Take a game like World of Warcraft. There are hundreds of bosses. Certainly the numbers of WoW bosses will far exceed that of the entire Dragon Age franchise, even after DAX (10) is released. Because there are so many, they continually have to come up with fresh encounter designs. Raid bosses these days are far more complicated than they were when WoW was released eight years ago, but the player base is also more sophisticated and has more resources to deal with those (addons that track timers and such).
Because they have to design fights for dozens of bosses each new expansion, the occasional gimmicky fight mechanic slips in. Whether that be "driving" around a dragon and using special abilities, having a specific class (which is the only class) use a mind control ability on a mob, or some other thing. Many times these gimmicks don't contribute to the interest of the fight, but only add an obstacle to get through that becomes tiresome.
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Just a mention... I thought the final DA2 Meredith fight was the most interesting and fun boss fight from DAO, DA2, and all DLC combined.
This is my biggest complaint about the DAO combat. Not only does it look awkward for a character to keep their fighting stance while running to a mob that is far away, but it greatly hinders movement speed. I'm sure there were mechanical factors and all of that stuff. That doesn't change the fact that I found it annoying.Plaintiff wrote...
I sorely missed the sensation of wading through molasses.
Modifié par nightscrawl, 12 décembre 2012 - 04:59 .





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