Icewind Dale is an RPG where I played a Mindflayer that sent a bunch of telepathically controlled mindless thralls to kill a dragon so I could expand my evil empire.
10/10
Icewind Dale is an RPG where I played a Mindflayer that sent a bunch of telepathically controlled mindless thralls to kill a dragon so I could expand my evil empire.
10/10

Guest_Rubios_*
Neverwinter Nights > Baldur's Gate > Call of Duty > Candy Crush Saga > League of Legends > Icewind Dale
From what I've been able to gather, DA:I will not be a "go anywhere you want and do whatever you want" kind of game a-la Elder Scrolls, but it won't be an on rails "go to point A, then B, then C" type of game either. It will be a mix of both. There will be a main overarching plot that requires you to do certain steps in order to progress it, but you don't have to go directly for it. You can take the scenic route instead and go off exploring for a while and check out what's on the edges of the maps. Sounds perfect mix of them to me ![]()
From what I've been able to gather, DA:I will not be a "go anywhere you want and do whatever you want" kind of game a-la Elder Scrolls, but it won't be an on rails "go to point A, then B, then C" type of game either. It will be a mix of both. There will be a main overarching plot that requires you to do certain steps in order to progress it, but you don't have to go directly for it. You can take the scenic route instead and go off exploring for a while and check out what's on the edges of the maps. Sounds perfect mix of them to me
short version, a bioware game.... that isn't screwed because it's the end of a very popular series with way too many variables and too much hype or rushed because someone wants money now.
Guest_Trojan.Vundo_*
If I were take BSN as Bioware's main squeeze of fans then turning the games into a set of expensive of visual novels would only increase sales.
But yeah OP, I don't why you really made this thread. Just wait and see before purchasing.
To be honest, I'm very surprised bIoware has not done this in IOS form. A nice little company called NTSolmare is making a small fortune on IPad/Iphone/Android with its 'shall we date' series, and pretty much has a monopoly. Bioware/EA would just have to give it some catchy title, and make routes for the most popular characters, and boom: micro transactions galore!!
It's both at the same time. Always.
To be honest, I'm very surprised bIoware has not done this in IOS form. A nice little company called NTSolmare is making a small fortune on IPad/Iphone/Android with its 'shall we date' series, and pretty much has a monopoly. Bioware/EA would just have to give it some catchy title, and make routes for the most popular characters, and boom: micro transactions galore!!
It's almost like writing romances is a minor side thing Bioware does to cater to a small but dedicated part of its audience, and not what the developers ever want to do full time.
If you want an RPG where you have almost total freedom to do what you want, then play an Elder Scrolls game. If you want a story driven RPG then play a Bioware game.
Story driven RPGs will always have certain limitations on choice because some things have to happen for the plot to make sense; you have to fight the archdemon, you have to go through the Omega Relay etc.
Either way an RPG is not a novel; when reading you are a passive observer of the events unfolding, there is nothing you can do to change the outcome or change how the outcome is reached.
Its already been said on this thread but an RPG is a choose your own adventure book.

Man, I used to love the Fighting Fantasy gamebooks. I always cheated. But I liked them anyway.
OP, I hope that when you open your DA:I box, a huge-ass book falls into your lap. Literally a book.
If you want a story driven RPG then play a Obsidian game.
Fixed.
Story driven RPGs will always have certain limitations on choice because some things have to happen for the plot to make sense; you have to fight the archdemon, you have to go through the Omega Relay etc.
Bioware should focus on narrative choice, not just linear story. Or as Warren Spector puts it, 'let the player tell their story'.
I'm assuming that's what the OP is suggesting.
Fixed.
Bioware should focus on narrative choice, not just linear story. Or as Warren Spector puts it, 'let the player tell their story'.
I'm assuming that's what the OP is suggesting.
I don't agree that Obsidian provides story driven games. Individual quests might have been story driven but not the game as a whole.
In Fallout: New Vegas, you could pretty much ignore the main story.
Bioware develops games with an over arching story and hence the destination is often set in stone but your journey to that destination can be different depending on your choices.
I don't think any Bioware game has been truly linear, some have less narrative choice then others but none have been linear.
Edit: hit enter before I finished typing my reply.
I see the hate for Icewind Dale in this thread, and while it didn't measure up to BG or Planescape at least it was capable and it existed. We haven't had a D&D game since 2006, or 2007 if you count the expansion for NWN2. Eight years! I'd give my teeth for something similar at this point.
No, MMOs (DDO, Neverwinter) do not count. They're not actual games, they're grinding simulators run by people who want to launch a game half-finished at best and dribble out the actual content at $12/mo or for $2 a feature.
That said, I don't have a hate for the autodialogue as much as some people do. If it made your character sound..out of character, tough. Even the silent games had goofy moments where you'd still be forced to act like a moron. Usually so someone else could explain something or just get something across.. Even my mage in DAO seemed woefully ignorant of basic magical things at times, and they're supposed to be a prodigy.
I see the hate for Icewind Dale in this thread, and while it didn't measure up to BG or Planescape at least it was capable and it existed. We haven't had a D&D game since 2006, or 2007 if you count the expansion for NWN2. Eight years! I'd give my teeth for something similar at this point.
Most people don't dislike IWD because it's a D&D game (though I do, but that's because I think D&D is a terrible ruleset that should burn in fire). We dislike IWD because it shouldn't be a real RPG - there's no party, you''re just a hive-mind group of faceless automatons who murder enemies for XP.
I don't agree that Obsidian provides story driven games. Individual quests might have been story driven but not the game as a whole.
In Fallout: New Vegas, you could pretty much ignore the main story.
Most Obsidian games are not like FO:NV. The old FO1-FO2 didn't let you ignore the main quest quite in the same way. I mean, you could conceivably do it in FO1 but the way that areas were gated would mostly lead to you getting killed and you'd fail the timer anyway. I don't really remember FO2 very well. Beyond that we had PS:T which is pure on rails story basically, KoTOR 2 and NWN 2 that are exactly in the same of Bioware games, and Alpha Protocol that had more plot choice but a more set protagonist than ME1-3. Plus South Park Stick of Truth, where you can't ignore the main story.
Man, I used to love the Fighting Fantasy gamebooks. I always cheated. But I liked them anyway.
OP, I hope that when you open your DA:I box, a huge-ass book falls into your lap. Literally a book.
I know one will with me, but that's because I'm getting a strategy guide. ![]()
Neverwinter Nights > Baldur's Gate > Call of Duty > Candy Crush Saga > League of Legends > Icewind Dale
When I play League of Legends I rp that I am Lissandra and taunt the enemy team by telling them to submit or kneel to my superior power,
Bioware should focus on narrative choice, not just linear story. Or as Warren Spector puts it, 'let the player tell their story'.
I'm assuming that's what the OP is suggesting.
What happens when the player wants the narrative to react to their story? This approach means that you get 0 reactivity intentionally. That's terrible. Games like TW2 are phenomenal because they are reactive.
Most Obsidian games are not like FO:NV. The old FO1-FO2 didn't let you ignore the main quest quite in the same way.
You could do whatever you wanted in FO2. There was a main questline, but you could muck about as much as you wished.
You could do whatever you wanted in FO2. There was a main questline, but you could muck about as much as you wished.
I don't remember how the gating worked in FO2, so like I said, I can't really comment. You can muck about in FO1 too, since the quests don't require the main quest to trigger, but even w/o the timer you're pretty tied down to only a few paths.
I'm hoping the game falls in a similar vein as The Witcher as opposed to DA2 or Skyrim on the opposite ends of the spectrum
All you snippy pretentious people, the OP's question was primitively simple:
Is this gonna be a number-crunchy RPG like Dragon Age Origins or a "click here for awesome" dudebro RPG like Dragon Age 2?
The answer: a meld of both, much like Mass Effect 3, which is less dissatisfactory for old-timey CRPG players, but not too complicated for newcomers to learn.
So long as nobody calls it "a perfect jumping-on point", I think this is as good as we're gonna get with modern BioWare on development.
No offence, to each his own, etc, etc.
All you snippy pretentious people, the OP's question was primitively simple:
Is this gonna be a number-crunchy RPG like Dragon Age Origins or a "click here for awesome" dudebro RPG like Dragon Age 2?
Well, then the OP was wrong because mechanically DA2 was just as sophisticated as DA:O. First off, the UI in DA2 didn't hide important gameplay information from you regarding abilities, so off the bat it was more informative than DA:O's ability descriptions that didn't tell you anything about the abilities you chose.
At most you could argue was that DA2 was more restrictive in the # of builds per class (but that's only true if you couldn't mod the game to open up equipment and ability choices to all characters). Beyond that, again, mechanically DA2 was on par or more sophisticated than DA:O, depending on the mechanic you're talking about.
We can get into specific discussions if you want. Just pick a class, mechanic, or example and I'm happy to talk power-gaming with you.
The only difference between DA:O and DA2 was the lack of completely superfluous non-combat skills in DA:2, but what DA:O had was (1) an insult to the idea of non-combat skills and (2) largely irrelevant for actual number crunching purposes since there was no statistical gating to acquire them beyond very, very low stat caps.
Guest_Rubios_*
All you snippy pretentious people, the OP's question was primitively simple:
No fun allowed guise.
At most you could argue was that DA2 was more restrictive in the # of builds per class (but that's only true if you couldn't mod the game to open up equipment and ability choices to all characters). Beyond that, again, mechanically DA2 was on par or more sophisticated than DA:O, depending on the mechanic you're talking about.
I wouldn't even go that far. By the time you get close to the Landsmeet your warriors are just about out of worthwhile talents, and even while you're going up the trees there isn't too much variation.
Having recently replayed DA2 on Hard I can't see how people think DA2 had no strategy while DA: O did. I had to pay a lot more attention to battles during 2 than Origins, and I actually think enemy waves contributed to that. Hate management was more difficult as I had to corral new enemies more often on warrior, I couldn't blow all my mage CC spells one after another on the first wave, etc. Cross-class combos promoted party diversity instead of "roll Arcane Warrior with Morrigan and Wynne and whoeveritdoesntmatter." You can't potion spam.
I found it very enjoyable, but then again I'm on console which Origins' system doesn't exactly thrive on.