RinpocheSchnozberry wrote...
A good RPG balances the story with the mouse clicks. The balance needs to move away from the endless lame fights of the old days and over to the better blend of action and story in DA2/ME2/ME3.
I'd like it if they'd get over this problem they have with locking the story and the gameplay in different rooms--that was actually far WORSE in DA2 than in Origins. In Origins people would, say, recognize that you were an Elf or a Mage. It didn't really MATTER, because, you know, BLIGHT, but they'd NOTICE. In DA2 it really SHOULD have mattered, and they didn't notice at all.
As the story becomes more and more cinematic, they seem to be forgetting that they can let you make choices that aren't direct dialog choices. In DDO, for instance, there's a quest with an optional objective not to kill the charmed guards, and there are about five different ways to accomplish or not accomplish this goal. This in a game with basically no story-style dialog options, yet there are five different ways to deal with this one unimportant optional objective. I'll even list them:
1. Convince the mage controlling the guards to go alone with you to a secluded place where you can then kill him, which frees the guards. (Optional successful).
2. Convince the mage controlling the guards to go, WITH the guards, to the same secluded place, and drop him before any of the guards get killed. (Optional successful).
3. Same as 2, only kill a guard before the mage dies. (Optional fail).
4. Leave the mage be until the end fight, when he shows up and you can THEN kill him before you kill any of the guards. (Optional successful. This is
very difficult because there's so much going on in the end fight that it's almost certain at least one of the guards will die before you can accomplish this.)
5. Same as 4, only the guards die before the mage does. (Optional fail)
Whereas in DA2, there'd be exactly 2 options in this situation.
1. You make the conversation check that separates the mage from the guards so you can kill him
2. You select the conversation option that starts the mass battle and the combat does not end until you've butchered everything in sight.
I'm sure some people would say that the latter is still superior storytelling if it comes along with lots of cool voice-acted dialog, but for my money the former is taking advantage of the medium far better to give the player choice and agency.
I'll grant you the former sometimes becomes riddled with bugs and it's only a mercy that you're not dependent upon it working perfectly in order to finish the quest. There's a tradeoff involved here. But enormous improvements can be made even if a fully integrated game is still out of reach.
As for the rest of DA2, I either liked or was generally indifferent to the rest of the changes--they weren't radical enough to change the degree of my enjoyment, although many of them changed the *kind* of my enjoyment.