Games Dragon Age 3 can learn from.
#51
Guest_Puddi III_*
Posté 14 avril 2012 - 09:57
Guest_Puddi III_*
#52
Posté 14 avril 2012 - 10:23
RPG's assume you already know how to play RPG's--and so the audience is limited. When they try to reach a new audience (it's not necessarily about selling out or going mainstream...it can be about continuing to have a future...so reaching new audiences does matter), maybe they're tempted to make it easy. Because maybe they saw challenge scared people away.
Portal 2 has all these different puzzle elements: the portal gun, cubes, lasers, velocity, bouncing around, etc. But rather than dump it on you all at once, it introduces new elements a piece at a time so that you can integrate these elements into your toolkit and use them as you go along and overcome challenges that might have overwhelmed you had you not overcome what came before. (A lot of times RPG's allow you reach new heights in cheap ways--by relying on leveling. In Portal 2 you "level" by learning...not by accumulating XP. Note, I'm not saying there's anything wrong with leveling or XP.)
RPG's have a lot of their own elements (in contrast to portal guns, lasers and cubes). Dragon Age's remind me of WoW's. Tanking, healing, DPS'ing, focus-firing, choosing a kill order based on how much of a threat any particular enemy represents, aggro management, enrage timers, aoe, crowd control, line of sight, etc. But does the game teach these concepts to new players by progressive encounter design? I have no idea. I already take all of this stuff for granted.
But when I come onto the forums for DAO I see gamers saying thing things like "How do I kill the dragon?" And people will say "Well, let your tank establish aggro and don't let your DPS near head or tail. Oh and don't bunch 'em up or they can get aoe damage and be hard on your healer." And then the new player is like "What the...I don't even...what is aggro lawl?" So I'm taking that as evidence that there are difficulty spikes that are the result of relevant gameplay concepts not having been introduced in as incremental a fashion as would be beneficial to first-time RPG'ers.
I still think you should move towards difficulty since difficulty is fun if you understand what's underneath. And I think most games--not just Dragon Age--can learn from Portal 2 when it comes to teaching players to understand what lies beneath the gameplay.
Modifié par Giltspur, 14 avril 2012 - 10:32 .
#53
Posté 14 avril 2012 - 10:30
Let me make it clear though that the things I'm suggesting Bioware learn from these games have nothing to do with story. It's purely a gameplay/environment/mechanics thing.
The DA series has had two opportunities to do the "upgradeable HQ" idea. Soldier's Peak and Vigil's Keep. The latter very briefly touched upon the idea, but didn't do it enough justice. The Suikoden series -- Suikoden IV notably for me -- did it well.
Hell, if DA ever does ocean traveling, the Suikoden series is a good thing to look at for traveling. Ship-to-ship combat would be trickier to do in a way that meshed well with the series, assuming non-Qunari ships in Thedas are able to actually do ranged attacks without the need for mages.
Boarding a ship and combat on the ship could easily be done.
Modifié par The Ethereal Writer Redux, 15 avril 2012 - 06:01 .
#54
Posté 14 avril 2012 - 10:41
DA2 for graphics, DAO for tactics and artstyle.
#55
Guest_Begemotka_*
Posté 14 avril 2012 - 11:34
Guest_Begemotka_*
For dialogues,as mentioned above,DXHR or Alpha Protocol.
I liked DAOs tactics,too,although took my time getting used to it.
I also preferred DAO`s graphics,how people looked realistic with all their wrinkles and all.
ME1 had a great female body model and animation,superior to both its successors IMHO.There is a male body mod for DAO called realistic bodies,and the Theseus male model is perfect.I also liked the male walking/running animation in DAO-I think it was masculine and very well done.
As for inventory management...I do not personally mind list inventories,as long as you can categorize items,and able to select multiple items for the desired action (aka marking items from different categories for summary action).
Modifié par Begemotka, 14 avril 2012 - 11:35 .
#56
Posté 14 avril 2012 - 11:43
BG 1+2+TOB
NWN2:MoB
Planescape Torment
Nier
IMO
Modifié par Rez275, 14 avril 2012 - 12:34 .
#57
Posté 14 avril 2012 - 11:58
Giltspur wrote...
But when I come onto the forums for DAO I see gamers saying thing things like "How do I kill the dragon?" And people will say "Well, let your tank establish aggro and don't let your DPS near head or tail. Oh and don't bunch 'em up or they can get aoe damage and be hard on your healer." And then the new player is like "What the...I don't even...what is aggro lawl?" So I'm taking that as evidence that there are difficulty spikes that are the result of relevant gameplay concepts not having been introduced in as incremental a fashion as would be beneficial to first-time RPG'ers.
I THINK THAT THIS PARTIALLY STEMS FROM THE COMBAT SYSTEM BEING KIND OF QUESTIONABLE IN THE FIRST PLACE. AGGRO IS A GOOD EXAMPLE OF A MECHANIC THAT IS IN THE GAME BECAUSE IT'S IN WOW, NOT BECAUSE IT MAKES FOR GOOD GAMEPLAY OR MAKES SENSE IN THE CONTEXT OF THE GAME. THE GAME'S TACTICS SHOULD NOT RELY ON EXPLOITING AN AI WEAKNESS, AND A REASON FOR THIS (AMONG MANY) IS THAT THERE'S NO REASON FOR NEW PLAYERS TO EXPECT THAT AI WEAKNESS TO EVEN BE IN THE GAME.
#58
Posté 14 avril 2012 - 02:22
#59
Posté 14 avril 2012 - 04:02
AlexJK wrote...
Agree to disagree? I liked the combat in DA2, it was fun. Improvable yes, but enjoyable and a good step forward from the clunkiness of Origins. For me - entirely IMO of course - the combat in TW2 wasn't fun.Ukki wrote...
Wat? TW2 combat was awesome compared to DA2.In DA2, I felt like combat was a tool to advance my progress towards beating the game. In TW2 I felt like I was trying to defeat the combat mechanic itself in order to advance.hhh89 wrote...
It's not like you have to do much to beat DA2's combat.Personally (so much of this is subjective!) I never encountered any game-breaking bugs in DA2. Annoying ones, yes, but not game-breaking. TW2 I had to reload saves and restart levels any number of times.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.
By all means disagree with me, this is after all a dicussion forum
Modifié par Ukki, 14 avril 2012 - 04:14 .
#60
Posté 15 avril 2012 - 06:09
Skyrim for interactive environment and wilderness travel.
The old SSI Gold Box series for relearning that story, roleplay and tactical combat, is better than flash and arcade style graphics and combat.
Put more budget into writers and game engine, less into cinematics. Also, except for those that are on retainer for past roles, you do not need to hire more high priced Hollywood actors for name recognition. There are plenty of talented, no-name voice actors that can do the job for much less money, allowing you to spend more money on making the game great.
#61
Posté 15 avril 2012 - 09:31
Rawgrim wrote...
DA3 can learn alot from DA:O.
Agree on that.
#62
Guest_Begemotka_*
Posté 15 avril 2012 - 09:45
Guest_Begemotka_*
Dakota Strider wrote...
Put more budget into writers and game engine, less into cinematics. Also, except for those that are on retainer for past roles, you do not need to hire more high priced Hollywood actors for name recognition. There are plenty of talented, no-name voice actors that can do the job for much less money, allowing you to spend more money on making the game great.
This. Thank you so much for bringing this up.I am so sick of overpaid Hollywood stars(will not say actors because those are in short supply in Hollywood nowadays) in video games. BW has already employed great,recognized,but not Hollywood A-lister actors,who are also excellent voice actors,why not use them more often.(Lance Henriksen is always welcome,though:).
#63
Posté 15 avril 2012 - 10:21
BG2: Elaborate side-quests, class-specific strongholds, tactical combat with a wide variety of enemies
TES series, Gothic series: Freedom of exploration in a vivid and believable world with NPCs with daily routines, night and day cycle
Arcanum: Multiple quest solutions
Torment: Relevance of dialogues, diplomacy, non-combat skills, effective bittersweet ending
Bloodlines: Different class/race has a big impact on gameplay
Modifié par Pedrak, 15 avril 2012 - 10:22 .
#64
Posté 15 avril 2012 - 05:15
-Need more companion interaction and WHENEVER we want like DA:O. More banter.
-Bring back companion customization(already been highlighted by Bioware)
-Remove spawning ninjas and just overall polish in the combat. I'm fine with them keeping it fast like it is. A good game to look at for this...Witcher 2. The combat is very actionish but it doesn't sacrifice strategy and RPG elements.
-Level design. Visit multiple new areas, maybe even countries with totally different art styles?
-Better character development
-More interactions and emotional situations. Most interactions in DA2 felt awkward. Even when you were in a heartwarming situation. See Bethany after years? Hello robot, how are you doing. Where is the emotion for the family reunion?
-Side-quests that tie into the main story and more scripted. Mass Effect 3 did this pretty good. Most side-quests didn't feel filler, they were all scripted into the main story. DA2 actually did this pretty well...I'd like to see it expanded though.
-Bring back companions that we know, love and trust while still adding new characters
-More cameos from people we've met in the DA universe
-More robust skill trees...like DA:O
-A longer experience, DA2 was over before it began. That was the theme throughout the game. Quanari attack over before it began. Final sequence...over before it began.
-More choices reflected in DA3 from DA2/DA:O and more morally grey decisions. Witcher 2 is a great example for this.
Just some off the top of my head.
Modifié par deuce985, 15 avril 2012 - 05:20 .
#65
Posté 17 avril 2012 - 12:40
Was the worst RPG you have ever made town hero Serusly Lame
#66
Posté 17 avril 2012 - 05:43
SPIDERMAN360 wrote...
Jsst go to Dragon age Origons & Elder scules Seres Dont but Enathing from Dragon Age 2
Was the worst RPG you have ever made town hero Serusly Lame
I'm genuinely curious to know what a sentence like this sounds like in the poster's head, before it gets sharted out onto the forum.
On topic...
Now that I'm thinking about it, in TOR you can customize the physical appearance of your companions, in the form of customization kits. I'm cautiously on board with this idea, depending on how it might be implemented.
On the one hand, I think the idea that you can change change the race of your companions is very problematic for multiple reasons (white Isabela mod? Yeah...), the obvious one being that players shouldn't be given the tools to whitewash their party - the game needs far more diversity as it is (all games do, really).
But the ability to customize your companion's physical features to a certain extent - not race or even face, but hair, make up, tattoos, jewelry, face paint, stuff like that - might be kind of neat.
Modifié par TommyServo, 17 avril 2012 - 06:34 .
#67
Posté 17 avril 2012 - 07:22
One I'll bring up is Final Fantasy XII for allowing very strategic console gameplay (also works on the PC very well). I'd also suggest taking a look at previous games such as DA:O, Mass Effect (not 2 or 3) and Baldur's Gate. Those and classic RPGs (both Western and Japanese) from the late 80s and the 90s. Those are just my suggestions though.
#68
Posté 17 avril 2012 - 07:30
Darji wrote...
In terms of choices and consequences. The Witcher 2 and Alpha Protocol
In terms of Combat: Dragon Age Origins. Make it much more tactical. Hell maybe with all the hypre from a new Wasteland 2, X-com and also Shadowrun you could even do turn based combat. The market for that is definetly there.
Also take a look at Black Isle games of course.
The Witcher 2 famously has two completely different second acts based on your decision. That's a big and interesting idea that as a player I enjoyed greatly.
But Alpha Protocol had smaller consquences that I enjoyed as well. Do some missions in Italy without killing anyone? That's mentioned in dialogue and gets you respect with one character (if you want him to respect you is up to you, he's kinda almost a complete monster). Blow up a water tower in Russia due to random gunfire? That's mentioned in dialogue later. Go to China before Italy, the game recongizes that.
Those two both paid attention to your choices in interesting ways, large and small. I don't care which way DA3 goes but I don't want any more of this Grace **** where she claims Pro-Mage characters who've never once helped a Templar (when they weren't railroaded into helping them) being labeled as a spy for Meredith. If you have two or more sides warring and you're allowing the player to join one of them you need the game to recongize those alliegences.
#69
Posté 17 avril 2012 - 07:35
Giltspur wrote...
Portal 2.
RPG's assume you already know how to play RPG's--and so the audience is limited. When they try to reach a new audience (it's not necessarily about selling out or going mainstream...it can be about continuing to have a future...so reaching new audiences does matter), maybe they're tempted to make it easy. Because maybe they saw challenge scared people away.
Portal 2 has all these different puzzle elements: the portal gun, cubes, lasers, velocity, bouncing around, etc. But rather than dump it on you all at once, it introduces new elements a piece at a time so that you can integrate these elements into your toolkit and use them as you go along and overcome challenges that might have overwhelmed you had you not overcome what came before. (A lot of times RPG's allow you reach new heights in cheap ways--by relying on leveling. In Portal 2 you "level" by learning...not by accumulating XP. Note, I'm not saying there's anything wrong with leveling or XP.)
RPG's have a lot of their own elements (in contrast to portal guns, lasers and cubes). Dragon Age's remind me of WoW's. Tanking, healing, DPS'ing, focus-firing, choosing a kill order based on how much of a threat any particular enemy represents, aggro management, enrage timers, aoe, crowd control, line of sight, etc. But does the game teach these concepts to new players by progressive encounter design? I have no idea. I already take all of this stuff for granted.
But when I come onto the forums for DAO I see gamers saying thing things like "How do I kill the dragon?" And people will say "Well, let your tank establish aggro and don't let your DPS near head or tail. Oh and don't bunch 'em up or they can get aoe damage and be hard on your healer." And then the new player is like "What the...I don't even...what is aggro lawl?" So I'm taking that as evidence that there are difficulty spikes that are the result of relevant gameplay concepts not having been introduced in as incremental a fashion as would be beneficial to first-time RPG'ers.
I still think you should move towards difficulty since difficulty is fun if you understand what's underneath. And I think most games--not just Dragon Age--can learn from Portal 2 when it comes to teaching players to understand what lies beneath the gameplay.
BioWare has terrible terrible tutorials, when they have them. It's a good thing I know how to play video games because throwing you into a fight with darkspawn with god mode on isn't as much of a learning enviroment as you'd think.
Valve's really good at teaching the player new tricks and mechanics within the story at a regular pace. The audio commentary for Portal 1 had them talk about how much effort they spend doing that. They've come up with a rule of three kinda thing where they introduce a mechanic/idea, have the player do it again, and then let go of the player's hand and have them work with the mechanic on their own.
When you're told how they do it you can see that rule in a lot of their games. It's a repatition thing, learn, try it again, and now one last time without us telling you to do it. And after that it's a mechanic that the player can use as they like.
#70
Posté 17 avril 2012 - 07:38
I'd say that they should also look to Arcanum Steamworks and Magick Obscura and, from what I heard, Witcher II for choice and consequence.
#71
Posté 17 avril 2012 - 07:39
The best example of where DA3 can go? For cinematics, ME3. Fantastic mixing of cut scene to action scenes. And some wonderful non-combat "on the side" missions. For combat, it can learn the most from Fallout 3. Sometime rebuilding from the ground up leaves you with something that's better than what had developed organically over the years.
#72
Posté 17 avril 2012 - 09:12
Rawgrim wrote...
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. No spawning enemies out of the blue. No poking enemies with a sword and watch them explode from a stabbing wound.
Have you played DA:o? Cause I started a new game recently... combat skills? check. Companion convo only when they feel like it? check. Spawning enemies in area you cleared? check.
#73
Posté 18 avril 2012 - 12:35
RinpocheSchnozberry wrote...
It can learn the most from Baldur's Gate 3, Neverwinter Nights 3, PS:T 2... Games that were never made because their audience dried up.
The best example of where DA3 can go? For cinematics, ME3. Fantastic mixing of cut scene to action scenes. And some wonderful non-combat "on the side" missions. For combat, it can learn the most from Fallout 3. Sometime rebuilding from the ground up leaves you with something that's better than what had developed organically over the years.
The reason most of those games were nevermade was because they were based on D&D rules, and a new edition of D&D was released shortly before or after the last expansion for each of the games was released. Rather than try to continue the series using a different rule set, they decided to start new series using the new rules.
#74
Posté 18 avril 2012 - 12:49
Solmanian wrote...
Rawgrim wrote...
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. No spawning enemies out of the blue. No poking enemies with a sword and watch them explode from a stabbing wound.
Have you played DA:o? Cause I started a new game recently... combat skills? check. Companion convo only when they feel like it? check. Spawning enemies in area you cleared? check.
I believe he means Non-combat skills. In DAO enemies do not fall out of the sky, unless they drob down from a web or can fly. You can talk to your companions in the deep roads in DAO, in DA2 only in certain locations on special occasions.
#75
Posté 18 avril 2012 - 04:34
Pedrak wrote...
TES series, Gothic series: Freedom of exploration in a vivid and believable world with NPCs with daily routines, night and day cycle
Arcanum: Multiple quest solutions
I'd agree with Gothic and Arcanum, recognizing that DA is a very different TYPE of game. It was AMAZING to me how many things people praised Skyrim for, when I was sitting there thinking, oh, look, it's Gothic with updated graphics! How novel!
I would not be unhappy if they dug out Drakan: Order of the Flame for a tutorial on how to make areas seem both open and full of nooks and crannies to explore, but also basically funnel you through pretty narrow confines.
I'd like it if they hit DDO for examples of ways to really mix up gameplay while still using the same couple of mechanics over and over and over. I'd also like to see the game use more DDO-like physics, so that you can do things like USE CHOKE POINTS and TAKE ADVANTAGE OF COVER because you don't have ENEMY MAGES WHO CAN TARGET SPELLS ON YOU THROUGH WALLS WHILE YOU CANNOT RETURN THE FAVOR BECAUSE APPARENTLY THAT LINE-OF-SIGHT STUFF WORKS ONLY ONE WAY.
Kotor2 for how to create a really fun and awesome and varied opening/tutorial section that doesn't FEEL like a tutorial.





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