Thanks.
I was deliberate in not viewing this as consoles vs pc. After all, the gameplay with a controller on pc is exactly the same. The platform itself is irrelevant. The input paradigm is somewhat relevant (controllers vs kb&m; clearly the kbm controls are flawed for mouse-nav users, not as bad for WASD users) The issue is that the game itself has been designed around a totally different paradigm: party vs individual level gameplay. Yes, there's still /some/ ability to move between these modes but it is clear that the game design is first and foremost aimed at the individual (aRPG) level and that any systems required only for party-based play were at the bottom of the priority list (if they were ever on it at all).
I think there WERE dissenting voices regarding the shift in emphasis. I just think they lost the argument.
The lead designer of DAO turned down the role of lead on DA2 after the early design meetings and changes to the top-level design vision for the next game in the franchise became evident. He subsequently left the company entirely because he didn't see a future at Bioware making the kinds of games he wanted to make and decided to give writing a shot (he sounded pretty burned out at the time). Also, the franchise producer(?) during that time (Dan Tudge) left the company at some point around then although as far as I know he never explained the why's and wherefores.His departure could be totally unrelated and conicidental, but also might not be. As I understand it,Tudge was replaced by Mark Darrah.
To be clear, Mike Laidlaw was the lead designer of the console version of DAO and was promoted to the lead for the franchise after the PC version was already completed and the former lead stepped aside. The PC version of Origins was completed many months before release and before Mike became the overall lead for the franchise. Mike previously was lead for Jade Empire. While the former lead has never gone into details about exactly what aspects of the revised design document he objected to, I suspect it was the shift away from party-based gaemplay towards action RPG gameplay he wasn't too keen on (speculation on my part). He cites BG as his favorite game that he worked on in Bioware.
The QA folks could not really file issues regarding a gameplay mode that had been essentially deprecated by the top-level boffins. The removal of critical systems to support party based play was intentional. They can only play as intended by the lead designer, and file issues around that. Clearly, none of the testers used mouse-nav as their primary means of interacting with the game. That was a QA control paradigm that they totally goofed on IMO.But the rest of these issues are either intentional, or the result of prioritization inflicted by the change in engine and limitations of time and resources.
Yes, agreed. And while I admit to there being fond memories that can often get in the way, it's obvious that things were not going to stay the same. There were clear signs that the overall direction of the franchise would have to evolve with the financial environment.
I always approached the 3rd game with the mindset that I would be willing to try anything, willing to attempt to make any input method work, purely because there was an expectation there regarding the story. It was always going to be a great game because it's the 3rd in the story. You had things you know you are going to see.
However now, with all the uproar over the pc controls, I've decided not to start my game until these things are fixed. And even if I wanted to say, screw that I need to see what happens, after all these bug reports, I don't dare start playing just yet.




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