Aller au contenu

Photo

What do I want to see in DA:I?


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
DracoGarmon

DracoGarmon
  • Members
  • 1 messages
Frankly a lot of things, but to boil it down to a nutshell... I want to see a game that gets me involved like Planescape:Torment did.

I want to have full fleshed out, beleivable, intriguing NPCs that make me want to care about them.  I want the loss of an NPC to tug at my heartstrings the way Mordin's death did in ME3.  I want the NPCs to have meaning, not just be some archetype tossed in to fit someone's idea NPC 1, 2, or 3.

Give me reasons to want to save a location other than "It's there and they have troops/resources/give a boost." Show me Timmy trying to save his dog Buster from the burning building so that I will feel like even more of a bastard if I have to pass them by to not have as hard of a fight at Keep KicksMyAss.

Make it personal... make me really hate a villain because they killed my father in front of my eyes as a child while my mother held me down in the hiding place dad made for us.  Make me really love a companion, not because, hey they are interested, but because they are human, have faults, and their personality draws me in.  (Ok, if they are hot too, that helps).  Let me make a best friend in the whole world that would lay down their life for me... and does at a critical juncture, making their sacrifice all the better and all the more heart rending.

Give me quests that explore my companions backgrounds, and mine, that make them and me a more fleshed out, human individual that I can care about.

Get me involved.

I want to care.

I want to believe.

I want my choices to matter.  (And not just a choice of three colors at the end)

BioWare has done it before in years past, in many games.  You can do it again if you put forth the effort.

It's simple, but it's not easy.  But please, do your best to recapture what it was that made you guys GREAT.

Don't just tell me a story.  Make me BE the story, make me LIVE the story.

#2
CybAnt1

CybAnt1
  • Members
  • 3 659 messages
We all have what we want.

The good news is when what we want overlaps (*).

The problem will be, as you can see from numerous threads, where we want different things.

I personally want DA:I to be less of an action-RPG than DA2. There appear to be some who want something exactly the opposite. Then there are others who are like "what is an action-RPG and what makes it different from any other?"

Interesting times.

P.S. And I don't hate action-RPGs, I like Diablo 3 for what it is, even if after every play session I'm always like "Damn, my wrist is tired." I just don't want every RPG to BE an action-RPG. There can be both.

Dungeon Siege also had its moments, at least my wrist was not so freaking tired after the end of every session, as I didn't have to click each time to attack-attack-attack-attack-attack.

(*) That of course is no reason to think we will get it, as sometimes they simply don't have the development resources/time to do it, even if all fans are agreed on wanting it. 

Modifié par CybAnt1, 21 janvier 2014 - 11:38 .


#3
KainD

KainD
  • Members
  • 8 624 messages

CybAnt1 wrote...

P.S. And I don't hate action-RPGs, I like Diablo 3 for what it is, even if after every play session I'm always like "Damn, my wrist is tired." I just don't want every RPG to BE an action-RPG. There can be both.

Dungeon Siege also had its moments, at least my wrist was not so freaking tired after the end of every session, as I didn't have to click each time to attack-attack-attack-attack-attack.


I wouldn't personally call H&S like Diablo and Dungeon Siege an RPG. Usually the only elements of roleplay H&S have are - skill choice and equipment choice, and to me RPG is about character development choices. 
But I do like action RPG's. 

#4
noelnuno

noelnuno
  • Members
  • 15 messages
Dai is the next big step for rpg, I believe there will be stuff you just said and more, can't wait for the game though, my imagination is running wild in my head right now. Lol.

#5
Yendor_Trawz

Yendor_Trawz
  • Members
  • 247 messages
So many that other people will cover so I will give something different.....

Probably my overriding want is for the game not to treat me like an idiot. In DA2 I find a letter and a companion loudly exclaims, "I wonder if that letter belongs to..." or " You better now go and visit...
And your next action APPEARS IN YOUR JOURNAL.

Led by the nose to such an extent you could sleepwalk through the whole thing and have the same outcome.

Your actions should be the result of some thought and deduction. Otherwise there is little sense of discovery or achievement. Connect the dots is fun...when you're about five.

I guess Not Dumbed Down sums it up. If you can tell a mature story, why not have some complexity to the quests.

#6
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 124 messages

CybAnt1 wrote...

Dungeon Siege also had its moments, at least my wrist was not so freaking tired after the end of every session, as I didn't have to click each time to attack-attack-attack-attack-attack.

The original Dungeon Siege was a great game.  If there are to be such things as Action-RPGs, that's the model they should follow.

#7
CybAnt1

CybAnt1
  • Members
  • 3 659 messages

I guess Not Dumbed Down sums it up.


OK, I know I am a broken record on this. 

But I really want dialogue that requires thought. 

When I encounter the Reaver Lord or whoever else, present me with three, nay even five, dare perhaps even seven dialogue choices. Let me actually go through them - all of them actually written out - and think about which one is the right one to say to them. I have to stop and think about what kinds of things to say, to influence him, win him over, or maybe just keep him from killing me. In choosing from the dialogue options, I have to think about what I know about Reavers and their way of life, and decide on a proper choice, etc. My selection comes from actually looking at the words and seeing which words will work

But nay, this thing that calls itself an RPG just presents me with three choices: Happy Button, Peacey Button, Angry Button. It really doesn't freaking matter what I'm about to say after picking the little three word paraphrase/catchphrase next to the icon. The bottom line is, I'm really only deciding: in this situation, is it best to be Angry, Happy, or Peacey?

For me that is dumbed down. I just cannot freaking stand it. It's why I can't shut up about it. It's choose your own adventure, with the same three choices at the bottom of each page, Be Angry, Be Happy, Be Peaceful. 

I view 'true' RPGs as the closest thing to actual literature in the gaming world, and in whatever direction the combat goes, I want the role-playing (dialogue interaction) still based on words, not emotes

As for the combat, here is the bottom line that I want to see a 'true' RPG stay 'true' to. Whether I hit the enemy or not, should depend on my character's dexterity, weapon skill, etc. not the player's hand-eye coordination. Whether I dodge the enemy or not should depend on my character's dodge skill, not how fast I can move the mouse. LESS TWITCHING, MORE PLANNING. 

I may be hindering innovation, but I've tried the future, and in many cases, it sucks. 

Modifié par CybAnt1, 22 janvier 2014 - 01:27 .