Mark Darrah on the conclusion of Dragon Age II
#2351
Posté 20 mars 2012 - 11:37
What happened to Bioware's writers? Did they all get divorced or something? ME1 & 2 both had great story arcs. Dragon Age Origins and Awakening were good too. ME3 and DA2 both had serious story issues. ME3 the much discussed terrible ending and DA2 with it's "I'm only doing this whole thing for my self"
#2352
Posté 20 mars 2012 - 11:37
#2353
Posté 20 mars 2012 - 11:38
I did not know that. Thank you, Mark.Mark Darrah wrote...
DA2 has some PC specific GUIs (like the HUD)Sylvius the Mad wrote...
Wait, what? That's news. BioWare's been very clear in recent years that they would not design a PC-specific UI. Is that what you're suggesting?
#2354
Posté 20 mars 2012 - 11:38
Melca36 wrote...
Mark Darrah wrote...
Maybe its a franchise...Melca36 wrote...
Please do something like the Black Emporium again.
I would also like to see perhaps some quests offered with rewards being armor or weapon upgrades.
I certainly hope so!
The creepy NPC dude wanting your torn pants and other things could live there too.
I can just hear Xenon now: "Welcome to the Black Emporium. Bring us your torn trousers and moldy rag dolls."
#2355
Posté 20 mars 2012 - 11:40
I still play (today in fact) both DAO and DA2 and I do like both. What keeps me playing Origins most is the replay. So many ways to do different and have an affect that matters to the story and ending. The story is the best of the best IMO. To know my choices changed lives. I watch lets plays for the DLC that I can't get right now because I want more story. I don't mind spoiling it for myself at all. I want to know what happens. I want to know about Sandal's comments or Flemeth's secret meeting with Maric, or who Alistair's mother is. I love reading the books too.
Da2 is different but still fun. I wished that my choices mattered, and replay just isn't that appealing because it all ends the same, but it was still fun to play. I play many games, but Dragon Age is the one I always come back to over and over. Looking hard at why and its the great story. The feeling of being a part of my companions lives , my choices and having to really think about the consequences make these games my favorites. Please don't lose that in whichever way you go with this game.
#2356
Posté 20 mars 2012 - 11:42
Cuz we dont want to be bothered like, ya know, readin' an' doin' borin' stuff like dat, u sily gurl! We wants more 'sploshuns!!!11!1
#2357
Posté 20 mars 2012 - 11:45
Ideally, I would like the player to know in advance exactly what his character will do, but failing that it should be a lot easier for the player to work out what went wrong so he can fix it.
And I'd also like to be able to override the dominant tone system if necessary. In fact, THAT would be an excellent use for an interrupt system. Not to interrupt NPCs, but to interrupt game systems. That way BioWare could still write the flowing back-and-forth dialogues they like, but the player could intervene if that dialogue was going off the rails.
Modifié par Sylvius the Mad, 20 mars 2012 - 11:46 .
#2358
Posté 20 mars 2012 - 11:46
#2359
Guest_FemaleMageFan_*
Posté 20 mars 2012 - 11:47
Guest_FemaleMageFan_*
#2360
Posté 20 mars 2012 - 11:49
Want to know what I have that isn't a Kinect? A microphone. There is no reason voice commands should be Kinect exclusive.Mark Darrah wrote...
Have you tried ME3's Kinect support in combat?
I know you haven't said anything about having it in the game, but if you're thinking about it remember not everyone plays on Xbox.
#2361
Posté 20 mars 2012 - 11:50
Sylvius the Mad wrote...
If DA3 uses something like DA2's dominant tone system, that system needs to be 100% transparent. The player needs to know exactly what he did to make his character behave in that way.
Ideally, I would like the player to know in advance exactly what his character will do, but failing that it should be a lot easier for the player to work out what went wrong so he can fix it.
And I'd also like to be able to override the dominant tone system if necessary. In fact, THAT would be an excellent use for an interrupt system. Not to interrupt NPCs, but to interrupt game systems. That way BioWare could still write the flowing back-and-forth dialogues they like, but the player could intervene if that dialogue was going off the rails.
I agree, there needs to be some kind of indicator of the full content of the reply.
#2362
Posté 20 mars 2012 - 11:52
#2363
Posté 20 mars 2012 - 11:56
Arppis wrote...
Sylvius the Mad wrote...
If DA3 uses something like DA2's dominant tone system, that system needs to be 100% transparent. The player needs to know exactly what he did to make his character behave in that way.
Ideally, I would like the player to know in advance exactly what his character will do, but failing that it should be a lot easier for the player to work out what went wrong so he can fix it.
And I'd also like to be able to override the dominant tone system if necessary. In fact, THAT would be an excellent use for an interrupt system. Not to interrupt NPCs, but to interrupt game systems. That way BioWare could still write the flowing back-and-forth dialogues they like, but the player could intervene if that dialogue was going off the rails.
I agree, there needs to be some kind of indicator of the full content of the reply.
Not sure I'm understanding your desired deliverable. So, you want a some kind of graphical interface that details every decision the player made so that you can track your characters development and make corrections in subsequent playthroughs, as well as some other element that will tell you outcomes prior to choice?
#2364
Posté 20 mars 2012 - 11:56
Tsuga C wrote...
"I just don't understand why they are so veheimently against showing the full line. It would make both sides happy, those that hate to read and those of us who want to actually role play and not feel like we're guessing in every conversation in the game."
Cuz we dont want to be bothered like, ya know, readin' an' doin' borin' stuff like dat, u sily gurl! We wants more 'sploshuns!!!11!1
Tsuga C apparently doesn't like to read either because the reasons people dislike the full line have been explained eloquently and at length for over a year now on this very forum.
Cuz he dont want to be bothered like, ya know, to understand other peeps preferences and would rather ignorantly belittle them like a self-righteous, entitled jerk!11!
Modifié par Upsettingshorts, 20 mars 2012 - 11:57 .
#2365
Posté 20 mars 2012 - 11:57
Dejajeva wrote...
I have to play it in our bedroom, which has a regular tube TV, but I'm telling you right now I've messed with all the adjustments and the text is just TOO SMALL! I have a friend who didn't have a flat screen who is a big fan and he couldn't play DA2 at all because he couldn't read anything on his tv. Either fix this or buy me a new tv?
I had this same problem and sorry to say - the only fix is a new TV. There is no text size option.
Modifié par AbsoluteApril, 20 mars 2012 - 11:58 .
#2366
Posté 20 mars 2012 - 11:57
Nov 2009 -- Dragon Age: Origins (excellent game) is released.
Mar 2010 (5 months later) -- "Awakenings" expansion pack (excellent game) is released.
____________________________
Mar 2011 (1 year after "Awakenings") -- DA2 (mediocre game) is released.
Mar 2012 (1 year later) -- it's announced that there won't be an expansion pack, and they're "working" on the new... thing.
_________________________
I think we're seeing a trend here, and it's not a good one. DA:O was a great game, with a lot of DLC -- and not just gadget packs, but playable games, with a terrific expansion pack.
But now the cycles are taking longer to get less, and what we do get isn't anywhere near as good.
This series seems to me to be going downhill.
With DA:O, we not only had the expansion pack, we had 5 other playable stories. DA2 we had 2, and no expansion pack.
I noted some early comments in which people mentioned the lack of resolution to Hawk's story. Well, what about the Warden from Origins? I wonder if ANY of these story lines are ever going to be resolved?
Now, I did read an article on Wikipedia that sounds promising:
http://en.wikipedia..../Dragon_Age_III
If they are going to be more "open world" and "new combat system" a la Skyrim, it could be a very good thing. The changes from DO:O to DA2 were pretty bad. A change in the direction of Skyrim could remedy that (I hope so).
Anyway, there's my $0.02.
Modifié par BrianRB, 20 mars 2012 - 11:59 .
#2367
Posté 21 mars 2012 - 12:02
Parahexavoctal wrote...
(other quotes)
I actually prefer to have it be flexible. Have al LIs available regardless of protagonist gender, but adapt the story and background to choices made.
For example, MaleCompanionLI in a game with a male protagonist is an LI option; if protagonist expresses interest in guys early on, MaleCompanionLI might play out like a gay (not bi) character whom protagonist may or may not hook up with. If protagonist doesn't express interest in guys, MaleCompanionLI might play out as a completely hetero character.
The point is that as long as we don't know their stories beforehand and their stories remain consistent for every playthrough in isolation without metagaming, they can come off as believable whole characters and maybe even avoid this whole sensation of everyone being interested in the protagonist.
But when it comes down to it, if the choice is between always bisexual (or protagonist-sexual like in DA2) or fixed sexualities like DA:O and ME, I hands down vote for the freedom of having as much choice of LI as possible (that being bi/protagonist-sexual).
I really like this point regarding LI sexuality. I would say that it's not necessarily inconsistent with any other aspects of someone's character for any particular combination to occur. Also, if you've already decided that a character won't be a possible love interest for the player, then it might be interesting to make them anti-protagonist-sexual (interested in whatever gender the player isn't).
I've also heard a variety of responses to Anders' showing interest; when I looked at the options, what honestly bothered me was that there didn't appear to be a response along the lines of "I don't have a problem with it, but I'm not interested." Since I didn't actually go that route with a male Hawke that might be a 'misleading summary' issue instead, but for prompts like this in the future, I'd like to see a calm sort of rejection option.
Another thing that sort of relates to romance options is being able to talk to my party members whenever I want. Maybe I'd have to be in a non-combat area, or for some options alone, but I missed how I could just talk with my party members, get to know them, ask questions, and such. Everyone in DA:O had several things you could ask them about, and I wanted to ask my DA2 party questions about their lives similarly. I certainly don't mean just for romance options, either, though there should be some romance-related options that appear in the system. Really, DA:O had it pretty much perfect (except for that bug where Leliana won't have certain conversations if she likes you too much).
I like the idea of full-text as an option for the dialogue wheel. I didn't find very many misleading choices personally, but even one or two can get pretty irritating. The one I remember was when Merrill came to talk to me after my mother died, and said some sort of religious "better place" sort of stuff to be comforting. I wanted to agree in a sort of vague way, but the option along those lines has me cite the Maker specifically, which I didn't want to do and didn't expect an apostate mage in a relationship with a Dalish elf to do. The solution I thought of personally was just to have an option to rewind the scene, but that's admittedly a bit kludgey and open to abuse, so I suppose the full-text option is better.
I also want the conversation record from DA:O back, since sometimes I miss or forget some of what was said and it would be helpful to page back through it.
I think there should be more persuasion/intimidation options in places also, and ideally they should give comparable benefits to the corresponding battle. I really would have liked one in Merrill's quest in Act 3.
#2368
Posté 21 mars 2012 - 12:03
I would like to see an altered dialogue system, but I have to hesitate on this point because I like that it points out what sentiment Hawke is about to express that might not have been obvious from the summary of the line. What I don't want to see implemented is a Mass Effect-like system of persuasion where your ability to influence people is based upon the consistency of your personality, from which DA has so far been able to abstain. Here I'm not referring to party members, but rather people who don't know anything about the PC and would be manipulable based on the player's ability to navigate dialogue a la KotOR or the character's charisma, a la Origins. It is suggested by this that I would also like to see Friendship/Rivalry return in a similar fashion, since it makes sense that a consistent (or manipulative) personality would be responded to by people who spend a lot of their time with the character.
It should be obvious that people disliked the recycled environments. While it didn't bother me, it was noticeable and I understood why people disliked it. The minimalism was a clever solution, but I ask that it not be implemented unless there is a lot of content to make up for it. If story elements are curtailed to make room for completely unique locations and maps, I will be somewhat irritated. But looking at Origins' example, I would say that this is not something out of Bioware's reach.
I would like to see friendly fire returned, if only for the sake of realism. I personally don't care for it, but I like to think when fighting. I would ask for enemy friendly fire, too, but that might ask a bit much of the AI coders on how much enemy idiocy is considered fair.
I would like for there to be a voiced PC, but if dialogue options need to be cut for the budget's sake, a silent protagonist will do.
I don't know how well this would go over, but one way that the game could indicate the passage of time is for the details of some quests to change as you complete others, and a precedent for this would be the mutable factors of the Suicide Mission in Mass Effect 2, and I won't specify because I don't feel like placing a spoilers indicator. In KotOR we were given four locations, each with things that we had to do there but all the events happened in the same order regardless of when you decided to visit the planet, with the exception of being captured by the Leviathan. Maybe give the PC some simultaneous missions but make certain things available or unavailable based on things that happened or haven't yet come to pass. One example is the possession of Connor in Origins, where your options change if you complete(d) the Mage's Tower, and I don't actually know whether things change because I always do that one first.
This isn't everything, but if I wanted a game that had everything I wanted to play I would just try to make it myself or pay somebody a lot of money I don't have to make it for me. Anyway, thanks for showing interest in our suggestions but I still urge the creators to make the creators' game, and not to craft one by focus group. Artwork shouldn't be tailored to its audience.
Edit: Forgot about the subject of character romance. What I haven't yet seen in a game like this yet is the possibility of multiple-partner relationships. Arguably, there should be characters who will not accept anything other than exclusivity, but at least some characters should be open to it. So far the closest we've gotten is a one-off foursome between an NPC (Isabela), two party characters, and the main character. But it would be an interesting experiment in the dynamics of deep, intimate relationships between more than two people that many people in the real world don't experiment with. We all know that it's possible to love more than one person at once - the only reason we feel compelled to choose one person is that the other two people must also develop similar affections for each other as well, and this is the only instance in which this system breaks down. Anyway, just a thought.
Modifié par dthome, 21 mars 2012 - 12:11 .
#2369
Posté 21 mars 2012 - 12:04
Combat log.
It'd be great to have it back.
#2370
Posté 21 mars 2012 - 12:09
#2371
Posté 21 mars 2012 - 12:10
Yes. And fully documented combat mechanics.Xewaka wrote...
Oh. Another thought that crossed my mind.
Combat log.
It'd be great to have it back.
I would like to be able to see every single number, and know enough about how they work to do the calculations manually.
#2372
Posté 21 mars 2012 - 12:11
#2373
Posté 21 mars 2012 - 12:11
darth ****** wrote...
Arppis wrote...
Sylvius the Mad wrote...
If DA3 uses something like DA2's dominant tone system, that system needs to be 100% transparent. The player needs to know exactly what he did to make his character behave in that way.
Ideally, I would like the player to know in advance exactly what his character will do, but failing that it should be a lot easier for the player to work out what went wrong so he can fix it.
And I'd also like to be able to override the dominant tone system if necessary. In fact, THAT would be an excellent use for an interrupt system. Not to interrupt NPCs, but to interrupt game systems. That way BioWare could still write the flowing back-and-forth dialogues they like, but the player could intervene if that dialogue was going off the rails.
I agree, there needs to be some kind of indicator of the full content of the reply.
Not sure I'm understanding your desired deliverable. So, you want a some kind of graphical interface that details every decision the player made so that you can track your characters development and make corrections in subsequent playthroughs, as well as some other element that will tell you outcomes prior to choice?
I just want what Deus Ex Human Revolution had, there was small sniplet of the text under the wheel. It was pretty good indicator of what your character will say/do.
#2374
Posté 21 mars 2012 - 12:12
Neverwinter Nights 2 had this in 2006 (complete with paused sound files and goofy frozen facial animations), so I know it's possible.
#2375
Posté 21 mars 2012 - 12:12
If my character declares, on his own, that he hates slavers, I want to know exactly what made him say that.darth ****** wrote...
Not sure I'm understanding your desired deliverable. So, you want a some kind of graphical interface that details every decision the player made so that you can track your characters development and make corrections in subsequent playthroughs, as well as some other element that will tell you outcomes prior to choice?
In DA2, that could have been with a visible dominant tone score, plus an indication on every dialogue option what effect that selection would have on the dominant tone score.
If I'm telling my character to do things, I want to know what I'm telling him to do.




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