My 2c, apologies for the wall of text. I loved both games, despite there being a few things i'd like to see improved or re-implemented.
1. Dialog and Voice ActingConflict: How could Bioware maintain a cinematic feel to make players/casual players feel more involved with the narrative while also giving players who want more of an immersive/traditional role playing game experience the feeling of player agency / give the game an immersive quality?
- please return to the silent protagonist. A lot of what my female Hawke said in DA2 never quite sounded right and broke immersion
- go back to the conversation prompts of Origins, the prompts in DA2 were misleading compared to what your character actually said
- define conversation/plot progressers vs investigation better in the UI. DA2 did this better than Origins but the investigation options often felt like they broke into the conversation instead of flowing as part of it. In both games i felt like i needed to reload quite a few times because i wanted more background information on a person or situation and had picked an option that meant i could not return to ask more questions
- please please please bring back the optional companion interaction from Origins but improve it so you can seek your companions opinions on decisions and what is happening with the story as well as providing the 'getting to know you better' options. Also add more so you dont run out of things to talk about halfway through the game
- return to the love interest relationship build up from Origins instead of having prompts in DA2 for inappropriate flirtatious comments that break conversations and sound awful. The relationship scenes have been very powerful and immersive in the games so far but in DA2 especially the relationship stops being active once you 'hook up' and you become like a married couple that doesnt talk anymore. Would like to see it progress slowly, become ongoing and actually mean something more to the story and your other companions
- please add an auto-save after big boss fights that lead into conversation, especially since a lot of these are plot movers. They did this a bit DA2 but only on certain parts of the game so if you needed to reload for whatever reason you needed to do the whole fight scene again
- keep the companion quest format from DA2, these were done really well and either meant something to the story or enhanced the game. Would like to see more of them in DA3
2. Return of Race / OriginsConflict: How could Bioware give us the ability to have an origin / background / race while also not putting a strain on any technical / dialog limitations? OR would you rather we be given one choice (Hawke or someone else)?
- personally i didn't like being forced to play a predefined character in DA2 though i do realise it was required since the story itself was very character specific.
- I missed the opportunity to define my own character and where they came from. It took a lot longer for me to care about my character in DA2 than in Origins because the starter stories were so immersive, especially the female city elf questline.
3. Difficulty and StrategyConflict: How could Bioware give the audience a feeling of responsive / fluid combat while also developing a truly in depth combat engine for players who want something challenging and engaging?
- combination of both games, Origins had a lot of tactical fights that were fun and challenging which the second game was missing but i liked the upgrade to combat graphics in DA2 and the removal of friendly fire
- companions in DA2 often ignored your commands in battle
- waves of adds mechanic was overused in DA2, although in some situations they did make combat feel very dynamic and fights more epic
4. Artistic DirectionConflict: How can we give distinguishable "personalities" to the characters cosmetics while also allowing us to customize them? Would you be willing to sacrifice graphics for something else? How did you feel about the art change in DA 2 and DA: Origins? What is the most visually appealing fantasy game to you? What defines a "dark fantasy?"
- allow us to equip new armour again on our companions. It is frustrating when you pick up an awesome piece that becomes vendor trash because your PC is not the right class to use it
- like the suggested changes that aims to find a balance between keeping a companions unique identity but allowing some change
- thankyou for adding the option to turn off the helmet graphic in DA2, i had to use a mod for it in Origins because the helmet graphics were a bit ordinary
- Regarding graphics in general, Origins was a beautiiful game to look at vs the more 'console' appearance of DA2 but i ended up having to play Origins with everything turned down because it gave my PC a heart attack. So somewhere in the middle would be preferred. Certain maps in Origins also caused almost gamebreaking crashes especially Flemeth's Hut after the battle at Ostegar and the transition from Denerim to the camp when a companion wanted to speak to you. Had hardly any crashes in DA2.
5. Player AgencyConflict: Do you guys want player agency that spans over the course of many games? Or would you rather have a game that carries over a few things but has a LOT of important choices that effect your immediate gameplay in that installment? For example: Witcher 1 and Witcher 2 have very few things that carry over, but a lot of your choices are very "grey" in terms of morality and require very careful thought as many of them can ultimately screw you over or have a HUGE impact on your game. Just not on a sequel etc. OR would you guys like something more like Mass Effect where you have to work to establish the trust of certain races / societies over the course of several games?
- carrying over the world you have created from one game to the next really adds an epic quality that i have enjoyed in both games so far. It makes the game feel more like a sequel than just another story set in the same world. It also helps make a gaming world come to life more like it would in a series of fantasy books
- playing the one protagonist who continues their story through multiple games would have been my personal preference as i became pretty attached to my Warden from Origins. There were also some pretty big world changing decisions made in Origins and Awakening that i would have loved to see the consequences of in DA2 and hopefully will in DA3.
- please give us the option to carry over one or both of our heroes in the 3rd game as well as a 'start fresh' option. The idea that these people change the world and just disappear is disappointing and the way DA2 ended has set huge potential for an epic third game.
- ditch the random cameo appearances of old companions and allow them to be a force in the world or part of your party if the story or situation dictates. I'm still boggling on the relevence of the Alistair cameo in DA2 and was really disappointed this didnt develop into part of the story later in the game. The addition of the Zevran questline and Anders as a companion and story maker in DA2 was a good start
6. Character Development / RomancesConflict: Did you enjoy DA: Origins characters better or DA: 2's characters? Why? What would you do to add more depth to romances / character development? What made certain characters stand out to you? How could Bioware make something that isnt an "ancient evil" feel more compelling?
- a lot of my thoughts are covered further up re relationship functions and companion interaction
- for me, stand out characters were Morrigan, Alistair, Wynne, Anders and Nathaniel from Origins and Awakening. Aveline, Fenris and Anders again for the second game.
- Alistair and Morrigan were integral parts of the story in Origins who you got to know and love over a period of time which made them stand out instead of just being another companion. Same with Aveline and Anders in the second game though the changes to the Anders character could have occured more fluidly in DA2. Fenris had an incredibly compelling background and companion story that made him a standout without needing to be an integral part of the overall story
7. ANCIENT EVILConflict: How can Bioware successfully break free of the "ancient evil" type narrative device? How could the issues of DA2 been more successfull? Do we need an ancient evil?
- The history of the DA world is defined by ancient evil and wars and conquest so personally i dont feel they need to move away from this as a narrative. The conflicts during and the ending of DA2 has set the scene for some serious world changing events, plus if they choose to add in some of the potentially unresolved ancient evil based story from Origins there is good potential for a balance between the two. What i would like to see is a proper flow on to the third game from the stories created in the first two so there is continuity
- please dont use the 'three years later" segments again as a way of progressing the story. It really breaks your connection with the events of the world. The events of Origins took place over the course of a year which made for a much more immersive story
Modifié par Silva2005, 15 avril 2012 - 04:08 .