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Regarding: The Problem With ME3, and Worries for DA I


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#101
Fast Jimmy

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In Exile wrote...

Fast Jimmy wrote...
They have said that, yes. But for the precious little information we have, there doesn't seem to be one feature that is more DA:O than DA2. At least, in my opinion. 

The closest announced to date might be the armor customization, but we don't know how that will work and is still tied very strongly to the iconic looks concept of DA2, just with more equipment that can be used rather than the four or five upgrades you could get for each companion.


They've announced that the story structure and tone is going to be DA:O. It's also not fair to say that the companion armour is "like" DA2, since it was visually static for many of them, with only one visual alternation for the LIs if they were romanced. 

The only thing that's been announced otherwise is character creation, and on that point it's closer to DA2 than DA:O. We've heard nothing about anything else in game. 

Oh, contraire.

We know that the PC will be human only, with no other races optional. 

We know that the PC will be voiced. 

We know that the dialogue wheel will be used. 

We know that paraphrases will also be used, with no "see full text" option before being able to make the dialogue selection. 

We know there will be no playable intro the can vary based on the background you chose. 

We know these things are true about DA:I that were not true about DA:O, but were true about DA2. Having the option to change equipment around doesn't really get me all "jazzed" when I see my options of both replayability and roleplaying appear to be limited from the start. 

#102
Sjpelke

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Fast Jimmy wrote...

 

In Exile wrote...

Fast Jimmy wrote...
They have said that, yes. But for the precious little information we have, there doesn't seem to be one feature that is more DA:O than DA2. At least, in my opinion. 

The closest announced to date might be the armor customization, but we don't know how that will work and is still tied very strongly to the iconic looks concept of DA2, just with more equipment that can be used rather than the four or five upgrades you could get for each companion.


They've announced that the story structure and tone is going to be DA:O. It's also not fair to say that the companion armour is "like" DA2, since it was visually static for many of them, with only one visual alternation for the LIs if they were romanced. 

The only thing that's been announced otherwise is character creation, and on that point it's closer to DA2 than DA:O. We've heard nothing about anything else in game. 

Oh, contraire.

We know that the PC will be human only, with no other races optional. 

We know that the PC will be voiced. 

We know that the dialogue wheel will be used. 

We know that paraphrases will also be used, with no "see full text" option before being able to make the dialogue selection. 

We know there will be no playable intro the can vary based on the background you chose. 

We know these things are true about DA:I that were not true about DA:O, but were true about DA2. Having the option to change equipment around doesn't really get me all "jazzed" when I see my options of both replayability and roleplaying appear to be limited from the start. 


Yes.

If I am 'promised' role play I want to get it.

Not something inbetween or none at all if it turns to be out all story/cinematic driven.

Give an honest description and give the player a decision on buying the game based on what is actually going on in the game regarding what is being 'offered' and actually delivered.

#103
Massa FX

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Why worry about this? Each of us will either like it or not like it, regardless of previous games. I didn't enjoy DA2 as much as DAO. I loved all ME games, with a 10 minute worst ending exception. But in no way does any of that eclipse my excitement for upcoming games. For me, each game has merits and failures on its own standing.

Modifié par Massa FX, 04 août 2013 - 01:50 .


#104
Sjpelke

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Massa FX wrote...

Why worry about this? Each of us will either like it or not like it, regardless of previous games. I didn't enjoy DA2 as much as DAO. I loved all ME games, with a 10 minute worst ending exception. But in no way does any of that eclipse my excitement for upcoming games. For me, each game has merits and failures on its own standing.


Did not play ME (yet) so cannot comment on that.

What it boils down to is what a game 'promisses' to be and what it will actually turns out to be which was different from DAO compared to DA2.

Modifié par TsadeeHekate, 04 août 2013 - 02:03 .


#105
Fast Jimmy

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In Exile wrote...

Fast Jimmy wrote...
I'd say it might have something to do with leadership turnover. Nearly no one who is in charge right now was in charge during DA:O's development. They may have been Bioware employees, but they were not directly in charge. After these former leads were gone, I'd have to assume those new to their positions want to put their own brand on the game and series. 

Just an assumption, but it makes sense to me. If you have a completely different set of people making all the decisions about a game, it is going to be different, even if it does still have "Dragon Age" in the name. 


Given what we know of the people who left and the reasons, it's more likely that there was a change in the direction of the series and the former leads parted ways. There was also movement of some designers to TOR. 

Well, the decision to change the vision which caused people to leave had to be made by someone. 

Dan Tudge was replaced as DA's Executive Producer by Mark Darrah in 2009, right after DA:O.

Brent Knowles was replaced as DA's Creative Director by Mike Laidlaw in 2009, again, right after DA:O.

Which leaves pretty much the GM to make those decisions. It is a little difficult to determine exactly when Ray Mizuka turned the reins over to Aaryn Flynn and if that coincided with DA2 planning, design or development, so that is a little up in the air - though he was in the GM position by the time DA2 was released. 

Still, nearly all of the major (and many of the minor) design decisions for the DA series post-DA:O were made by this group. And all were new to their exact positions before the 2011 release of DA2. If these guys weren't the cause of DA2 being different than DA:O, then I'd say the game was built by gnomes and not Bioware employees. 

Modifié par Fast Jimmy, 04 août 2013 - 02:09 .


#106
In Exile

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Fast Jimmy wrote...
Oh, contraire.

We know that the PC will be human only, with no other races optional. 

We know that the PC will be voiced.


Right. Character creation, as I said. 

We know that the dialogue wheel will be used. 

We know that paraphrases will also be used, with no "see full text" option before being able to make the dialogue selection.  


This one comes with the voice. And if you really want to start a VO vs. silent PC thread I'm happy to do it, but I absolutely object to the fact that the paraphrase's content-guessing is actually different from DA:O's tone-guessing. 

... and then it will be three hours later and we'll both still disagree. 

We know these things are true about DA:I that were not true about DA:O, but were true about DA2.


It was true in DA2 that you could choose between multiple backgrounds? 

And this still doesn't address story structure/plotting, which is tracking DA:O's, as Bioware loves to point out. Or the setting itself, which is now tracking multiple locations instead of one city. 

both replayability and roleplaying appear to be limited from the start. 


Whereas I see them being greatly enhanced by those same features, and this tangential shot isn't related to the first point you raised. 

Modifié par In Exile, 04 août 2013 - 07:25 .


#107
In Exile

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Fast Jimmy wrote...
Well, the decision to change the vision which caused people to leave had to be made by someone.  


Yes, but you're focusing on the wrong narrative. It wasn't that Bioware "changed" after DA:O. It's that the majority of Bioware was not philosophically inclined to follow DA:O since partway through its development.

For example, did you know that there was a serious conversation about adding VO to DA:O after ME was released, but it was decided against it?

Which leaves pretty much the GM to make those decisions. It is a little difficult to determine exactly when Ray Mizuka turned the reins over to Aaryn Flynn and if that coincided with DA2 planning, design or development, so that is a little up in the air - though he was in the GM position by the time DA2 was released.  


Jade Empire and Mass Effect both predate DA2, and both exemplify the kind of artistic, stylistic, story and gameplay choices that DA2 made in development. I'm not contesting that Bioware changed a great deal from DA:O to DA2, but a narrative that this was some kind of dramatic departure EA acquired Bioware is just not justified in the context of other games Bioware released.

Still, nearly all of the major (and many of the minor) design decisions for the DA series post-DA:O were made by this group. And all were new to their exact positions before the 2011 release of DA2. If these guys weren't the cause of DA2 being different than DA:O, then I'd say the game was built by gnomes and not Bioware employees.  


As I said: those design decisions were all already made in games that Bioware released in the period between their greenlighting DA:O and releasing it. Nothing in DA2 is "new" in any sense for Bioware. 

#108
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In Exile wrote...

both replayability and roleplaying appear to be limited from the start. 


Whereas I see them being greatly enhanced by those same features, and this tangential shot isn't related to the first point you raised. 


It is indeed a whole nother (sue me, English) can of worms considering that you can find people on the ME boards who replay ME2, with all those features, as much as any DAO player. Even TEWR, I bet. (...ok, maybe not TEWR. But anyone else.)

If nothing else, it's subjective what constitutes replayability and roleplaying for who.

#109
Fast Jimmy

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Filament wrote...

In Exile wrote...

both replayability and roleplaying appear to be limited from the start. 


Whereas I see them being greatly enhanced by those same features, and this tangential shot isn't related to the first point you raised.
 

It is indeed a whole nother (sue me, English) can of worms considering that you can find people on the ME boards who replay ME2, with all those features, as much as any DAO player. Even TEWR, I bet. (...ok, maybe not TEWR. But anyone else.)

If nothing else, it's subjective what constitutes replayability and roleplaying for who.



Hence why I said MY OPTIONS (which InExile cleverly chopped off the quote). To me, ME2 and ME3 had little replay value. ME1 had a good deal of it. DA:O is in the top five of games I've done and completed multiple playthroughs for.

I usually can't find any reason to replay cinematic RPGs, because if I really have a question about how something will be different, I can just pull it up on YouTube much more quickly. The order of magnitude of a single change actually affecting the story/gameplay is incredibly small in most cases in a cinematic game. And I usually enjoy cinematic games so much less that I don't at all feel inclined to sink an additional 30 hours just to see a small 180 second difference.

Again, this hurts my OWN replayability, roleplaying and, ultimately, enjoyment. Which means none of the things announced so far about DA:I have me at all excited. 

#110
Fast Jimmy

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For example, did you know that there was a serious conversation about adding VO to DA:O after ME was released, but it was decided against it?


And who made the decision to keep the silent PC? The group I outlined. And their reasons why? They likely thought the game (and, by virtue of extension, we might assume the series) likely were made better for it. And with those people gone, obviously those replacing them did not have the same beliefs (or, at least, were compliant enough with requests from higher up to agree without resistance)

BTW, I can 100% guarantee that DA:O would not have sold as well if it had a voiced main character. Not because of any lack of quality or ability to enjoy, but because the game was eaten up and promoted like crazy by fans for being the "spiritual successor to BG." That claim would have fallen on its face with a cinematic voiced main character. Again, not making any judgment calls about what the game would have been, but strictly based on the grognards such as myself viewing it with skepticism instead of embracing it wholeheartedly from the start.

I'm not contesting that Bioware changed a great deal from DA:O to DA2, but a narrative that this was some kind of dramatic departure EA acquired Bioware is just not justified in the context of other games Bioware released.


At what point, anywhere, did I make the statement that the EA acquisition had anything to do with this?

I honestly think that if DA:O had come before Mass Effect, it would have been allowed to maintain its own identity instead of being rolled in under the ME vision of how Bioware games should be made. Of even if it had been released on PC in early 2008, instead of being delayed until the consoles were ready. I think it gave Bioware a lot of time to think of the ME formula as the best they'd seen to date, not considering the fact that they were actively trying to kill a better one (given their existing audience).

I don't think that "move to the ME formula" mandate came from EA. If anyone, I'd say it came from the Doctors themselves. Which makes it no more better, it simply is my perception.

Modifié par Fast Jimmy, 04 août 2013 - 11:30 .


#111
Nashimura

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Allan Schumacher wrote...

EntropicAngel wrote...

Nightwriter wrote...

There are a lot of valid criticisms for ME3, but that isn't one.

I get the "don't give me leisure quests when there's a main quest that seems time sensitive" thing, though.


Well I felt it was one! *crosses arms*

But really, the point I was mainly going for and kind of failed to elucidate was--in the midst of all this, it's tough to do milieu. Bioware makes milieu games, that's their specialty. ME2 was a marvelous, marvelous milieu game. ME1 was a decent one, but it was somewhat hindered by a plot that depended somewhat on the speed of Shepard (artificially, anyway).

A slower plot allows the game to better be a milieu game without breaking the plot.


As a game player, I am pretty open to either.  Some games work well with a more directed, faster crit plot.  Others work well with one that is slower.  The variety keeps things fresh, IMO.

If *all* games were one or the other, I think that that would be suboptimal for me.


Well i think it comes down to genre for me, if i am playing an action game or an fps then a fast opening is good... i wanna jump right in and start having fun. But for an RPG i want context for the action and time to get into the setting.

#112
AlanC9

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Plaintiff wrote...

It would've been nice to have at least one or two of the ME2 party members make a return to the team. Grunt and Legion would've been my preference.


Imagine the howling from Miranda and Jack fans if that happened.....

#113
Angrywolves

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Agree with fast jimmy.
The new guys who took over after DAO made some mistakes with DA2.
Most of those mistakes are now blamed on EA "rushing" them to put out DA2.
Don't believe that claim in its entierty.
Believe they don't accept some of their decisions were mistakes and those mistakes are likely to be repeated in DAI .
Bioware won't be able to blamed being rushed if DAI fails.

#114
In Exile

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Fast Jimmy wrote...
Hence why I said MY OPTIONS (which InExile cleverly chopped off the quote). To me, ME2 and ME3 had little replay value. ME1 had a good deal of it. DA:O is in the top five of games I've done and completed multiple playthroughs for.


That was accidental, because I clearly said my view was that they weren't. Also, ME1 was very replayable for you? The game that had (i) a paraphrase, (ii) no racial choice, (iii) VO and (iv) highly cinematic? The game that, actually, had multiple dialogue options that had Shepard say the same thing? 

I usually can't find any reason to replay cinematic RPGs, because if I really have a question about how something will be different, I can just pull it up on YouTube much more quickly. The order of magnitude of a single change actually affecting the story/gameplay is incredibly small in most cases in a cinematic game. And I usually enjoy cinematic games so much less that I don't at all feel inclined to sink an additional 30 hours just to see a small 180 second difference.


TW2 is a game that brings in, story-wise, every single kind and type of choice that you ask about, and uses consequences in a way that you suggest Bioware should. It's narrative is so branched that Act 2 is entirely different based on one choice you make. Alpha Protocol has consequences for all of the choices that you make. But those games aren't repayable because they're cinematic, and yet somehow ME1 - which shows almost no consequences for any choices - is?

Again, this hurts my OWN replayability, roleplaying and, ultimately, enjoyment. Which means none of the things announced so far about DA:I have me at all excited.  


That might well be, but that's not the same thing as saying that everything shows that DA:I will be more like DA:O, since so far all we know is that part of character creation will be more like DA2 (with VO, a human only protagonist and the paraphrase) whereas the story structure and narrative (locations, scale, timeline of plot), will be more like DA2, and that some features will be a hybrid (armour and the other part of character creation, via backgrounds).

I'm not saying what you're tastes should be; I'm saying your description is inaccurate. 

Modifié par In Exile, 04 août 2013 - 02:26 .


#115
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AlanC9 wrote...

Plaintiff wrote...

It would've been nice to have at least one or two of the ME2 party members make a return to the team. Grunt and Legion would've been my preference.


Imagine the howling from Miranda and Jack fans if that happened.....


Meh, I'd have loved to have two ME2 companions, even if Miranda wasn't one of them.
Though I'd have preferred Mordin over Grunt.

#116
AlanC9

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Fast Jimmy wrote...
And who made the decision to keep the silent PC? The group I outlined. And their reasons why? They likely thought the game (and, by virtue of extension, we might assume the series) likely were made better for it. And with those people gone, obviously those replacing them did not have the same beliefs (or, at least, were compliant enough with requests from higher up to agree without resistance)


That assumes that it was a deliberate artistic choice. Are you sure it was that rather than say, mere inertia? I don't remember what devs have said about how the voiced PC came about, or why it didn't come in with KotOR when NPCs went fully-voiced.

As for DA failing because of the grognards, I'm skeptical of any definition of "grognard" that doesn't include me.

#117
AlanC9

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Fast Jimmy wrote...


I usually can't find any reason to replay cinematic RPGs, because if I really have a question about how something will be different, I can just pull it up on YouTube much more quickly. The order of magnitude of a single change actually affecting the story/gameplay is incredibly small in most cases in a cinematic game. And I usually enjoy cinematic games so much less that I don't at all feel inclined to sink an additional 30 hours just to see a small 180 second difference.


I found this utterly confusing, except for the last sentence.

Are non-cinematic games any more likely to have big changes instory/gameplay? I don't see it; Bio's pre-cinematic games don't show this. OK, it's harder to pull them up on YouTube, but that's because people don't post so many videos of the non-cinematic games.

#118
In Exile

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Fast Jimmy wrote...
And who made the decision to keep the silent PC? The group I outlined. And their reasons why? They likely thought the game (and, by virtue of extension, we might assume the series) likely were made better for it. And with those people gone, obviously those replacing them did not have the same beliefs (or, at least, were compliant enough with requests from higher up to agree without resistance)


Which group? Again - DA:O was not a reflection of a great deal of design choices that Bioware had been consistently making since 2005. And all of the ways that it different from BG2 - all of the ways that it was heavily criticized for, see e.g. RPGCodex - were illustrative of design choices Bioware made since 2005. 

BTW, I can 100% guarantee that DA:O would not have sold as well if it had a voiced main character. Not because of any lack of quality or ability to enjoy, but because the game was eaten up and promoted like crazy by fans for being the "spiritual successor to BG."


You mean like how KoTOR had a silent PC, and ME was the called its spiritual successor, but somehow became a great hit for Bioware on the back of cinematics and a voiced PC? 

Please tell me how the sacred ashes trailer, or the violence trailer, illustrate that DA:O was meant to be a "spiritual successor" to BG. I'm honestly curious. Not that Bioware didn't initially market it as such, but when it came time for the final push, it wasn't BG2 that they were selling. 

Not to mention how the DA:O forums were filled with threads on how DA:O was nothing like BG and Bioware was misleading their fanbase. Let's just list some of their complaints: 
  • Regenerating health and mana dumb down the game with MMO-like combat.
  • 3D portraits don't allow us to imagine the character that we like to have.
  • Origins wreck roleplaying because they force us into backgrounds we don't like. If I want to play a human, I'm forced to be a noble. DA:O can't be an RPG with origins.
  • I can't kill characters anywhere in the gameworld. This makes it impossible to RP. I need biff the understudy.
  • Being forced to save the world wrecks RP. Why can't I have my evil protagonist? 
Ah, but of course, the one feature that you like is the ultimate feature that decides how closely the game tracks BG2, right?

That claim would have fallen on its face with a cinematic voiced main character. Again, not making any judgment calls about what the game would have been, but strictly based on the grognards such as myself viewing it with skepticism instead of embracing it wholeheartedly from the start.  


Grognards such as yourself had entire threads about how DA:O was nothing like BG2. 

At what point, anywhere, did I make the statement that the EA acquisition had anything to do with this?


You've consistently implied that the decision to change what DA:O was made late in its development/after its release. I'm saying that based on the games Bioware's development since 2002, that can't have been the case, because Bioware had been going in a different direction for a long time.
 

I honestly think that if DA:O had come before Mass Effect, it would have been allowed to maintain its own identity instead of being rolled in under the ME vision of how Bioware games should be made. Of even if it had been released on PC in early 2008, instead of being delayed until the consoles were ready. I think it gave Bioware a lot of time to think of the ME formula as the best they'd seen to date, not considering the fact that they were actively trying to kill a better one (given their existing audience).


Mass Effect was released in Nov 2007. If you're actually right and it was the commercial success of ME that prompted Bioware to change directions somehow - which again, completely ignores all of the games they designed between BG2 and DA:O - then it was alreayd too late for DA:O's design philosophy. 

You keep saying there was a "vision" of what kind of game DA:O should be like, but Bioware's "vision" of what makes a game a spiritual successor and what the core part of their gameplay isn't like what you seem to think it is. Again, just look at KoTOR, Jade Empire and ME and see what Bioware consistently did over that period. 

No multiple fantasy species, even in Star Wars. Increasingly cinematic design. Simplified combat. A focus on console gaming. The VO is just the culmination of cinematic design that Bioware had been pursuing since KoTOR was in development.  

I don't think that "move to the ME formula" mandate came from EA. If anyone, I'd say it came from the Doctors themselves. Which makes it no more better, it simply is my perception.


Haven't followed Bioware for almost a decade now, I can guarantee you that you're overestimating how much the Doctors were involved in dictating by ultimate fiat what the game should be shaped like. Cinematic story-driven games were the core of Bioware's experience since BG. Just compare how restricted the character design is in BG versus Icewind Dale. Not to mention BG2. 

Modifié par In Exile, 04 août 2013 - 02:27 .


#119
AlanC9

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In Exile wrote...
[*]Origins wreck roleplaying because they force us into backgrounds we don't like. If I want to play a human, I'm forced to be a noble. DA:O can't be an RPG with origins. 
[*]

[*]I always found this one hilarious when it came from a BG fan.

Modifié par AlanC9, 04 août 2013 - 02:33 .


#120
In Exile

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AlanC9 wrote...
I always found this one hilarious when it came from a BG fan.


The irony of the single background was lost on a lot of people. 

#121
Plaintiff

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hhh89 wrote...

AlanC9 wrote...

Plaintiff wrote...

It would've been nice to have at least one or two of the ME2 party members make a return to the team. Grunt and Legion would've been my preference.


Imagine the howling from Miranda and Jack fans if that happened.....


Meh, I'd have loved to have two ME2 companions, even if Miranda wasn't one of them.
Though I'd have preferred Mordin over Grunt.

Oh snap, I can't believe I forgot Mordin.

#122
Versus Omnibus

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EntropicAngel wrote...

I'd love some time to explore, without the world hanging over me and pushing me to run on.


I can see where you coming from and I agree. But I don't think you have to worry about DAI's conflict being as relentless as ME3's. In Mass Effect, it made sense for fighting to be everywhere because armies could travel faster then light to any battlefield they want. Dragon Age, despite having magic, can't be everywhere in short amounts of time; armies still take a long time to travel. If Bioware were to rush us, they would need to explain how we can reach our destination on time despite taking possibly days to reach it.

#123
PsychoBlonde

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Versus Omnibus wrote...

EntropicAngel wrote...

I'd love some time to explore, without the world hanging over me and pushing me to run on.


I can see where you coming from and I agree. But I don't think you have to worry about DAI's conflict being as relentless as ME3's. In Mass Effect, it made sense for fighting to be everywhere because armies could travel faster then light to any battlefield they want. Dragon Age, despite having magic, can't be everywhere in short amounts of time; armies still take a long time to travel. If Bioware were to rush us, they would need to explain how we can reach our destination on time despite taking possibly days to reach it.


I think you underestimate just how big the galaxy actually is.  Even traveling at the insane speed of 100,000 TIMES the speed of light it would take A YEAR to cross the galaxy.  A YEAR.  It'd take almost half an hour to get from Sol to our nearest neighbor.  If you were to re-create that in terms of walking speed (averaging around 20 miles per day), if I were in Alaska the front would be in BRAZIL.

This is one of the reasons why I disliked the entire Mass Effect universe--even as space opera it was absurd beyond belief.  It should have taken MONTHS to travel from one system to another even using a "mass relay".  By the time it was even possible to hear about something going on in another system it would be too late to do anything about it except survey the wreckage when you finally got there a year or two down the road.  Shepard should have been in his fifties at least by the time the events of ME1 ALONE wrapped up.  Bleh.

But, yes, I'm kind of hoping DA:I builds to a creschendo instead of starting off with OMG EMERGENCY END OF WORLD IMMINENT!!!!! and then having you ignore it for months at a time.  The "you have 72 hours to avert catastrophe!" model works a lot better in a linear action game than in one where you're supposed to be able to, you know, EXPLORE.

#124
CitizenThom

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OP... you might also include in your list Baldur's Gate 2. On the first play though, many found themselves under-levelled in the Underdark after feeling rushed to save Imoen as quick as possible.

While urgency can be a good way to give some 'oomph' to story telling, there has to be some cooldown too to make sure the 'oomph' has some potency. The pacing of the urgency and the cooldown periods should be choreographed carefully, BG2 is another example of that.

#125
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Fast Jimmy wrote...

Hence why I said MY OPTIONS (which InExile cleverly chopped off the quote). To me, ME2 and ME3 had little replay value. ME1 had a good deal of it. DA:O is in the top five of games I've done and completed multiple playthroughs for.

I usually can't find any reason to replay cinematic RPGs, because if I really have a question about how something will be different, I can just pull it up on YouTube much more quickly. The order of magnitude of a single change actually affecting the story/gameplay is incredibly small in most cases in a cinematic game. And I usually enjoy cinematic games so much less that I don't at all feel inclined to sink an additional 30 hours just to see a small 180 second difference.

Again, this hurts my OWN replayability, roleplaying and, ultimately, enjoyment. Which means none of the things announced so far about DA:I have me at all excited. 

Right. It's your opinion that those features hurt replayability just like it's your opinion that those features indicate DAI is going more DA2 and less DAO.

It's my opinion that the framing of "more DAO vs more DA2" is misleading to begin with, because it ignores the giant middle of the Venn Diagram where DA2 itself was very similar to DAO fundamentally. I understand the devs will probably be promoting it on those terms anyway, to try to satisfy people who do think in those terms, or because they somehow do too. But it feels like it's coming from the wrong starting point to me.

To the extent that differences can be highlighted anyway, you brought up points. The way I interpret all those feature changes you listed is that--

For character creation, it may be more like DA2 in the sense of human protagonist and lack of origins, and that's somewhat unfortunate. Though I'd note with regard to origins that DAO was specifically called "Origins" for that feature, and it could also be said that DAI will be like almost any other RPG that's not Origins for its lack thereof. Not to say it isn't a good feature or worth going back to, per se. But if they choose not to, that can work too.

Voice (and associated paraphrase, wheel etc) is "more DA2," but this is a good thing. Only problem is that there should be full text option, but we have yet to see what paraphrases will look like in DAI. (and what new systems they have talked about but not revealed that are neither DAO nor 2) So how much of an issue (or awesome) it will be should be considered as yet undetermined.

That's leaving aside the armor and narrative and yada yada, but the most important and obvious thing I think it's leaving aside is the giant amount of information we don't know. Even for the features we do "know," like the fact that it is voiced, we don't know how it will actually play out in the game, eg what the paraphrases will look like. We don't have the character creator, we don't know how the backgrounds will work or how the intro will play out. Much less anything about the combat system or companions.

It's my opinion that, given how much we don't know, it's impossible to make a determination yet as to its relative DAO-eyness. It is my opinion that being "more like DAO" is not necessarily the better thing in every circumstance. And I would hope that the many commonalities between both games would be considered  as well when that determination can be made.

As far as replayability goes (which is kind of a tangent, yeah), personally I suppose the proof is in the pudding as I've replayed DAO around 10 times while DA2/ME-ME3 about 2-3 times each. But what constitutes replayability is a very nebulous concept. I think the overriding rule for me is that the game just needs to be a good... game. I've replayed Ocarina of Time countless times over the years. What makes it good depends on the specific game and the person playing it. Granted, a game I replay at all is still one I'd consider a fairly good game.