Fast Jimmy wrote...
To the OP's point (which, granted, could have been conveyed with a bit more diplomatic tone, instead of snarky - should have used more blue responses instead of purple), we have heard that the DA team has been listening and taking fan complaints into consideration, but often we aren't given exact complaints that are being considered.
You want a laundry list? "We are dealing with X complaint"? The problem with that, to be perfectly honest, is how people would interpret 'dealing with'. Unless there is something we can say with 100% clarity, as in we're simply not doing it or we're doing it as we did before, it's going to be something that requires showing exactly what we mean... otherwise your average forum-goer is likely to imagine it as something other than what it is and set themselves up for disappointment.
See the backgrounds thing as an example. I mentioned them at the Edmonton Expo, and now I'm either left with the choice of breaking down exactly what that entails and answering the hundred questions that have arisen (long before I'm actually ready to do so) or letting peoples' imaginations run away with them as they conjure images of implementations which could only work if those backgrounds were the
entire game. Far better had they simply not come up yet at all.
The things that drove me crazy about the game was the lack of engaging narrative, the focus on combat all the time, the change to an action-oriented combat that quickly became mind-numbing, companions which seemed very one-dimensional in their scope, choices that rarely impacted how anything played out aside from two seconds after I made said choice and an ending that gave any sort of closure or explanation to why Hawke was important or what happened to everyone involved.
We've mentioned many times that combat is one of the primary focuses for the team-- indeed, it's Mike's #1 goal. He's even talked about it here, a bit. Evidently that's not something everyone has paid attention to... possibly because just talking about it doesn't really reach people. Combat is something that has to be shown.
We've also said that having more choice is something we're going to do. Again, apparently something you did not hear. I suppose because the response would naturally be-- how much choice? When? What will it affect? All of these are good questions... for that period
after we've shown the game and started talking about it.
In light of that kind of logic, can the writing/dev team shed any light on the creation mindset/philosophy for DA3? There's no need to reveal spoilers, nor any gameplay functions/elements, but any feedback on some of the actual writing aspects that people found fault with in the two most recent releases would be very interesting and satisfying to see.
And, as I've already said in this thread,
that's not going to happen. What you're asking for is all the information we're going to give
after we've launched the game. The only way to address all those questions is to go into them in detail, as every question we answer just engenders a dozen more... and just talking about it is evidently not enough.