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Listen Up Bioware: Formula for DA 3 success


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#26
berelinde

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By the Maker, make it nothing like Kingdoms of Amalur. The Dragon Age department of BioWare has enough creativity on its own. It can (and should) learn nothing from the writing of KOAR. I bought it after hearing the hype and was too bored to continue after about 10 minutes.

1. Decide on what kind of game DA will be and stick to it. No genre blending or wide appeal that results in an inferior product.

This.

Edit: Please, I beg you, if Morrigan *must* be in DA3, keep it minimal. After DA:O and a DLC, I've seen all of her I want to see. Not everyone is in love with her. This is doubly true for Leliana. If I *never* see her again, it will be far, far too soon.

Modifié par berelinde, 19 juin 2012 - 12:59 .


#27
Cutlasskiwi

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wsandista wrote...

Jerrybnsn wrote...

That would mean admitting that Origins was a great formula after trashing it to build up the sales of DA2.  "We have had very postive fan feed back like, 'I couldn't play Origins, I thought it was too slow, the story was too plodding, too typical, and Dragon Age II is awesome by comparison.'"


Too bad the ADHD crowd didn't put down CoD long enough to play DA2 then?

DAO is the superior formula because it generally pleased RPG fans(the target audience) while DA2 did not have the same appeal.


I wish comments like that would disappear forever. They're not doing anyone any good. <_<

#28
Swordfishtrombone

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I say that the one thing that seems to be the consistent for the games I've considered great is CUSTOMIZATION. The more customization, the better. Spell combos like in DA:O, only deeper and more of them (would be nice to have a spell or two that seemed weak on their own, but combined with another spell, they'd turn out to be very handy). Character customization with a wide variety of class skills, that allow many different approaches to playing a class.

Think of a Magic the Gathering deck - think of how you can build different decks for completely different strategies to defeating your opponents. If an RPG can capture a fraction of that complexity in character and party customization, then it's likely to have staying power, and great replayability.

#29
MichaelStuart

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1.I would prefer a REAL action based combat system, I don't see them moving away from the point and click thing they have now.

2.I agree that the protagonist should be different. I think every character should be different, including enemies.

3.Don't know what you mean by passive?

4.I'm all for sun-plots but I don't think it needs to dark.

5.I prefer it remain a historical mystery.

6.I'm all for returning to the Deep Roads, but hope they don't make it all about fighting Darkspawn/rocks monsters.

7.The more evil the better.

8.Agree.

9.I don't really care about Morrigan, but I know a lot of people want to see what her plan is.

10.I support larger maps. A large map to me is one I can get lost in.

11.Disagree, I find open worlds much more entertaining.

12.Only if I don't have to join one.

#30
Jerrybnsn

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Swordfishtrombone wrote...

 Think of a Magic the Gathering deck - think of how you can build different decks for completely different strategies to defeating your opponents. If an RPG can capture a fraction of that complexity in character and party customization, then it's likely to have staying power, and great replayability.


The CoD crowd doesn't like complexity in killing people.  Pick gun up.  Shoot.  So in DA3, it's just--Pick staff up. Shoot. Die.  Respawn somewhere else on the Battlefield Map.  Repeat.

Modifié par Jerrybnsn, 19 juin 2012 - 03:15 .


#31
Guest_sjpelkessjpeler_*

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Semhaine wrote...

wsandista wrote...

1. Decide on what kind of game DA will be and stick to it. No genre blending or wide appeal that results in an inferior product.

That is all they need to do.


^This, please. No single game can make every grotto-dwelling gamer satisfied.
Also, let BioWare make BioWare games.


Seconded.
No genre blending please, back to the roots by making a great RPG. No action/shooter with swords with RP elements.

#32
Silfren

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Spicen wrote...

We know DA 2 has been a disappointment. But DA 3 can be successful if they can implement a few things:

1. Combat style has to be like that of either Fable or Kingdom of amalur. DA 2 combat was nice but way too unrealistic.

2. There has to be a special ability like in Kingdom of amalur there is Reckoning modem in Skyrim there is Shout ability.DA 3 has to have a special unique ability for the protagonist.

3.Romance has to be a wee bit more passive.

4. Along with the main plot there has to be a darker (maybe discovering a bad secret about lyrium or The Black City/ Darkspawn) sub plot. Like in kingdom of amalur- the main plot relates to defeating Tuatha, while the darker sub plot is about defeating Tirnoch and the protagonist's truth about his fateless life.

5. More exploration regarding Andraste and Chantry religion.

6. More exploration of the deep roads( maybe also about raw lyrium).

7. An option for protagonist to be evil.

8. More info about the truth of Flemeth.

9. More story relating Morrigan and the Warden's child.

10. A larger map with atleast 3 main cities and 5 other main locations( maybe including Battlefield, Warden Headquarters, The FAde and maybe a forest and a Qunari Headqurter or something like that).

11. NO OPEN WORLD MAP.

12. FActions (maybe Antivan Crows(asassins guild), Coterie(Thieves Guild), Circle of Magi(Mage guild).
Guys what do u think. Please reply, I cant wait for your opinions.Posted Image


What I think is that you need to be reminded that you are not the sole or final arbiter of what made any Bioware game successful, or of what made DA2 unsuccessful.  Some of us find this whole "I know what you guys MUST DO, what your game HAS TO HAVE in order to be a success" extremely egotistical and off-putting.  

Not to mention, this is one of about a quarter-million threads from people all thinking they know better than Bioware how to make a Bioware game. 

#33
berelinde

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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 .


#34
LolaLei

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OP: When you say the romances should be more passive, in what context do you mean?

#35
Lotion Soronarr

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1. No. DA2 combat sucked, but you can't just slap any combat system on DA3.

2. No. No special ability necessary. I don't want one.

3.Romance is not necessary AT ALL for a great game. Of course, some peopel live for romances apprently. I just wonder why hey don't play those visual romance novels...


4. Not necessary. Teh wrold needs to be an interesting plce, but dark plots and grand secrets are not necessary. Sometimes it backfires. When too many epic things and great discoveries happen within a short timespan, it start to feel artificial.


5. Not necessary. The thing about religion is the air of mystery.

6. Might be interesint. Might not. It all depends.

7. Options are always good, but pure evil rarely makes any sense.

8. Not necessary. Personally I'd be happy if I never  see or hear about Flemeth.

9. As above, I couldn't care less about Morrigan and the child.

10. I?d rahter have locations that feel alive and change over time.

11. Why?

12. Meh..

Modifié par Lotion Soronnar, 20 juin 2012 - 08:51 .


#36
shadow-warlord

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DA's greatest strength(and Bioware's in general) is the story and the characters...KOA and Skyrim are the last places for Bioware to seek inspiration...

#37
Heavenly69

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NO OPEN WORLD MAP!!!

#38
Silfren

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Heavenly69 wrote...

NO OPEN WORLD MAP!!!


Cripes sake.  Why is it that people assume that when Bioware said it would be looking at Skyrim for inspiration, that people assumed this inevitably and only meant that Bioware would be making DA3 an open sandbox?  Honestly, the all-caps freaking out is melodramatic and just unnecessary.

#39
TonberryFeye

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Personally, I think that SOME open world traits would be very welcome. For example, having the freedom to circle round an enemy ambush and either spring my own or bypass it entirely would be nice; at present, this sort of thing is only possible when scripted into the game, and it's often heavy-handed ("a whole regiment of the Legion of the Dead tried to do a frontal assault! We need to sneak around!").

Actually, here's a nice little touch...

High Ground: If you are on high ground, you do more damage to your opponent. This should apply to ALL classes (Warriors can benefit by fighting on the 'top' of a ramp or hill against an enemy on the slope). This is purely to encourage much greater thought into deployment - it also makes charging uphill into a pack of enemy archers a more frightening prospect (as opposed to being not-very-scary-at-all now).