Fast Jimmy wrote...
So, you name off over a dozen different changes to the core gameplay and then say 'not that big of a change'?
To me it's not that big of a change, no. The heart of the game play is still there. What ends up happening though is because of several small changes, you tend to approach the game in a very different manner. You don't have to do that though, but yes it comes pretty naturally. I approach it differently as well, as much as I like to say DA2 was not that different from DAO.
Cultist wrote...
Level scaling. Enemies leveled up with you, so no matter what level is - you still have to grind through each and every enemy in the same way as before. Thus, attributes does not matter.
Enemies scaled with you in DAO too, did they not? It's not like you were stomped hard if you went for the Urn as soon as you could, yet if there was no level scaling in effect, it really should have. There's a good ~10 level difference of a party that decides to take the Urn quest last and the one that goes for it right after Redcliffe.
Generally only 3 options in a dialogue. "Yes", "no" and "investigate". General dumbing down of dialogue and conversation concept. Severe reduction of possible choices.
I honestly don't see how we have less dialogue options. Usually there's 4-5 options on the DAO list, where ~3 forward the dialogue and ~2 are questions which return you back to the same list (investigate options). Showing us which are investigate options and which bring the script further along is a good thing, methinks. Of course, I will readily admit the three tone system became pretty formulaic - in DAO the dialogue isn't written to formula like that, which is its strength.
(note, you can write like that with a dialogue wheel, the wheel in no way makes that impossible, nor does a list ward you against it - just a disclaimer for DA3)
Party members are shallow and forgettable, without own personality. They will accept your every decision, and eveb most offensive acts from hawke will not turn them on you.
I agree they should be able to say No more. Friendship/rivalry is a great idea in theory to me, and at times it is done incredibly well, but there's also parts that feel weird indeed. Forgettable? I certainly didn't feel as much.
Repetitive areas, already been said a thousand times. kirkwall does not change a bit in 10 years.
These things are unrelated to world map travel. And yes, the staticness of Kirkwall is a massive missed opportunity. Placing the entire game in a single city over a seven year period is one of those many things DA2 experimented with that I think are incredibly cool ideas yet pulled off pretty badly.