rouse different feelings.
Hopefully fighting will look like in DA:O. I was bored fighting in DA2.
That's what i wish would be changed. I'm sure that story and companions would be great as always. Maybe one wish, no ancient evil, please.

#2072
Arppis

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Arcaminus wrote...

I say split the two games for the console crowd and the PC crowd. DAO was clearly desinged for PC and worked much better there. DAII, while I do think was flawed in terms of story structure, worked great on console in terms of game mechanics.
IMO if I had to choose between them, DAO was the superior game in every way (arguably the conversation system was better in DAII) and the next game in the series should get back to what made DAO great. Also this game better give a satifying answer as to what happened to Morrigan and my child she bore.


You know, the first game had almost the same mechanics, I just didn't like the auto attack in it (it's really annoying when enemy walks away and your character takes his sweet time trying to hit them), not to mention the lack of "move here" button on the Origins.

But otherwise, the gameplay was pretty much the same. Seriously.

#2073
BubbleDncr

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Dubya75 wrote...

Sylvius the Mad wrote...

BubbleDncr wrote...

This statement confuses me. Its impossible to roleplay as any of the companions because you don't have any control over their personality, backstory, or beliefs.

You have control over their behaviour.  As such, you must have control over their personality and beliefs.

Why does Fenris choose to learn one talent over another?  You're the one making the choice, so you must know this answer for Fenris to maintain any coherence as a person.

If the player directs companion development and behaviour, then the player is playing the companions.


Seriously dude, why haven't you designed the perfect RPG game yet?


Well, I usually auto-level up companions, so I guess that's one reason my opinion differs from yours. But you also only control their "in-combat" behavior - and again, only if you choose to. But I don't think their in-combat behavior has much to do with their personality and beliefs. It doesn't matter if I spec Fenris as DPS or a Tank, he's still going to hate mages and slavery, and will get pissed at me for freeing mages or supporting slavery. He'll always be grumpy, no matter what. All I do is give him better equipment to use and give him orders in battle.

#2074
Arppis

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mariosgh wrote...

Please make more long, complex quests. Quests, where there is some mystery, investigation etc. Amount and variety of quests was one of the reasons why BG2 was such a fun.
Also more various locations. I think this is a must. It would be great if we could visit beautiful forests, scary graveyards, crowded cities and other interesting locations that can rouse different feelings.
Hopefully fighting will look like in DA:O. I was bored fighting in DA2.
That's what i wish would be changed. I'm sure that story and companions would be great as always. Maybe one wish, no ancient evil, please.


Oh yes, seconded. I really like detective quests and quests with a lot of dialogue.

#2075
Arppis

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BubbleDncr wrote...

Well, I usually auto-level up companions, so I guess that's one reason my opinion differs from yours. But you also only control their "in-combat" behavior - and again, only if you choose to. But I don't think their in-combat behavior has much to do with their personality and beliefs. It doesn't matter if I spec Fenris as DPS or a Tank, he's still going to hate mages and slavery, and will get pissed at me for freeing mages or supporting slavery. He'll always be grumpy, no matter what. All I do is give him better equipment to use and give him orders in battle.


I don't auto-level my characters (I just RP it like my character makes them suggestions of how they can work together as a team and they pick the skills that works best with my character's skills). But otherwise I play exactly like that too.

I can't RP a whole group so to speak.