Coming out of E3 2014 a lot of new gameplay has been shown and several interviews given wherein a lot of gameplay mechanics from the game have been hinted at. However as a standard none of these are explained in detail, which is natural due to time constraints within interviews.
Below I have listed some gameplay mechanics, which I would like to know more about in detail, how they actually function, before the game is released in October. Naturally how much or even if any information is to be given is entirely up to Bioware, but as a consumer and fan of the Dragon Age universe I would rather have these core mechanics explained than given more detail on companions and romances, which I know is a huge focus.
To me a great story can be hindered a lot by bad mechanics, while good mechanics can ensure that the player gets a great experience from the story. To that end here is my list of game mechanics I am hoping to see more information on before release:
Combat:
Combat is a huge part of any RPG no matter the quality of the story, and thus the mechanics of said combat is essential. Now we know a lot about it right now, but some questions remain unanswered:
- Pause/unpause: We know that right now it is impossible to pause while in 3rd person camera view, while it is only possible to experience real time in tactical camera view (engage mode) if you continuously hold down a button on the keyboard/controller, essentially meaning if one wants to play the entire game in tactical camera view, you have to hold a button down for 50-100 hours (minus the cinematics). Will this be changed for both types of camera view?
- No automatic health regen: We know health does no regenerate fully, we also know that healing potions are limited in carry amount, and it has been hinted at that healing spells may be limited as well. A full explanation on how health, healing, resting, etc. functions would be nice.
- Focus: Focus was revealed as a resource in an E3 interview, where it was mentioned it could be used for Mass Heal, Meteor Storm, and Haste (why not call it slow time by the way as that is what it does?). Precisely how is this built up and how fast? Does it require class combinations on skill usage or simply standard attacking, does it build up while you rest or at the keep? Or does it degrade over time if you save it and don't use it?
Spells and skills:
It was mentioned during E3 that DAI will provide more skills (200+) than any DA game to date. This is fine, as well are the ongoing reveal of specializations. However some stuff would be nice to know in advance:
- Will it be possible to respec (and if so more than once?)
- Will it be possible to respec companions' standardized spec, e.g. make Cassandra a 2-handed warrior and Iron Bull a SnS tank?
- Could you (read: Bioware) please release the full list of skill trees and skills including description before launch? I would love a sort of talent calculator (think Diablo 3 style or something), as planning out my character is a great way to build up excitement to the game for once it releases
Keep mechanics:
Several things have been said about the Keep; we can customize it (give it a personal touch), it has a war table from which you control agents and soliders, you have different types of missions (political, military etc.), and you need to gather resources to advance the main story.
- How exactly does this gather resources to advance the story work? Since no information has been given at all on this, the only comparison available is the Mass Effect 3 War Asset. Will it be a number seen on a screen and once you get to 200 points, this adventure zone opens, and once you reach 500 points the next opens etc., or something else?
- Could you give examples of how agent and soldier missions work? It would be fine if these were purely made up, just to avoid potential spoilers.
Crafting:
A lot of hints have been given about the crafting system, revealing a rather deep system with massive potential for customization of stats and pure looks of your gear. This sounds really great, but especially several MMOs have proven that delivering on a good crafting system is extremely difficult, so some clarifications would be nice:
- Could you show some examples of crafted items including materials used for it
- Would it be possible to see some screenshots of the crafting UI, as the usability of such a deep crafting system is quite vital
Journal / quest log:
Nothing have been mentioned about the journal, codex, quest log etc., however in a game of 100+ hours of gametime with quests, Keep missions, storyline, tons of persons of interest (NPCs) and much more, a comprehensive journal is essential. I am think one where one can write his or her own notes, be sure to see the quest progress of what will probably be a lot of ongoing quests all at once, check crafting recipes, read about lore and NPC/companions etc.
I will be honest and say that I am affraid we'll end up seeing a journal like the one in previous DA games or worse like the one in Mass Effect 3. Done right a journal and especially a quest journal can add to the entire experience and story, e.g. if updates for each quest is written as if the protagonist wrote an entry in a journal. At the very least a quest journal should give a full retelling of all different stages, and the objective should be clearly explained. All in all I would just like to see how such a critical part of the game will function, preferably through screenshots.
These are my personal major open questions about the game mechanics right now. I do have several smaller questions on how specific mechanics work, but honestly they are to small to matter in the whole of a game. Thank you for reading and please take these bullet points as suggestions only.





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