SpEcIaLRyAn wrote...
You can't argue that the opening to ME2 wasn't incredible. It was. But it made more sense to be thrust right into the action since it was the same character in the same story.
ME2's "action" wasn't action at all. For the first ten minutes, you walked through the Normandy as it fell apart (with no time limit, giving you plenty of time to acquaint yourself with the controls). You talked to the VS and Joker (showing you how the dialogue system worked). You walked some more. You watched a cutscene of you "dying." You watch another cutscene of you being "brought back to life." Then you begin a tutorial level that teaches the basics of how to select a weapon and how to use cover. You then join a companion, who teaches you how to use both your powers, as well as the powers of your team mate. You go through a level that teaches you all basic mechanics you need to know, such as using medigel, opening doors and hitting switches.
What you see as "actiony" I see as a good integration of story, tutorial and gameplay.
DA2 drops you into a mud slide of a level (both in design as well as visually), giving you zero time to acquaint yourself with controls, characters or story. It fails on practically every level you can fail in setting up a game.
With DA2 it was a little out of place because we didn't know these people yet. Sure we can say "Oh he/she lost his/her sibling. How awful." But we don't really feel it because we don't know who he is really.
In Origins the Human Noble Origin, for example, introduced to the characters and gave us ample time to talk with them and interact with them. Than when the Couslands die we feel that sense of pain and urge to get revenge on Howe. Which to this day still remains one of my most favorite plot devices of that game.
The point of bringing up the two different openers of Origins and ME2 is that the opener should be different depending on what the setting is like. In the case of DA2 it would've benefited from some more build up and understanding.
A game doesn't have to have tons of dialogue to be an opening that focuses on story. ME2 didn't have lots of dialogue, but it had no combat until about fifteen/twenty minutes in. You felt the tension and the story of your ship, your crew, your world being torn apart... and you didn't shoot a single bullet until the second or third room in the Cereberus base mission (the SECOND mission area of the game).
If you give your character a weapon and have them kill something within the first two minutes of your game, then you have started out on the wrong foot of focusing on story and letting your player immerse themselves. Even Gears of War doesn't do this. They have aciton-y openings... but they don't have COMBAT focused openings. Even games like the old school CoD, where you open with a storming of the beaches of Normandy, have opening segments where you can look around (to see a rookie puking his guts out) and then walking before throwing you into total combat.
DA2 gave you, literally, zero time to acquaint yourself with the game before you were fighitng. It demanded that you start banging on the "A" button as soon as you hit the ground. It is destructive to the video game experience, not to mention the story-telling one.
I feel this came about, as I feel so much of DA2 came about, from people sitting around talking about what "sounded cool." And not taking the decades of video gaming experience and why it works into consideration before committing to it as a design concept.





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