The overall entertainment value is high enough to make the cost of the core game worthwhile. While we always yearn for more play hours to game end, you put enough in with all the sidequests and gear hunting to satisfy.
The two DLC available at release are a different story. Not nearly enough play hours in Warden's Keep or The Stone Prisoner. I regret the money spent on these two DLC and won't buy future DLC if they're similarly far too short in terms of quests and combat and play hours.
You blew it on the overall design of your multiple irreversible decision paths through the myriad mainline quests and side quests. Blew it bigtime. Why? Because the dialog choices do not in any way imply or indicate the final result in terms of items and rewards that will be made available or denied forever. The net result is that a player needs to be a research expert to determine what dialog paths to take, which means we're essentially forced to look at detailed spoiler info on most quests to ensure we gain access to the equipment/items/talents/specializations/etc that are important to us. Hasn't the game industry by now figured out that to the majority of the playerbase, story takes a huge backseat to gear and abilities? I mean, this potentially huge negative impact is pervasive throughout the game. Just a few examples:
- If you side with the werewolves you lose access to infinite elfroot
- If you make the wrong dialog choices with a Desire demon you permanently lose access to the Blood Mage spec
- If you don't make exactly the right choices in The Antivian Crows quest (you can blow this one in numerous ways), you forever lose access to the only Grandmaster Dweomer rune in the game.
- If you side with Caridan and destroy the Anvil of the Void, you can't get a 5th army (the Golems) to help you in your fight against The Blight.
- Etc. Etc. Etc. There are many dozens of ways you can permanently cut off access to gear and abilities and major gameplay options that you might want AND YOU WILL NEVER KNOW IT unless you've done your homework beforehand by plowing through the wikis and forums. IMO this is unforgivable. It's perfectly fine to have the player choices affect the "roleplay flow" and narrative of the story, but it's NOT okay to have player choices permanently affect access to valuable gear/abilities without making such ramifications crystal clear before they are required to make the choices. As things stand now it completely breaks the story immersion to be compelled to research quest outcomes before you actually start following the quest.
- If you're looking for an "optimum" challenge level throughout the game progression, the areas you should visit are in this order based on the lower/upper limits of the challenge scaling in each area: Ostagar/Kokari (levels 3-5) > Mage Tower (level 6+) > Redcliffe (level 6+) > Brecilian Forest (level 7+) > Haven (via Urn of Andraste quest cycle, level 8+) > and only then is the remaining choice evenly split between Ozrammar and Denerim (both are level 10+ in challenge scaling). For details on this, see: http://dragonage.gul...allenge_scaling
- Okay so with the preceding background details about challenge scaling, why on EARTH do you not make this clear in game? The game dialog and world map travel options after Lothering make it all too easy for a player to feel like they could go straight to Orzammer or Denerim and start in either of those areas first. Assuming they do so and manage to work their way through, by the time they go back to Mage Tower or Redcliffe or Brecilian Forest or Haven, etc, they are near or possibly have exceeded the upper limits of the challenge scaling in those areas.
- This attempt at making the game seem non-linear while masking the true linearity of your challenge scaling is the number one reason some people think the game is too hard and others think the game is too easy. Why not make this linearity more obvious and guide players towards the best challenge progression? Or why not make the challenge scaling truly equal among the four areas you can head to after Lothering?
- To compound things even further, you have one legimate, intentionally-designed game mechanic for zooming all the way to the soft cap at level 25. Not a bug; intentional design provided you make certain storyline choices. (Hint: it has to do with Elves, Party Camp emissaries, and elfroot.) Again: clearly not a bug or exploit but a deliberately designed method to jump directly from level 7 to 25 if you're so inclined. And with all your public and ambiguous descriptions of level scaling, players who take this course are obviously blowing right past the upper limits of your challenge scaling for most of the encounters in the game except for certain boss fights. But they'll never know it unless they're research experts.
In your future DLC and expansions, please:
- Make the DLC content at least 4x longer than the first two DLC were.
- Please stop this really infuriating practice of hiding the impact of dialog decisions on gameplay mechanics and options. You can do this in two ways: either make the gameplay impact abundantly clear in the dialog response itself or in an optional tooltip or something on each dialog option, or else just remove all gameplay impacts from the dialog paths, keeping the dialog limited to roleplay/storyline impacts only.
- Please make your challenge scaling lower/upper limits more *obvious* (even if it's buried in a FAQ or Prima Guide or whatever, but ideally within the game itself, like right on the world map--make it an optional tooltip if you like) and please guide the player more strongly into the optimum linear progresson path to match challenge scaling limits to player level during their progression.
- Please put a character/companion respec mechanic into the core game for a steep cost (either a lot of gold to buy a respec potion/token or a difficult quest to complete, et.)
Modifié par shaktiboy, 26 décembre 2009 - 05:53 .





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