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More Constructive Criticism starting today, March 22, 2012


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#1
QueenPurpleScrap

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I am starting this thread in response to Alain Baxter's request. For convenience, I am going to reiterate what I added to the original Constructive Criticism forum earlier today so that everything from today forward is in this thread. I hope this forum provides useful additional information to Mr. Darragh's forum or the original Constructive Criticism thread. I appreciate that our opinions are all being taken seriously and that so many people respond thoughtfully and courteously.

 

Alain Baxter wrote...

Wow! I remember this thread... I was one of many that spent a lot of time collecting and graphing (excel, you are my friend..) all of this feedback and using some of it to adjust and modify our DLC content. In the end, I feel this was time well spent and it's good to see that the community (and the dev team) still feels passionate about the Dragon Age Franchise.

I've dusted the old data files, but if I can make a recommendation, could someone create another thread? Over 100 pages is a lot to go through for new people to catch up on.


 

QueenPurpleScrap wrote...

I am disappointed that Mark Darragh's thread is closed. I will put my additional thoughts here and in my blog, hoping they get read. I love DAO. I still play DAO. I will continue to play DAO. DA2, not so much.

Abandoning the expansion for DA2: I wish they hadn't done that. I think some sort of expansion post-Kirkwall meltdown would have been nice. I think it could have provided a bit more closure to Hawke's story and still left some mystery. A small group of people could have been working on the story for DA3 while the expansion was being done.

More time for development: Increase the time between major releases so there is time to do an expansion, if planned, and the next major release isn't rushed to meet an arbitrary deadline.

DLC's: The DLC's for DA2 were better than the game. They were also somewhat jarring because storywise they were less integrated in the DA2 story than the DLC's for Origins. In Origins, Wardens Keep, Return to Ostagar, and The Stone Prisoner all seem to be part of the same game and world as Origins.

Companions: I do not agree with the choice to have Anders be a main character in DA2. It is another disconnect. When I played Awakenings, if Anders lived he made the choice, after a brief sojourn away, to live out his life with the Wardens in Amaranthine. A cameo by Anders where he is checking up on a recruit who ran away from the Wardens would have been fine. It would have been in keeping with Anders Awakening personality to not turn him in, his own experiences being hunted by templars would have seen to that. Don't make the same mistake in DA3.

Cameos: More judiciously applied. Some, like Alistair, made more sense than others. I found Isolde in MotA to be irritating and odd.

Dialogue: I actually got tired of the voiced Hawke. Legacy and MotA made me want to do more playthroughs, as well as the idea of seeing Alistair in more roles. However, the same voice for my different Hawke's took away from my sense of 'ownership' of the character. I would actually be fine with the Origins style dialogue, but with better animations. If you go with voiced, how about a filter so I can select the register (tenor, baritone, soprano, etc.) One recording, but still allows for some customization. I realize this may not be technically possible.

Toolset: RELEASE A TOOLSET. Most of my creative energies are currently going into a fanfic, but I do have ideas for 4 more mods, one of which will happen after Origins. I uploaded some preset options a few months ago. One of the things that makes DAO fresh and so much fun after a few playthroughs is the variety of mods available. You don't have to release the toolset the same time as the game is released. Release it 3 or 4 months later, after the first patch or two. Again, this can be incorporated into a longer time frame between major releases.

Most of my concerns have already been addressed in this forum or others, and in my blog(s). Thank you for listening to our concerns.

 

 

---------------------------------

Since these forums are closing, I am putting my old BSN blog and comments about DA2 here under spoiler tags. LOL, in the blog I quoted myself a couple of times.

 

 

DA2, DA3, (after some revisions)        Posted: 2011-11-20
Spoiler
 
Additional Thoughts 1      2012-08-31 09:46 AM
Spoiler
 
Additional Thoughts 2     2012-09-25 09:43 PM
Spoiler

 


Modifié par QueenPurpleScrap, 17 août 2016 - 04:41 .


#2
Rorschachinstein

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Pros for voiced protagonist: Gives the character for life and not just a soulless husk.

Modifié par Rorschachinstein, 22 mars 2012 - 09:16 .


#3
Meris

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Rorschachinstein wrote...

Pros for voiced protagonist: Gives the character for life and not just a soulless husk.

My Warden had soul of its own, unlike BioWare's Hawke.

Modifié par Meris, 22 mars 2012 - 09:24 .


#4
Amycus89

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Personally I prefer a silent protagonist, but I can understand if Bioware wish to make him voiced, since that (unfortunately) seems to be what the majority of people want. That being said it can still be improved a lot from the system in DA2, which currently suffers from a lot of problems that I really think needs to be adressed in the next game:

*The abbreviations used in DA2 makes it hard to predict how Hawke will actually respond.
Suggestions:
-Write out the whole sentance of a selection, without using abbreviations. Of course, this has the problem with that it might not be so fun to hear a line voiced out right after you have already read it.
-Keep the abbreviations, but make it so that when you are still hoovering the mouse after the selection, the abbreviation is changed to the whole line. That way both groups, those who just want to select quickly and get on with the game, and us who actually like to know what we are actually going to say, happy.

*The "good/sarcastic/evil" categorized responses. Although I liked the idea of dormant personalities, the way it was implemented in DA2 gave incitement to just choose one "type" of responces, whether you wanted to be good, sarcastic, or evil. In the end one didnt even bother of reading the abbreviations, since those werent reliable anyway.
Suggestions:
-Have more responses, or at least not the typical 3 "good/sarcastic/evil" 99% of the time. How about more than one response of the same "kind"? (like 2 different sarcastic responses to choose between in the same scene).
-mix the placement of the typical kinds of responses, so it doesnt make us to simply click the same place over and over without even looking at the abbreviations.
-Let stats play a bigger role in the conversation wheel, where a certain stat can lead to a hidden option. Like if you are in a prison you can choose to simply break the chains if your strength is high enough, or pick the lock if you have enough cunning
-Please let us be able to persuade, bluff, and intimidate without being dependant on what our "dormant personality is". Most people can in reality do all 3 to various degrees (or at the very least try, even if they arent successfull). I miss the old times when you had to put in precious stat points in "persuade/intimidate/bluff/ which gave you a weaker character, but in return rewarded you in otherwise hidden scenes or endings (like in origins, but putting thins like "persuade" in the "stats" tab instead among "STR", "DEX" etc instead of having it as one simple skill that only need to be upgraded 4 times).

Also, please readd the following:
*Deathblows
*Ability to change companions equipment, even if only the stats are affected. Though, theoretically, shouldnt it be possible to list each companion as a separate race was handled in Origins? That would make it possible to being able to switch companion armor and still keep a unique look to each one of them, or at least that is my impression after having worked with the DA:O toolset.
*Better facial textures please. Somce charcters like deafult hawke, Fenris and the arishok had good facial textures, but everyone else ranged from "ok", to "clean plastic" faces. Honestly I preffered the graphics in DA:O a lot more.
*Epilogue DA:O style. Let us know what happened to the other characters in the end. 

Modifié par Amycus89, 22 mars 2012 - 11:34 .


#5
Maria Caliban

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They're not going back to the silent protagonist. You might be better off telling them how to do a voiced protagonist that aggravates you as little as possible.

#6
Meris

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Maria Caliban wrote...

They're not going back to the silent protagonist. You might be better off telling them how to do a voiced protagonist that aggravates you as little as possible.


One that doesn't speak.

Modifié par Meris, 23 mars 2012 - 12:22 .


#7
Shadowlit_Rogue

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Bring back the Origins - They played major part in my falling in love with DA:O, and to see them removed wholesale was completely shocking. It was fantastic to see all of these different races interact, their unique cultures and taboos, and then be able to take part in it and role-play accordingly. It also made replaying the game a must instead of a maybe, since I never played the same game twice.

If the series is sticking with a voiced protagonist from now on (which I really, really don't care for) that's fine, and I know that makes things difficult in terms of allowing players to choose different races. But you could just take the SWTOR route and make a different origin for each class.

Choices that matter - In DA:O, there seemed to be so many choices that made an impact on how the story progressed, and how the endgame played out. Choosing who ascended to the dwarven throne, whether or not to desecrate Andraste's ashes, how best to escape Fort Drakon, how to deal with the Anvil of the Void, etc. Even how you treated party members mattered. A lot of that was simply gone from DA2. It all felt extremely linear, and any big choices ended up being retconned later on. Especially with regards to the ending.

Environments - This was one big thing that I thought needed improving in DA:O and was actually made worse in DA2. All of the environments (with the exception of Ostagar and Orzammar) seemed like they were made by a bunch of impressionists. Nothing was overly detailed or really representative of what the lore described. Varric says something at one point like, "Water. Exciting, I know." Like this is supposed to be a big addition? Why?

Role-playing - DA:O had huge emphasis on this, and it was toned down to the point of near-non-existence in DA2. I loved having to constantly offer my input or opinion during conversations. It was relentlessly immersive. I didn't like that Hawke seemed separate from me. There was a lot of auto-dialogue (way less than ME3, but they're two different beasts in my opinion), not enough dialogue options, and the options we were given we never clear enough. Basically, I miss the dialogue trees. But if that's not an option, then more ways to really control our characters more frequently would be absolutely welcome. The "three tones" idea was interesting, but just ended up giving players three vague ways of reacting the same way.

Loot - I love loot-heavy games, but not when there's nothing to do with any of it. Not being able to equip party members became a problem really quick.

Silent Protagonist - Ultimately, I'll always want the series to go back to this. There was simply more of everything because of it. More conversations, more options, multiple races, better immersion. I'll be sad if DA:O really is the last BioWare with a silent protagonist.

#8
DeadPoolX

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Meris wrote...

Maria Caliban wrote...

They're not going back to the silent protagonist. You might be better off telling them how to do a voiced protagonist that aggravates you as little as possible.


One that doesn't speak.

Hmmm... you know, it'd be easy for them to make an option that allows players to choose whether or not the main character is voiced.  Sure, they'd still say whatever it is they're saying (it'd just show up as text), but then you wouldn't have to hear the character's voice, tone and inflection.  You could imagine your own. 

Of course, that might force people to use subtitles and I know some individuals hate those.  I use them all the time, but I've also suffered some hearing loss as a child, so they don't bother me.

#9
Draythe

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As someone who really enjoyed DAO and was really let down by DA2, I thought I'd offer some advice.

1) A silent protagonist is a must if the alternative is a voiced protagonist with a limit of three things to say at a time. Good roleplaying requires a deeper range of character traits than just jerk/witty/saint. Having everyone say every last line makes for great cinematic cutscenes, but giving the protagonist a definitive voice takes a lot away from the imagination side of creating a character. For example in Mass Effect and the Witcher, I've never really felt Shepherd of Geralt were wholly my character. You can change Shepherd's haircut or Geralt's choice of fighting styles, but there's unavoidable preexisting elements of who they are that get in the way of really making them your own. Write out the full dialogue so the player won't think they are saying one thing but end up saying another. The Mass Effect wheel works fine in Mass Effect, but that doesn't mean it's appropriate everywhere.

2) More races than just human, PLEASE. This is another vital aspect of "making a character your own". At least returning to the options that we had in Origins would be nice.

3) Isometric or some sort of top down view should be an option. It provides greater awareness in combat. It's a lot easier to pause and plan things out if I don't have to rotate the camera to see around somebody's back.

4) Make us have to think to overcome encounters. Don't just use waves of enemies that appear from nowhere and fight more or less the same. Ambushes, traps, enemies that try to flee for help, environmental aspects that can be exploited to overcome tougher enemies.

5) TOOLSET! TOOLSET! TOOLSET! It can be as rough and unintuitive as it must, just release one at some point. Modding communities have kept games as old as Morrowind alive long after official content updates ceased. Maybe even look at the way Team Fortress 2 supports its modding community for inspiration.

6) Take your time with development. Making a good RPG is a tremendous effort that takes more than the typical 2 year development frame. Gamers are patient. Duke Nukem Forever sold millions despite taking over a decade to come out. Maybe that's a bad example considering how that turned out, but you know what I mean. It's no coincidence that some of the most beloved developers out there share a motto of "we'll release it when it's done."

Modifié par Draythe, 23 mars 2012 - 12:34 .


#10
Meris

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DeadPoolMK wrote...

Meris wrote...

Maria Caliban wrote...

They're not going back to the silent protagonist. You might be better off telling them how to do a voiced protagonist that aggravates you as little as possible.


One that doesn't speak.

Hmmm... you know, it'd be easy for them to make an option that allows players to choose whether or not the main character is voiced.  Sure, they'd still say whatever it is they're saying (it'd just show up as text), but then you wouldn't have to hear the character's voice, tone and inflection.  You could imagine your own. 

Of course, that might force people to use subtitles and I know some individuals hate those.  I use them all the time, but I've also suffered some hearing loss as a child, so they don't bother me.


I personally have no trouble with subtitles - but I'm not a native english speaker so I'm biased, =D

Sounds like the easiest solution to me - one that has been suggested before multiple times also - but I have 2 worries. One that it might double the writer's work with the protagonist, since writing for both kinds of protagonist is very, very different and 2)The end result might just be awkward: those who favor silent aren't content with 3 dialogue choices (minus investigate options) all the time and I doubt the devs can progress beyond that with the constraints of voice acting.

#11
DeadPoolX

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Guys, I highly doubt BioWare is going to take a step backwards and go back to the silent protagonist. Having a voice character makes him (or her) seem more alive and interactive.

If something bad happens, your character comments on it, instead of standing there like a mute idiot with a frown on his face. There are some scenes in BioWare games, particularly those in the ME series, that would've fallen flat without a voiced character.

That said, I do agree the dialogue wheel in DA2 was unclear. Why not just use the same wheel (different colors, maybe) as they used in the ME series? Better yet, add in interrupts as well.

Anyway... onto something different: I know a lot of people disliked the fact you couldn't give or buy new armor to companions. I didn't mind, because it kept your companions with a signature look. I don't want them to look like me or similar to each other.

However, for the people who really feel it's a major issue, why not have different signature classes of armor for each companion? What I mean is if you give a companion medium armor gauntlets, they'll appear to have a graphical representation of medium-class gauntlets on them, but using a style that fits the character. The same is true for all classes of armor.

This way you could give your companions gear that you can't or don't want to use. Granted, selling them was a good option too, but if you like a suit of armor and you can't use it, why let it go to waste? Best of all, if each character had their own look, each equating to whatever class of armor you give them, it'll keep them from looking like you or the same.

I hope I described that well enough. I have a feeling I didn't, so if someone wants clarification, please ask.

#12
Meris

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DeadPoolMK wrote...

Guys, I highly doubt BioWare is going to take a step backwards and go back to the silent protagonist. Having a voice character makes him (or her) seem more alive and interactive.


I already disagree here.

The Silent Protagonist is, I believe, truly mine and much more interactive.

Giving the protagonist a voice was never a step forwards or even backwards, but ten thousand steps away from the roleplaying spirit of Dragon Age: Origins.

Modifié par Meris, 23 mars 2012 - 12:45 .


#13
Draythe

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Meris wrote...

I already disagree here.

The Silent Protagonist is, I believe, truly mine and much more interactive.

Giving the protagonist a voice was never a step forwards or even backwards, but ten thousand steps away from the roleplaying spirit of Dragon Age: Origins.


Seconded. Mass Effect is a very different sort of experience than Dragon Age was originally. Shepherd is very much his own character. However you choose to play him a lot of decisions are made for you. He's a human specter with a handful of very specific backstories. Very few blanks are left to be filled in. I agree with DeadPoolMK that in Mass Effect's case a voiced protagonist was necessary, but there's more than one right way to do things in game design. Not every game needs to play exactly like Mass Effect.

Modifié par Draythe, 23 mars 2012 - 12:50 .


#14
DeadPoolX

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Meris wrote...

DeadPoolMK wrote...

Guys, I highly doubt BioWare is going to take a step backwards and go back to the silent protagonist. Having a voice character makes him (or her) seem more alive and interactive.


I already disagree here.

The Silent Protagonist is, I believe, truly mine and much more interactive.

Giving the protagonist a voice was never a step forwards or even backwards, but ten thousand steps away from the roleplaying spirit of Dragon Age: Origins.

I think I've figured out why you and I think so differently on this.

You view the character as someone you've created and guided, whereas I view the character as someone whose shoes I've stepped into.  There's a huge difference in view and role here.

Regardless, the chances of BioWare going with a silent protagonist is exceedingly slim.  It could happen, of course, but it's unlikely.

Modifié par DeadPoolMK, 23 mars 2012 - 12:52 .


#15
Draythe

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DeadPoolMK wrote...

You view the character as someone you've created and guided, whereas I view the character as someone whose shoes I've stepped into.  There's a huge difference in view and role here.


You've described the difference between Dragon Age Origins and the Mass Effect series. Both types of roleplaying are fine, but the original Dragon Age was meant as the spiritual successor to Baldur's Gate, a game that was very much about making a character that was entirely yours. I just don't see any logical reason for the sudden veer away from this idea that Dragon Age 2 took. DA2 feels like a weird sort of spin off, an action game take on the universe. It doesn't even feel like it belongs in the same series.

#16
Melca36

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Rorschachinstein wrote...

Pros for voiced protagonist: Gives the character for life and not just a soulless husk.


I like both styles equally but I will respectfully disagree. None of my Wardens were soulless. They each had their own voice from imagination.

#17
Shadowlit_Rogue

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DeadPoolMK wrote...

Guys, I highly doubt BioWare is going to take a step backwards and go back to the silent protagonist. Having a voice character makes him (or her) seem more alive and interactive.


That's a matter of opinion there. I personally saw Hawke as a huge step back in the RP department. I'd much rather have more relevant dialogue options and have my character look like a mute idiot, instead of a voiced character who can only say one thing in three different tones (and sometimes say things even when I don't select a thing). But it's different strokes, there. I don't think the PC should be able to do a thing without my input, or else it's not really an RPG to me.

In D&D, the DM doesn't play your character; you do.

However, for the people who really feel it's a major issue, why not have different signature classes of armor for each companion? What I mean is if you give a companion medium armor gauntlets, they'll appear to have a graphical representation of medium-class gauntlets on them, but using a style that fits the character. The same is true for all classes of armor.

This way you could give your companions gear that you can't or don't want to use. Granted, selling them was a good option too, but if you like a suit of armor and you can't use it, why let it go to waste? Best of all, if each character had their own look, each equating to whatever class of armor you give them, it'll keep them from looking like you or the same.

I hope I described that well enough. I have a feeling I didn't, so if someone wants clarification, please ask.


I think I remember Mr. Laidlaw saying they were toying with something similar to this for DA3. I'm not outright opposed to it, but I'm also not the biggest supporter of this "iconic armor" thing. Half the fun of the old RPGs is wearing the armor you've discovered, looking like you really did just get back from looting a dwarven mine or an elven tomb.

As long as they don't take away the player character's ability to do this, I guess I'm okay with the alternative. I hope they offer more relevant armor sets, though. It was ridiculous that everyone in Hawke's party (except Aveline when she became guard captain) didn't change their clothes/armor once in ten years. That's something I really hope BioWare works to avoid if they simply have to stick with iconic armor. (I'm also opposed to it because it's just one more reason for them to make "alternate party armor DLC".)

#18
Guest_BrotherWarth_*

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Darrah and Laidlaw have already confirmed that they won't be returning to a silent protagonist. No point in arguing it's merits or lack thereof.
What I want is a story with a goal in mind for the duration of the game and an important PC. DA2 felt aimless and Hawke just happened to know famous people. It was confusing to me why the Chantry would care more about Hawke than Anders.

#19
Meris

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DeadPoolMK wrote...

I think I've figured out why you and I think so differently on this.


Its nothin complicated, this disagreement is always the same.

There are players who value the graphic experience of the game, there are those who value liberty of interpretation and actually knowing what our characters are about to say. One, Hawke, is a cinematic approach to storytelling while the other, Warden, is a literary one.

With Hawke you have a more or less consistent character whose actions and the reasoning behind them were written by BioWare.

With the Warden, you have set choices to make, written by BioWare, but the whys are entirely left for you to imagine and visualize.

On one hand, the Silent Protagonist has a level of Fridge Brilliance where BioWare need only gives us the choices and allow us to write why we chose them, on the other the graphical experience is sub-par since, if you don't use your imagination the Warden is essentially staring blankly on the horizon. But I am willing to use my imagination, as I have since always and expected to continue to do so in a franchise that spiritually succeeded Baldur's Gate. As I do in Skyrim, as I do in BG and PS:T and look forward to do in many games to come.

It might be preferable to sacrifice co-authorship of the story for the sake of a more engaging character to watch as you roleplay, instead of actually stepping into the shoes of a character of your creation and having a liberty of interpretation of the story. But I say that is kept to Mass Effect and other IPs - Dragon Age was born with Origins and should stick to its niche.

BrotherWarth wrote...

Darrah and Laidlaw have already confirmed that they won't be returning to a silent protagonist. No point in arguing it's merits or lack thereof. 

 

To no one's surprise, there's no compromise here, as such a thing isn't possible anyway. I had stopped caring about Dragon Age months ago since that my side of the fanbase seemed hopelessly alienated, but I guess the last week's announcements on BG:EE revived my hope for this neglected gaming niche.

Modifié par Meris, 23 mars 2012 - 01:05 .


#20
Eudaemonium

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DeadPoolMK wrote...

Meris wrote...

DeadPoolMK wrote...

Guys, I highly doubt BioWare is going to take a step backwards and go back to the silent protagonist. Having a voice character makes him (or her) seem more alive and interactive.


I already disagree here.

The Silent Protagonist is, I believe, truly mine and much more interactive.

Giving the protagonist a voice was never a step forwards or even backwards, but ten thousand steps away from the roleplaying spirit of Dragon Age: Origins.

I think I've figured out why you and I think so differently on this.

You view the character as someone you've created and guided, whereas I view the character as someone whose shoes I've stepped into.  There's a huge difference in view and role here.

Regardless, the chances of BioWare going with a silent protagonist is exceedingly slim.  It could happen, of course, but it's unlikely.


They've already stated that silent protagonist is not on the table. They are going with voiced. People should really start exploring ways they can do a voiced protagonist with more customisation rather than asking for this, since it'd be far more productive and Bioware might actually implement some decent suggestions.

I know this is  sticking point with many people, but they've stated several times now that voiced protagonist is non-negotiable, so this discussion would move in far more useful directions if we could drop it. =(

#21
Shadowlit_Rogue

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Draythe wrote...

DeadPoolMK wrote...

You view the character as someone you've created and guided, whereas I view the character as someone whose shoes I've stepped into.  There's a huge difference in view and role here.


You've described the difference between Dragon Age Origins and the Mass Effect series. Both types of roleplaying are fine, but the original Dragon Age was meant as the spiritual successor to Baldur's Gate, a game that was very much about making a character that was entirely yours. I just don't see any logical reason for the sudden veer away from this idea that Dragon Age 2 took. DA2 feels like a weird sort of spin off, an action game take on the universe. It doesn't even feel like it belongs in the same series.


Yeah, I was gonna say something similar! Hawke and Commander Shepard might as well be characters of their own, in my books. Whereas I really felt like I was living vicariously through the Warden.

#22
DeadPoolX

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Shadowlit_Rogue wrote...
In D&D, the DM doesn't play your character; you do.

Maybe so, but Dragon Age has never been part of the D&D world. 

Furthermore, you can only do so much with a computer game.  A living person playing a DM can adapt and change depending on what the players want.  A game must be written ahead of time and for all intents and purposes, can't adjust on the fly like a person can.

#23
Meris

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DeadPoolMK wrote...

Shadowlit_Rogue wrote...
In D&D, the DM doesn't play your character; you do.

Maybe so, but Dragon Age has never been part of the D&D world. 


You must be confusing setting, gaming genre and gaming system on purpose.

Dragon Age was the spiritual succession of a CRPG niche that corresponded to tabletop tradition.

#24
Shadowlit_Rogue

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Eudaemonium wrote...

They've already stated that silent protagonist is not on the table. They are going with voiced. People should really start exploring ways they can do a voiced protagonist with more customisation rather than asking for this, since it'd be far more productive and Bioware might actually implement some decent suggestions.

I know this is  sticking point with many people, but they've stated several times now that voiced protagonist is non-negotiable, so this discussion would move in far more useful directions if we could drop it. =(


How about giving players the option of using dialogue trees instead of a voiced PC, instead of forcing one over the other? Having both is a good compromise, no?

#25
Amycus89

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DeadPoolMK wrote...
If something bad happens, your character comments on it, instead of standing there like a mute idiot with a frown on his face. There are some scenes in BioWare games, particularly those in the ME series, that would've fallen flat without a voiced character.

Newsflash: DA2 fell flat several times despite Hawke being voiced... or maybe even because of it, since it lead to you only having the options of "the 3 tones" each time. 

In my opinion it made it feel like I only had the option to play a diplomatic hawke, a sarcastic Hawke, and an evil Hawke, nothing else... And all these 3 characters were Biowares own, not mine.

Unfortunately it seems like Bioware doesnt want to go back to the silent protagonist (although I wish they would. Skyrim doesnt have any voiced protagonist. Even the new zelda games dont have any voice overs at all, but their popularity doesnt suffer because of that), so I will just wish that they put some extra effort to give us as many options as it is possible with a voiced protagonist.