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Games Dragon Age 3 can learn from.


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#1
AkiKishi

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I'm going to open with Suikoden.

Suikoden (or White Knight Story if it's more familiar) I want to travel the world recruiting NPCs for my own personal "space". Whether it's a castle, a camp or a villiag. I want those NPCs to have jobs and abilities that make them useful in the wider sense too. Sort of like Sandal, only explanded a lot.
Suikoden allows you to recruit all sorts of NPCs from window makers (allows you to change the UI colour/style) to musicians that allow you to listen to any of the in game music. Plus vendors and craftsman that provide things you can't get any other way.

Not only is this a great personal touch , but it's an amazingly good filler as you can spend many,many hours just traveling, meeting the requirements for recruitment and watching you personal space develop.

#2
Zzulu2

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Seems a bit pointless. Like you said, filler mostly. I'd like it if they spent their time developing stuff that mattered more

#3
Rawgrim

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DA3 can learn alot from DA:O.

#4
AkiKishi

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Rawgrim wrote...

DA3 can learn alot from DA:O.


Such as ? 

#5
Rawgrim

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BobSmith101 wrote...

Rawgrim wrote...

DA3 can learn alot from DA:O.


Such as ? 


No-combat skills, for example. Being able to talk to the companions when you want to. Being able to equip armour on them. No spawning enemies out of the blue. No poking enemies with a sword and watch them explode from a stabbing wound.

#6
Servo to the bitter end

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I think DA3 can learn the most from DA2. As in, what not to do, what not to rush, etc. But it can learn a lot from DAO as well.

I prefer voiced protagonists, and I'm glad they seem committed to that. I like the nice/sarcastic/blunt personality stuff. The dialog wheel is what it is, and it worked well enough, but I would like to see full dialog as a subtitle when you hover over it. I also like that certain classes *feel* much better, and much faster. The twirly aesthetic may not work for everyone, but I like it over what certain classes (mostly rogues and pure mages) were in DAO.

I liked that there were more companion quests, and that they tied nicely into the main plot. I was also alright, for the most part, with the bulk of companion dialog and character development happening there, as opposed to sitting around the campfire.

Priority one is to nix the reused environments. It's ok for random encounters when travelling, as in DAO, but no more identical caverns all over the place. Also, more environments in general. Going from Kirkwall, to the Wounded Coast, to the Bone Pit in all three acts was annoying even the first time through.

Go back to planned encounters - no more waves, no more bandit closets. No more exploding dudes either. I facepalmed whenever I hit whirlwind and my target blew apart like a barbie doll strapped to an M-80.

For me, one of the most important things is expanding on the classes, a la DAO. The trinity worked well enough in DA2, in that playing a pure rogue or a pure mage felt great. But I really miss the more interesting spec options like arcane warrior (or even just a DW warrior). These choices would have shined in DA2, and they can shine in DA3. Just make sure the classes feel good - keep the fast ones fast.

#7
Takamori The Templar

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Tormenta Planescape in terms of having a solid story.

#8
AlexJK

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Not sure if there's a game inspiring this suggestion, but I'd like to feel more invested in my party members, specifically which of them I choose to bring with me.

I was writing a long post here but basically I can sum it up like this; I want to have to make a decision between taking a balanced party, and the "right" party story-wise, and I'd like that decision to be challenging.

In both previous DA games I spent the majority of the game with the same party members, a compromise of balance and story. I'd like to be given reasons not to do that!

#9
Lethys1

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Witcher, both games. The emphasis on the impact of your choices present in Witcher 2 was enlightening, and the actual change in content was major depending on your choices. The options are both very neutral, not just GOOD and BAD.

Those games had morally gray choices in them. And many tough ones too.

Could also learn from Fallout 2 and older RPG's to allow for many solutions to a specific scenario. I could live without voice acting if there were five different ways I could approach each scenario, and each scenario was created in some part by my actions.

#10
Servo to the bitter end

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AlexJK wrote...

Not sure if there's a game inspiring this suggestion, but I'd like to feel more invested in my party members, specifically which of them I choose to bring with me.

I was writing a long post here but basically I can sum it up like this; I want to have to make a decision between taking a balanced party, and the "right" party story-wise, and I'd like that decision to be challenging.

In both previous DA games I spent the majority of the game with the same party members, a compromise of balance and story. I'd like to be given reasons not to do that!


I actually think that DA2 did an alright job with this, partially because there was a companion quest for everyone in every act. Mechanically, as well, since maximizing friendship/rivalry meant switching out companions. In spite of that, I didn't feel "punished" for sticking with a core party in any specific playthough. The bonus is that this allowed characters who I didn't really like at first to grow on me once I saw more of them.



If you want to talk about hard decisions - I just started a new playthrough in DA2.

I have a rule - no matter what, Varric never leaves my party, because <3.

I'm romancing Isabela (again...), because <3.

I'm playing a rogue...

Legacy should be real fun.

Edit for WTFormatting.

Modifié par TommyServo, 13 avril 2012 - 03:55 .


#11
Sanunes

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I believe the greatest game that Dragon Age 3 could learn from is Dragon Age 2. If they look at other games for inspiration its no longer a Dragon Age game, its a clone of another.

#12
AlexJK

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Lethys1 wrote...

Witcher, both games. The emphasis on the impact of your choices present in Witcher 2 was enlightening, and the actual change in content was major depending on your choices. The options are both very neutral, not just GOOD and BAD.

Those games had morally gray choices in them. And many tough ones too.

Moral choices, absolutely (though perhaps not *quite* so grey)...

Bugs and awful, awful combat (in TW2 anyway) - no thank you!

#13
Takamori The Templar

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Awful combat I might understand because its a matter of taste.
But bugs o.O?
Got almost 150 hours of TW2 didn't find any game breaking bug.

#14
Lethys1

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AlexJK wrote...

Lethys1 wrote...

Witcher, both games. The emphasis on the impact of your choices present in Witcher 2 was enlightening, and the actual change in content was major depending on your choices. The options are both very neutral, not just GOOD and BAD.

Those games had morally gray choices in them. And many tough ones too.

Moral choices, absolutely (though perhaps not *quite* so grey)...

Bugs and awful, awful combat (in TW2 anyway) - no thank you!


I really enjoyed the combat, and found no noticeable bugs in my two playthroughs of TW2.

#15
AkiKishi

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No need to bog the thread down in details. Even if it's a ****ty game as long that single feature works and you think it's something DA3 could learn from include it.

better add I'm not saying TW2 is ****ty. I'm off to get it later tonight hopefully. I'm just saying it's not about the games, it's about what those features could bring to DA3.

Modifié par BobSmith101, 13 avril 2012 - 03:47 .


#16
Servo to the bitter end

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In that case, interrupts from ME2/3.

Specifically, bringing up Melca36's idea from the following thread.

http://social.biowar.../index/10899895

Having interrupts that go along with the various blunt/charm/sarcastic tones we have. The ability to comfort someone, or cut someone off while talking, or put them down would be great.

Modifié par TommyServo, 13 avril 2012 - 03:52 .


#17
Pzykozis

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Similar to the OP but more influenced by Awakening / NWN2 having a castley thing that can be rebuilt and filled nad governed as a somewhat important part but mostly optional part of the gameplay is always fun to me. Think Spellforce 2 had a similar and great version of this aswell, being able to expand the area and reacting to invasions or some such...

I'd love to see more visceral animations, wouldn't mind them even being somewhat choreographed or something... but basically anything that stops combat looking and feeling kinda floaty, I'd prefer it if combat looked closer to the killing blows of Origins normally rather than anything else I can think of if something misses is parried or dodged it should look that way, Although I wouldn't mind if missing was removed altogether, and making glancing the default for both sides...Also more punching and stuff I like hitting things.

Look at something like Dark souls for world design and generating atmosphere even whilst not particularly pushing the boat out visually, really the generalness of dark souls is probably a lot lower fidelity wise than DA is but at the same time the general atmosphere and art direction raises it above and beyond most games around.

#18
Amycus89

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Planescape: torment, in the way that your stats affected your conversation AND action options. Also the way that you can complete many quests by either combat OR from investigating areas and different conversations.

#19
the_one_54321

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FFXII had absolutely amazing world exploration.

#20
AkiKishi

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I brought this up on another thread but.

Xenoblades quest/social dynamic.

the_one. If you have access to a Wii you would probably enjoy Xenoblade. Quite a bit similiar to FFXII in having open levels.

Modifié par BobSmith101, 13 avril 2012 - 05:10 .


#21
CENIC

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I brought this up in another thread:

Instead of party members standing around in a camp or at their home when not in the player's party, they should have a set schedule of some sort ala Radiata Stories, so that the player will sometimes encounter them walking around, conversing with NPCs, etc.

Also, make side quests like the Assassin Guild quests in Assassin's Creed: Brotherhood/Revelations, where instead of doing them yourself, you pick one or more of the party members you're not currently using, and send them to do the quest. Success depends on picking the right person/people for the job, similar to the Suicide Mission at the end of ME2.

#22
PinkShoes

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DAO is a good example.

#23
Uccio

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AlexJK wrote...

Bugs and awful, awful combat (in TW2 anyway) - no thank you!


Wat? TW2 combat was awesome™ compared to DA2.

#24
Uccio

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Amycus89 wrote...

Planescape: torment, in the way that your stats affected your conversation AND action options. Also the way that you can complete many quests by either combat OR from investigating areas and different conversations.


This, deffenetly.

#25
The Elder King

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Ukki wrote...

AlexJK wrote...

Bugs and awful, awful combat (in TW2 anyway) - no thank you!


Wat? TW2 combat was awesome™ compared to DA2.


It's not like you have to do much to beat DA2's combat.
I didn't try TW2, but a lot of people said that the combat became more action, compared to TW.
About the bugs, after DA2 and ME3, I don't think that someone could complain about games and their bugs, excluding Bethesda's games and Obsidian's games.