you know they didn't think about the PC version at all. You know this. Do you know how you know this? Because the PC version of the game looks and plays exactly like the console version. There is not a single change made to the PC version to account for mouse & keyboard, or a smaller screen that is closer to the user. We won't even get into the design considerations that are all about the console but are completely baffling on the PC (limit of 8 hotkey slots, no talking to party members outside of main camp et al). This is a console port. and a bad one at that.
What makes a bad console port vs. a good one?
A good port redoes the UI to account for a mouse curser being able to immediately click or something rather than having to cycle through options. This generally means that menus don't require as many layers as they do on a console. A bad port doesn't change the UI and forces PC players to needlessly click through a multitude of small menus.
A good port changes the HUD because PC players tend to be directly in front of their screens unlike console players who are playing on larger screens and from farther away. A badport leaves the oversized HUD text & elements alone, causing PC players to loose valuable screen real estate.
A good port acknowledges that the mouse can be used for movement. In an RPG this almost exclusively means click-to-move/interact/attack. In a bad port, the console joystick controller is simply mapped to 4 buttons while also ignoring the different walk/run speeds available.
A good port allows keys and mouse buttons to be remapped in any way the player wishes. In a bad port, the console buttons are assigned to keys and the right side movement is hardcoded to the mouse.
So, as we can clearly see, DAI is a bad port. It doesn't get a single thing right regarding how to port a console game to PC. It isn't a PC game at all.
Now, this is not anyone's fault. It just is. A game can be a console game and not have a PC version and gamers will be fine that. Were this just called "Inquisition" as opposed to "Dragon Age: Inquisition" and it was released to next gen consoles only, not a single person here would be complaining. Everyone would accept that it was a console game, designed for consoles and meant to played with a controller on a 55" screen 2 meters away. But it's not. It's the sequel to a very popular PC game. And EA chose to market it to PC gamers. So really, the designers are not at fault here so much as the marketing guys are. The devs never figured out how to map the mouse buttons because no one ever told them they would need to. They were making a console game. So lets not pretend that they are happy with the PC version. No one is happy with the PC version, because, really, no PC version of this game exists yet.
Personally, I would have been fine if they released the console version in November, to get that Xmas market and end-of-year awards, and announced the PC version coming in 6 months-a year. This would have saved them time pre-launch when they were wasting time making a crappy PC port when they could have been polishing the console versions even more and then given them 6 months or more to do a proper PC port with a staff of people dedicated to doing so.
TL;DR - This is not a PC game and everyone involved in making it knows that. Marketing was deceitful.
Such a great post this is.
Not because it says anything that hasn't been discussed before in this thread, but it groups many of the smaller individual stuff together that have been talked about. It's become so convoluted and easy-to-digress in this thread (because there's no official presence outside of patch days), it's sometimes hard to keep an overall perspective at the core of many of the problems with this game.
And the following lines should have been PLASTERED ON BIOWARES STUDIO WALLS IN 12 FOOT LETTERING (good post DD):
What makes a bad console port vs. a good one?
A good port redoes the UI to account for a mouse curser being able to immediately click or something rather than having to cycle through options. This generally means that menus don't require as many layers as they do on a console. A bad port doesn't change the UI and forces PC players to needlessly click through a multitude of small menus.
A good port changes the HUD because PC players tend to be directly in front of their screens unlike console players who are playing on larger screens and from farther away. A badport leaves the oversized HUD text & elements alone, causing PC players to loose valuable screen real estate.
A good port acknowledges that the mouse can be used for movement. In an RPG this almost exclusively means click-to-move/interact/attack. In a bad port, the console joystick controller is simply mapped to 4 buttons while also ignoring the different walk/run speeds available.
A good port allows keys and mouse buttons to be remapped in any way the player wishes. In a bad port, the console buttons are assigned to keys and the right side movement is hardcoded to the mouse.
Btw, I'd have gladly waiting 6 months for a proper PC version. And surprisingly, this statement was being made before release on these boards.




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