Sutekh wrote...
krul2k wrote...
If they took the resources which are allocated to the companion an romance development and put it into more gameplay and features that tell the story of the pc better i'll break my rule an pre order
You do realize that the exact same can be said about Anything I Don't Like, right?
e.g. I never play warrior, so let's get rid of the class and allocate the resources to story and choices. Never mind that others would want to play them and that they were there from the beginning.
Point is, the DA franchise already has companions and romance in its two existing installments, and companions aren't a small, optional part at that, but rather crucial to tactic, story and characterization. This would change the game enough to make it something else entirely, both gameplay and RPing-wise. No offense meant or anything, but what's the point of playing it if one of its major feature is something you dislike? (talking specifically about companions here, not romance).
Romances were not "part of the formula" for DA:O and ME1. In ME1 and DA:O, there were three and four romance options (respectively). In ME2, this was brought up to 6 (7 if you include Liara post LotSB, 8 if you count Kelly Chambers), in DA2 it was brought up to 5 and in ME3 (excluding the ME2 romance references, of which there were a good amount) there was 8.
So one cannot argue that "romancing everything" was part of the original Bioware formula. It was truly optional side content, easily missed. Now, with the vast amount of romanceable characters, it is nearly impossible to NOT trip and fall into a romance.
Which is fine, if the core content was of high quality. But it hasn't. Many fans of Bioware games have said that they focus on characters, but, if the characters are removed, does the game stand on its own two legs?
I'd say decisions like the Anvil and choosing who the Dwarven king should be, choices that are still talked about today, are good plot. I'd say things like the Dark Ritual, still debated on the forums, are excellent sources of story. I'd say the admiration people have for an antagonist like Loghain, who was well written enough to be believable, (versus the contempt they have for the cartoon cut outs of Meredith and Orsino) says volumes about a game's ability to even have multiple perspectives on the enemies you are fighting.
But we have been seeing a greater and greater reduction in variable chocies. Less polish and coherency in the overall main plot arcs. Endings that pale in comparisson to the types of closure that were presetned in DA:O or even Awakening.
If the romances were abandoned (not companions, notice, but ROMANCES), would this magically solve these problems? Maybe, but probably not. But it would leave a lot of the side content out and shine a pretty big light on the main story and maybe reveal some serious lack of story-telling foundations on that front. Instead, it seems that a disproportionate amount of resources are being used to build in fan service romance content which obscures the fact that the main story is a random collection of plot contrivances and railroads. Without that optional, side content to distract, maybe it would be clearer for everyone involved what areas might, in retrospect, stick out as needing more work to making an overall consistent and enjoyable story.