YES to strategic combatThe wave-based combat in DA:II was almost universally despised. It prevented you from planning ahead, considering tactics and deployment. It prevented me from making strategic and tactical decisions, allowing for only operational or theatre-specific decisions made on the fly.
Tactical deployment of your party is fun for many RPG enthusiasts. Getting those ranged casters and archers on an elevation, positioning your tanks to take the brunt of melee attacks, and round-up stragglers, getting your Rogues sneaking in behind foes, ready to attack or disable. Planning crowd control in advance, and then the joy of executing your plan... seeing it work, and adjusting accordingly... as obviously some on-the-fly decisions are going to be needed to keep you on your toes - knowing exactly how a battle will go in advance and pre-empting everything goes too far in the other direction, and is equally unfun.
The waves made these kind of tactical decisions difficult or impossible. Having enemies constantly spawn out of thin air on top of your healers, or ranged attackers is (in my opinion) simply frustrating, as there was no method of forward planning, which obviously made tactical positioning completely redundant. This ends up as one more case of me wanting to do something, but being prevented from doing it by the game.
Please allow the same kind of tactical control and decision making made possible within Origins. Abolish most wave mechanics. They have no place in an RPG. The occasional one is fine.. but certainly not every single fight. Mark Of The Assassin and Legacy (I feel) addressed this issue very well. I hope that we don't see any kind of regression.
NO to railroading, YES to consequencesMaking in-game decisions which have no effect on the outcome, and so are ultimately rendered meaningless, is not emotionally satisfying. The conclusion feels flat and shallow, as it feels like all my efforts up to that part have been futile. Nobody wants to feel like that.
It did not really matter if I sided with the Mages or Templars. Nothing Hawke did had any real, lasting effect. Rebel Mages still attacked Hawke on sight, regardless of her allegiance. The game's conclusion was essentially the same regardless of choices made. Nothing Hawke did really mattered.
Even if Hawke flatly refused to help Anders, refused to do his personal quest to gather the components for explosives, and supports the Templars every single step of the way, gaining full rivalry with Anders... it makes no difference.. BOOM goes the Chantry! So why bother helping him in the first place if it makes absolutely no difference? In fact.. technically, why bother even having the quest in the first place?
..example follows example...
Make our choices matter once again. Bioware used to be undisputed masters of this kind of gameplay. They created a paradigm. Games in which your choices effected the outcome were 'Bioware-type games'.
What went wrong?
Nothing, but nothing is more frustrating and soul-crushing than playing a game in which you make choices.. only to discover those choices have no impact on the game. The realisation dawns that you wasted your time.
Nobody likes to feel that way.
NO to 'mandatory' multiplayerSimply put, I don't want a repeat of the initial ME:3 scenario, in which the 'best possible ending' could only be achieved if you had enough Effective Military Strength.. which you could
not raise high enough in a purely single player game! Basically you had to play MP if you wanted to get a score high enough for the 'best ending'. Thankfully this has since been resolved.
No more of this in DA:III if you please.
NO to day one DLCGenerally perceived as one more example of a company placing short-term profit before the long-term goodwill of their loyal customers. Rightly or wrongly, no customer wants to feel that way.
Yes I bought From The Ashes, but I did so while gritting my teeth, with much poor grace and a great deal of ill will toward Bioware. I felt 'compelled' to purchase it as I knew I'd be missing out on part of the story otherwise. Afterwards I felt very disgruntled, cheesed off, and generally out of sorts with Bioware. I felt like they'd cynically exploited me, used my passion for their games against me in order to milk me for as much money as they possibly could. Nobody wants to feel like that, and from Bioware's standpoint it tends to kill brand loyalty, creating long-term ill will toward a company.
Executives at Bioware might be thinking
"who cares? We've got plenty of new customers on the horizon, all those cool CoD and Twitter gamer kids we are gonna attract by broadening the appeal of our products!" However, it's worth pointing out that annoying, isolating, or antagonising your core customer base is rarely a positive scenario for any company. They are the ones who tend to be loyal to you, and continue to purchase your products. These fleeting 'Twitter gamer kids' (apologies for the label, I can't think of anything better) don't really have any loyalty, they just jump from game to game, having rather short attention spans in the first place. They provide only brief, short term sales boosts - desirable in itself, but not something that's going to secure a long term future.
Reputation sticks! As soon as Bioware gain a firm and lasting reputation as a company who treat their most loyal customers with (what's perceived as) 'contempt', only interested in milking them for cash, things might begin to seem very bleak. I'm sorry, but like it or not, EA already have that rep. I'm not just saying that to be awkward or controversial, it's a fact, that's what people think. They are your publishers, but you don't have to be tarred with the same brush - it's not too late.
That's what I think anyhow.
Modifié par AshenSugar, 12 septembre 2012 - 06:36 .