My list would be as follows:
Return of playable races
Return of playable orgins
Return of non-voiced protagonist
Removal of dialogue wheel
Removal of paraphrasing if dialogue wheel must return
No Multiplayer component
Not focused on the Mage/Templar War...<_<
Okay, well, let's start over.
Factions: If there are going to be multiple sides we can choose, I would like a hierarchy structure we can move up in, as well as quests that are specific to these factions. Note, this would not just be Mage/Templar, but also a fighter's guild, or Mage's Circle or a Thieves' Den. Get crazy with it. Even specializations, like a Blood Mage sewing circle or an Assassin's contact with the Crows... the more, the better. The better, the more likely I will be a happy duck.
Stronghold: This has been discussed by the devs as a possibility. If so, AWESOME. A place I can fortify, assign tasks in, have battles over, employ tactics/upgrades in... again, go crazy. The sky is the limit with this, in my opinion. I'd rather have a dozen more shallow options to make it seem like the stronghold has all sorts of things I can tinker with rather than one or two things done a little deeper, but ultimately, if this can be done with all sorts of bells and whistles, I would be ecstatic.
Specializations: It has been said by the devs that they want to make class a big deal. Good. It has also been said that a PC will only be able to choose one specialization and stick with it (like being a Blood Mage, an Arcane Warrior or a Spirit Healer). I like this too - both for gameplay reasons as well as just overall consistency. Making these Specializations tie into the story is also something the devs have mentioned. So basically - keep the course with this line of thinking. It will only lead to a better experience for me, personally.
Story: I don't care if the story is more "epic" or more "personal" or more anything. I just want it to be engaging. When encountering an epic Big Bad, you don't have to worry about "why do I care?," as ensured survival of yourself is always an excuse that can get a character to go along. Always keep that in mind, no matter what type of story you are doing - if you don't have a real reason (or a number or reasons to choose from) to do what you say our character has to be doing, then there is going to be a problem. Remember, this is a story we are seeing through our character's eyes, but we don't feel what our character is told to feel. I didn't care about my family in DA2, but it almost seemed a requirement to do so. Same for the kid in ME3. I'm not a fan of that.
Endings: <sigh> Yes, endings. DA2 was criticized for them, ME3 was crucified for them. And DA:O and ME2 were hailed for them. I don't care about happy, I care about closure. I care about catharsis. DA:O is the model you should look at. Not the "everything is happy" ending, neccessarily, but the structure.
- Big Choice BEFORE the climax (not after) - a la Dark Ritual, not ME3's RBG. The choice was made right before the end game started, then you played the end of the game up to the climax, where that choice came into play. The Big Choice should never BE the ending, a la ME3 or DE:HR. Also, see the ME2 Suicide Mission assignments. Again, Big Choices that determined the flow of the game/ending later on.
- Goodbye scene before the final battle - a la, main gate at Denerim. Everyone says goodbye (even the people coming with you). It gets you pumped, it gets you ready and it gets the mood set. ME3 tried for this, but it felt really flat (I blame the Mission: Earth entire design for this) but it still gets an honorable mention for trying.
- Long fight - battling your way through Denerim is heart pounding. Its multiple maps, multiple locations. It feels like you are taking on an army with the number of enemies you fight. That's rewarding to get through.
- Boss Fight - I'm not a fan of a boss fight for every game, honestly. But a FINAL fight is important. After all, we've been struggling, fighting and beating enemies down the entire game. To divorce the final challenge from that at the end is a little silly. It would be like if at the end of Street Fighter 2, you don't fight M. Bison, but play a game of Tetris. It would feel really weird.
- Climatic Cutscene: you win the final showdown. Boss fight, horde of enemies, game of Tetris... it doesn't matter. You beat the final challenge. Now, we should get a small (SMALL!!!!) cutscene showing the immediate (AND ONLY IMMEDIATE!!!) effects of that. Then, we segue into...
- Player Controlled Discussion: give control back to your player. We just spent the last two hours slugging it out, pressing buttons, maintaining control... if you cut us off from all control now that the day is saved, we'll go into withdrawals. Give us a quick cutscene, then let us control some things again. DA:O boon and victory lap conversations, talking to companions and other important NPCs, did this great (again, didn't need to be ALL that rosey, I'm just advocating for control and conversations). ME1 also did this nicely, where you were able to have a conversation about who you would be choosing as the ambassador and if you saved the Council or not. As did ME2, where you got to tell TIM to either flip off or that you'd be looking forward to working together again.
- Wrap Up: Now take away control and give us the "ending" ending. Talk about the future, and the consequneces and the impact we've had. This had better be more than a three minute cutscene, too. I really enjoy Epilogue Slides, personally, as they are cheap and can be used to touch on ALL SORTS of decisions. From a small side quest to a huge impact choice - it can all be addressed, discussed and be varied based on the in-game choices.
Didn't mean to write an entire thesis on crafting endings, but... then again, the way Bioware has been writing them recently, they may need it. Anyway, if they can deliver on those five categories - factions, stronghold, specializations, story and endings, I'd probably be pretty pumped.
Modifié par Fast Jimmy, 14 décembre 2012 - 06:12 .