The problem lies in how BioWare approaches quest and gameplay design. Essentially, the gameplay is ancillary to the experience and there's a fundamental misunderstanding of how stat systems, character systems and gameplay mechanics contribute to the roleplaying process.
As a result, you get a lot of stuff in there just because it's a common RPG trope - excessive bloat. It's not such a huge problem by itself. But it's inserted with no thought, no real relevance and no substance. It's excessive bloat, but it's also
pointless excessive bloat. Origins had a fair amount of excessive bloat, but there was enough enjoyment and relevance of said bloat, that you could say that it added to the experience. Like having a Ranger who focused on survival skills, herbalism, trap making, etc.
Compare this also, to how say, Witcher 2 approaches crafting and traps. It's still "bloat", but there's plenty of thought and substance in those systems, so it's fun and adds immensely to the experience.
The Fedex quests are the biggest example, but other examples include crafting, traps, locks, the item/loot system, etc.
As for solutions, the obvious one would be to expand the "bloat" elements and make them
fun, which is what Dragon Age 2 failed to do. Puzzles, multiple solutions to problems, sandbox level type quests, things like that would leave me satisfied. Simply cutting them, without understanding what role they played in allowing players to have fun or RP is what led to the unsatisfactory experience you had in Dragon Age 2.
In regards to EXP, I think cutting all experience from actions and stacking them as quest rewards only, with bonuses for reaching milestones (killing X enemies, sneaking past X enemies, passed X skill checks in dialog, etc) is the way to go.
Modifié par CrustyBot, 07 avril 2012 - 07:49 .