Allan Schumacher wrote...
This was actually a part of our design for the expansion pack. We had some interesting ideas for the ending and we realized we needed to get some proof of concept stuff on it to know how viable it was. This would also mean properly playing the end sequence early in production. Games aren't built entirely linearly, though they do seem to get iterated on that way due to the nature of how games play.
Stuff earlier in the game has a greater chance of being seen (also in part because less permutations in choice happen), and iteration is very valuable in polishing a product. I definitely feel that Act 1 was DA2's strongest act and I'd say iteration time is a large part of that.
Okay let me start with your later point and say I just completely disagree.
Act 1 in many places just felt like pointless busy work with no real goal or point. Not all of the time, but some of the time it felt like that. That was because the actual goal was vague and somewhat uninteresting; and we are never really given a real reason to give a crap about it.
The goal being to get the Hawke family back into high town, back into a place of prosperity in order to protect yourselves with some political clout. That is all well and good except the game never gives you reason to care about that; and by that I mean you don't give a crap about your "family".
Mom Hawke is a woman who nags at you occassionally and then has a "tragic" and "emotional" death that is niether tragic or emotional because we never establish an emotional connection with her.
Bethany dies too quick to give a crap about; or is taken away before any meaningful interaction can develop so that you can actually care about her at all.
Same goes for Carver - he either dies too quickly, or becomes a giant whiny pain in the pass until he dies or is taken away. By the time HE goes you are at the opposite of caring with him - you are in fact GLAD to see the back of him.
It's weird and telling that Hawke has more interaction with his Uncle Gamlen than he does the rest of them, and you can come to have a weird sort of respect for him by the end of the game.
It's basically a case of the game and the writers saying "This is your family. GIVE A CRAP ABOUT THEM! Why? WE AREN'T GOING TO TELL YOU!" - it doesn't work.
So we don't care about our family, so by that token why should be care about going to the Deep Roads? Nothing happens to establish that connection for us.
In my opinion Act 2 is by FAR the stronger. I and many others think that the Qunari and their arc should have been the focus of DA2 (and thought they WERE the focus of DA2); and that the Arishok should have been the main boss of the whole game.
About the actual games endings. I don't agree with people's criticisms about the Epilogue and what not. This game didn't need epilogues to make the game feel good or well done. Where Mass Effect 3 failed, Dragon Age 2 succeeded on the "speculations" front by provide just enough of the right information for you to be reasonably sure about what happens but to allow for different perspectives.
The problem with the endings isnt that they didnt make sense, or they didn't provide enough information.
The problem was that they were just bad. The end game part of DA2 just sucked period.
I've said this repeatedly, the way to make the endings NOT suck is very very simple. Very simple. So simple you will kick urself for not spotting it.
Basically both Meredith and Orsino are verging on the "bat-crap insane" by Act 3; and either one of them could have been the driving force for all the stuff thats going on. The reason for why the Mages and Templars are heading towards war.
And this is all BW needed to do to fix the end.
Make it so the side you pick decides which of the two really was bat-crap crazy and which was simply responding to the stress of the situation.
Picking to side with the Templars for example will give Orsino the Lyrium Idol Weapon (a staff version not a sword) and make him the ultimate baddie of the game. Then cue conflict. Chase Orsino and Meredith to Gallows. on steps of Gallows Orsino uses the lyrium idol weapon to murder Meredith in a cutscene (thereby getting shot of her and placing the templars under "your" command) and then activates the Gate Guardian statues before fleeing inside. Hawke destroys the gate guardians; then has the talking to companions and LI cut scenes. Then they charge in all together to go fight Orsino. Orsino fights himself with some mage support, then he fights himself with mage and templar corpse thralls, then he goes into HARVERSTER MODE. Then you slaughter him, and he has one last mini gasp as himself before being "beaten" and turning to stone.
Picking to side with the Mages will pretty much have the existing ending except Meredith will kill Orsino in a cut scene entering the Gallows, forcing the mages along with Hawke to flee inside. The mages led by one of the Senior Enchanters decide to resort to blood magic, forcing Hawke to kill them and then fight his way out. Cue normal Meredith battle.
Viola an ending with two small changes, and results in something good that takes player choice into account.
That's all it needed IMO.
Modifié par FitScotGaymer, 02 juillet 2012 - 12:04 .