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Thoughts on DA:3 Inquisition's new details


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#1
DragoonPK

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 Hey guys,

I just started up on the Bioware forums and wanted to discuss my thoughts on the new info that just came out on the new blog post. 

So with the new blogpost we saw a set of concept art (which look gorgeous btw) that set the tone for what Dragon Age 3 is going to feel like. Personally I think the direction they are taking with the game seems very promising. It seems that the game with take much more empahsis on exploration and offering an expansive world than the previous games did, especially the second one. More intrestingly however, the choice to sort of dail back on the actiony combat is certainly a positive one. I mean I'm all for more action oriented combat when done right and fitted well into a game. However as I continued to play more of DA 2, I realized that the game simply lacked the depth associated with the first game. Dailing back, picking out your actions and strategies, was one of my favorite things about the first game. It just allowed you to put much thought into the battle rather than rushing things done, which was pretty much what you mostly did in the second game. I still enjoyed DA2, but DA:Origins' battle system was definitely my favorite of the two.

I also recently put up a video summing up my thoughts and reflections on the series so far, feel free to check it out:wizard::

Modifié par DragoonPK, 22 octobre 2012 - 11:08 .


#2
jdranetz

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I am bothered by DA:3 sticking to the aesthetic of DA:2. The vast open areas and the over sized weapons remind me of a Koei game or that disaster of a game, "Kingdoms of Amalure" . Also, designers need to realize that terrain hindrances and narrow hallways are actually desirable in combat for they make tactics challenging. Tactics are not about timing your button mashings. Tactic is about vantage points and kill zones.

Modifié par jdranetz, 28 août 2013 - 09:42 .


#3
Tinxa

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I'm not sure about the horses.

When people asked for them in the past they've always said they were too much hassle for little gain and I sort of agreed. I mean how do they work? Does the whole party have horses? Will they get stuck a lot? What happens when you go into caves or underground? Can you fight on horseback?

Horses are one of those things that are nice too have but too much work. I wonder what made them change their minds and include horses.

#4
LadyRaena13

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Tinxa- I think part of it was that the areas are so much bigger they felt a mount was needed to travel around.

#5
Scarlet Rabbi

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jdranetz wrote...

I am bothered by DA:3 sticking to the aesthetic of DA:2. The vast open areas and the over sized weapons remind me of a Koei game or that disaster of a game, "Kingdoms of Amalure" . Also, designers need to realize that terrain hindrances and narrow hallways are actually desirable in combat for they make tactics challenging. Tactics are about timing your button mashings. Tactic is about vantage points and kill zones.


Kindgoms of Amalur is a "disaster of a game"? Sir, you jest...Please tell me that's a sick joke.

The lip-synching is horrid and it does overuse fetch quests, but Amalur is an amazing game overall and it is an absolute tragedy we won't see any more games from that franchise. The enviorments are just gorgeous, I spent hours just exploring on release day.

What are your thoughts on DA2? Because if you can put up with that rush job of a game then Amalur is something to rejoice over.

#6
duckley

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jdranetz wrote...

I am bothered by DA:3 sticking to the aesthetic of DA:2. The vast open areas and the over sized weapons remind me of a Koei game or that disaster of a game, "Kingdoms of Amalure" . Also, designers need to realize that terrain hindrances and narrow hallways are actually desirable in combat for they make tactics challenging. Tactics are about timing your button mashings. Tactic is about vantage points and kill zones.


I actually had fun with Amular and enjoyed playing an archer.clearly not in the same league as DA, but I did enjoy it.

#7
Maria Caliban

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Kingdoms of Amalur was a very well done game and I enjoyed it.

The development company went out of business afterwards, but not because they made a bad game. They made an expensive game and sales weren't high enough to cover all their creditors.

#8
Kenny Da Finn

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Tinxa wrote...

I'm not sure about the horses.

When people asked for them in the past they've always said they were too much hassle for little gain and I sort of agreed. I mean how do they work? Does the whole party have horses? Will they get stuck a lot? What happens when you go into caves or underground? Can you fight on horseback?

Horses are one of those things that are nice too have but too much work. I wonder what made them change their minds and include horses.


Just clearing this up.
It's because of the size of the new map zones. Before we didn't have a need for horses because of the small map sizes but now running on foot would become a chore which is never good for games encouraging exploration. Considering the are now pushing exploration as a major feature it would make sense to add a system to speed up your travel. Basically what it boils down to is that the "gain" has increased to a amount that the hassle becomes worth while for the overall gameplay.

I believe it is more than likely the entire party will have horses and they will try and minimize the possiblity of getting stuck. I would think it's fairly safe to assume the horses will only be available in areas where it would make sense. This means in cities, deep roads and caves your horses wouldn't be available. I would also think while fighting from horseback would be possible it's unlikely because of the same gain vs hassle situation. 

#9
jdranetz

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I just wish the didn't mess stray from the way they made DA:Origins. Hated seeing my "Cousland" character replaced by this "Hawk" dude.

#10
Guest_Aotearas_*

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Dude, why necro the same thread twice???

#11
sangy

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I've only skimmed over the fine details of what exactly DA:I consists of. The title "Inquisition" itself gives you an idea of what it entails. I didn't quite catch the time set of when this falls into place. I'm guessing a time not too far after DA2's ending.

It almost seems like a continuation. I'd have no problem with that as I loved DA2, but I'm hoping it is a lot different. Meaning it feels like DA3 and not DA2 part 2. It's always nice to have a fresh start. Now if you were using the same character and continuing the story, that would be different.

It's funny to me that everyone complained they were burnt out on Wardens from DA1. DA2 offered a new setting with beautiful graphics, awesome fighting mechanics and interesting characters (including some from DA1, plus cameos). Lots of people complained. DA team took a risk and I feel they were successful. My own opinion of course.

DA1 storyline and characters were best, but DA2 graphics and combat were better. I trust the DA team will make DA3 (DA:I) another masterpiece to fall in love with that will have you playing it over and over. Here's to hoping for the best DA ever.

Modifié par sangy, 28 août 2013 - 12:58 .


#12
chuckwells62

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Scarlet Rabbi wrote...

jdranetz wrote...

I am bothered by DA:3 sticking to the aesthetic of DA:2. The vast open areas and the over sized weapons remind me of a Koei game or that disaster of a game, "Kingdoms of Amalure" . Also, designers need to realize that terrain hindrances and narrow hallways are actually desirable in combat for they make tactics challenging. Tactics are about timing your button mashings. Tactic is about vantage points and kill zones.


Kindgoms of Amalur is a "disaster of a game"? Sir, you jest...Please tell me that's a sick joke.

The lip-synching is horrid and it does overuse fetch quests, but Amalur is an amazing game overall and it is an absolute tragedy we won't see any more games from that franchise. The enviorments are just gorgeous, I spent hours just exploring on release day.

What are your thoughts on DA2? Because if you can put up with that rush job of a game then Amalur is something to rejoice over.


I agree that the criticism of Kingdoms of Amalur is unwarranted. The game was well worth playing, and the released dlc alone really put the icing on the cake. Had 38 Studios/Big Huge Games not tanked, I would have gladly welcomed additional content of that caliber.

#13
jdranetz

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As Adam Sessler put it, "Kingdoms of Amalur:" set out to be epic, but only achieved being huge. Ask a bankrupt Curt Shilling if he thinks Amalur was a success. He lost every dime he made playing for the Red Sox in 38 Studios. 

What I have seen of DA:3,, leads me to belive it's going to look and play the same as DA:2. Making a larger map with the same amount of terrain objects and elements, only further apart, isn't a "larger world". A "larger world" would be a larger map with the same DENSITY of objects and elements as previous environments. Making characters and items larger to increase pixel count isn't "improved graphics". Those oversized swords, hammers, axes, and bows made the game embarrassing to play. Having armor and arms shaped with exaggerated points and elements to the point of of being obviously unwieldy detracts from the players ability to "suspend disbelief", and detracts from the realism and sense of immersion of the game. One would think that immersion was an important ultimate goal in creating an RPG.

Modifié par jdranetz, 29 août 2013 - 12:30 .


#14
DarthLaxian

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jdranetz wrote...

As Adam Sessler put it, "Kingdoms of Amalur:" set out to be epic, but only achieved being huge. Ask a bankrupt Curt Shilling if he thinks Amalur was a success. He lost every dime he made playing for the Red Sox in 38 Studios. 

What I have seen of DA:3,, leads me to belive it's going to look and play the same as DA:2. Making a larger map with the same amount of terrain objects and elements, only further apart, isn't a "larger world". A "larger world" would be a larger map with the same DENSITY of objects and elements as previous environments. Making characters and items larger to increase pixel count isn't "improved graphics". Those oversized swords, hammers, axes, and bows made the game embarrassing to play. Having armor and arms shaped with exaggerated points and elements to the point of of being obviously unwieldy detracts from the players ability to "suspend disbelief", and detracts from the realism and sense of immersion of the game. One would think that immersion was an important ultimate goal in creating an RPG.


agreed (also Kingdoms of Amalur was fun to play - but that just isn't Dragon Age for me (i don't want that IP turned into a Manga-Style game with weapons bigger then the wielder etc. :(

greetings LAX
ps: also the Pre-Alpha-Footage makes me question if this still is a party-rpg or more like The Witcher 2? (which is another thing i do not want)