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Feedback/Suggestions for the Sequel


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#1
Kuravid

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 Please inform me if there's some sort of thread for this already, but I wanted to post some ideas:
So, if anyone from Bioware actually reads this, thank you so much for this game; I absolutely loved it. I've been a fan since KoToR (really excited for The Old Republic to come out, too) which was one of my favorite games of all time, but I think I actually like Dragon Age more. Having said that, there are a few small things I think could be changed or improved for a sequel. I understand it sounds presumptive, but I thought I had a few good ideas and I know some video game companies take this sort of feedback into consideration. 

- An illustrated codex. I really liked the codex feature, and thanks to the fascinating world lore, I was compelled to read quite a bit of it, but, honestly, a lot of it I just skimmed or skipped. Making an illustrated codex would add a lot of incentive for the player to read, or at least glance at, every single entry. I'm sure Bioware has quite a few artists at its disposal, and perhaps there could be some sort of collaborate effort where each artist is given a certain number of entries to illustrate (I've seen the Dragon Age comic Mike Krahulik/Gabe from Penny Arcade did and I'm sure he'd love to do a project like that)

- Less repetitive environments. This is probably something Bioware will take into account with a sequel anyway, due to all the critics pointing this out as a flaw. Whenever you go dungeon crawling, it seems like you're kind of just running down the same hallway after hallway or tunnel after tunnel. This isn't actually all that noticeable or poorly done or anything, just one of the minor flaws I could pick out.

- Please let us visit somewhere that's rich and more spacious.  So the whole game takes place in Ferelden, and the towns and cities are well done, but I'm kind of with Zhevran in seeing Ferelden as a lovely place full of mud and dogs. Derenim's the largest city you get to visit, and it still looks like a poor medieval town. Orzammar wasn't so much a village full of poor people, but it was all underground and kind of cramped. One gets the cramped feeling with most cities, especially if they're cut up into little sections on a mini-worldmap. Maybe in future DLC or the sequel we could see Antiva, or Orlais, or what's left of the Tevinter Imperium, or the Qunari homeland-whose-name-I-forget. I'm sure there's plans to explore these places already, and by reputation, they seem to be bigger and more lavish than Ferelden.

- Queuing actions. This is a minor thing, but the battle system in DA seems to be mainly a more advanced and intricate version of KoToR's. Except in KoToR you could give your character a list of commands to execute instead of just one at a time. I understand KoToR didn't have as advanced of an automated ("gambit") system of actions for characters not being controlled by the player, but I still think being able to click out three or four actions to be carried out one after another would save some time switching around from character to character and getting them to do the things I want in a battle.

- The Ending. (POSSIBLE SPOILERS?) I'm sure lots of people have complained about this, but the very ending of the game was pretty disappointing. I mean, you go through the entire game, make all those individual choices that change the history of Ferelden, and you're just treated to a montage of landscape screenshots with little paragraphs explaining how things turned out because of what you did. Even short little cutscenes for each possible outcome would have been so much more rewarding.

- Maybe this last one is just me being greedy for such an excellent game, but MORE. I'd love to see a longer version of DA:O with more characters, places, storylines, sidequests, etc etc.

- A Rogue Mage Origin. This would make a great DLC, but I'd also like to point out that I wouldn't really be that excited for any new PC character origins unless they were accompanied by a very significant amount of extra gameplay. As much as I love the game, I'm not really the type who plays games like this over again, and I'm sure I'm not alone. I would definitely make another new game however, if there were quite a few more sidequests, possibly more post-endgame content, and some completely alternate main storyline routes; like maybe you could choose to recruit X amount of allies among a wider range of peoples to fight the Archdemon, and the new additions would be enough to play the game without having to repeat something like The Mage Tower or Orzammar but still reach the Archdemon at the end.

- Items and armor suggestions. It might be more of me being greedy, but a much wider range of armor and weapons would be really cool. Especially among mages. Also, I really feel the game could have used an item that ressurected a fallen character (Phoenix Down.) 

-Graphics. This is probably a given, but better graphics would be awesome. I don't think that DA:O has bad graphics by any stretch of the imagination, and in fact the character's facial expressions are more realistic than I've seen in any other video game (Fallout 3's character faces always looked very stiff when delivering lines. The people responsible for DA:O's facial expressions did an excellent job) but the level of graphical detail and texture has some room for improvement.

- Hearing that Mass Effect 2 will have a feature in which the saved gameplay from the original game influences the storyline of the sequel, I'm really hoping that I can load my saved game from DA:O, and that the decisions I made in the original game will effect the sequel.

- Incorporating Blood Magic into Persuasion Dialogue - When I first heard mention of Blood Magic in the game, characters were saying how it could be used to control people, and my assumption from that point up until I actually unlocked Blood Magic was that it would open up an ability similar to KoToR's "Force Persuade" where you could basically mind-control a character, via dialogue, into doing something that they would never normally do. This was one of the more unique touched to KoToR, and one that could work well within DA.


I really can't think of anything else. Such a great job was done on the intricate storyline, lore, battle, and player character decisions that I feel any sequel made by the same team at Bioware will be amazing. This is truly one of the only video games in which the lore of the world and characters was actually interesting enough for me to pay attention to, and even want to learn more about.

-David

Modifié par Kuravid, 04 décembre 2009 - 07:55 .


#2
WulfByte

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If I have to choose, I prefer quality over quantity. I played the KOTORs and Mass Effect through several times each but I'm cherry picking elements of Dragon Age. I don't have another 100 hours of my life to give. :)

Gripes (Xbox 360 version):
  • Repeated, unskippable (unnecessarily flowery) NPC dialogue, especially for merchants... [UPDATE: "X" button skips dialogue - I must have missed the in-game tutorial/manual reference to that...]
  • Inventory management is still painful. The Junk option and The Warden’s Keep DLC help but the latter severely lacks usability polish e.g. no swap party members at storage location, let alone access to the whole group. It seems that "Tactics" (which I found useful for combat) for Inventory management could be very helpful e.g. wear best available full suit of heavy armor, junk all similar items in future, wield best available single-handed mace (or since the term "best" is so muddied, use acquired item if Tier is better by 2).
  • Codex was good but because of how menu scrolling worked, I could not tell which entries were new (those that are highlighted-new are often off-screen and lose highlight as scroll moves over them).
  • (Mostly) mute player character. Mass Effect and Saints Row 2 are great examples of how it can work well.
  • Player character combat/action lines repetetive (and often annoying, even without repetition). Having to do without #4 but put up with this for so long is a little torturous...

Modifié par WulfByte, 14 décembre 2009 - 07:09 .


#3
Marso40

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The single biggest things I would fix in a sequel (or a patch... ;) ) are:

A 'one stop shop' where you can purchase, sell, craft, and change out inventory items for all members of your party in one setting without having to constantly exit the merchant, go to inventory in or out of camp, go out of camp to craft, etc. It would be a huge time saver.

Inventory management in this game is a draaaaag,

Modifié par Marso40, 08 décembre 2009 - 05:54 .


#4
Kuravid

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Yeah, the item management is a little time-consuming and clunky. Also, I think a searchability function for the codex would be great. It's kind of difficult to find the entry you want or see the newer entries.

#5
Emerald Rift

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1) no overhead map, i would want it to be like Elder scrolls iv where you manually walk to a destination or use fast travel. i think overhead maps make the land feel really small.
2) better tactics (esp for revival)
3) of course like ME2, the ending effects the new game.
4)better graphics
5) more armour, weapons
6)maybe a bit more customisation like scars, piercings etc...but i think its the best ive seen so far with facial tools

Modifié par Stamina Rose, 08 décembre 2009 - 01:10 .


#6
beefcake000

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I'll just post this here...
(SPOILERS)

Dear Bioware,
thank you for a great game. I really enjoyed playing Dragon age: Origins. As I understand it, you are currently working on a sequel, and with that in mind, I just wanted to offer some feedback.
The main reason why I enjoyed Dragon Age was the story itself, and how you created challenges (fights) that were a direct result of the plot (the false Adraste high dragon, Caridin the golem, the werewolfs and the elves...).
I would like to mention one small part of the game in particular: When you are sent to the Howe estate in Denerim to rescue the Queen, Loghain's second in command comes to place you under arrest. This is my favourite part of the entire game. As I understand it, you made this fight as difficult as possible, meaning to send the player to prison, opening for another small sidequest. This fight however, is the only part of the entire game that I actually found challenging. It is the only time I really had to form a battle plan and exhaust my resources to win through.
So here is my plea to you: Please include more of this in the next game. Random fights (as many as you feel you can include in the game) that you do not necessarliy need to win to complete the game, but are as challenging as you can possibly make them. Rewards for beating them can be something small like a piece of armor, or a weapon, or if you want to make things a little interresting; keeping one of your companions alive. But the important thing is that they are very, very difficult to win.

thanks again

Modifié par beefcake000, 01 avril 2010 - 03:33 .


#7
ReViliTy

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-sharper looking enviromental textures.  The characters looked great, but everything else looked like it suffered from bad compression.
-A blend of DAA & DO companion dialogue.  Being able to just ask million questions any time didn't feel realistic.  But there wasn't enough interaction in DOA.
-More companion side quest.
-Romance side quest.
-A story that deals less with dark spawn.  1 game, 1 dlc, and an expansion that deals with them mainly is enough.
-Better preview images for items in inventory.  You don't know what something looks like untill you equip it half the time.
-More streamlined dialogue for conversations that aren't too important.
-Larger visual variety in helmets, mage robes, and mage hoods.
-Dye kits for armors or a simple way to change the main colors of your pieces on the fly.
-Less armor sets.  It was more fun early in the game to mix and match stuff instead of putting on a specific set for bonus.
-Non ruin based item enchanment system.  Instead of just ruins, there could be a way to add the additional enchantments.  So much loot in the game goes to waste because the sets and pre enchanted items over shadow most of the stuff you find.  Torchlight did an ok job with helping this out by adding places and merchants to enchant stuff.