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It is so refreshing to play DA2 after ME3. What DA3 should keep from DA2.


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#1
Ieldra

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Dialogue:
Granted, DA2's dialogue is not as rich as DAO's, due to the limitations of a voiced protagonist, but re-playing DA2 after a two-year absence and after playing ME3 makes me appreciate it. I can actually roleplay! I have choices that illustrate the personality of my character, I have options dependent on what I did earlier. After the sparsity of choices and the character-derailing autodialogue in ME3 this feels like paradise.

Characters:
Also, the characters aren't railroaded into becoming stereotypical good guys/gals in the end. There is no stereotypical feel-good morality the game smothers me with. I want more characters like Anders! I want more like Isabela! Actually, I want more characters as compelling as most of the DA2 cast....and I want them to keep their edges and not get streamlined for maximum player approval or some traditionalist moral message.

I still hate DA2's re-used locations and enemy wave mechanic. I also hate its combat and I hope DA3 will give me a less insane version, but as for roleplaying - I've always said this was one aspect done well in DA2, and after ME3 this is all the more apparent! I only wish for less misleading dialogue wheel options (my eternal complaint) and a somewhat more serious middle personality option for my protagonist.

I wonder....does anyone else feel the same?

Modifié par Ieldra2, 10 avril 2013 - 02:09 .


#2
Noctis Augustus

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No, I think the opposite. It's such a limitating game, I think they should delete DAII from existence and make DAIII based on DAO this time.

#3
Bfler

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ibbikiookami wrote...

No, I think the opposite. It's such a limitating game, I think they should delete DAII from existence and make DAIII based on DAO this time.


I support this statement.

#4
Maclimes

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Although I have some complaints about DA2, I'll agree with you on a few points:

DA2's strongest feature was it's supporting cast. Your followers/companions were largely well designed, well written, and well acted. I thoroughly enjoyed them.

And I actually liked the color-coded, icon-driven dialogue wheel. Sue me.

However, I also agree that a more serious middle personality would be nice. I suggested this a while back, where we have 4 personalities to choose from instead of 3. You'd have "kind" (which is a bit more good-guy than the one from DA2), "jerk", "sarcastic", and "wise" (the new one, which is a combo of the diplomatic from DA2 and a more neutral, monk-like stance).

#5
Guest_EntropicAngel_*

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Maclimes wrote...

However, I also agree that a more serious middle personality would be nice. I suggested this a while back, where we have 4 personalities to choose from instead of 3. You'd have "kind" (which is a bit more good-guy than the one from DA2), "jerk", "sarcastic", and "wise" (the new one, which is a combo of the diplomatic from DA2 and a more neutral, monk-like stance).


I disagree with your statement about the color-coded dialog, but I highly agree with this. I NEED, inasmuch as I need any of this, a neutral stance.

#6
Guest_krul2k_*

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All you will ever see on these boards are bored ppl with nothing better to do than bash DA2 an yell for DAO2 to be made, which hopefully will never emerge

For all its faults DA2 is a enjoyable game an theres many a time ive sat an been constantly won over by the dialogue/banter in the game especially from a sarcastic hawke, luve it

DAO for all its flaws was a good game as-well and hopefully with the right combination of both games the DA team make a truly immense DA3

#7
Newschmoo

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I liked having a voiced protagonist in DA2, particularly when choosing the sarcastic options (which became the norm after a while). However, there were occasions when I wished he was more neutral.

The companions for me did not make as much of an impact on me as they did in DAO though, apart from Varric and Aveline. Some like Isabela did grow on me, but my Hawke had to romance her in order to find out more about her (and that was during a second play through). I kind of felt that I wanted to know a bit more about them. The lack of companion interaction did not help.

Overall I do like the game and I have replayed it. 

Modifié par Newschmoo, 10 avril 2013 - 02:29 .


#8
Vilegrim

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ibbikiookami wrote...

No, I think the opposite. It's such a limitating game, I think they should delete DAII from existence and make DAIII based on DAO this time.


This.

#9
Kidd

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EntropicAngel wrote...

I disagree with your statement about the color-coded dialog, but I highly agree with this. I NEED, inasmuch as I need any of this, a neutral stance.

I've seen you voicing this in many topics, which always leaves me confused and wanting examples. Most of the time, isn't the diplomatic line the "neutral" one? If you could give me a real dialogue example and add a neutral option you feel is missing, please, I'd love to see it.

#10
The Teyrn of Whatever

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OP, pretty much everybody hated the wave mechanics and recycled environments. I believe BioWare has every intention of varying locations for DA3 as much as possible and making them bigger than ever (which is probably why they were looking closely at Skyrim- Bethesda does environments very well). I'd be okay with the wave mechanic being present, but only for certain fights, e.g. an enemy calling for reinforcements as a scripted event in battle. Otherwise I think we can fairly certain the wave mechanic is a thing of the past. It almost completely killed tactical combat in DA2 and deflated their claims prior to release that you would be able to command like a general.

#11
Guest_EntropicAngel_*

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KiddDaBeauty wrote...

I've seen you voicing this in many topics, which always leaves me confused and wanting examples. Most of the time, isn't the diplomatic line the "neutral" one? If you could give me a real dialogue example and add a neutral option you feel is missing, please, I'd love to see it.


I would say the diplomatic tone is...supportive, while a neutral tone would not be. I cannot give you an example now, as I'm at school and haven't played DA ][ in a month or two, but tell you what: I'll find a specific example and get back to you.

I will say, in DA ][ there was in a sense the choice wheel and the regular one, the tone wheel. The choice wheel was the one with the symbol being three arrows going out at 60 degree angles (more or less). This often had a neutral option, but the tone wheel didn't.


But as I said, I'll get back to you.

Modifié par EntropicAngel, 10 avril 2013 - 03:01 .


#12
Wulfram

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KiddDaBeauty wrote...

EntropicAngel wrote...

I disagree with your statement about the color-coded dialog, but I highly agree with this. I NEED, inasmuch as I need any of this, a neutral stance.

I've seen you voicing this in many topics, which always leaves me confused and wanting examples. Most of the time, isn't the diplomatic line the "neutral" one? If you could give me a real dialogue example and add a neutral option you feel is missing, please, I'd love to see it.


Anders asks for a favour in return for his deep roads maps
Posted Image
I'd have liked a "what's the favour" or "maybe" that didn't involve a horrible joke about not working with children or animals.

Modifié par Wulfram, 10 avril 2013 - 03:08 .


#13
Karlone123

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I prefer a voiced protaganist, though I still think the Warden is still the best. I cannot say what would be good for a game to do, but DAI should not rely heavily on past character like Alistair, it is more better to focus on new characters with their own personalities rather than a copy of Anders, Sten or anyone else. That way people will not cry out because of what happened to their old favourite characters like they are given a boring role to play.

#14
Karlone123

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Wulfram wrote...

KiddDaBeauty wrote...

EntropicAngel wrote...

I disagree with your statement about the color-coded dialog, but I highly agree with this. I NEED, inasmuch as I need any of this, a neutral stance.

I've seen you voicing this in many topics, which always leaves me confused and wanting examples. Most of the time, isn't the diplomatic line the "neutral" one? If you could give me a real dialogue example and add a neutral option you feel is missing, please, I'd love to see it.


Anders asks for a favour
Posted Image
I'd have liked a "what's the favour" or "maybe" that didn't involve a horrible joke about not working with children or animals.

Though it is a "Joke" line, I actually view upon as Hawke simply stating how he works, he/she asking for clarification while inputting what type of favours he/she doesn't do. That may involve kidnapping or hunting, it just the way the line is delivered that makes it more of a joke.

#15
Xhon12

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I actually liked DA2 combat style (not waves, but movements, spells and such)

Mage was more playable for me since it had more passives and upgrades and less spells, which is something I liked. Having 50 spells is really what I hate. Just like WoW.

#16
Kidd

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Wulfram wrote...

Anders asks for a favour in return for his deep roads maps
Posted Image
I'd have liked a "what's the favour" or "maybe" that didn't involve a horrible joke about not working with children or animals.

Good example, I definitely agree such an option is missing here.

Modifié par KiddDaBeauty, 10 avril 2013 - 03:16 .


#17
jaydip1985

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I only liked the Combat as it was a great improvement from DAO but not much else.Some of the conversation flows were ridiculous to say the least.

#18
Ieldra

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Let me say one thing about DAO vs. DA2: Yes, there were a lot more dialogue options in DAO, and I miss some of them. But there actually weren't very many of those instances with many options, and you can, if pressed, put five options into one node of the dialogue wheel. So if that's the price we pay for a voiced protagonist, I'm willing to pay it, as long as the dialogue wheel is utilized to its fullest potential, most of the time, instead of reducing choices and roleplaying options even more in order to save VA resources as in ME3. DA2 did not only do that well, but it also extended the functionality of the dialogue wheel compared to ME2. That was a step in the right direction, trying to overcome some of the limitations of the new system.

Now give me meaningful paraphrases, instead of things like "I'm glad you're back" (wheel paraphrase for Hawke to Isabela at the end of C2) resulting in a spoken line like "You did the right thing." (Yep, Hawke actually says that if you select that option). That's one thing I never want to see again. If DAI avoids that and keeps characters as compelling as in DA2 and dialogue reasonably varied (there need to be more consistency checks though), it's one big step to a good game.

Modifié par Ieldra2, 10 avril 2013 - 03:25 .


#19
lil yonce

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Karlone123 wrote...

Wulfram wrote...

KiddDaBeauty wrote...

EntropicAngel wrote...

I disagree with your statement about the color-coded dialog, but I highly agree with this. I NEED, inasmuch as I need any of this, a neutral stance.

I've seen you voicing this in many topics, which always leaves me confused and wanting examples. Most of the time, isn't the diplomatic line the "neutral" one? If you could give me a real dialogue example and add a neutral option you feel is missing, please, I'd love to see it.


Anders asks for a favour
Posted Image
I'd have liked a "what's the favour" or "maybe" that didn't involve a horrible joke about not working with children or animals.

Though it is a "Joke" line, I actually view upon as Hawke simply stating how he works, he/she asking for clarification while inputting what type of favours he/she doesn't do. That may involve kidnapping or hunting, it just the way the line is delivered that makes it more of a joke.

I agree. That's pretty much how all of the sarcastic lines worked. Hawke evades a lot of things with humor. I like that flair to the neutral stance. Its more fun to play than an ME1 neutral Shepard.

#20
jaydip1985

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Ieldra2 wrote...

Let me say one thing about DAO vs. DA2: Yes, there were a lot more dialogue options in DAO, and I miss some of them. But there actually weren't very many of those instances with many options, and you can, if pressed, put five options into one node of the dialogue wheel. So if that's the price we pay for a voiced protagonist, I'm willing to pay it, as long as the dialogue wheel is utilized to its fullest potential, most of the time, instead of reducing choices and roleplaying options even more in order to save VA resources as in ME3. DA2 did not only do that well, but it also extended the functionality of the dialogue wheel compared to ME2. That was a step in the right direction, trying to overcome some of the limitations of the new system.

Now give me meaningful paraphrases, instead of things like "I'm glad you're back" (wheel paraphrase for Hawke to Isabela at the end of C2) resulting in a spoken line like "You did the right thing." (Yep, Hawke actually says that if you select that option). That's one thing I never want to see again. If DAI avoids that and keeps characters as compelling as in DA2 and dialogue reasonably varied (there need to be more consistency checks though), it's one big step to a good game.


Compelling characters, what am I missing here? I undersatnd it depends on each individual but to me most of the DA2 characters were lifeless.Only Aveline,Varric and to some extent Dog(:P) had any real character.

#21
Ieldra

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Must be a matter of taste. I actually liked those less than the others, though I still find them well-realized.

Modifié par Ieldra2, 10 avril 2013 - 03:58 .


#22
Scarlet Rabbi

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The only thing DA3 should take from DA2 is that when you unsheath your weapon you move faster instead of slower.

Oh yeah, and maybe put a group in DA3 that bands together for the sole purpose of killing Qunari (Ser Varnell is my favorite character in DA2). I didn't care about the religious aspect of it, but I always relish a chance to slaughter a certain "we-know-better-then-you" brand of hideous beast. Qunari-killing for Inquisition.

#23
Scelous

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DA2 is vastly superior to DA:O. When I went back to play DA:O, I was shocked at how clunky and slow the combat felt. It was difficult for me to enjoy.

Also, Miranda is hawt.

#24
Noctis Augustus

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Ieldra2 wrote...

Let me say one thing about DAO vs. DA2: Yes, there were a lot more dialogue options in DAO, and I miss some of them. But there actually weren't very many of those instances with many options, and you can, if pressed, put five options into one node of the dialogue wheel. So if that's the price we pay for a voiced protagonist, I'm willing to pay it, as long as the dialogue wheel is utilized to its fullest potential, most of the time, instead of reducing choices and roleplaying options even more in order to save VA resources as in ME3. DA2 did not only do that well, but it also extended the functionality of the dialogue wheel compared to ME2. That was a step in the right direction, trying to overcome some of the limitations of the new system.

Now give me meaningful paraphrases, instead of things like "I'm glad you're back" (wheel paraphrase for Hawke to Isabela at the end of C2) resulting in a spoken line like "You did the right thing." (Yep, Hawke actually says that if you select that option). That's one thing I never want to see again. If DAI avoids that and keeps characters as compelling as in DA2 and dialogue reasonably varied (there need to be more consistency checks though), it's one big step to a good game.


How is the dialogue wheel a step in the right direction? It's a limitation and takes away the freedom of role playing. Look at Skyrim and Fallout 3. They both have a silent protagonist and were a huge success, Bioware is even "checking out aggressively" Skyrim but they still reject the silent protagonist.

The only voiced protagonist that I like is Geralt from The Witcher 2, the dialogue was well done. They don't get it, when you make a voiced protagonist you need to make at least a neutral dialogue line with no specific tone. A more calm and objective tone. I mean seriously, you're either tactful (diplomatic tone), humorous or agressive. What if I'm neither of those? There should be more tones if they want a voiced protagonist, if they don't want to do that change back into a silent protagonist.

Modifié par ibbikiookami, 10 avril 2013 - 04:17 .


#25
The Elder King

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Ieldra probably meant that it's a step in the right direction about a better use of the dialogue wheel system, in comparison of the ME IP (expecially ME3, where the dialogue options are less than its predecessors and DA2,and often reduced to two choices. Not to mention the enormous use of auto-dialogue).