Allan Schumacher wrote...
I can appreciate that - but I think there are plenty of ways to avoid making the same game every cycle without changing the mechanics and interface so severely as to render some formerly supported playstyles null and void.
What are the plenty of ways? Is there any guarantee that your plenty of ways are the same as my plenty of ways?
Should they be?
I'm not a career game developer, but I can think of a few ways to make a different game without changing all of the mechanics, character designs, and art style to the degree that DA2 did. Like, for example -
1. New locations, characters, and storyline on the same game mechanics.
2. Different ways to utilize existing mechanics, e.g. stealth.
3. New crafting abilities - like armorsmithing or weapon repair.
4. Different ways to earn or unlock specializations. For that matter,
5. Different specializations, maybe only one to a customer, and have the game world react to them (blood mage, anyone?)
6. Speaking of specializations, I've played cRPGs that required the player (and followers) to go to a school or instructor to learn each new skill, and they weren't always successful. I suppose some players might find that tedious, boring, whatev, but I find this system of automatically gaining the skills you select on level-up to be a bit overly simplistic.
7. Multiple ways to solve quests - diplomacy, subterfuge, problem-solving, something other than combat.
8. Developing charisma / coercion / diplomacy skills. It could be pretty interesting to play an entire game without needing to go into combat at all.
9. More political shenanigans - maybe delve deeply into the different fraternities within the circle.
10. There are different types of UIs for VO protag, too, besides the dialog wheel/ paraphrases that were selected.
... and at least a bazillion more.
To be perfectly frank, it seems like you basically are telling me "Well, you're only allowed to do something different as long as it's what Pasquale1234 feels is acceptably different, not what Allan thinks is acceptably different."
To be perfectly frank, it seems like you basically are presuming a whole lot from a simple response statement.
To make things clearer: I like what we tried to do with Dragon Age 2 and I stand behind many of the decisions that we attempted to do I find it unfortunate that it missed the mark with so many people, and there are definite shortcomings with DA2. It's on us to make sure we do better in the future. But I'm not disappointed that we didn't just do nothing aside from make a DA2 that was just a new story with DAO's engine and not try to do something different.
Good for you. No snark there - I'm not a big fan of snark. People should feel good about their work. It's clear that you've invested a lot in your career, and personal satisfaction should be among the rewards you receive from all of your hard work.
It is true, though, that some of the changes you made from DAO --> DA2 rendered some people's playstyles, mine included, impossible. I get that some people enjoy the prospect of making some selections and then watching to see how things play out, allowing the protag to reveal himself as the game progresses. That isn't how I role-play, though. I need much more control over the character and pacing than DA2 affords. And, yeah, I'm really bummed about it - because it seems like y'all are planning to continue in this direction.
I'm not here griping about the story, the combat, the re-used maps, the characters, or any of the other features that will be different in the next game. My real issue is the voiced protag / dialog wheel / parphrases, because those are the components that have rendered my playstyle impossible.
It's possible, I suppose. Or maybe I wasn't very clear with my response.I didn't actually state "heavy" emotional response. I'm simply referring to making me care about the characters and the setting. Any emotional response. Most games do not typically do this for me. I consider it a good thing when a game can actually make me emotionally invested. Given my original comment, I am not able to really ascertain the point you were trying to make with this part of your post. I'm assuming that it's because there was a misinterpretation somewhere.
The emotional response is one of the reasons why I've enjoyed BioWare's games. The characters and stories are usually amazing, the writing phenomenal. I think we might agree on this point.
And I know that Gaider delights in yanking the audience's strings. It is, after all, a mark of excellence in writing.
But lately, I feel like it's gone too far in some ways - like Hawke starting out with a family, then having them exit one by one. Can you imagine the kind of reaction you might have had if Harry Potter had to watch not only Sirius and Dumbledore, but also Hagrid, McGonagall, and the adult Weasleys get picked off one by one? That's kind of how I feel with some of the things that BioWare has done lately. When you take too much away from a character with tragedy after tragedy, injustice piled on top of injustice, failure upon failure, the impact of each one is diminished until all that's left is this hollow, empty, numb sort of feeling. At least, that's the way it works for me.





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