wsandista wrote...
I don't think anyone disagrees that DA2 didn't have a long enough dev time.
However, why should we expect less complexity? I mean there are costs for certain features, but what has to be cut to pay for those features? Is what is going to be cut something a significant percentage wants?
None of us are developers or know the specifics of game dev costs, but I'd expect that diverging narratives in a game with fully-voiced digital actors, professionally-designed cinematics and with all the little details of polished environments is far more expensive than a game with a silent protagonist, reused environments and static cutscenes that aren't unique to every conversation.
When it costs x amount of zots to pay for voice acting, cutscenes and environments for unique branching plot paths, developers (I would think) can't justify spending huge amounts of money on content than almost nobody would ever see. They do it, to a certain extent, but they have to balance the benefits of providing players with choice against the costs of actually designing it in time and money.
batlin wrote...
And considering Skyrim was in development for 4 years while DA2 was in development for 1.5, so far Skyrim sold over 8200 copies per day of development while Dragon Age 2 only sold 3600 per day.
I don't know what that tells you, but clearly in this case, emphasis on quality and catering to your core fanbase is the superior business model.
No.
You don't know the individual budgets, team sizes, marketing costs, returns from DLC, percentage of sales from retailers... comparing 'time in development' to 'units sold' is a useless statistic unless you know the development costs and revenue made. We don't know, and we won't ever know, because studios don't release that information.
Sacred_Fantasy wrote...
Then I suggest minimize cutscenes conversation. It has no real value except to "watch" character's response to each other.. Note that I do not suggest to discard the use of voice protagonist. I'm quite happy with male/female voice themselves. I'm not happy with how the voice is expressed and how the animated PC actors act. There're rarely sarcastic remarks or passive-aggresive type tone and the cutscene's PC actor rarely match my character's personality in term of facial expression, body language and emotion. It doesn't mean cutscene conversation is "bad". Cutscene conversation can be quite helpful in some cases like when PC is giving final speech. I don't expect to input every line while making important farewell/final speech near the endgame.
This might be popular among a segment of die-hard RPG fans on these forums, but it's not something Bioware have ever said they're considering. I think if you're hoping that cutscenes will be disregarded in the future in favour of the player imagining the tone and delivery of dialogue, you're going to be disappointed.





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