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If you were the creater of DA and you wanted DA 3: Inquisition to blow every other RP out of the water, how would you do so?


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#51
Cimeas

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BrotherWarth wrote...

1- Make the combat less over the top and more visceral/realistic. No more daggers making people explode, no more air drops of enemy waves, no more wielding a greatsword like its paper thin, no more ninja moves, etc. Combat would be cruel, not cartoonish.

2- More realistic art style. No more armors that are covered in pointy bits(warrior Champion armor...) or armors with GIANT shoulder pauldrons. Weapons should be less Final Fantasy and more medieval. A greatsword should not be as huge as or look like The Empress' Point. That sword is ridiculous, and unfortunately it's not really the exception. Weapons and armor should strike a balance between utility, realism and aesthetics.

3- The option for a voiced or silent PC. I know a lot of people like the voiced PCs, but a lot of die-hard RPG players greatly prefer a silent PC for a more immersing role playing experience. Making the voiced PC option add more cinematic qualities to the dialogue exchanges and the silent PC more traditional would add replayability and please both camps.


I like my ninja staff-mage.  I don't want to just stand there pushing my staff slightly forward and shooting firebolts.  Why can't I use my staff to defend myself in melee?  

Also, why on *earth* do you want a more realistic art style?  You just want to wear some grey leather mail for the whole game with no colour or interesting design?  How boring.  The hero should stand out, they should look special. 

Finally, the problem with adding an option for silent protagonist simply would not work.  The timing of the lines and delivery would be way off.  The whole way the story is designed would have to be redone.  What happens when he is saying words? Does the silent character just stare at the screen?

#52
Shadow Fox

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ignore the fandom and make a good game.

#53
Nashimura

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I would make every single choice branch and have origins that also branch and effect every interaction in the game. I would make all companions romancable, killable with rivary/friendship in affect. It would be 4 times as long as origins and take place over the whole of Thedas.

Duke Nukem took a long time to make? 15 years is nothing compare to this :D

#54
Nashimura

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John Epler wrote...

Nixter Shepard is, completely unsurprisingly, banned for a lengthy period of time.

Let's make it clear - personal attacks against staff members are not okay, and will be dealt with appropriately.

Have a fantastic day!


You mean personal attacks against anyone right?....<_<

#55
Guest_BrotherWarth_*

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Cimeas wrote...

BrotherWarth wrote...

1- Make the combat less over the top and more visceral/realistic. No more daggers making people explode, no more air drops of enemy waves, no more wielding a greatsword like its paper thin, no more ninja moves, etc. Combat would be cruel, not cartoonish.

2- More realistic art style. No more armors that are covered in pointy bits(warrior Champion armor...) or armors with GIANT shoulder pauldrons. Weapons should be less Final Fantasy and more medieval. A greatsword should not be as huge as or look like The Empress' Point. That sword is ridiculous, and unfortunately it's not really the exception. Weapons and armor should strike a balance between utility, realism and aesthetics.

3- The option for a voiced or silent PC. I know a lot of people like the voiced PCs, but a lot of die-hard RPG players greatly prefer a silent PC for a more immersing role playing experience. Making the voiced PC option add more cinematic qualities to the dialogue exchanges and the silent PC more traditional would add replayability and please both camps.


I like my ninja staff-mage.  I don't want to just stand there pushing my staff slightly forward and shooting firebolts.  Why can't I use my staff to defend myself in melee?  


Why does no ninja moves automatically equal Origins-style poking?

Also, why on *earth* do you want a more realistic art style?  You just want to wear some grey leather mail for the whole game with no colour or interesting design?  How boring.  The hero should stand out, they should look special. 


Have you ever seen medieval armor/clothing? It wasn't grey and drab. Seriously, dude. Get it together.

Finally, the problem with adding an option for silent protagonist simply would not work.  The timing of the lines and delivery would be way off.  The whole way the story is designed would have to be redone.  What happens when he is saying words? Does the silent character just stare at the screen?


Did you never play Origins? Or finish reading my post? I specifically called for the voiced option to be more cinematic and the silent option to be more classic style.

#56
DarkKnightHolmes

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Pretend DA2 never happened.

#57
Conduit0

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Misterpinky0 wrote...

Never listen to any suggestions from anyone on these forums. Including me.


^ This.

Most fans don't really seem to know what they want, despite thinking that they do. Case in point, fans complained that they didn't have an option to refuse Starchild. Bioware adds the options in the EC, fans call the refuse option a slap in the face because it ends exactly the way the game repeatedly told you it would end if you didn't use the crucible.
Another case in point, Morrowind/Oblivion, fans, "Why you no add children?" Skyrim, fans, "ARGH! Why did you add children?!"
:whistle:

#58
DarkKnightHolmes

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Misterpinky0 wrote...

Never listen to any suggestions from anyone on these forums. Including me.


In that case, I want a voiced PC, Hawke back, Mage vs. Templar to be a huge focus in DA3 and the PC to be another human.

Now that it's on the forum, they hopefully won't take any of these suggestions.

#59
Giltspur

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Combat and Encounters
1. Increase the number of spells and abilities available to enemies.  Too many of the enemies in DA2 were melee mobs.  I think that's why combat felt repetitive--fewer player choices needing to be made as a result of a lack of mob diversity.
2. Have environment and position play a bigger role.  For example, enemies with shields guard the stairs to a platform that has archers.
3. Have some events like Helm's Deep from Two Towers.  That
was a big battle that focused on individual characters (think of the
back and forth between Legolas and Gimli).  I like big events that
switch around to different parts of the party.
4. More multi-party encounters like Denerim at the end of DAO.  I don't want to feel like the people are camp are just sitting around.
5. Stealth options.  (Must have as much XP as combat approach.  Also, if you can talk your way out of a fight...just as much XP as combat.)
6. If doing duels look to Witcher 2's duel at the end of Act I where you fight for a little while then transition to a different stage of the fight all while having lots of dialogue--reminiscent of Empire Strikes Back.  

Won't somebody think of the noobs?

Combat: Barriers to Entry
1. Casual and Normal mode escalate the encounters such that you get to learn concepts like tanking, healing, focus fire, line of sight, etc one piece at a time instead of assuming everyone knows it already.  (Have Hard and Nightmare assume you already understand the concepts).
2. Party members shout out suggestions in combat.
3. Multiphase encounters autosave after a phase so that an unskilled player can "zerg" an encounter.  That allows you to build something bigger than you otherwise might.  (You could make a toggle for autosaving during encounters in options for people that want to perfect the entire thing.)

Puzzles: Barriers to Entry
1. Party Members offer advice on click.  Their advice can reflect their personality.  Someone like Merrill or Morrigan gives good advice (at least regarding something like a puzzle)--though Merrill would keep changing her mind and confuse (or frighten) you while Morrigan would mock you two times for every useful piece of advice.  Oghren?  Not so much.  He probably just swears at you.

Conversations
1. Conversation options can reflect tone (diplomacy, sarcasm, aggression for example), intent (bluff, mislead, flatter, threaten, a physical action, etc) information exchange and special options are tied to non-combat skills, race, class, gender, specialization.
2. More "camp" dialogue as in DAO.  I realize this has never been suggested before.
3. Have companions be in different parts of a city (instead of at camp) while you're in a city or anywhere that isn't a combat zone, really.   This was done in ME3.
4. Have after quest conversations.  It makes sense that party members will want to know what happened while you were away...they have nothing to else to talk about.  There's something like this in the on-click barks in ME3 that change after every major mission.  That's cool.  Putting that in the group and letting the PC participate in a multiperson conversation is better.  And if it's staged, all the better.  (Escalating zots!)
5. More of the same with banter. 
6. Introduce arguments.  Why?  So that you can save a relationship after bad dialog choices.  (And get rid of the heart icon.)

Art and Environments
1. Steal from France. (Versailles, Giverny, Champagne-Ardenne, etc.)
2. Add a farm to show the working class. Orlais can't all be nobility.  You have to combat any French prejudice some gamers might have by showing a variety of people and settings.
2. Make the Darkspawn look more intimidating and possibly even horrifying.   
3. Regional architecture and clothing.  I'd like it to be the case that I felt like I travelled to Orlais and that it's different than the other countries in Thedas.  And if it's a dungeon, have its design reflect the designers and builders (as Deep Roads already does and as Warden Prison did).
4. Make Val Royeaux the largest Bioware city yet.  Beat Morrowind's cities.  Also, I'd like to be able to do some questing inside a large building with some lavish interiors and also have some staged scenes there.
Environments
5. Use big environments that still have entry/exit points like Borderlands 2.  Not in fact open-world but feels open-world while you're playing it.  Also, have these environments change as you play through the game.  Maybe it's a seasonal or weather change.  Or
maybe a city has been fundamentally changed by some in-game event. 
Witcher 2 for example will change details about a city from one act to
another.  Skyrim to a very small extent does this with Imperial/Sons control of towns.

Special Entry
1. Masquerade full of masks and intrigue.  Get introduced to "The Game".

Bioware Traditions to Keep 
1. One last chance to converse with party before finale.
2. Two members of party must rescue PC at some point.  (Not exactly that.  But some special event where you have to control other party members for awile, whatever the reason.)
3. Playable Epilogue (only really done in DAO but do it again if story allows).

#60
a12boom

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1. Ignore DA II but only reference the events of Kirkwall. (Act 3)
2. Whoever died in Origins, Awakening, and DA 2 will stay dead.
3. Less jumping halfway across the planet.
4. Combat faster than origins, but slower than DA: 2
5. Get the writing team in check.
6. Grey Wardens not being treated like villains (Legacy)
7. Options matter.
8. Take several years designing, and polishing the game
9. Race options (Kossith included)
10. Less cameo's
11. Random dungeons for great rewards.
12. Better crafting and potion making
13. Origin stories.

#61
devSin

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It starts with your own hand-crafted engine...

Oops, too late.

In any event, I trust them to make a good game. They could never surpass BG2 (and Origins is probably also going to end up a high mark), but you don't have to create the best game ever in order to have something that is well executed and enjoyable.

#62
sully.nathan

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a12boom wrote...

1. Ignore DA II but only reference the events of Kirkwall. (Act 3)
2. Whoever died in Origins, Awakening, and DA 2 will stay dead.
3. Less jumping halfway across the planet.
4. Combat faster than origins, but slower than DA: 2
5. Get the writing team in check.
6. Grey Wardens not being treated like villains (Legacy)
7. Options matter.
8. Take several years designing, and polishing the game
9. Race options (Kossith included)
10. Less cameo's
11. Random dungeons for great rewards.
12. Better crafting and potion making
13. Origin stories.


evrything you said I agree with. And I also want choices to branch out like in Witcher 2

#63
Galactus_the_Devourer

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I'd outfit it with '18 inch guns.

Honestly, "blowing other RPG's out of the water" is futile: They're good for different things, and not really combineable. I'd be satisfied with a product that is, in itself, something that I like.

#64
Rawgrim

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Go with the BG2 route. Plenty of races and choices, plenty party combinations, full customization. All of this gave BG2 an incredible replay value. Replay value is what makes rpgs great.

#65
septembervirgin

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Try to make Thedas a world you feel immersed in, describing characters and dialog and deeds on paper. Don't reduce characters to hallmark greeting cards.

When you oversimplify, you seem to fail: if you need to simplify, just don't over-complicate matters.  Try to maintain approachable complexity.

Fuse story possibility with interactive possibility. Morrigan should've been able to become a cat as she claims she was able to become.

Don't make us play fight because you can't figure out a story and longer journey. Take a look at Oregon Trail and Clue. Get any ideas?

Modifié par septembervirgin, 07 octobre 2012 - 12:56 .


#66
Naughty Bear

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Make a great story that makes sense.

Tactical combat like DA:O

Actual consequences and see the results of your actions (think of Spec Ops: The Line after you used WP, walking through the mess you yourself have made, obviously not as grim as what happened in the game but see the consequences and those who are affected because of you).

A variety of characters from all walks of life and races.

Ignore Dragon Age 2

Multiple endings

A complex character customisation

#67
ledod

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Create a setting never conceived by mankind prior.

#68
Kangaxx628

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Ignore the need to force players into the same boring MMO archetypes, let people play arcane warriors, duel wielding warriors, rangers etc. If you try to do another player discovers the story as they go along take your inspiration from planescape:torment not DAII. Don't end the game with no matter what you do you will be stuck w/ the same 2 boss battles(actually never have another Harvester battle again).

#69
TEWR

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I'd hire that sexy guy named The Ethereal Writer Redux. He's got some awesome ideas bubbling around in his head, that may or may not line up with what Bioware's already doing.

#70
Vandicus

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The Ethereal Writer Redux wrote...

I'd hire that sexy guy named The Ethereal Writer Redux. He's got some awesome ideas bubbling around in his head, that may or may not line up with what Bioware's already doing.


So there's another guy named The Ethereal Writer Redux floating about these forums? :P

#71
TEWR

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Yes, he's out there... lurking... in the darkest depths of the BSN. And he's taming battlebears and gorilla mounts.

Modifié par The Ethereal Writer Redux, 07 octobre 2012 - 10:13 .


#72
Vicious

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Never listen to any suggestions from anyone on these forums. Including me.



#73
unbentbuzzkill

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@rawgrim
completely agree that is what was lacking from DA2

#74
Fallstar

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Story and Quests

1. Remove most trivial fetch quests. By trivial, I mean the ones we had in DA2 with finding people's trousers etc. As opposed to a fetch quest like Unbound in Origins, which spanned most of the game, was optional, had an elite boss with great loot etc, and added to the lore. Don't get me wrong, Origins had it's fair share of trivial fetch quests too, I just want far fewer than there was in DA2.

2. Have multiple endings which actually differ in their consequences for the world. Show those differences through a detailed epilogue slideshow.

3. Start to tie up some loose ends. DA2 didn't really answer anything from Origins, you just introduced even more new and mysterious stuff.

Dialogue

1. Remove all paraphrasing. Paraphrasing and roleplaying games don't go together.

2. Remove or vastly reduce the quantity of auto-dialogue. Same as above.

3. Remove the set number of emoticons and replace it with a word to describe that line; fit the intent word to the dialogue, not the other way round.

4. Remove "autowin" buttons for romance.

5. Re-introduce the coercion skill, or some other type of dialogue skill.

Combat

1. Tone down animations so that they aren't completely ridiculous. Rogue and Warrior combat can look visually appealing without detonating bodies, 12 foot jumps and greatly oversized weapons.

2. Reduce the speed of combat, so that you aren't swinging your greatsword like it weights next to nothing, but that it is still a little faster and more fluid than Origins.

3. Re-introduce the tactical camera.

4. Remove the wave system where it doesn't make sense. (So in 90%+ of the cases it was implemented in DA2)

5. Increase class variety again; why a warrior can't pick up a second weapon or a bow, or a rogue a shield, and why such a pointless restriction was implemented, is frankly beyond me.

6. Reduce specializations to one. Have each specialization tree be more varied and detailed.

Companions

1. Have a central hub.

2. Don't have arbitrary time restrictions on when I can talk about certain topics to my companions. The only time certain things should be locked away is if I haven't reached the relevant part of the story yet - for instance with Morrigan and the grimoire. Why does it takes Merril 3 years to figure out she's stuck on the Eluvian? Etc.

3. Allow player initiated dialogue across the entire game, like Origins.

Miscellaneous

1. The interfaces: make them look authentic in the setting. For example, in Origins the menus and codex entries were actually nice to look through. The codex looked like a book, even down to the ink like writing and gilt on the corners. Same with the map. The interfaces in DA2 had more in common with a Mass Effect game than DA.

2. Items: Do away with the generic "ring" "superior ring" etc. system, re-introduce unique items with item descriptions. There is no way the system in DA2 was superior, it was a simple downgrade, which I assume was due to lack of resources.

3. Non-combat skills and player crafting: Again, a heavier focus here would be great. In DAO I could spend ages looking through the poisons, bombs and runes, and collecting the resources to give your party an extra boost. In DA2, everything was handed to you on a plate, so instead of feeling like a boost you'd earned, it felt like more like a basic requirement, and even a chore. "Advanced to act 3: explore the Wounded Coast for the 3rd time to find those Elfroots."

4. Release a toolset.

Modifié par DuskWarden, 07 octobre 2012 - 10:33 .


#75
tigershadow

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1. Multiple origins This made every experience unique and worthwhile playing in its our right creating an impact that effected my role as a Hero increasing playability. The treatment of elves and casteless and mages as opposed to nobles of both Human and Dwarf was striking and emotive.

2. Role Playing Let me play out the part like Origins starting on a epic journey as one of the Last two Grey Wardens barely surviving Ostagar. If I become the Hero of Ferelden it has to mean something and feel it is worth the sacrifice, battle and challenges to get there. Somehow Champion of Kirkwall lost it shine and meant so much less I do not want it to be a done deal. Story telling has its place and I liked Varric but it broke my immersion in the game and became annoying after a while. Witcher 2 is particularly irritating I want to shake the guy interrogating me "come on you were standing right beside me at times when the king spoke to me".

3. Outcomes forced on me I cannot influence or change. Role playing at its best is about choices Mass Effect Kaiden and Ashley was a tough decision  I hate to leave a member of my team down I want to be able to save them all sometimes I accept that is not possible and if it happens it has to mean something. Having to kill Wrex this was avoidable if loyalty quest was completed so it was possible for me not to lose him. Jory and Daveth this was a bit ambiguous was not a Grey Warden in the wilds so in a way I felt my actual companions started after that .Though again in tower additional troops always felt and clearly were temporary. Losing Mhairi in Awakenings was not a decision I felt able to accept and so always use mod to bring her back felt I had invested in her used books I had intentionally kept back to spec her out had gained approval with her. She was part of my team and I was not prepared to lose her I would have gone into the Fade to rescue her and would have like the option to do so.
Which brings me to DA 2 and the arbitary seemingly meaningless death of siblings depending what class you choose. Personally I struggled to care much for the whiny one so although I would fight to the death for them both against the Ogre the later decision did not bother me over much. While the options with Bethany later were felt contrived and ridiculous, one I would have killed them all if necessary to prevent and the second I managed to get her through with zero injuries so am bemused how it happen. The final family incident later with no chance to change the outcome how ever fast you move was the last straw in closed quest writing.

In Mass Effect 2 I wasted far to many hours (between 20-30) scanning planets (almost 200) for resources to do all the essential upgrades replayed the end mission a number of times until I saved them all at least it was possible although some of friends still do not believe it even though I have the saved files to prove it. In Baldurs Gate you could be heroic and save people in quests what happenned! In summary being able to save people and having to work hard to do it so it means something is an essential part of RPG imho. NB Apparently 1.02 patch I believe sped up mining but was taking about 10 min per planet. This one element killed what is a really good game for me. I am Commander Shepherd and have a crew not the tea girl/boy I enjoyed going and finding the planets etc just not doing the scanning. (EDI or another crew member would have been much better at it would have liked to have option.) After the first 10 planets or so I began to loathe having to do this and I have never loathed anything so much in any game. I know people complained about the Mako but that was only 30 planets and I had no problem with that, if I had to do it almost 200 times I may have thought of it differently.

4. The dialogue wheel was acceptable in the Mass Effect if not my first choice, but in Dragon age 2 it felt like a dumbing down, I want to have to opportunity to have more complex dialogues choices that I can fail sometimes not even knowing why. Not just Good, Jokey Sarcastic and Bad with symbols to tell me which one and paraphrasing putting words into my mouth that I would not actually say.

5. Open environment sadly in both DA 1 and 2 they seem to have lost the openness that games like Fallout 3 achieved in the wasteland though I accept this was primarily due to less demanding graphic requirements because of the greyness of the world. Accept for the wrong way go back at the edges which I think could have been better handle by increasing radiation levels created for me the most open immersive world of recent times. Travelling between areas ie zoning with occassional random events some how is less satisfying than setting out and having to find your own way there. (I prefer not to use what could be compared with some sort of fast travel) This was not game breaking in either game just a preference.

6. Time night and day in particular was less aware of this as an issue in Origins as there were night missions and it felt like you were camping every night. Considering Baldurs gate had normal game time the method used in DA 2 felt extremely contrived and although it was supposedly taking place over a number of years this was completely not apparent as it possible to do everything in a chapter in a ridiculously short period cramming loads of quests all into the same day, changing to the night to cram a load more things into. I would prefer time to pass in a normal a way as possible with a 24 hour clock so at least events are normalised within the actual time frame. Baldurs Gate established the importance of resting up it was tough but felt more realistic and the modding community helped add this back to fallout 3 and this helped it to fully integrated in New Vegas.

7. Continual immersive experience. I wish to be involved in the whole journey not picking it up here and there when the developers decide. Origins felt like my own unique journey 2 felt very bitty control for a bit narrative time passes yawn, some control for a day then a dissapointing year of service that I would have preferred to have played than have it happen and I am no further forward no experience gained. Apparently a known person but I have done nothing to gain this reputation.

8. Important overriding story arc and world to explore. Origins achieved this with the clear and present danger of the blight and role of Grey Wardens to stop it. Fereldan felt like a interesting and worthwhile world to explore.In 2 I felt more like an errand girl/boy or rubbish collector than Champion of Kirkwall. I have read a review which used the term newspaper boy/girl which seemed to sum it up. I hoped in Origins I was clearing out the Thaigs of Darkspawn for the Dwarves so that they could relaim them. Each chapter in Kirkwall seem to be more of the same chores. For me DA 2 seemed to run out of steam at the end of Act 1 with the epic and extremely challenging battle with the Arishok. The deep roads in Origins were much more lavishly done and leading the charge for the Legion of the Dead was a memorable moment. Considering how important the deep roads were built up to be this was rather dissapointing. Kirkwall felt like it should have been so much more Fereldan was and remains memorable Kirkwall by the time I wearily attempted to complete it for the 3rd time because I so much wanted it to great I just ran out of steam and was not sure I could face seeing it again.

9. Companions this is something I believe Bioware have and still continue to do well and enjoyed them all in both Origins and Kirkwall. As an essential element of an RPG long may this continue, understandably best in vanilla campaigns less so in expansion / stand alone DLC. 

10. DLC's and expansions. These do have a place and very much enjoyed the Origins ones and felt they added to or complemented the game well and with the exception of the Darkspawn one which I chose not to get felt they were good value and I was glad I got them. Awakenings I felt was a good solid expansion with 3 unique areas, I would have preferred the keep upgrades to have been more substantial and more on a par with Neverwinter Nights 2 with key personnel to recruit and manage more of a mini game in fact.  Even Golems is great gauntlet test for your Warden after Awakenings and keeping your 3 companions up without casualties a significant challenge .Also why you had no access to the Peak after clearing it was dissapointing. Though in line with the failure to clear up the Circle Tower including 2 templars apparently still cleaning blood of the floor months later.   Unfortunately I was extremely dissapointed with Mass Effect 2 Dlc's so am much more wary about buying them. My decision to obtain them very much depends if I believe the game was developed as a real labour of love like Baldurs Gate and Origins making the choice an easy one or the reverse and the feeling that significant material has been intentionally held back to leverage more cash. 

11. Equipment Management. The inventory of main and companions is an essential part of an RPG game for me  and to find it vastly restricted in DA 2 was dissapointing to say the least and when you throw in the garbage as well (we are back to my bin collector again) I cannot believe I was even expected to collect this. It meant most of what I found fell into the category of completely useless. Borderlands takes this to the extreme I am supremely indifferent to millions of types of guns and unlike PC Gamer comments which has sadly gone down in my estimation I feel no gun envy. Origins worked really well for me and I appreciated they had proper names too. Except for the fact their was no storage container in camp and I had to go outside the Peak to find one.

12 Modding. This can totally transform a game and take it to a new level and continue its success and popularity. Baldurs Gate has been extensively supported over the years as has Origins by some amazing people. I appreciate the commercial pressures on game developers often resulting in games being rushed and perhaps not been delivered to market exactly how they would have liked. I know games should not designed by commitee and often listening too much to the most vocal critics can be misleading as their criticisms of the game can result in a knee jerk reactions resulting in beautiful well crafted game being turned into something completely different in a future iteration. Dragon Age have a loyal fan base that want it to be successful and the toolkit so thoughtfully and considerately provided enabled them to build on that success and continue to put in 100's of hours of their own time adding even more valuable. I am certain they would have done the same with Dragon Age 2 if a similar toolkit had  been provided. A significant amount freely made available is often of a similar standard to the vanilla game and is greatly appreciated. Baldurs Gate is be re-released shortly I hope with the recognition due to modders who provided tutu. Work is also being carried out on Kotor and Fallout 3 benefited greatly from providing the GECK. Mass Effect could have been similarly enhanced I suppose I will never understand why a patch was not released to enable EDI to take over the planet scanning in Mass Effect 2. With a toolkit I am sure one would have been devised.

13. Combat Origins felt more tactical to me and I particularly appreciated the top down camera to assist me in controlling the battlefield particularly with regard to mage AOE spells. In 2 this became really frustrating I cannot tell you how many spells were wasted because I could not get them to target where I wanted them. It had some good features but seemed to lose more than in gained. Also lunatic Fenris carving up other members of the party  made him a liability on the battlefield I would set him up fighting 3 opponents up the road while I took on another group behind us and he would take it upon himself to leave them and scythed through my group cutting down my mage. Or do ridiculous amounts of damage barging through the group to attack a Qunari. Aveline was much more reliable. A big thing was made of cross class combos I do not know why as shatter etc worked very well with enemies in Origins with frozen, petrified or paralysed by a mage just needed a critical. In 2 it was significantly harder to set up and just became very painful. For me 2 became a lot more arcade like, with the worst element being the 3 waves of enemies often spawning out of nowhere. Solid wall in a cavern behind my mage and they materialise out of it. People have commented eloquently on this subject so I will leave it here.

14. DRM Appropriate protection yes, ridiculous systems that stop me even playing the game sometimes or forcing me to download the game from steam when I have the disk in the drive no. It can take away so much of the pleasure of playing the game leading me to abandon some games I have purchased because they have exceeded my pain threshold in the installation.

Some of my best gaming experiences have come from Bioware games and I genuinely desire to support them but recently my confidence has been knocked, I hope it can be be restored. I believe Bioware of any of the developers know how to write a great game. A game with soul in an immersive lavish environment that I wish to escape to and spend time with companions that I genuinely care about. That is a labour of love and not a cash in on a franchise.

Please game test how many hours may be wasted doing trivial tasks because nothing will kill even really good games quicker than this.

With a wave of welcome from Oghren in Vigil's keep as he slashes about him with his axe that lifts me up with a moment of joy. Just before he is hit by an emissary with crushing prison and my mage warden responds with Force Field creating a shockwave and a laugh as he is freed to do what he does best.

Gaming at its best provides the whole gamut of emotions it has the capacity for greatness. Sometimes I feel alone in my desire for a meaningful gaming experience. The Haloesque experience is not the one I am looking for I want to be challenged with a difficulty level that mean I can and will fail but spurred on knowing it can be done. That I can hold my group together keep them alive nurture them to be the best they can be and enable them to triumph against all the odds.   

We were Heroes once and can be again!

Modifié par tigershadow, 10 octobre 2012 - 08:06 .