Addai67 wrote...
FNV added tons of gameplay features- companion quests
That isn't different in substance. Tha's like saying DA2 added new features by having quests. FNV also had a main quest, but that doesn't count as a new feature.
What did this
really add - more RP options, more dialogue, more conversations. More journal entries. Better designed vaults.
factions,
They did have a faction mechanic. And I'm sure scripting was brutal. But that's the core of what it was was dialogue and RP - you say it yourself when you say it gave you deeper RP options.
hardcore mode
And how resource intensive do you believe that was?
, expanded weaponry and crafting.
I honestly can't recall the difference in crafting between FO3 and NV. This is entirely by bad and I'm biting the bullet on it.
If anyone wants to maintain this isn't a valid comparison they're being disingenuous or in denial.
Maintain it is a valid comparison is being in denial. What NV set out to do was
very different than what DA:O did. FO3 took the
same combat scheme (Third Person Shooter with VATS), the same style of gameplay (no cinematics), the same approach to dialogue (no PC VO), and added more scripting and dialogue as part of its core.
I'm not trying to minimize the job that Obsdian did on NV or that it was a lot of work. But what NV set out to do to make it different from FO3 was
not was DA2 tried to do.
Obsidian left the already dated world and art assets mostly intact and concentrated on deepening RPG mechanics, branching quest lines, and solid world building. While the game was not perfect, it was much better received than DA2 in the respective fanbases.
Did I deny any of this? All I am saying is that what Bioware set out to do is very different from what Obsidian set out to do, and acting as if they were doing the same thing is silly. Even if you think that Bioware should have done what Obsidian did, they didn't. And comparing the time they took is silly, therefore.
DA2 isn't an honest-to-god new game, either. It would have been better as an expansion. Or a codex entry.
You'll note I said
trying to be a new game.
Just how isn't DA2 trying to be a new game? They changed the combat mechanic radically, they changed the art style, they changed the player's interaction with the game world (PC VO, tone indicators) ... what DAII tried to be was not DA:Kirkwall, like New Vegas was "Fallout 3: New Vegas", but something totally different.