The Flying Grey Warden wrote...
To steer this back on topic a bit, I would like to know why you, the OP, have come to the conclusions about bioware that you have. I mean, I understand wanting bioware to succeed, we all do deep down. But I don't see the argument of dragon age 2 being anything but a learning experience for them to know what never to do again, rather then a triumph.
And beyond that are some other factors, but mainly it's this sentiment that confuses me.
I appreciate the effort. Getting down to the ugly stuff was
the idea of this thread, but people going on about Americanization, 9/11, and
arguing about mismatched review links are burying the discussion that I want to
have.
To answer your question directly, how do I see DA2 as a
triumph? I don't. I was just illustrating that in half the time it took Bethesda to make
a supposed blockbuster RPG, an incomplete Bioware team trumped that RPG in several categories. Said categories being story, comrades, dialogue, lore, and my in own opinion, art. Art meaning
object design such as weapons, armor, and locations.
Which sentiment confuses you, my view of DA2 (which we've
hopefully covered) or my attitude towards Bioware?
The below reply came out a bit more argumentive and indirect
than I wanted it to, but it gets across some ideas I'd like to share, so I'll
leave it.
DA2 being anything but a learning experience is subjective.
For example, I hear a lot of animosity towards the focus on action combat in
place of tactical, and people immediately regard the transition as the problem.
However, given the development time of the game, it stands to reason that this
wasn't the pinnacle of what a responsive combat focused Dragon Age could be.
It could be argued that most of DA2 would have been good
given adequate development time, and that none of the changes would have been
negative. In the same sense, if they kept the tactical combat system but didn't
polish it, fairly likely it would end up just as hated.
With these ideas, I argue that DA2 can be seen as something
besides a learning experience for them to know what to never do again.
It should be a learning experience for them to never do some
things, (such as release unpolished games, short/item pack DLC, and have
enemies appear out of nowhere throughout a fight) but not everything.
Modifié par Skorm777, 17 décembre 2013 - 02:17 .