This sounds a lot more like Dark Souls. If you want those, then by all means, grab Dark Souls. BioWare has their own niche and direction.
Agreed.
This sounds a lot more like Dark Souls. If you want those, then by all means, grab Dark Souls. BioWare has their own niche and direction.
Agreed.
I don't think the story fans are necessarily what I would call casuals, I think they're generally people who are more heavily into adventure games and quasi-game visual novels.You are mistaken if you think the majority of gamers want an interactive movie, wich is what I was refering to. How much of a challenge the game will provide will most likely depend on a difficulty slider. There will probably be a 'narrative' or 'casual' difficulty for people who just play the game for story, or people who are generally not very good at tactical RPGs. Altough I personally believe people who choose to play like that are doing themselves a massive disservice, but it's not really my place to judge, I'm all for giving people different options.
I also think people all too often mistake casuals with 'bad' or 'simple-minded', when that is more often than not true, most people will probably play on the standard difficulty.
Well, I do sort of like the general notion of what you suggest, but I'm not convinced about the conclusions.
First of all, the people who disliked the long dungeons in DA:O generally belonged to a group of people who generally represented a collection of opinons which were rather contrary to, for instance, my set of opinions. So I suspect it might be a much greater factor, and difference, in personality, behind these preferrences. Meaning, - it's not that easily resolved.
Then, a lot that attracts me (and the OP, it seems) is the dread. The dread of endless difficulties, claustrofobia, "will I ever get out?".
And the amount of "drudgery" is important in building that mood. Now I'm not sure "drudgery" is the right word. I assume it's a word chosen only for its derogatory qualities. I say so, because the critics of the long dungeons otherwise come across as people who mainly play video games for the sake of repetetive combat. They seem to have no problems with it above ground. No, I'd say that the 'quality' here, is in feeling 'uncomfortable', and in having an 'uncomfortable' set of tasks, a mountain, ahead of you, - whether those be described as boring, tedious, repetetive or difficult, demanding - before seeing any kind of conclusion of the 'uncomfortable' situation.
I revel in having that kind of experiences inside a cRPG. I loved the Fade and Deep Roads in DA:O for giving it. And I have no problems with it in replays either. It's still as "fun".
So I'd guess it's more if we enjoy the experience of being 'uncomfortable' in the game or not. And that is probably a just as powerful divider as some other japanese/western, DA2/DA:O -differences.
But all of that is impossible unless the game has any actual level of challenge. In DA:O. I loved the Fade and Deep Roads not because they were capable of evoking emotions, but because they were chock full of XP. I would just gleefully slaughter darkspawn, and as they gurgled and screamed without even getting within 10 feet of my party, my XP counter just shot up and up and up.
There's no way for a game to ever create any of these feelings without the PC's party being heavily nerfed against enemies, were basically every encounter forces you to exhaust items and health/mana to survive. But RPGs aren't like that. RPGs are all about curbstomping your enemies to almost comical extremes.
Who isn't?
People that want party members and not soulless killing robots.
People that want party members and not soulless killing robots.
we want to fight, that's the reason that they all are combatants.