Dragon Age > Oblivion?
#176
Posté 03 décembre 2009 - 07:22
1. Fallout 3
2. Dragon Age
3. Mass Effect
4. Oblivion
Story:
1. Mass Effect
2. Dragon Age
3. Fallout 3
4. Oblivion
Fun factor:
1. Fallout 3
2. Dragon Age
3. Mass Effect
4. Oblivion
Just my opinion. BTW I think Dragon Age was the most polished and refined work of the four but was just lacking in a few areas, such as basically knowing where every single enemy is on repeated playthroughts, etc., but if the world expands via a big expansion pack and the like, it could change things.
#177
Posté 03 décembre 2009 - 07:24
I get around it in DA:O by just assuming my character only goes to Calenhad docks at night and I'm only exploring every where else during the day :-P
They are really two different types of games though. The more I think about it, I want more RPGs that don't scale items or equipment, but are also open. I guess these games would have a lot of complaints from people saying they are too hard. Its easier just to code the monsters to be whatever level your character is (roughly) and to lock the areas you don't want visited away until they are done the easier areas. :-( Ulitma 5 didn't do that.
#178
Posté 03 décembre 2009 - 07:27
I loved both games, they both have lots of good and bad factors, but to me it is Oblivion as the better game.
#179
Posté 03 décembre 2009 - 07:28
#180
Posté 03 décembre 2009 - 07:42
That there are more things for you to do besides the main quest in Oblivion than in Dragon Age doesn't exclude Oblivion from the Story Driven Club. The faction side quests had stories, too, and they were better than Dragon's Age's side quests. Compare Oblivion's Mages Guild to Dragon Age's Mages Collective, for example. Even some of the random quests you might find just wandering around aren't worse than what you get from the Chantry Board or Blackstone Irregulars.Dark83 wrote...
Almost everything you do in DA:O is related to the story - fight darkspawn. In Oblivion, you basically have one prod to go along the main quest, and you can completely ignore it for a hundred hours without ever being nudged back
to it. As a "driving force" it's like a kitten on a bicycle. It's there, but it's going nowhere.
Almost everything you do in Dragon Age being related to the story just means that it's more focused, not that one is story driven and the other isn't. And kittens on bicycles are awesome. They don't have to go anywhere and I don't want them to if it's away from me!
#181
Posté 03 décembre 2009 - 07:45
So, for the third time :
DAO HAS NEARLY THE SAME AMOUNT OF LEVEL SCALING THAN OBLIVION !
There is countless ways to argue that one is better or worse than the other, but level scaling is NOT ONE OF THEM.
Both have level scaling that is nearly identical for a similar amount of hours. In both case, you play for about forty hours and then realize that everyone is always exactly the same strength compared to you.
The difference is only that in Oblivion, as loot is logical, you SEE the gear improving massively, while DAO has a more "hidden" scaling - it's not visual, it's just the stat. But in the end, until you reaches the very high level (where scaling reaches a plateau in DAO while you can level up to the max in Oblivion), it's virtually THE SAME !
#182
Posté 03 décembre 2009 - 07:50
#183
Posté 03 décembre 2009 - 07:56
One of the game is open for exploration, treasure-seeking and random questing. The second game is all about the story, the choices and great character-development. They are so alike but still different. I love the both of them and I just can't choose a favourite.
#184
Posté 03 décembre 2009 - 07:56
Ninja Gaiden > Worms?
Mario bros > Grand Tourismo?
Bioware and Bethesda games are different categories of games, despite being called "RPG" and not directly comparable. This is obvious to me at least. And I like both genres.
Dragon Age is one of Bioware's stronger titles. Oblivion is one of Bethesda's weakest.
#185
Posté 03 décembre 2009 - 07:57
And that's indeed a very bad development in current RPG's which should be discouraged with relentless prejudice.Akka le Vil wrote...
DAO HAS NEARLY THE SAME AMOUNT OF LEVEL SCALING THAN OBLIVION !
#186
Posté 03 décembre 2009 - 08:08
Vergil_dgk wrote...
I'd recommend Risen to most RPG's fans but be fairly warned: it's real tough in the beginning. I must have reloaded a hundred times until I got among the levels...
Hush you...mentioning a game like that is strictly verboten.
#187
Posté 03 décembre 2009 - 08:24
#188
Posté 03 décembre 2009 - 08:34
I think that, graphically, the setting in Oblivion was better than that of DA, in that it was more diverse, and of course you aren't as restricted.
Characters (well, at least allied characters) in DA are better because they have more interaction with the PC. DA also gives the PC a background, which I like.
So . . . for me, they're different, but about equal in terms of me liking them.
#189
Posté 03 décembre 2009 - 08:35
Truth.SheffSteel wrote...
Hmm. The bits of Mass Effect that were good were very good, but the bits bouncing around in an indestructible Weeble-car were never good.
My obsessive nature caused me to visit every random planet, which burned me out of ME.
...but now I have to do it all again anyways to import into ME2.
#190
Posté 03 décembre 2009 - 08:40
Of course a modded Oblivion is a tremendously awesomely awesome game (sorry console gamers) that rectifies all the wrongs of the original Oblivion but its PC territory only (not that this is a bad thing).
#191
Posté 03 décembre 2009 - 08:46
Zygax wrote...
They are both good games. I think Oblivion is the better RPG, and DA is the better action game.
If we could mix DA and Oblivion styles... that would be something.
#192
Posté 03 décembre 2009 - 10:34
Veracruz wrote...
Zygax wrote...
They are both good games. I think Oblivion is the better RPG, and DA is the better action game.I'm sorry but I don't see how Oblivion can be better RPG than DA. Is it because it's a sandbox game? Because the freedom to move it supposes would be the only advantage. I didn't feel the "role" in Oblivion. Had lots of fun with it but more in a sense of FPS (First Person Slasher) with some nice bits of story here and there (in a very big and too often empty world).
If we could mix DA and Oblivion styles... that would be something.
I'm basically with the guy you quoted in saying that rpgs in the style of Oblivion do feel much more like an rpg in my sense then a game like da:o
In da:o, I don't really feel like my character IS my character, i feel like i'm moving 4 chess pieces around. In games like Oblivion and Fallout 3, I feel like I AM the character. I also very much prefer the open sandbox game because I enjoy making my own story, rather then following the story in an interactive movie.
I still loved kotor 1/2, mass effect, and da:o in their own right.. but I will never be a bioware fanboi or someone who feels like da:o is how rpgs really should be.. I think its because I grew up with the rpg itself and saw many different styles rather then just seeing the baldurs gate style games one after another over the years.
for me its about immersion... and DA:O provides very little of that to me.
#193
Posté 03 décembre 2009 - 10:42
I agree to a point...all of the loot DLC with little content is a bit frustrating. I never, ever felt as though I had to fight for loot in Oblivion, though. Once you get to a certain level common bandits and robbers have some of the best loot in the game.Mavkiel wrote...
Comparing this game to Oblivion is flawed imo.
Try comparing this game to Morrowind, and you might have a much harder time. Oblivion really was a step down in everything but graphics from morrowind. No real depth in the plot, guilds etc
Also the dlc content really has left a bad taste in my mouth. It seems very poorly done. It comes off like "pay me 5 dollars for great loot"(Shale being an exception, then again it was cut from release). I dare anyone to say that thought hasnt crossed your mind. Infact, the selling point of the next dlc seems to be looting a set of armor and a sword. Now for those who want to compare this to the dlc content from Oblivion/Morrowind, feel free. Those dlcs left me with a feeling of having fought for my loot.
I've already made it clear how horribly bland, repetitive, and tedious I found Oblivion (I loved Morrowind, though). However, I don't get the complaints about the game ending when it ends. Bethesda is one of the only companies that makes RPGs that don't end when the main quest is complete. Why is it that so many people (I'm assuming they're new gamers that haven't played many RPGs besides Bethesda's) insist that every RPG play this way just because Bethesda's do? Makes no sense to me at all.tebb23 wrote...
I love DA, but I think Oblivion is
the better overall game. I absolutely despise the fact that when you
beat DA, the game is over, that in itself makes it less of a game. It
is a freggin RPG, why end the game? People freaked out when they beat
FO3 and the game ended, this is just as bad. It is also considerably
shorter with far less quests and after the "origin" story every single
quest is almost the exact same thing for everyone. Oblivion was also
made almost 5 years ago and the graphics and game play are still strong
now.
I loved both games, they both have lots of good and bad factors, but to me it is Oblivion as the better game.
The difference is that the way the two games flow isn't the same. Because of the way you revisit areas so much in open-world games like Oblivion they need to be very careful about things like level scaling. You have to admit that it's rather odd for the muggers in a certain area to gradually get more and more powerful to the point that they're godly...godly muggers. In DA:O you move from area to area and clear them out, so you don't notice the level scaling as much. Bethesda did a much better job in Fallout 3 by locking and tethering the level scaling. In Oblivion is was just ridiculous and made advancement in the game feel like a treadmill. In DA:O it's not noticeable because you don't see the same enemies getting more and more godly as your character does. Don't get me started on the loot scaling in Oblivion, though...to me that was the worst aspect of the entire game.Akka le Vil wrote...
I really /facepalm when I see countless people saying that Oblivion was worse than DAO because of the "horrible level scaling".
So, for the third time :
DAO HAS NEARLY THE SAME AMOUNT OF LEVEL SCALING THAN OBLIVION !
I dare you to try to make an RPG with exploration and freedom without level scaling. Without any level scaling at all players are forced to complete areas in a certain order, and people will definitely complain about that....a lot. It's a tradeoff that we have to live with until someone comes up with a better way to handle it.TileToad wrote...
And that's indeed a very bad development in current RPG's which should be discouraged with relentless prejudice.Akka le Vil wrote...
DAO HAS NEARLY THE SAME AMOUNT OF LEVEL SCALING THAN OBLIVION !
#194
Posté 03 décembre 2009 - 10:50
I dare you to try to make an RPG with exploration and freedom without level scaling. Without any level scaling at all players are forced to complete areas in a certain order, and people will definitely complain about that....a lot. It's a tradeoff that we have to live with until someone comes up with a better way to handle it.
How can you say that you're not forced to complete areas in a certain order in DA? The ONLY freedom you have is which order to conscript your help from. Games existed without scaling for a long time, and they were great and people didn't complain. DA is linear in my opinion, except for the conscription quest order. So you have scaling and a linear order, which is the worst of both worlds.
I guess their are people that would complain that they are forced to level up before they can enter certain areas or be killed, but to me that is the whole point of RPGs, some areas are very difficult until you're powerful. Some areas are easy if you're powerful. Let me try to go to the difficult places and beat them early if I have mad skills, and reap the rewards for my difficulty. Let me go back to easy places when I'm powerful and flex my muscles a bit by making cannon fodder. I guess that's the kind of RPGer I am. A pity designers are catering to 14 year old console players who cry to mommy that they get killed everytime they play the game and need the game to dumb down to their level so its always the same difficulty no matter if they just start out or are the most powerful person on the planet. Drives me crazy!!!!
#195
Posté 03 décembre 2009 - 10:55
Kimberly Shaw wrote...
How can you say that you're not forced to complete areas in a certain order in DA? The ONLY freedom you have is which order to conscript your help from. Games existed without scaling for a long time, and they were great and people didn't complain. DA is linear in my opinion, except for the conscription quest order. So you have scaling and a linear order, which is the worst of both worlds.
So the only freedom you have is the freedom to do pretty much anything. The three main quests can be done in any order, all the optional quests can be done in any order, all the DLC can be done in any order and even once you get the Landsmeet quest you can still do any side quests. The intro and conclusion might be linear but beyond that nothing is so really what about 4 hours of of my 60 hours of game play is linear?
#196
Posté 03 décembre 2009 - 10:57
Kimberly Shaw wrote...
I dare you to try to make an RPG with exploration and freedom without level scaling. Without any level scaling at all players are forced to complete areas in a certain order, and people will definitely complain about that....a lot. It's a tradeoff that we have to live with until someone comes up with a better way to handle it.
How can you say that you're not forced to complete areas in a certain order in DA? The ONLY freedom you have is which order to conscript your help from. Games existed without scaling for a long time, and they were great and people didn't complain. DA is linear in my opinion, except for the conscription quest order. So you have scaling and a linear order, which is the worst of both worlds.
I guess their are people that would complain that they are forced to level up before they can enter certain areas or be killed, but to me that is the whole point of RPGs, some areas are very difficult until you're powerful. Some areas are easy if you're powerful. Let me try to go to the difficult places and beat them early if I have mad skills, and reap the rewards for my difficulty. Let me go back to easy places when I'm powerful and flex my muscles a bit by making cannon fodder. I guess that's the kind of RPGer I am. A pity designers are catering to 14 year old console players who cry to mommy that they get killed everytime they play the game and need the game to dumb down to their level so its always the same difficulty no matter if they just start out or are the most powerful person on the planet. Drives me crazy!!!!
anyone who thinks that DA:O is anything but linear in the strongest sense of the word.. does not have much rpg experience, thats for sure.
as for level scaling.. its ALWAYs a bad idea in every game.. period.
#197
Posté 03 décembre 2009 - 10:59
Don't get me started on the loot scaling in Oblivion, though...to me that was the worst aspect of the entire game.
Also agree with you on that with Oblivion, but I do find item scaling in DA:O to be its worst feature too. Eg if you do the Shale quest early on, your helmet of honnleath is Gray Steel (Tier 1). This is one of the best helmets in the game, and yet its Tier 1 because you did the Shale quest early. If you waited until level 15 to do it, it would be Tier 7. There is no way to get the helmet to gear up (vendor tricks don't work). I cannot STAND being punished for doing a quest early, it drives me kookoo banana crackers. Items like that should either always drop at their intended level (Codex items should be Tier 6 or higher IMO always) or level up with the player. Items in DA:O fall under 3 scaling methods:
1) Drops at a set level regardless of your level, cannot be increased by vendor sell/buy back (eg warden keep armor).
2) Drops at your level (scaling), can be increased by vendor sell/buy back (most items).
3) Drops at your level (scaling), cannot be increased by vendor sell/buy back (helmets).
Why the game has THREE different codes for item scaling is beyond me, and needs to be fixed.
#198
Posté 03 décembre 2009 - 11:03
Sidney wrote...
Kimberly Shaw wrote...
How can you say that you're not forced to complete areas in a certain order in DA? The ONLY freedom you have is which order to conscript your help from. Games existed without scaling for a long time, and they were great and people didn't complain. DA is linear in my opinion, except for the conscription quest order. So you have scaling and a linear order, which is the worst of both worlds.
So the only freedom you have is the freedom to do pretty much anything. The three main quests can be done in any order, all the optional quests can be done in any order, all the DLC can be done in any order and even once you get the Landsmeet quest you can still do any side quests. The intro and conclusion might be linear but beyond that nothing is so really what about 4 hours of of my 60 hours of game play is linear?
I disagree with you strongly, but can't go into it because of spoilers. A lot of content and areas are not open simply because you haven't done something before, even though if it were not linear you could go to those areas.
I guess what you and I call linear is different, to me DA:O is a fairly typical linear RPG game and could have been easily designed without scaling in my opinion. Side quests do not count, as by definition in almost all RPGs you can do them in any order you choose. Although side quests in Lothering don't really count do they? Can't exactly do those in any order?
#199
Posté 03 décembre 2009 - 11:05
A sandbox RPG is only fun if it makes use of freedom to add interesting personalities and side quests and give your character an impact on the world, this is where Fallout 1 and 2 (3 is another abomination by Bethesda) and Baldur's Gate and the old Darksun RPGs got it right. They made the areas interesting and what you did in those areas mattered. Oblivion was souless and sterile by comparison.
#200
Posté 03 décembre 2009 - 11:51
DAO on the other hand doesnt have much room for moding. Look at it, it has little interactivity with the world, every piece of it designed to be passed through without much input from the player himself apart the places Biowares -wants- to lead you through. No real tools to play how you like. Take Baldurs gate 2 for example. When you face a locked chest you could a. Pick it, b. smash it, c. use magic on it. In DAO all you can do is lockpick it. Example number two. In Baldurs Gate when you face someone you dont like you can pretty much do ANYTHING you like to him. Attack him, pick pocket him, set him on fire, disintegrate him, mummyfie him, polymorph him and a MIRRIAD other things without restriction whatsoever even on key characters and you had consequences for everything you did.
Now i dont expect the game to be like BG2 (never did) but i did expect it at least to have this kind of freedom. If i wanted to cone of cold someone and then crushing prison him "just because" then for ****s sake LET ME do it. Did i assasin someone important in the game and nobody knew? Then please CHANGE the game to accommodate his loss as was done by many games in the past. Did i save a whole village from some beast attacks? Then let them show me their gratitude or whatever by any means necessary. Built me a statue, give me money each month, let me in one of their houses as a base, ANYTHING.
This is why i feel no need to replay the game again. It has nothing really to offer me any more. I shall await moding and new DLC with open arms but the template is limited and that gives me the idea that the game will be short lived in our memories.





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