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My Final rant on the trend of the MULTIPLE CHOICE/Path/make own story Rpg and So called 'Living Worlds' they take place in.


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#1
ThirteenthJester13

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Open world, sandbox, multi path, multi choice, tell your own story, suspension of dis-immersion required (sometimes) or the "Living Breathing" world 'Illusion'....

 

Basically my point is that these games are always revolving around what you do and even when strategy is implemented it falls short or is an illusion or just becomes something lke the war table - a plot device and/or a new kind of side mission world forming mechanic. Because in the end that's what you do. The world is scripted  and if its subtle enough like in some games then the illusion and immersion holds. The post is long so im just telling you this: Think of XCOM and imagine its strategic dynamic and the systems at work while you manage your armys resources and opertations as a few scripted tings do happen BUT in between you have to keep everything together or the XCOM operation will fail and thus the game will end. You literally have to beat the game as it competes agaist you just like in life or in a more realistic RPG the forces and entities of the world are competing, some competing against you, some with you, and although your choices have consequences the world shouldn't revolve around just your choices and consequences. A giant to do list of quests type of Structure design needs could be replaced be an organic( virtually organic with cleverly hidden and very subtle scripts deep in the subtext) changing world of oppurtunities, stories, goals, success, failures, deaths, tagedis, glories, victories, sex, and what have you aren't just going on in your adventure but gears are turning and chaos will always prevail. We just have to try and hold back the worst of it (Kind of like the random item drops every time you start a new game or reload a old save can be the "worst of it" or the best. That's a simple parallel to the concept im porbably gonna overexplain but just in case you didn't cath it in these bold words....

 

If you've read my posts in othe threads, you might of seen me mention my frustration of Frostbite Engine (im not a tech savvy person but i like to know what engines games are made on to get an idea of what they might feel like and idk why Frostbie was cosen. Its beautiful but it semms like it prevented a fully absolute unbroken open wold OR OR OR Ferelden and Orlais split into separate open worlds with their cities and other special ares like forbidden oasis, fallow mire and such being places you can travel to from the map only while all else is connected. Even if there where loading Screen cutscnese showing your party cross into one region from another making it connected and still Unbroken. But i digress. The open hubs are cool.

 

A living breathing world would consist of the Illusion of order, the reality of chaos as separate and.or connected cycles like Day and Night where time that passes means something (perhaps bng too late for a happy ending for instance) economic changes, changes that don't ALWAYS REVOLVE AROUND YOU AND YOUR CHOICES or lack of choices. I'd like some more effects or dynamics of events that happen because of a choice i didn't make. I'd like a realistic system of Time and a sense of Urgency with some quests. If an NPC says "hurry or my son will die, then  a timer should appear on that deed (calling everything a quests doesn't seem appropriate as a plotpoint, mission, voyage, activity, path, or deed, executed plan etc. The entirety of multiple deeds  or missions and the games story is the quest) or perhaps on other similar type deeds or plot points, encounters or discoveries , raids, etc, the timer is something like "he'll die after the sun rises and falls three more times said the witch when she cursed hm" or something. Then it would just fit into whatever 3 days is in game time.

 

 

This tme system/cycle would then allow for strtagey to be taken seriously and even deciding when and wehre to go next  would be critical descisions in some cases because fast travel would pass in game time to scale with the distance traveled. A three days ride... is a three days ride (and a 3 minute loading screen no doubt). You should actually be able to see the strength or weakness of the inquisition from the war table. If soldiers are getting eatin alive cuz you didn't kill a dragon but sent them into the area where it may be the consequences could be fucked..

 

The War table would be a place of strategy an a place to view the worlds state and the world shoud be turning instead of hanging on YOUR "Agent of Change" created character every choice. Im not expressing disappointment only a POV but most RPG \s like this are  still Scripted... just with flexabilty and alternatives. Its nnot a well oiled machine where if you throw a monkey rench into Vall Royeau might be in ashes, Cassandra eaten by a pride demon, you return to haven to find Iron Bull has gone crazy from re education and slaughtered everyone and you have to sve your remaining companions or perhaps NPCs that can then become main characters.

 

With a true "Living Breatihing world" with moving parts and even the most basic social and economic dynamics, the chaos of nature (**** rn into a keep and turns out it wasn't abandoned but a wolves den. The child we were escorting was eaten alive along with Iron Bull. Handling the deths of main characters could be a dynamic mplemented in context of the MAIN path as you , the player have choosen, sown, etc. the effects you have caused, random effects of nature and chaos,things that happened because you didn't try to stop or failed to stop (while there still being a chance that something else, or another dynamic or "agent of change" be it a force, an entty, or a outcome of events, or actions of a person/s. This would make for a story more interesting than a Giant "to do" list of Multiple Choice based "quests".

 

STil,  things would have to be scripted BUT the script would be deep beneath, in the subtext of the individual "atoms" that give the virtuall world the strong illusion of a completely organic structure of history nd current events. The foundation would have to be well designed so Narrative would still exist but a Narrative that you create as you role play an a narrative you fll victim to as we all do in are own "Real life narratives" (stories in our everyday lives get lost in the chaos of evry though feeling descision, event , hour, day and month that occur and only our search for purpose, truth or whatever is important when we go to bed. Although we aren't even aware of our search for truth because we have bills to pay. RPGs allow experiences that no one would wan to be involved in in real life but offer intriguing dynamics for intriguing stories. And in a true living world with chaos  being a factor as well as time and the systems of civilization plus the conflict of the central narrative and the foundations of everything established in the prologue and first few quets in act one, anything could happen in act two, three, and four. Perhaps the story never ends or the wold is in ruins be act 3 and you're "King of te ashes"

 

 

An  EXAMPLE of what the war table could of been. Eithr Acting as the center of the games plot or a major part of the STRATEGY and the narrative of being the person at the top, the leader, the Inquisitor,

IN XCOM (IM not comparing XCOM to DRagon age im using it as an example) you actually have to beat the game or the game beats you.You can handle money poorly and then be forced to let things happen as you wait for money to come in so you can hire soldiers after a couple missions where they where all massacred. Your star soldier can go from being the "Hero" to a broken man if "gravely injured as a permanent decreas in willpower takes affect along with other stats.

 

 

 


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#2
DLaren

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You can't have a 'living' world in a story-driven RPG -- the 'world' only exists to give you something pretty to look at while you make your way to the end of the story the game is trying to tell.

 

I think your XCOM comparison is a great one and I wish we could have a RPG with XCOM's design philosophy -- with companion perma death possible on every mission and the very real chance that you can lose and not be able to reload to try again.

 

I've beaten XCOM multiple times on Normal difficulty, but I've never tried Classic difficulty because I know it's possible to invest ~100hrs into a play-through and lose everything you worked for -- I'm not sure my heart can take that kind of defeat, but I'd love to have the real threat of loss in a modern RPG.


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#3
AlanC9

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I think your XCOM comparison is a great one and I wish we could have a RPG with XCOM's design philosophy -- with companion perma death possible on every mission and the very real chance that you can lose and not be able to reload to try again.
 


That'd work for companions who don't require many zots to make, like Skyrim's. I don't see how Bio could pull it off.

#4
In Exile

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You can't have a 'living' world in a story-driven RPG -- the 'world' only exists to give you something pretty to look at while you make your way to the end of the story the game is trying to tell.

I think your XCOM comparison is a great one and I wish we could have a RPG with XCOM's design philosophy -- with companion perma death possible on every mission and the very real chance that you can lose and not be able to reload to try again.

I've beaten XCOM multiple times on Normal difficulty, but I've never tried Classic difficulty because I know it's possible to invest ~100hrs into a play-through and lose everything you worked for -- I'm not sure my heart can take that kind of defeat, but I'd love to have the real threat of loss in a modern RPG.


You don't get a living world in a non story driven RPG either. You just get worker ants with dialogue. At least if Skyrim is an indication.

Perma death is impossible in any RPG without either resurrection (which removes the "permanent" part of it) or paper thin companions with 0 personality. BG2 had full resurrection. Perma death wasn't permanent. BG1 had paper thin companions. Other IE games went the same way.
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#5
Giantdeathrobot

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You can't have a 'living' world in a story-driven RPG -- the 'world' only exists to give you something pretty to look at while you make your way to the end of the story the game is trying to tell.

 

I think your XCOM comparison is a great one and I wish we could have a RPG with XCOM's design philosophy -- with companion perma death possible on every mission and the very real chance that you can lose and not be able to reload to try again.

 

I've beaten XCOM multiple times on Normal difficulty, but I've never tried Classic difficulty because I know it's possible to invest ~100hrs into a play-through and lose everything you worked for -- I'm not sure my heart can take that kind of defeat, but I'd love to have the real threat of loss in a modern RPG.

 

The thing is, it's possible in XCOM because your soldiers are just that, soldiers- random grunts completely undistinguishable from each other were it not from cosmetics and (in the expansion) voice. Sure you can headcanon a gripping backstory for them as much as you desire, but in the actual game they're completely nondescript.

 

Companions in Dragon Age have fully fleshed out backstories, personalities, skillset, appearance, voice acting, plot relevance, they are actual characters. It would take a truly ludicrous amount of ressources to have a vast number of possible companions that can replace dead ones, and this will inevitably come at the expense of the depth of each one.

 

The only RPGs I remember that had permadeath for companions are the Baldur's Gate games, Planescape: Torment and Divinity Original Sin. All of which were packed to the brim with ressurection spells which 1) weaken the game's lore by removing dramatic tension and 2) serve the exact same purpose as the knocked out mechanic in Dragon Age, just with extra annoyance and potential bugs. Seriously, my party in Original Sin has like 8 ressurection scrolls per character at this point, explain to me how this adds tension to battles. And, the characters barely even reacted to the deaths of their fellows (the thing was Jaheira leaving if her husband dies and Minsc going bersek if his witch dies).

 

Maybe you could count the Fallouts. But you know what the vast majority of people who had their party members die did? Reload. There was no way the majority of players lost Marcus or Boone to a stray critical hit and accepted it, that I can guarantee.

 

With that being said, a Dragon Age or Mass Effect side-game that uses some of XCOM's mechanics with Bioware writing could be good, but it's just not their forte. Then again, I say that, and a developper known for its large-scale RTSs (Creative Assembly) just released a great horror game (Alien: Isolation) so what do I know.


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#6
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#7
AlanC9

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And, the characters barely even reacted to the deaths of their fellows (the thing was Jaheira leaving if her husband dies and Minsc going bersek if his witch dies).


Though there is a pretty good joke about the whole resurrection thing in ToB.

#8
shama

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...  changes that don't ALWAYS REVOLVE AROUND YOU AND YOUR CHOICES or lack of choices.

 

On this point, I disagree.

When I play a BioWare RPG I expect to be the centre of the universe (or at least end up as the centre of the universe). I *am* that special one: THE champion, THE hero, THE inquisitor. I'm not just some nug who happens to inhabit a living world.

 

I also don't want things to go on without me, because this is a game and I want to be taken on a adventure and experience that story. I don't want to be told, after the event, "Oh, you didn't happen to be in Haven at 10:16pm? You missed out on something special. There was naked dancing and free loot for everyone who happened to be there". I want that kind of event to be driven by my in-game actions and choices. I could be told this party was going to happen, and I want it to wait for me to turn up if it is a crucial and important part of the story being told. 

 

In summary, I have absolutely no problem with choreography and scripting to drive the story around me and in fact I expect it. I'm also one of those people who think an 'open world' is a waste of effort and dilutes that choreography and story. I'd much rather have the tightly controlled, and crafted, experience of DA:O than DA:I's Hinterlands (for example). If I wanted a sandbox/open-world experience I'd play something else, not a BW RPG.


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#9
Natureguy85

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With that being said, a Dragon Age or Mass Effect side-game that uses some of XCOM's mechanics with Bioware writing could be good, but it's just not their forte. Then again, I say that, and a developper known for its large-scale RTSs (Creative Assembly) just released a great horror game (Alien: Isolation) so what do I know.

 

I would love a Mass Effect game like X-Com.

 

 

 

On this point, I disagree.

When I play a BioWare RPG I expect to be the centre of the universe (or at least end up as the centre of the universe). I *am* that special one: THE champion, THE hero, THE inquisitor. I'm not just some nug who happens to inhabit a living world.

 

I also don't want things to go on without me, because this is a game and I want to be taken on a adventure and experience that story. I don't want to be told, after the event, "Oh, you didn't happen to be in Haven at 10:16pm? You missed out on something special. There was naked dancing and free loot for everyone who happened to be there". I want that kind of event to be driven by my in-game actions and choices. I could be told this party was going to happen, and I want it to wait for me to turn up if it is a crucial and important part of the story being told. 

 

In summary, I have absolutely no problem with choreography and scripting to drive the story around me and in fact I expect it. I'm also one of those people who think an 'open world' is a waste of effort and dilutes that choreography and story. I'd much rather have the tightly controlled, and crafted, experience of DA:O than DA:I's Hinterlands (for example). If I wanted a sandbox/open-world experience I'd play something else, not a BW RPG.

 

You must have really hated DA2 then!



#10
DemGeth

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Yeah a "Dragon Age tactics", xcom title would be cool, just so long as it was clear its not like Dragon Age 4.

Off topic but honestly I'd hate another corridor rpg if you don't like open world that's ok though

Happy New year

#11
Bishamonten

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You can't have a 'living' world in a story-driven RPG -- the 'world' only exists to give you something pretty to look at while you make your way to the end of the story the game is trying to tell.

 

That is, once again, a painful and dangerous false dichotomy.


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#12
Elodran

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You don't get a living world in a non story driven RPG either. You just get worker ants with dialogue. At least if Skyrim is an indication.

Perma death is impossible in any RPG without either resurrection (which removes the "permanent" part of it) or paper thin companions with 0 personality. BG2 had full resurrection. Perma death wasn't permanent. BG1 had paper thin companions. Other IE games went the same way.

 

The thing is, it's possible in XCOM because your soldiers are just that, soldiers- random grunts completely undistinguishable from each other were it not from cosmetics and (in the expansion) voice. Sure you can headcanon a gripping backstory for them as much as you desire, but in the actual game they're completely nondescript.

 

Companions in Dragon Age have fully fleshed out backstories, personalities, skillset, appearance, voice acting, plot relevance, they are actual characters. It would take a truly ludicrous amount of ressources to have a vast number of possible companions that can replace dead ones, and this will inevitably come at the expense of the depth of each one.

 

Or, you know, they could just die and you have to fill your party with "scrubs" that get basic filler after you lose the main ones or no one else at all.

 

I much prefer games in which I can actually lose over games where you cannot. One of the reasons I really enjoyed the Diablo series: hardcore mode. To me, it makes the story completion so much more rewarding. 

 

The perfect DA game for me would have been:

  1. XCOM tactical, turn-based combat
  2. Diablo hardcode mode
  3. Bioware story

However, the target market that game type is pretty low.


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#13
AlanC9

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Or, you know, they could just die and you have to fill your party with "scrubs" that get basic filler after you lose the main ones or no one else at all.


They could. In which case I'd probably just reload. I can take losing, but I won't put up with inadequate levels of content.

#14
ApocAlypsE007

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Few words on the subject:

 

You must understand that making content takes time and budget. If you heavily implement a choice to consequence you will end up with a lot of short different games, given the assumption that you will want a game made within a reasonable time frame and/or without having a non feasible budget. I don't know even a single game that transfers world states or similar things to the next game in the series in any meaningful way. Hell, even within the same game it is not very common (The Witcher 2 comes to mind with Roche/IIorveth choice).

 

The fault on Bioware's side is that their marketing is like a political election campaign. They promise hills and mountains and fail to live the expectations they built out themselves. Don't believe a single word they say, trust your own judgment and FFS never pre-order a game. 


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#15
NakedEmperor

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Few words on the subject:
 
You must understand that making content takes time and budget. If you heavily implement a choice to consequence you will end up with a lot of short different games, given the assumption that you will want a game made within a reasonable time frame and/or without having a non feasible budget. I don't know even a single game that transfers world states or similar things to the next game in the series in any meaningful way. Hell, even within the same game it is not very common (The Witcher 2 comes to mind with Roche/IIorveth choice).
 
The fault on Bioware's side is that their marketing is like a political election campaign. They promise hills and mountains and fail to live the expectations they built out themselves. Don't believe a single word they say, trust your own judgment and FFS never pre-order a game.


This is why I have stopped following market hype for games. I dont get pissed off because of broken promises.

The only thing I was dissapointed with in the beginning was the lack of ability slots. But I got over it because at lvl 16 I have only filled up 6 slots with mark of the rift and mostly spam the same spells.

I like the areas that tell a story and wish BW would have expanded upon those mini stories. Like fighting the undead in Crestwood or the Temple in Western Approach
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#16
Frenrihr

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Check my signature.


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#17
bluonblu

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I couldn't agree more with the point on the sense of urgency (or lack of, as is the case). 

I still love DAI regardless, but it's a pity they missed this - from my point of view, it could've added more tension and also made it more realistic. 


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#18
ThirteenthJester13

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You can't have a 'living' world in a story-driven RPG -- the 'world' only exists to give you something pretty to look at while you make your way to the end of the story the game is trying to tell.

 

I think your XCOM comparison is a great one and I wish we could have a RPG with XCOM's design philosophy -- with companion perma death possible on every mission and the very real chance that you can lose and not be able to reload to try again.

 

I've beaten XCOM multiple times on Normal difficulty, but I've never tried Classic difficulty because I know it's possible to invest ~100hrs into a play-through and lose everything you worked for -- I'm not sure my heart can take that kind of defeat, but I'd love to have the real threat of loss in a modern RPG.

What about a "living story". If i spend too much time picking elfroot, people die and demons swarm Thedas. Make the wrong decisions in a fight or at the war table, pss the wrong people off, then a I loose companions or get captured, return to haven finding everyones been slaugtered. Extreme examples but that's what i meant. The narrative can be a whole bunch of similarly themed plot points or all the parts of the narrative their in the game, then having you the player try to get thru the narrative. The narrative is you and your companions struggle.  Its a narrative that could end 20 hours into the game or 120 hours and by end i mean game over restart and make better decisions. Think of it like a Madden Franchise or XCOM but with narrative to Choose from OR narrative that can get increasingly darker or brighter, with a sense of urgency making you prioritize quests and War table decisions. Failure to act quickly enough or bad prioritization could lead to quests that let you save influence that cold be lost (save face').

 

Ever seen Momento or 21 grams. A narrative, when written well enough can be told in any order.  Of course in the case of a video game we don't want the narrative to be told backwards (or maybe we do but for the sake of traditional narrative structure..) or have the scenes mixed up and a non linear order with act one scens in the end and act two scens in act 1 and yadda yadda yadda. Take that kind of structuring, create a solid narrative foundation and write a story where each scene has moving parts or multiple outcomes that connect to other scenes with multiple outcomes, only the story progress' forward in time where completing quests in a different order will actually matter while still having "crossroad" decisions that have even greater effects on the world state, A world state that, so far has ben the product of YOUR ability to make decisions, successfully complete quests in time, and prioritization. Finding a farmers wife's ring or getting the refugees supplies and weapns? Closing another rift or traveling a different direction to get the medicine for a dying refugee, closing the rift on the way back. Also Rifts should grow stronger and it would be cool if some rifts didn't grow stronger but then their would be other rifts that are only wndows or glass doors until you approach them. The demons on the other side since you because of your mark and then it breaks open.

 

 

What If i leave the hinterlands before completing a certain sidequest, then the nature of that quest should be affected based on time passed. Maybe if i don't close the rifts or put up towers, take out the Hidng Apostates and Camped Templars i might return to find the crossroads a battlefield once again only this time something may indicate to me that acertain number of refugees died and the guy needing medicine tries to kill you cuz he put his hope in your efforts and you told him youd help (You don't get a choice to say wether or not you will help). Or if you dilly dally to much while in the hinterlands, the more days that pass the more refugees starve or perhaps even die from infection or disease. FIRST THINGS FIRST. Its should be up to you to prioritize these quests (also with the option to sometimes send forces of your own out to complete and assignment risking a loss of soldiers)

 

These would grow the longer you let then fester spitting out dtonger class demons or just spitting the same class out in larger numbers literally spreading across the wilderness. What if you were at the blacksmith and an inquisition officer runs up to you with a report saying that you've lost ground in the hinterlands, meanng campsites have been over run (why can we upgrade these camp sites much like we built watch towers around the farm.Maybe it would costpower and money plus resource but you could have campsite that upgrades to Upgraded Camp, to Outpost, to upgraded outpost and finally a small fort. Maybe if two camps are close enough you could upgrade them into a major fort, with trenches, those tree log fences and even a gate.

 

With unlimited freedom added to everything above, with enough influence and friends in your inner circle perhaps you could decide to sack Val Royeau now that the Templars no longer protect it or raid villages for supplies and force recruiting. Of course your companion would have to be different morally. Right now every companion seems like they are morally positive or atleast  people who wouldn't approve of an Inquisition that takes advantage of its power. Leliana, however seems to be vindictive while Cullen the more "do what must be done" type, but everyone else seem to be the good guys with now characters in he darker gray area. Not even Varric or Sera. 

 

Quests shouldn't merely be TO DO LISTS no matter how interesting or varied they are. I find myself doing some of them just for the exp, influence and power even thugh i have 70 power right now and am wondering if ill need much more to beat the game.



#19
ThirteenthJester13

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This is why I have stopped following market hype for games. I dont get pissed off because of broken promises.

The only thing I was dissapointed with in the beginning was the lack of ability slots. But I got over it because at lvl 16 I have only filled up 6 slots with mark of the rift and mostly spam the same spells.

I like the areas that tell a story and wish BW would have expanded upon those mini stories. Like fighting the undead in Crestwood or the Temple in Western Approach

I think with better technology and advances in game developing perhaps gams could be made faster but without sacrificinf any quality or testing. Games could be made cheaper allowing smaller more creative an original companies to come up with games that aren't hyped up trash. Then perhaps make anough money to gain a budget for their fully realized version.... then become corrupted by the money they make (Bungie you fuckin sellouts) and go on to making Destiny and other Travesties.



#20
ThirteenthJester13

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That'd work for companions who don't require many zots to make, like Skyrim's. I don't see how Bio could pull it off.

Bioware maybe not but.... Someone could. I love XCOM but Ive dreamed of a game where you can still engage in gold standard FPS or TPS cover based or melee based (there could still be cover in games that are mostly swords and sorcery. I think the lack of the ability to use cover in most RpGs isn't recognized. For players that would like to create and roleplay their perfect vision of an assassin or thief, basic stealth and cover would be sweet. Not to mention new options for stealth flanking, and Bow and arrow fights.

 

Im gonna write a final rant on Combat and what Bioware could do with the strategic element of combat when it comes to using just one character and being in the middle or thick of it  and using the tac cam to create realistic skillbased but cinematic looking sword fights.)

 

When it comes to melee based fighting its either very tedious and skill based (Dark Souls) or button mashing (Dynasty Warriors) or a combo of hack N slash plus cinematic goodness (Shadows of Mordor - even though they did offer the idea of every enemy having weaspts you must exploit to kill or weaken enough to they can be killed. If every enemy was like this in that game, then the number of eneies you could take on at once would be limited from 20 to maybe 5) and ten you have gaes that are about stats and smart crafting and ability varation across party members plus tedious inventory management.



#21
ThirteenthJester13

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Few words on the subject:

 

You must understand that making content takes time and budget. If you heavily implement a choice to consequence you will end up with a lot of short different games, given the assumption that you will want a game made within a reasonable time frame and/or without having a non feasible budget. I don't know even a single game that transfers world states or similar things to the next game in the series in any meaningful way. Hell, even within the same game it is not very common (The Witcher 2 comes to mind with Roche/IIorveth choice).

 

The fault on Bioware's side is that their marketing is like a political election campaign. They promise hills and mountains and fail to live the expectations they built out themselves. Don't believe a single word they say, trust your own judgment and FFS never pre-order a game. 

 

Im a sucker for preorder content. But i hardly preorder games. This year ive reordered 6 games but that's higly irregular. It has to do with the fact that im starving for a great gaming experience. Like when i first playe Gears Multiplayer and subscribed to Live for the first time because of it, or Mario 64 and Goldeneye. Enter the Matric despite its bad rep and reviews that game was soo much ****** fun. The First Fable. The first 20 hours i put into Darksouls until I realized how board it as getting and how depressing it started to make me feel. Thank god for the dudes on you tube that put together some amazing story theories that i never would of even guessed.

 

Also Deus Ex,  XCOM and WITCHER 2 (goes without saying probably). Max Payne 3 was killer. TheDarkness 2 for sme reason real pumped my nads. The gamplay was your average shootem up gore fest but the story was pretty cool despite the dsspointing ending/s

 

None of those games were next and are now 3 to 4 and maybe 5 years old. Not to mention i played them all in a two month time span, some downloaded when they were50% off, others bought used and returned after beating it as Gamestop is the new blockbuster.



#22
ThirteenthJester13

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Or, you know, they could just die and you have to fill your party with "scrubs" that get basic filler after you lose the main ones or no one else at all.

 

I much prefer games in which I can actually lose over games where you cannot. One of the reasons I really enjoyed the Diablo series: hardcore mode. To me, it makes the story completion so much more rewarding. 

 

The perfect DA game for me would have been:

  1. XCOM tactical, turn-based combat
  2. Diablo hardcode mode
  3. Bioware story

However, the target market that game type is pretty low.

 

Or, you know, they could just die and you have to fill your party with "scrubs" that get basic filler after you lose the main ones or no one else at all.

 

I much prefer games in which I can actually lose over games where you cannot. One of the reasons I really enjoyed the Diablo series: hardcore mode. To me, it makes the story completion so much more rewarding. 

 

The perfect DA game for me would have been:

  1. XCOM tactical, turn-based combat
  2. Diablo hardcode mode
  3. Bioware story

However, the target market that game type is pretty low.

It wouldn't need to be turn based with the PAUSEd tactical cam is what i was saying. It would be fully dynamic down to the one on one duels (imagine micromanaging swordfights? I wonder if there would be a way to make that less tedious and with more animations. LIke there would be Footwork, swod grip, Stance, weight distribution, and such. With satst like reaction time, awareness, toughness allowing to take more blows. What if Character got arms chopped off and ****. Wth a fuy tacticall game like XCOM only fully dynamic  where you could be one two or three hit as you wouldn't have health bars but a toughness/pain threshold and bleedout thresh hold and injury severness. I would of liked L1 to of been block and parry and then have the wheel menu show up when you Tac camed and then go transparent if you pressed L1 while in the Tac cam. I just believe that Blocing and Parrying, dodging, sprinting and climbing are basic fundamentals of adventure or exploring and battling) Just spit balling. Id love to get into gaming development but im more of a concept art, writer, storyboad type. Don't hae patience to learn how to do anything beyond simple coding when it comes to computers an math. But i think you and me and a lot of people have some very good ideas for games but are then talked down to by someone talking about Budget and programming and yadda yadda yadda.



#23
ThirteenthJester13

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I would love a Mass Effect game like X-Com.

 

 

 

 

You must have really hated DA2 then!

Im talking about, you being the Force of Nature that dictates every single change in the world. After all their are other characters and NPCs out their ding things, sometimes directly acting towards you and other times going about their business. Business that changes and effects the world just lke your character does. EVery character is making choices, acting, fang consequences, etc. You're not the only one doing so. Im not comparing DA2 vs DA3 in the sense tha the story is about everyone else or, rather the ,ages and Templars or even just Kirkwall in general but told from Hawkes perspective somehow and you endup the center when you become champion... then the credits roll.

 

So i agree with the poster (quoted wrong one damnit) anyway, a agree. I like open world games and im not talking about DA Tacts ether. Im talking XCOM commands and **** combined with DA abilities and stuff, but instad of turn based combat, you just use the paused Tac cam to handle Large engagements then, perhaps come out of tac mode and finish of the last enemies without giving commands while your companions default to their behaviors. Also allowing you to have individual character hold position without moving UNLESS attacked then hollering out "position compromised" or something. But If i tella  character to hold positon i want them to hold positon VARRIC, and stay on top of that HILL VARRIC so i can take advantage of death from above. ALso the use of cover to set up ambushes, and the use of multiple waypoints when movng your part members (Even in XCOM i wished i could have them take a specific route to wherever i wanted my soldier to go cuz sometimes they would have to expose themselves to an enemy who on overwatch when i could of easily set up a way point here and one there so they go around the unexposed side of cover rather than the route i create.



#24
ThirteenthJester13

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Also would be tight to have melee characters "STAND FAST" like in Braveheart when the English are charging  the Scots hold and unleash their trap, but in DA it be cool to decide to meet the charging enemy or let them come to you and then have your mage and rogue jump out of the woodwork unleashing death and chaos as you dive out of the way (friendly fire should only apply to arrows and magic. Its to hard to keep warriors from hitting eachother especially wth greatswords. But they should still give the other warrior space maybe even a penalty for being to close to each other.



#25
hong

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This is the most extended "final rant" I've ever seen.
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