This is stuff that would make me happy. I don't presume to speak for everyone.
1. Combat should revert to the way it was in DA:O. Bring back the slower attack animations and finishing moves. Get rid of the 25-foot-high ninja leaps.
2. No more "special" unless it's part of "specialization". Characters get unique attack/defense modes based on their training, but let's keep it grounded in the lore. Also, maybe it's time to think about giving enemies and allies the same abilities. If we're fighting templars, for example, they should have the same attack modes as our templar allies/followers. If we're fighting mages, they should have access to the same spells as our mage allies/followers. Let's do away with the "It's all spirit damage" approach and go back to recognizable fireballs and the ilk.
3. It's probably safest if the protagonist has to initiate all romances. Let the player decide whether or not to flirt. And by all that is holy, I never again want my character to leer at *anyone* unless I have specifically indicated a desire to do so. Everyone expects some level of restriction to their roleplaying options, but there's never an excuse for telling a player what his or her character is thinking or feeling. So, yeah, "passive" is not necessarily the way to go.
4. We will undoubtedly run across many surprises during the course of the game, but I would rather see a strong, coherent main plot than a lot of dithering, no matter how fascinating.
5. Lore should be there if the player wants it, but not necessarily shoved down the player's throat. I like lore-heavy stuff, but a lot of people just want to play the game.
6. With regards to the Deep Roads, if this can be done without invoking the "By the Maker, not *another* tunnel!" response, great. I love the Deep Roads, I really do, but like the Fade, I'd rather not play in the same unchanging environment for hours and hours and hours. Maybe there can be more than one *kind* of Deep Road. Maybe some can be all stark and barren, like the Ortan Thaig in DA:O, but having some that are bright and mossy like the Cadash Thaig would lessen the monotony. And why not change it up with some new models. Maybe there's a lost thaig out there somewhere that is made of transparent crystals or what have you. More than a few hours with unchanging scenery gets dull.
7. The Dragon Age franchise is about heroic protagonists. I would rather have them concentrate on making that experience as satisfying as it could possibly be than include pointless evil options just for the sake of being evil. In DA:O, you could abandon Redcliffe to its fate. In DA2, you could side with the templars. That covers the bases of evil well enough, IMO.
8. I'm not really sure I care about Flemeth.
9. My Warden didn't have a child with Morrigan. Being female, that would have been difficult. I am getting really, really sick of hearing about her and the OGB.
10. Let's not get into numbers. I don't want it to become a checklist where it's "Three cities: check. Two swamps: check. Hey, Doug, have we got a desert?" As long as the environments are varied and the world seems bigger than a breadbox, I'm happy.
11. NO OPEN WORLD MAP. OK, I'm with you there. I like games with a plot. I enjoy non-linear levels where there is more to explore than the path to the plot-marker and I love it when new things happen in areas that you've already explored, but I don't want random spawns to be all there is to do in an area.
12. I'm sure that some polarization will exist regardless. We'll probably have a chance to pick sides.
Modifié par berelinde, 19 juin 2012 - 05:42 .