Aller au contenu

Photo

What's important in a Strategy Guide for DA3?


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
Firky

Firky
  • Members
  • 2 140 messages
I've been vaguely meaning to make some feedback on DA2's strategy guide, because I'm guessing this hasn't been organised for DA3 yet, and posting something about Game Masters in the art vs product thread reminded me.

The question is, What do you want in a strategy guide?

And, I guess, for designers: Are you planning a strategy guide for DA3?


So, based on DA2's guide, in my opinion.

Positives

- I thought it was nicely presented, visually. Concept art + screenshots etc.
- The extra lore, like a whole page on Grey Wardens, was worth reading.
- The crafting information, and where to find stuff was useful. (I had trouble with that, in game.)
- The information on enemies and resistances etc was good, but it should have been documented like that in the game. Like, it was necessary. :P
- I quite enjoyed reading about some of the story paths I didn't take - like when companions can leave etc.

Constructives

- Could use more boxouts just about little features, points of interest. (Like the Gem and the Chicken boxout in the Baldur's Gate 2 guide.)
- The maps didn't seem relevant, given it wasn't hard to find chests, etc, in game because they were highlighted. (I'm contradicting myself, because I couldn't find crafting reagents, but still.)
- I wanted much more detailed combat info, especially for nightmare, encounter based etc.
- The foreward by Mike Laidlaw was great, because it read quite differently to the usual "official" stuff. I'd really like to read little interviews with designers scattered throughout, in relevant places, with a focus on development "behind the curtain."

I dunno how everyone else uses/enjoys strategy guides. I tend to play the game at least once without a guide, then obsessively scour the guide while I'm playing subsequent playthroughs as well as carry it around with me for a while, like read it over dinner and curl up with it in bed (not in a weird way - well, not in a too-weird way.)

So yeah. strategy guide for DA3! With more combat, IMO.

#2
Guest_BrotherWarth_*

Guest_BrotherWarth_*
  • Guests
I always buy the guides for RPGs(I don't always use them, but I always buy them) and they are usually less than stellar. Small things that could make all the difference in the world are usually ignored. Some examples-

-Each section of the walkthrough should list all available sidequests for that area, say when they become available and show what pages you can find the sidequests on. This is almost ALWAYS ignored and forces you to flip back and forth between the main walkthrough section and the sidequests section.
-Having dead space on pages from the quest ending without taking up a full page is really annoying aesthetically. Fill that in with art, man!
-Add pictures of weapons, armors, unique items, etc. I hate seeing long lists with names/stats with no visual representation.
-Put character bios in the walkthrough section as those characters are introduced and then have a section of all of them after the walkthrough section to reduce spoilers/ruining surprises.

Why don't all RPG strategy guides do all or even most of these simple things?

#3
Firky

Firky
  • Members
  • 2 140 messages

BrotherWarth wrote...
-Each section of the walkthrough should list all available sidequests for that area, say when they become available and show what pages you can find the sidequests on. This is almost ALWAYS ignored and forces you to flip back and forth between the main walkthrough section and the sidequests section.


Bad structuring of that stuff in game guides makes me batty.

I've just started reading The Witcher 2's guide and I wanted to try to find some things that I missed, but I'm just confused at the moment. Still, it must be hard to explain all of the branches on linear pages. If you get what I mean.

#4
Guest_franciscoamell_*

Guest_franciscoamell_*
  • Guests
Nothing

#5
Jonata

Jonata
  • Members
  • 2 269 messages
I like a clean, almost minimalist pacing, with cool visuals and perfectly readable texts. For the font, I'd rather go for a classic Helvetica, but maybe it's too neat for a fantasy RPG? Perhaps some less messy version of Times New Roman could work.

Modifié par Jonata, 22 novembre 2012 - 01:14 .


#6
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
I dunno, go find that Bradygames (or maybe it was Prima...) Mario RPG guide and copy it exactly, because that's the last strategy guide I ever owned and it was magnificent before the binding came apart.

Oh, there's one. Strong binding.

Modifié par Filament, 22 novembre 2012 - 01:49 .


#7
Bobad

Bobad
  • Members
  • 2 946 messages
For me it would be freeness and onlineness.

#8
Firky

Firky
  • Members
  • 2 140 messages
^ I think that's why there aren't so many physical ones now, true.

(But that's why, if you're going to drop $30 on it, like I do, frequently, it has to be good.)

Modifié par Firky, 22 novembre 2012 - 01:58 .


#9
PsychoBlonde

PsychoBlonde
  • Members
  • 5 130 messages
I wish there was a master list of all the opportunities to get friendship or rivalry points (or whatever system they use for that in DA3). I can get a little obsessive about trying to max out the bars on my companions and it'd help to have a list so I can plan who to take where a little more easily.

#10
sylvanaerie

sylvanaerie
  • Members
  • 9 436 messages
Accuracy

#11
sympathy4sarenreturns

sympathy4sarenreturns
  • Members
  • 885 messages
Thickness.

#12
EmperorShepard

EmperorShepard
  • Members
  • 10 messages
Content. The last few RPG guides have been 500 pages +

DA2 was less then 300.

The guide should have

A character creation section
A talent/spells section
Main walk through with maps
Side quests section with maps
Companion section
Romance section
Armor/Clothing
Weapons
Crafting
Misc items and gear

And a large focus on mechanics. Look at DAO vs DA2. The mechanics of DA2 are sketchy at best compared to DAO. The guide should tell you everything about a talent not just a description.

In DAO we know everything cost, cool down, range, aoe size, dot length and damage. In DA2 the guide was practically worthless about talents/spells.

#13
Blackrising

Blackrising
  • Members
  • 1 662 messages

PsychoBlonde wrote...

I wish there was a master list of all the opportunities to get friendship or rivalry points (or whatever system they use for that in DA3). I can get a little obsessive about trying to max out the bars on my companions and it'd help to have a list so I can plan who to take where a little more easily.



#14
KingRoxas

KingRoxas
  • Members
  • 367 messages

sylvanaerie wrote...

Accuracy



#15
ioannisdenton

ioannisdenton
  • Members
  • 2 232 messages

franciscoamell wrote...

Nothing

TIM agrees with Jack

#16
SirSponge

SirSponge
  • Members
  • 53 messages

EmperorShepard wrote...

Content. The last few RPG guides have been 500 pages +

DA2 was less then 300.

The guide should have

A character creation section
A talent/spells section
Main walk through with maps
Side quests section with maps
Companion section
Romance section
Armor/Clothing
Weapons
Crafting
Misc items and gear

And a large focus on mechanics. Look at DAO vs DA2. The mechanics of DA2 are sketchy at best compared to DAO. The guide should tell you everything about a talent not just a description.

In DAO we know everything cost, cool down, range, aoe size, dot length and damage. In DA2 the guide was practically worthless about talents/spells.

This so much!!
It really disapointed me that they didn't fully explain each talent/spell.