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Thread of the "Little Things"


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#1
Gemini1179

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The Little Things matter. This is, in a sense what I feel has been lacking in BioWare products of late. They have scale and ambition but seem to crack at the seams when you examine them closely.

But other games is not what this thread is about. This thread is about seeing the best DA3 produced that we can. There is a "5 Things" thread, but that is more just ideas, although admittedly, I hadn't read through the whole thing.

Anyway, I'd like to talk about a few areas that I'd like to see, well, I won't say "improved upon" because that might spark needless debate, but things that I'd like to see "expanded".

Take CRAFTING for example. Using DA2 as a template... well, there really wasn't ANY actual crafting done in that game. It was more, SHOPPING, than CRAFTING. We found resources, bought recipies then BOUGHT whatever the recipies made. Not sure where the CRAFTING was in there at all.

For me, CRAFTING in an RPG needs a few things:

1)RESOURCE GATHERING: There needs to be a constant supply of stuff you pick up that you can make useful. There should also be respawnable resources, or stores where they restock certain supplies.

2)RECIPES, SCHEMATICS and SUCH: These are so important, we need to be able to FIND them, LOOT them, get them through quests as rewards by persuation, coercion, intimidation, bribery or trickery and there should really be a SUPER SECRET RECIPE.

3)A GRIND PAYOFF: Ok, personally, when I play an RPG, I like to experience the game completely without looking up any "helpful" tricks, hints, etc and just generally playing it 'honest'. This gives me a bit of a sense of accomplishment for figuring things out on my own and also adds to replay value when I do look these things up and say. "oOOHHhhh... I could have done that? Sweet!" All this is to say that on subsequent playthroughs, I do like to be able to buy all the nice things. You could do this in DAO by crafting and selling the Master Lyrium Potions (or whatever, I don't remember what they were) and selling them for good coin. In DA2, by comparison, you could not. It was really frustrating in subsequent playthroughs to still have the same limited choices for nice things to buy. In the end, I didn't even see what half the gear in the Black Emporium looked like cause I could only afford a few of them and I had to basically buy what would benefit my chars the most at end game.

So those are my thoughts on CRAFTING.

Now, onto COMPANION CONVERSATIONS.

Ultimately, a combination of DAO and DA2's system would have been great. DAO's system lacked in any real dynamic feel and DA2's system was bunched into a few "Talking Quests" that were engaging and then gone forever.

For example, let's imagine what casual conversations with Isabela COULD have been like.

In DA2's Act 1, you find Isabela at the Hanged Man. For any time you wanted to talk to her, you should have been able to walk up to her at the bar and start a CONVERSATION.

Then this happens: Cutscene to Hawke walking up to Isabela drinking at the bar. Isabela says, "Hawke, care to join me for a drink?" and you have the option of saying "Sure" (at which point, you pull up beside her and the next part of the conversation starts) or "No" (at which point you say you're just leaving or something and the conversation ends) or "I'd rather sit." (at which point you and Isabela walk to a table and the next part of the conversation happens there) OR "You wanted to talk to me" if earlier after a quest Isabela had said "Come see me at the Hanged Man later" and it starts the 'Companion plot quest'.

BUT, if there wasn't a new 'Companion story line plot point' to be had, you should have still had a few options:

1)When at the bar, the two of you could get into a drinking contest which would start a minigame which results in you losing money or gaining some, or waking up after being tossed out of the Hanged Man, or hearing Isabela drunkenly tell us about that Dwarf in drag- there were lots of possibilities there.

2)You can get Isabela to play cards with you starting a new minigame. The rewards could then be money, or if you catch Isabela cheating (based on some such stat or if you were in a relationship with her, for example) you maybe get a stat point- this kind of reward could have happened once an act or something.

3)Again, just using Isabela for an example, and you're romancing her, you get the option (like in DAO) to basically say "let's go to bed" and you get a bit of a kiss scene and she drags you off.

4)You get basic character history conversation choices that open up as the game progresses that aren't tied to the 'Companion plot quests'.

These kinds of things, in my opinion would make the companion conversations feel more dynamic and engaging without feeling like simple "quests" where the interactions are limited to that single moment.

So this is getting long, but those are two of the things I'd love to see expanded upon in DA3. I'd love to see a more involved and 'traditional' crafting mechanism, and I'd like our companion conversations to be more dynamic and also let us just go 'shoot the poop' with them but have each companion be able to engage you in a minigame of sorts to make it worth while from a gaming perspective.

Thank you for your time.

#2
naughty99

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Completely agree regarding the problems with DA2 crafting. However, when you talk about "grinding," I don't quite follow.

I've seen the grinding sort of crafting system in some games that was not fun at all. In games where the crafting was fun, it never felt like grinding, but rather a way to role play a particular kind of character who brews poisons, for example, or someone who hunts in the forest and crafts leather goods from hides, etc. Essentially when crafting is done well, I think it adds more playing styles and RP choices, enhancing the replay value of the game.

Adding more dynamic content to companion conversations could also be fun, but in general I enjoyed the companion story arcs and conversations as they were implemented in DA:O and DA2.

Modifié par naughty99, 23 septembre 2012 - 06:04 .


#3
Gemini1179

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naughty99 wrote...

Completely agree regarding the problems with DA2 crafting. However, when you talk about "grinding," I don't quite follow.

I've seen the grinding sort of crafting system in some games that was not fun at all. In games where the crafting was fun, it never felt like grinding, but rather a way to role play a particular kind of character who brews poisons, for example, or someone who hunts in the forest and crafts leather goods from hides, etc. Essentially when crafting is done well, I think it adds more playing styles and RP choices, enhancing the replay value of the game.

Adding more dynamic content to companion conversations could also be fun, but in general I enjoyed the companion story arcs and conversations as they were implemented in DA:O and DA2.


I think I was hinting more at the possibility of a money-making possibility with the crafting that would just take time. I think every crafting system needs that recipe where the ingredients are easy and cheap to acquire and then you can sell it for a profit so that if you make enough of them you can eventually have all the money you need. Again, I say this because when I re-play, I do like to play with all the toys and this system allows you to do that without having to only try one special weapon, accessory, armor, etc. per playthrough.

Also, I was hoping that a combination of the DAO and DA2 styles could be implimented so that we could sit and have a moment with our companions at any time essentially.