Mr. Laidlaw made these comments about the crafting (and other skill) changes in this interview: www.gamespot.com/features/dragon-age-ii-final-thoughts-6305575/
GS: The team made some major changes to skill trees and how they branch out, and removed some skill trees entirely. Can you take us back to the early days of Dragon Age II development and how you approached the skill trees?
ML: The removal, such as they were, was really the skills. My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain.
I came up with a very simple solution to that when modding DA:O: Have the user's skill level affect the usefulness of the potion/poison at the time it is used. This makes sense logically, as someone who is more skilled with these sorts of things will know how to make the most of it's effects. It also makes sense in terms of balance, as you now have considerable incentive to keep that character in your party. You now have meaningful sacrifice and reward. Simple.
My main problems with DA2's implementation are that it makes no sense, and doesn't require any special investment on the player's part. You happen across a plant, gather it, forget about it, and now all you have to do is pay someone in town to make as many potions/poisons out of it as you like. Like I said, it doesn't make sense, but it also does nothing to flesh out my character and what he/she is good at. Moreover, playing that character is really no different from playing another character who does not "invest" in using potions/poisons. The only change is some arbitrary requirement that you found at least 1 of something before, and you never have to give it any more thought.
I like having to manage large quantities of ingredients of varying rarity, planning what to use and take with me where I'm going, and defining my character as someone who is skilled in their use, and therefore, less skilled at other things. This is what makes the experience of playing that character actually different from playing others. Paying someone gold to give me as much of something as I can afford does not accomplish any of that. For those who don't like doing the things I listed above, simply do not invest in crafting skills as that is clearly not the gameplay style you enjoy. Again, simple. DA:O's system should have been improved instead of outright scrapped. Similar systems in Elder Scrolls games, and more recently Kingdoms of Amalur all go into more depth than DA2 and even DA:O, and those systems are enjoyed by many, including myself, so don't tell me people find it too complicated.
So, is there any good reason not to do this? Discuss.
Modifié par Anomaly-, 08 avril 2012 - 07:43 .





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