Bioware, maybe now, when you have 111 pages of players opinions, you can see the whole picture (actually, you could see it in a month after DA2 release, but now it's right in front of your eyes). However I have a feeling, that there are just some blind spots for you, that are rejected by you (or maybe you are forced by EA to skip those, I don't know). What I'm talking about is primarily - dialogue sistem. So the game is about two years in development and you've already said that you'll stick to the "ME wheel, voice-acted protagonist". The machine is working, the gears are spinning and there's not much we can do about it. But let me explain why I see this system as a ridiculously wrong thing.
You know why DA:O was so popular with RPG fans? Because it brought back classic aspects, things that draw the line between the game and interactive cartoon. No, that wasn't actual CRPG, but that was "The Return". Profound dialogues, races, origins, exploration and battles that required some brain acrivity. All of that led to great replayability. I played Origins six times, four times to feel all the diversity given by dialogues and character customization and two additional times just for battles.
And then you suddenly stop to groove. Why would you do that? I couldn't force myself to beat DA2 second time, God knows I tried. Now that I've played both games it feels like there was an intention in giving to player taste of freedom just to pull him back into the sweltering prison corridors. And the main culprit is ME dialogue system. OK it looks natural in ME, but why DA needs it? It just injures roleplay in many ways, but, I suppose, you know them as an RPG developers.
So, accepting the fact, that there will be The Wheel in DA:I, I can already tell, that there won't be:
a) choise of race

interesting dialogue options (for example, based on your characters skills and attributes)
c) any confidence, that your character will do what you intended him to do.
d) your own character. Only another Shepard variation: good guy, bad guy and the unsurpassed humorist.
But even that way you still can do good story. The only thing I liked in DA2 was your attempt to step away from the standart "save the world from great evil" plot. Some moments brought emotional impacts, most of them were bitter-sweet. And I would really like it, if this all have been done properly, with more care to details and player's choices. Sometimes it seemed, that you had something important to tell us, but, in the end, it felt like joint between DA:O and next chapter.
Take, for example, Planescape: Torment, where you are given defined character and you have not much initial customization. For a moment, forget about it's one of the greatest dialogue variability: it will still be unbelievable surrealistic philosophical trip.
Do the same thing to KOTOR:TSL and it'll still be the journey of the Force conception rethinking. Kreya, that lukily unromancable old manipulative witch was the best character just because there was a point to do cold-blooded, pragmatic character only to gain her influence points and talk with her on all the possible topics. What for? Just because she contained thoughts, ideas and phiosophy. And there still are some gamers that are hungry for Thoughts.
But, still, even if you write such a story, don't be surprised, if it will go unnoticed by people bashing the Awsome Button in urge to achieve another sex cutscene.
^ tl;dr
Just take all the time that you can to make the game that you'll be proud of, tell publically, that you're proud of it, then let players see it and decide: stay of quit. Don't leave our hope on life support machine.
Modifié par schweppes13, 20 mars 2013 - 08:17 .