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The impact of multiplayer on singleplayer design


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#51
In Exile

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Yeah, some MMOs allow the use of controllers on PC, even though you are (theoretically) gimping yourself. But since it's a choice the dev is fine with it.


KBM will be the gimped UI if they use the old DAO or DA2 scheme. The combat is clearly action based with lots of real time elements. Active dodging and being able to stop your attack mid combo is much more valuable than multiple hotkeys.

#52
AlanC9

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KBM will be the gimped UI if they use the old DAO or DA2 scheme. The combat is clearly action based with lots of real time elements. Active dodging and being able to stop your attack mid combo is much more valuable than multiple hotkeys.

 

You can't active dodge with KBM?



#53
Sylvius the Mad

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You can't active dodge with KBM?

That's what I was going to ask.

Ideally, KBM would even be able to uncouple commands which are mapped to the same button on a controller.

#54
In Exile

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You can't active dodge with KBM?


Speaking about DA2's approach, not as easily as with a controller, because you couldn't interrupt your attack animations the same way and the WASD keys weren't as response as a controller.

#55
CronoDragoon

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Speaking about DA2's approach, not as easily as with a controller, because you couldn't interrupt your attack animations the same way and the WASD keys weren't as response as a controller.


The moves you'd need to dodge seem well-telegraphed. I really doubt the split-second difference in responsiveness will matter.

#56
In Exile

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The moves you'd need to dodge seem well-telegraphed. I really doubt the split-second difference in responsiveness will matter.


I found real time dodging in DA2 on KBM comically difficult because of the camera angle problems, the unresponsive controls, and the attack animations being uninterruptable.

And this is speaking as someone who plays the old Devil May Cry games in Dante Must Die.

#57
The Elder King

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When we could dodge in real time in DA2?

#58
Wulfram

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When we could dodge in real time in DA2?

 

When fighting the high dragon for example, it does big telegraphed attacks that you need to "dodge" or at least move your characters out of the way of.


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#59
AlanC9

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Speaking about DA2's approach, not as easily as with a controller, because you couldn't interrupt your attack animations the same way and the WASD keys weren't as response as a controller.

 

Ah. I see. But I don't see a conceptual problem there, merely an implementation issue. A keypress doesn't have to have more latency than a thumbstick, does it?



#60
AlanC9

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When fighting the high dragon for example, it does big telegraphed attacks that you need to "dodge" or at least move your characters out of the way of.

 

 

Or the Ancient Rock Wraith, though in that fight you're going to be micromanaging everybody anyway.

 

I'm having trouble separating my feelings on the dodging issue from my general hatred of DA2's entire approach to boss fights.



#61
The Elder King

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When fighting the high dragon for example, it does big telegraphed attacks that you need to "dodge" or at least move your characters out of the way of.


Oh, that. I thought the discussion was about a dodge like the talent in DAI, and I got confused :P. Thanks for the clarification.

#62
Paul E Dangerously

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Or the Ancient Rock Wraith, though in that fight you're going to be micromanaging everybody anyway.

 

I'm having trouble separating my feelings on the dodging issue from my general hatred of DA2's entire approach to boss fights.

 

Corypheus. Just..Corypheus.



#63
CronoDragoon

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Hmmm, I didn't need to micromanage anyone on Corypheus or the Rock Wraith. You just need to set them to passive or whatever it was called so they follow wherever you go and don't engage on their own. Unless that counts as micromanaging.

#64
Sylvius the Mad

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I'm having trouble separating my feelings on the dodging issue from my general hatred of DA2's entire approach to boss fights.

More and more, I just object to the concept of boss fights.
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#65
coldwetn0se

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This all somewhat reminds me of Dragon's Dogma, with the mapping of skills. This needing to be done prior to setting out on a dungeon crawl or quest. Whatever you map, for you and your pawn, is what you get to play with, till you get back to an Inn or another resting spot. And it varies with vocation. For Mage/Sorcerer, you get 6 total mapped spells (out of roughly 22-25 spells that you can "buy"). For Strider/Ranger, you can map three dagger talents, and three bow talents. For Fighter, three sword talents, and three shield talents. Warrior, only three skills can be mapped. Basically, only three to six spells/talents can be used at any given time, and to change those, you must find a purveyor at a resting spot, to switch that up.

Now, this could end up working just fine in an MP scenario. Like Dragon's Dogma, it is action/real time fighting, in MP. (DD did allow you to go to your item/equipment menu during combat, but no tactical/pause-n-play situation.) But, for Dragon Age SP, I will sorely miss being able to use the slot list 15-20+ on the bottom of the screen, or the Radial menu on the console (play on both Xbox and PC). I am a huge DD fan, but I play these game differently, and truly appreciate their differences.

Having said that, I have no doubt that I will be able to adjust (heh...maybe I can call all those hours in DD "training" for DA:I ;) ). Whether or not MP had an influence on these changes, who knows. But, it is, what it is.

#66
Rawgrim

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More and more, I just object to the concept of boss fights.

 

Same here. I get the idea that developers want the main villains to get some extraordinary and memorable fight, by all means. Its all in the execution, though.



#67
Zanallen

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Regarding the limited skill slots, can't you escape at any time in battle (Most likely not boss fights)? If you run into an encounter that you aren't properly rigged for, you could always escape, reset your skills, and then engage. It seems a lot like Vancian casting in that respect. Every party member in DA:I is now kind of like a BG mage.



#68
KennethAFTopp

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Same here. I get the idea that developers want the main villains to get some extraordinary and memorable fight, by all means. Its all in the execution, though.

 

honestly it worked Metal Gear Solid... can't remember any other games where I can remember boss fights fondly.
 



#69
Beerfish

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Same here. I get the idea that developers want the main villains to get some extraordinary and memorable fight, by all means. Its all in the execution, though.

Agree with both of you.  I need a boss resolution not a boss fight in particular at the end of a game or part of a game.



#70
Guest_TrillClinton_*

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Probably more significant, however, is the impact that it may have on the gameplay. 

 

The FAQ says that "The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design, and since the two environments are near-identical, every improvement spread to both parts of the game."

 

 

I think what they are trying to say is that the multiplayer was built using systems already in place for the single player. They just added a layer of network connectivity. Having these systems in place already gave them an opportunity to test these systems more efficiently. The multiplayer is nothing but a stripped dowb singleplayer campaign with companions as friends



#71
CronoDragoon

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honestly it worked Metal Gear Solid... can't remember any other games where I can remember boss fights fondly.


Boss fights work well in JRPGs and pure action games, where the mechanics can support a massive scaling of enemy difficulty. In western RPGs it doesn't tend to play out as effectively.
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#72
KennethAFTopp

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Boss fights work well in JRPGs and pure action games, where the mechanics can support a massive scaling of enemy difficulty. In western RPGs it doesn't tend to play out as effectively.

 

I think you can have a significant encounter without designing it strictly as a boss fight and there is the rub, aint it?



#73
Rawgrim

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Agree with both of you.  I need a boss resolution not a boss fight in particular at the end of a game or part of a game.

 

True. I think the danger of the bosses should be fleshed out alot up untill the bossfight. Build up the threat, I guess. No need to add all kinds of flash and such to the fight itself.



#74
Sylvius the Mad

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I think what they are trying to say is that the multiplayer was built using systems already in place for the single player. They just added a layer of network connectivity. Having these systems in place already gave them an opportunity to test these systems more efficiently. The multiplayer is nothing but a stripped dowb singleplayer campaign with companions as friends

If that's the case, I'm going to have a lot of questions about the mechanics and UI when we know them.

#75
Sylvius the Mad

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Boss fights work well in JRPGs and pure action games, where the mechanics can support a massive scaling of enemy difficulty. In western RPGs it doesn't tend to play out as effectively.

This is why I insist symmetrical mechanics. They largely eliminate traditional boss fights.