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A player's Manifesto For Dragon Age III - What I want, and don't want...


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#26
Allan Schumacher

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Reading through this full thread, if someone is posting in a civil and polite manner, I don't give 2 hoots if you think you have seen it 40 million times.

Even if it's some person that is ACTUALLY making some overtly whining post that isn't actually encouraging discussion, it's still unacceptable.

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I'm often lenient in this enforcement if it's used in good spirits and is a positive contribution to this forum, but not for stuff like this.

#27
AshenSugar

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Unsurprised to hear it Alan, and I'm all too aware of this notion of 'teaching my grandmother to suck eggs'. I know nothing about developing a professional game, you do, so I can 'teach' you nothing, and any attempt on my part to do so would be laughable - akin to an amateur art critic trying to teach Picasso how to paint.

I agonised for some time about the 'stealing EA's profits line, (and other things I had written) and (perhaps foolishly) decided to leave it in.

The reasons I did this are that I wanted to communicate the emotive, rather then (technically) logical impact behind such pre-conceptions.

In short, there's a perception (however misguided) among some fans that the decision to not allow mods to be used in some of your other games was a result of fears over lost revenue, based upon the notion of making it easy for software pirates I'm sure the real reason was more to do with preventing cheating in multiplayer.. but there you go...

I wanted to use that particular 'fan perception' (however wrong, or inaccurate) as a means to drive home a particular message. Many elements of my post were written from the point of view of fan perception, rather than any kind of attempt at accurate analysis.

Hope this makes sense.

#28
Allan Schumacher

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AshenSugar wrote...

Unsurprised to hear it Alan, and I'm all too aware of this notion of 'teaching my grandmother to suck eggs'. I know nothing about developing a professional game, you do, so I can 'teach' you nothing, and any attempt on my part to do so would be laughable - akin to an amateur art critic trying to teach Picasso how to paint.

I agonised for some time about the 'stealing EA's profits line, (and other things I had written) and (perhaps foolishly) decided to leave it in.

The reasons I did this are that I wanted to communicate the emotive, rather then (technically) logical impact behind such pre-conceptions.

In short, there's a perception (however misguided) among some fans that the decision to not allow mods to be used in some of your other games was a result of fears over lost revenue, based upon the notion of making it easy for software pirates I'm sure the real reason was more to do with preventing cheating in multiplayer.. but there you go...

I wanted to use that particular 'fan perception' (however wrong, or inaccurate) as a means to drive home a particular message. Many elements of my post were written from the point of view of fan perception, rather than any kind of attempt at accurate analysis.

Hope this makes sense.


It does make sense.  Unfortunately I find companies (especially ones with less than stellar reputations like EA) are in a spot where many gamers are really just going to believe their own impressions of the situation.  I can say and we can know why we have or have not decided to release a toolset, but unless we're actually giving the person specifically what they want, I don't think there's really anything we can do to dissuade them, so it becomes c'est la vie.

#29
Allan Schumacher

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Thread cleaned.

#30
AshenSugar

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Understood Alan, and thank you very much for your reply. It means a great deal to me to be able to hold a dialogue with the Bioware team.

In terms of mods/addons and the like, if you have decided modding should be limited (for whatever reason) would you consider a compromise position?

Perhaps something along the lines of no mods that directly alter game mechanics (in relation to combat damage, effects etc. etc.) but allowing mods that allow simple visual modifications?

I'd personally be more than happy with this. The vast majority of the mods I have installed for DA:O and DA:II are designed to change (or in many cases tone down) certain visual elements of the game. I've no real interest in changing combat damage, cooldowns etc. (though I know other players feel differently).

As a case to point I have the 'Personal Annoyance Remover' for Origins, which removes the constant 'annoying' sound made by certain Warrior auras when party members enter and leave it's range, tones down certain glowing effects on auras (which also helps increase framerate) and other similar things.

Similarly, most of my DA:II mods remove glowing auras (such as Rock Armor, which I personally felt made my Mages look ugly) and other, such stuff. The only really 'game changing' mod I use is the respec mod for Origins, as I personally find the game to be enriched by the ability to spec companions as I see fit.


Perhaps something similar to the above might be allowed for DA:III?

Modifié par AshenSugar, 13 septembre 2012 - 12:17 .


#31
Gibb_Shepard

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Allan Schumacher wrote...

AshenSugar wrote...

Unsurprised to hear it Alan, and I'm all too aware of this notion of 'teaching my grandmother to suck eggs'. I know nothing about developing a professional game, you do, so I can 'teach' you nothing, and any attempt on my part to do so would be laughable - akin to an amateur art critic trying to teach Picasso how to paint.

I agonised for some time about the 'stealing EA's profits line, (and other things I had written) and (perhaps foolishly) decided to leave it in.

The reasons I did this are that I wanted to communicate the emotive, rather then (technically) logical impact behind such pre-conceptions.

In short, there's a perception (however misguided) among some fans that the decision to not allow mods to be used in some of your other games was a result of fears over lost revenue, based upon the notion of making it easy for software pirates I'm sure the real reason was more to do with preventing cheating in multiplayer.. but there you go...

I wanted to use that particular 'fan perception' (however wrong, or inaccurate) as a means to drive home a particular message. Many elements of my post were written from the point of view of fan perception, rather than any kind of attempt at accurate analysis.

Hope this makes sense.


It does make sense.  Unfortunately I find companies (especially ones with less than stellar reputations like EA) are in a spot where many gamers are really just going to believe their own impressions of the situation.  I can say and we can know why we have or have not decided to release a toolset


Okay, why didn't you release a toolset for DA2? I'm guessing the same thought process would be applied to DA3, so it'd be nice to know why you/your company don't believe a toolset is worth investing in.

#32
Heimdall

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I think that most design decisions have probably already been made.

#33
AshenSugar

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I think that most design decisions have probably already been made.


I would hope not. I would hope that many are still in flux and subject to amendment or revision at this early stage... given that I'm hoping that DA:III is still at least two years from completion.


I have no real idea why the toolset was removed from DA:II. It would be nice to get a direct answer, but I suppose that it's unlikely.

I wonder if it's anything to do with the various DRM and anti-piracy devices that were meant to have been included with DA:II? (though I think I read somewhere that they relaxed these later, or that the Securom was not intended to work as a classic DRM but served some other function...I forget...). But in any case perhaps it was felt that a toolset would interfere in some manner, or be used as a means to work around the DRM?

.. Whatever, it's in the past now, and I'm thinking ahead to the future. I'm presuming that DA:III will be released on the Origin platform, which does provide a fairly secure medium for play. It might even have an 'always online' requirement (though obviously I hope not). In any case I would hope (at the risk of seeming naive, as I don't have a great knowledge of this kind of thing) that the Origin platform, and the additional security it provides would be enough to nullify any security-related problems that might manifest as a result of a toolset.

#34
ScotGaymer

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I would imagine that time constraints in regards of DA2 was why there was no toolset. Or rather the time versus profit calculation is why.

What I mean is they probably though to themselves, "right we have X amount of months to do this in. do we divert manpower, money, and more importantly time to include a toolset?"
They probably thought that for the amount of ppl who actually modded DA1 it probably wasnt worth the investment in time, money, manpower, and effort given the short dev cycle and how many users were likely to take advantage of moddability.

#35
AshenSugar

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A very likely hypothesis FitScotGaymer.

However (as I hinted at in an earlier post) such rational, common-sense conclusions can never feel as emotionally satisfying as accusing a nefarious, faceless third party of 'executive meddling'.

It's very much human nature to look for solid, clearly-defined things to blame when we find ourselves frustrated over an unwelcome inclusion, or unwelcome removal of a feature that is causing us  frustration.

Abstract, intangible reasons for the source of frustration do not satisfy our human need to point at something or someone and shout "THAT THING THERE WAS RESPONSIBLE!"

From a Bioware gamer's perspective, it feels far more satisfying to say: "Oh, EA forced it through 'cos they want to milk their customers for as much cash as possible" rather than "Dozens of technical issues arose, which, individually seemed relatively trivial, but cumulatively, created a situation in which it became necessary to rethink this in order to move forward". The latter does not provide a convenient, solid target upon which to vent our frustrations.

Modifié par AshenSugar, 13 septembre 2012 - 12:12 .


#36
They call me a SpaceCowboy

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Good read!

I'd add the following to the 'no cutting corners' category:

- Make interesting side quests again, not silly fetch quests where you find an item and magically know who to give it to. Make me care about doing a fetch quest, at least a little. I keep using the Sacred Ashes temple quest for the Denerim curator in DAO as an example of this.

- I want to chat with npcs a bit, not have them be wooden constructs just there for looks.

- Don't let the budget drive the story. 'Qunari women never appear in public' is a cheap way of saying 'we don't want to spend resources on developing a female version of this race'.

- While on the subject of Kossith, they looked awesome, really. all ONE MODEL of them. Can we get some variation?

- While on the subject of females.. Female Dwarves? Really? You had them in DAO, there was absolutely no excuse for excluding them besides cutting corners.

Well that's the list for now. I hope I didnt repeat anything the OP has already said.

And yes, much of this has been said over and over. However comments from certain devs in the past do nothing to convince me that those devs are getting the real message. Especially when I hear stuff like "People either were happy with the game or were not happy because it was not Origins".

Oh, and speaking of Origins.. I really don't want any Origin DRM forced on me..

Edited to add:

One more thing. Romances. Same sex, bi, whatever, I don't care. Just make romances believable.

The origin romances you felt were develping over time. DA2 went the ME approach where you have two conversations, get to the final battle and bam, romance on. Lets make it more organic, more of a build up.

Modifié par Shinian2, 13 septembre 2012 - 01:44 .


#37
jbrand2002uk

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Agree with most of what the OP says with exception to his/her view on DAO, Arcane Warrior and DW Warrior.

I found DAO at best to be an average rather buggy game the way I summed it up was thus Zero standout performances and the plot had all kinds of holes in it so I'm giving it 2 thumbs down and a fart.

As for AW like another said i found it rather superfluous and excessive unless you insist on a party with no Warriors in it, when it comes to DW Warriors I also found this rather pointless along with giving the Warrior a Bow since as both of these bases are already covered by the Rogue class and since as most have a rogue in their party due to them being essential for lock picking chests and disarming traps it makes the DW warrior nothing more than an option for the sake of an option

#38
Malsumis

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See the strange thing about is, a Toolset keeps people interested in a game longer, which allows a game company to sell more DLC.

If a new Neverwinter Nights was made today, it could make a killing in DLC, just through animation, tile sets and models/textures alone.

#39
Brockololly

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I pretty much agree with everything the OP mentioned.

As for not being able to unequip your weapons entirely, I almost wonder if that was a cost savings/memory saving thing too. Less memory needing to be allocated to the no weapon equipped punching animation when probably not many people used it.

But yes, you should be able to unequip or sheath your weapons and just walk around. It might seem like a small thing, but those small details are what create atmosphere in games- and DA2 was seriously lacking in atmosphere. Simply being able to sheath your swords in The Witcher 2 and just walk around is just cool and fun.

FitScotGaymer wrote...

I would imagine that time constraints in regards of DA2 was why there was no toolset. Or rather the time versus profit calculation is why.


Probably.

Although, you look at other recent EA games like Battlefield 3, where they're not supporting modding. By not supporting modders you're missing out on not only small mods that maybe tweak little things that can keep people interested in a game long after release but also bigger mods like Desert Combat for Battlefield 2, which was huge in keeping people playing the game. Or look at Day Z with ARMA2. Or all of the Skyrim mods that have kept that game going strong, now almost one year post release. Same with New Vegas.

Even if you don't personally use mods, they can be something to get more attention to your game. Just look at all of the attention the ENB series mods have done for GTA4 and Skyrim. How many people have ended up buying ARMA2, just to play Day Z? Or even how many people have double dipped on Skyrim or New Vegas after seeing some of the PC mods and Steam Workshop? And heck, I'm guessing since most PC game sales are digital, having more PC game sales due to the attractiveness of mods likely means greater profits per copy sold as opposed to a retail copy sold in a brick and mortar store.

#40
Barbarossa2010

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Brockololly wrote...

*SNIP*

How many people have ended up buying ARMA2, just to play Day Z? Or even how many people have double dipped on Skyrim or New Vegas after seeing some of the PC mods and Steam Workshop?

*SNIP*


Yep! Me and Me and Me, on all three! 

Played Skyrim and NV on 360, and just browsing through the Steam Workshop and Nexus for a few hours compelled me to open a Steam account and re-purchase each.  I couldn't be happier with my "new" discoveries.  Day Z's mod is just sick!!

I am a console player migrating to PC and need to find a modding 12 Step Program. 

#41
David Gaider

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Interesting read. Not sure trying to respond point-for-point would be useful, but it was interesting nevertheless. Thanks for speaking so eloquently.

#42
Allan Schumacher

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Gibb_Shepard wrote...

Okay, why didn't you release a toolset for DA2? I'm guessing the same thought process would be applied to DA3, so it'd be nice to know why you/your company don't believe a toolset is worth investing in.


Third party application integration is a huge issue, but also that it is a significant, non-trivial amount of time to properly support it (both before and after release).

#43
Uccio

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OP, I second everything what you said. Easier this way, less writing. :)

#44
Beerfish

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1) Models and weapons desire. It is simply not that easy to want to see the proper weapons as you would like. Weapons take up different amounts of space, they need to maintain a consistent size (hit box) of characters. Allowing a wide variety of weapon equipping can cause big problems such as clipping that will affect the whole design process.

2) Rogue with plate and a 2 hander? No problem, you are now a fighter with no fighter training bonuses and cannot do any of the rogue abilities at all. You do realize that if they opened this up people would be bellyaching within days that they cannot backstabb, pick pockets or open locks in their full plate mail.

3) Develop companions the way you see fit? I don't have a huge problem with this other than the fact that I do not own my companions, they are going to develop in a way that suits them. The more control you have over their development overall the less capable they can be and the tougher it is to develop back story, and story going forward.

4) 3rd party mods are great but they run a huge risk of breaking the game. As long as you are prepared for the consequences there is no problem.

5) Interaction anywhere, a big fat no from me. Hey it would be nice to make it so we can interact in more than one place but you simply cannot allow this and potential combat zones to exist together.

Click on alistair....
"Hello warden, whats up?"
Ogre attacks!
"I'm doing well."
"Buzz of alistair"
Ogre hits for 20 damage!

6) Arcane Warrior = Most over powered boring class of all time in the state it was. I didn't have to play good, I' didn't have to play awful, I just had to have a pulse to kill the game with that class. I have no problem trying to make a magic using warrior but there has to be a lot harsher penalties when doing so.

7) The more you allow change re decisions, the more the story branches, the more the story branches, the fewer the quests and thus actual game length can be. I fully endorse the notion that important decisions should have real consequences. (Unlike the HIGHLY disappointing Rachni decisions in ME). It is for sure desirable to let the player have an effect on the game but it's a slippery slope that can go out of control in a hurry.

#45
Fallstar

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Agreed with the OP on basically everything. On the topic of mods, it'd be fantastic if there was modding support for DA3.

The only problem I can see is that games which do traditionally have fantastic modder support, such as FO and TES, tend to release substantial dlc. From what we've seen with ME and DA2, weapon packs and other cosmetic items will make up a substantial part of DA3 dlc.

There are some exceptionally talented modders around who would be more than capable of creating these items and making them available for free. Few people will pay for something they can get for free, so supporting modders isn't really in Bioware's best interests. That is unless they decide not to sell item packs etc.

#46
AshenSugar

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Thank you Beerfish, for your well-thought-out responses. I'll try and resond as best as I am able.

1) Models and weapons desire. It is simply not that easy to want to see the proper weapons as you would like. Weapons take up different amounts of space, they need to maintain a consistent size (hit box) of characters. Allowing a wide variety of weapon equipping can cause big problems such as clipping that will affect the whole design process.

Forgive me Beerfish, but I'm not entirely sure if you got my point on this one. I was actually asking for a way to unequip all weapons if I want to, so that I have none in my hand. This was not possible in DA:II, as there was an 'always visible' model on display that was overridden when you equipped a new weapon. I wanted this function removed for role-playing purposes.

2) Rogue with plate and a 2 hander? No problem, you are now a fighter with no fighter training bonuses and cannot do any of the rogue abilities at all. You do realize that if they opened this up people would be bellyaching within days that they cannot backstabb, pick pockets or open locks in their full plate mail.

I would respond by saying "well let them bellyache" Their complaints can be countered in a heartbeat by responding with "try actually using the right weapon for your class".

The point I'm making is that, I want to be given the freedom to make my own decisions here, and not be hand-held into only doing those things 'approved' by an artificially-implemented class restriction.

Origins was far more open-ended, and whilst Rogues could not equip a two-handed axe (the most extreme example I could think of) they could equip plate armor, which I thought was great! It added massively to the role-playing aspects of the game, and also introduced the possibility of some curious, none-standard builds... which I love. I love to deviate from the beaten track and experiment with new things, and none-standard ideas. It what makes such games so enriching for me, and radically extends their shelf life... because I have so many things to try out and muck around with.

This was actually listed as one (among many) of the reasons the original Diablo 2 was so rewarding to play, and why it lasted so long.

Players were able to create such a weird, wonderful and diverse selection of different character builds, and experiment with them to their hearts content. There were no real gear restrictions (save for a handful of class-specific items) and a selection of very diverse skill trees.. thus we saw such oddball builds as the 'Bowbarian' 'Hammerdin' 'Blade Fury Assassin' (actually a really powerful build if done right) 'Sorceress Tank'.. and many others beside. Some of these builds were plain daft, but the point is, players loved them! It extended the possibilities within the game, and gave it life.

I actually loved Origins for many of the same reasons. The sheer freedom, and unabandoned joy of taking a basic Rogue template, and turning it into a Ranger with a pet, a duel-wielding Assassin, or a plate-clad berserker.... or the freedom to have my Mages as a pure healer, powerful tank, or shapeshifting 'druid'... along with loads of other possibilities.  Choices and possibilities are great! The more choice, freedom and 'potential for possibility' I have within a game, the more I am intrigued, pulled in... the more I fall in love with it.

3) Develop companions the way you see fit? I don't have a huge problem with this other than the fact that I do not own my companions, they are going to develop in a way that suits them. The more control you have over their development overall the less capable they can be and the tougher it is to develop back story, and story going forward.

That's a fair point. But at the same time, it's still nice to have a say in how you want to build your companions, rather than letting the game decide. I personally feel that they have already 'developed in the way that suits them' as a result of their native class.. and more so by the manner in which my character interacts with them, forming relationships, gaining friendship or rivalry... I'd personally prefer the actual building of companions to be more of a game mechanic-thing, than a means of expressing their personality.. if that makes sense?

4) 3rd party mods are great but they run a huge risk of breaking the game. As long as you are prepared for the consequences there is no problem.

I am prepared, and all games that run third party mods share this risk. If it does 'break the game', I could always uninstall the mod, or at the worst (if the mod actually damages or overwrites files) go back and re-install the game, as the 'breakage' would not be permenant

5) Interaction anywhere, a big fat no from me. Hey it would be nice to make it so we can interact in more than one place but you simply cannot allow this and potential combat zones to exist together.

Click on alistair....
"Hello warden, whats up?"
Ogre attacks!
"I'm doing well."
"Buzz of alistair"
Ogre hits for 20 damage!


There are proven mechanics to get around this issue. One such was used in Mass Effect 1. Any attempt to speak to companions in combat would earn you a sharp retort.

I realise ME:1 didn't really allow full character dialogue when away from the Normandy, but a similar mechanic could be used within D:III. Simply disable open-dialogue when in combat. Any attempt to speak to a party would be met with a "not now" retort.


6) Arcane Warrior = Most over powered boring class of all time in the state it was. I didn't have to play good, I' didn't have to play awful, I just had to have a pulse to kill the game with that class. I have no problem trying to make a magic using warrior but there has to be a lot harsher penalties when doing so.

Well, I do think that your description is based largely upon subjective personal opinion. I certainly did not find them boring

If the build is truly overpowered in Origins, the obvious solution is to make them not overpowered in DA:III, and perhaps use a 'chance to proc' based model, similar to ones used in some MMOs such as World of Warcraft or Everquest 2 in order to add interest?

The basic idea being that whenever a certain ability 'procs' the player has a limited period to quickly activate a secondary ability, only available during the period the proc is active.

Just a suggestion.


7) The more you allow change re decisions, the more the story branches, the more the story branches, the fewer the quests and thus actual game length can be. I fully endorse the notion that important decisions should have real consequences. (Unlike the HIGHLY disappointing Rachni decisions in ME). It is for sure desirable to let the player have an effect on the game but it's a slippery slope that can go out of control in a hurry.

At the risk of sounding like a stuck record I feel Oigins got this 100% right.

I'm certainly not expecting every single decision or action I undertake to change the story arc, and I fully agree that too many branches can lead to an undesirably short game.

Actually I pretty much agree with your entire comment. I think my original point was that I felt DA:II did not provide enough effect upon the game.

Modifié par AshenSugar, 13 septembre 2012 - 05:59 .


#47
AshenSugar

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DuskWarden wrote...

Agreed with the OP on basically everything. On the topic of mods, it'd be fantastic if there was modding support for DA3.

The only problem I can see is that games which do traditionally have fantastic modder support, such as FO and TES, tend to release substantial dlc. From what we've seen with ME and DA2, weapon packs and other cosmetic items will make up a substantial part of DA3 dlc.

There are some exceptionally talented modders around who would be more than capable of creating these items and making them available for free. Few people will pay for something they can get for free, so supporting modders isn't really in Bioware's best interests. That is unless they decide not to sell item packs etc.


I think that's a very good, and well-made point Duskwarden, and I'm going to hold my hand up right now and admit I honestly did not consider that; though it was as obvious as my hand in front of my face once after you pointed it out.

A compromise then. Mods that actually impact base game mechanics such as weapon damage, cooldowns, spell effects, spell damage should not be supported.

Purely cosmetic mods that allow various visuals and cosmetic effects to be altered are to be supported.

People would still buy the weapons and items packs, even if the appearance of the weapons and items could be modded, because the stats available on the DLC items would change the balance of the game, providing combat benefits only available through the DLC.

Hopefully that would work out ok.

#48
AshenSugar

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David Gaider wrote...

Interesting read. Not sure trying to respond point-for-point would be useful, but it was interesting nevertheless. Thanks for speaking so eloquently.


Thanks for listening David, the pleasure is all mine.

#49
Apollo Starflare

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mousestalker wrote...

Definitely a lot of food for thought up there.

Thank you for posting and expressing yourself both clearly and politely.


Indeed, good post.

Pretty much agree all round. Whilst I shall await news of the potential multiplayer mode before judging it too much I concur that it shouldn't be mandatory, ME3's trod a bit too close to that. Don't particularly mind 'day 1 DLC' though so long as it isn't developed with the vanilla game and then just cut out (as I recall some of the day 1 DLC is created after the point where things can be added to the main game or somesuch), but then maybe I'm just less annoyed by it because I tend to pre-order the games I am interested in anyway.

Edit: Disagree about the DA2 Elves though, they rock. 

Modifié par Apollo Starflare, 13 septembre 2012 - 06:14 .