1. Option to turn off voice-acting
2. Option to see full dialogue-lines
3. Redefined wheel (option to disable icons; option to mesh the order of commands; have approx 10 commands on the wheel without subcategories like investigate) - or lose the wheel entirely.
ME's wheel felt redundant, alien to the series or simply sell-out. The redunancy was in the answers having an exact and 100% sure position with icons and all, we need more unexpected stuff happening in dialogues (to find out what answer works what way for other characters is interesting, without it pre-defined and showed), as opposed to the PC's involvment (acting), which should be transparent yet role-play friendly, i.e. flexible to imagination and subjective (full) understanding of what's going on (in his/her head and deeds).
As in, it's given what the PC will say, but not so with the *function* of the line.
4. NO CHEESYNESS.
Also, no sarcastic hawke nor the buddy/obnoxious dichotomy of followers. Gaider and the writing team worked wonders with the subtle characters of DAO, not so much with the "action-movie-like" ][ of one-liners, melodrama and arrogantly "owning" everybody.
Not such plain friendship/rivalry please - it could be better though, for example if they'd not be mutually exclusive, and if the "liking" or "love" of the character were on another, different "meter".
5. NO SIMPLICITY! (this is a big one as it means alot)
Do concentrate on diversity, strategy (neat, discrete movements with a slow (base-) movement speed in combat), logical CHOICES with very role-playing friendly input but unexpected consequences/reactions from the game-environment (from the environment as in "others" than the player-character), and interesting, engagingly planning-inspiring stats (for example, the speed of attacks could be governed by an extra stat - either different stat for each weapon type or a whole extra stat for it - this would also enable for slower combat for those that need more control and strategy - but for this to work, damage should be governed by a different stat).
An actual artistic direction, not some cartoony mesh-up of all-round simplicity.
DAO combat and overall feel was "slow", but so was Silent Hill 2. Yet some of that nice "slow" atmosphere works wonders in fantasy-games where thrill comes from the felt possibility of demise, first and foremost. The player character should not feel like a dumb and arrogant allmighty yet plain god with super-powers, a. la. Hawke.
Choice should affect you towards about 3 or minimally 2 different second HALVES of the game. You should, for example be able to go for, against and neutral to the chantry. These three choices should branch in the middle or middle-second-half of the game, leading to the different outcomes.
Last but not least of the "choice" category - reace choice.
Modifié par eroeru, 17 septembre 2012 - 09:25 .