I borrowed this from the ME3 boards.

That pale blue area there, that's filler done the wrong way.

Guest_Begemotka_*
Allan Schumacher wrote...
I agree that the Deep Roads carried on longer than I would have liked. I didn't mind The Fade as much due to the puzzle nature, but I know a lot of people that don't care for it. As far as I know though, those are plot paths that you must finish before returning to the open world (been a while since I played others and I'm not a content tester
Modifié par PsychoBlonde, 14 avril 2012 - 04:37 .
PsychoBlonde wrote...
Allan Schumacher wrote...
I agree that the Deep Roads carried on longer than I would have liked. I didn't mind The Fade as much due to the puzzle nature, but I know a lot of people that don't care for it. As far as I know though, those are plot paths that you must finish before returning to the open world (been a while since I played others and I'm not a content tester
The Fade would have been better if it wasn't a long section glued on to the end of ANOTHER long section (the Circle Tower). I always wound up playing it at 2am because I'd hack my way to the top of the Circle Tower, then remember OMG that's right this isn't the end I gotta do the damn Fade TOO frick just get it over with the brown swirly colors look better when you're half out of your mind with exhaustion anyway . . .
Deep Roads was kinda the same. Orzammar was fairly big and had quite a few things you wanted to accomplish. Then, after ALL THAT RUNNING AROUND, HERE'S ANOTHER BIG SECTION YOU GOTTA DO.
By comparison, the elven forest bit felt TINY, and you could walk off and do something else pretty much AT ANY TIME.
If Orzammar/Deep Roads and Circle Tower/Fade were structured in such a way as to have natural breaks between them, they wouldn't have felt nearly so interminable. It might actually have made the game feel bigger and more open if they'd been more distinctly separate.
LegendaryBlade wrote...
You know what though? I would take an entire game of these long, drawn out sections over the weird cutting and pacing of DA2. Everything felt so disconnected in that game, it was jarring.
PsychoBlonde wrote...
LegendaryBlade wrote...
You know what though? I would take an entire game of these long, drawn out sections over the weird cutting and pacing of DA2. Everything felt so disconnected in that game, it was jarring.
It didn't help that I preferred to clear EVERY SINGLE ONE of my in-town quest flags before I'd visit the "wilderness" areas, so by the time I got out there I'd have 4-5 unrelated quests to do. It was less like adventuring and more like running errands.
Guest_Begemotka_*
Modifié par Ukki, 14 avril 2012 - 07:27 .
Modifié par deuce985, 15 avril 2012 - 06:14 .
Modifié par Dakota Strider, 15 avril 2012 - 07:17 .
Guest_Begemotka_*
Dakota Strider wrote...
If we are talking RPG's, a short game, is a bad game. Don't know where EA gets their data from, but I am guessing even their Madden players, want games that last longer than 20 hours.
For DA3 to tie together all the different threads that are hanging loose out there, or even to make a good start at it, the game would have to be a long game. That is assuming, that the protagonist needs to go to different regions around the known world, and deal with these different situations. Each region will have its own problems and situations to be solved. The player choosing to take one route, may cause another roleplay path to be closed to him/her altogether, which would contribute to the different possible endings. It would also lead to more gameplay, by making the second, third, fourth playthroughs of the game more meaningful, as there are more things to discover.
Also, while romances are not "necessary", I have yet to see a game they have not enhanced to various degrees. Having multiple options in this regard, also leads to more unique playthroughs, especially if these choices lead to consequences that affect overall gameplay, in the development of the character.
For me, a game that I love playing, is too short if it stops before 100 hours. A game that lasts less than 50 hours would definitely feel like I was being ripped off. If Bioware wishes to recapture their reputation, and trust with their fans, they need to make a truly epic DA3, that goes far beyond the standard time it takes to play the average, modern crpg.
Modifié par Begemotka, 15 avril 2012 - 09:33 .
Dakota Strider wrote...
What's the rush? Nobody is saying you need to play the game straight through, or try to finish it in a couple nights. Back in the day, when I played AD&D campaigns with live people, we had games that went on for months, or even over a year. Actual game play (realizing that not every moment was strictly gaming) was easily in the hundreds of hours, per campaign.
The object of a CRPG should not be to reach the ending. The fun is the path it takes to reach it. And I for one, would appreciate a long, twisty path, with lots of detours, back-tracks, and site seeing along the way. It is not a race to see who can finish first to post on the forums to prove what a great player you are.
Dakota Strider wrote...
If we are talking RPG's, a short game, is a bad game. Don't know where EA gets their data from, but I am guessing even their Madden players, want games that last longer than 20 hours.
For DA3 to tie together all the different threads that are hanging loose out there, or even to make a good start at it, the game would have to be a long game. That is assuming, that the protagonist needs to go to different regions around the known world, and deal with these different situations. Each region will have its own problems and situations to be solved. The player choosing to take one route, may cause another roleplay path to be closed to him/her altogether, which would contribute to the different possible endings. It would also lead to more gameplay, by making the second, third, fourth playthroughs of the game more meaningful, as there are more things to discover.
Also, while romances are not "necessary", I have yet to see a game they have not enhanced to various degrees. Having multiple options in this regard, also leads to more unique playthroughs, especially if these choices lead to consequences that affect overall gameplay, in the development of the character.
For me, a game that I love playing, is too short if it stops before 100 hours. A game that lasts less than 50 hours would definitely feel like I was being ripped off. If Bioware wishes to recapture their reputation, and trust with their fans, they need to make a truly epic DA3, that goes far beyond the standard time it takes to play the average, modern crpg.
BobSmith101 wrote...
That pale blue area there, that's filler done the wrong way.
Modifié par Wozearly, 15 avril 2012 - 11:55 .
That chart doesn't mention that while both me1 and me2 had more side quests than me3 most of them were considerably shorter. Also making a seperate color for "multiplayer quests" is just cheating. /rantBobSmith101 wrote...
Filler varies. If you take Blitzball in FFX , that's filler. It's also worthy of being a game in it's own right. That's filler done the right way
I borrowed this from the ME3 boards.
That pale blue area there, that's filler done the wrong way.
Atakuma wrote...
That chart doesn't mention that while both me1 and me2 had more side quests than me3 most of them were considerably shorter. Also making a seperate color for "multiplayer quests" is just cheating. /rant