Well i read a bit on this laidlaw guy and.. well, i think he is a bad lead designer. I gave him the benefit of the doubt until now but he just reeks of mediocrity and cheap fixes to achieve his ideal of a good game. please, allow me to vent a bit.. just for a moment..
I stumbled on his interview post release of DA2, among other things, and noticed a few things about his approach when it comes to game designing.
First of all is the use of cheap fixes for big problems. As a lazy person who studies M. Engineering i am no stranger to finding the best and simplest solution for key issues. I often even take pride if i find a very simple yet effective solution to something that gave me a very hard time. I believe it was bill gates who said "i choose a lazy person to do a hard job. Because a lazy person will find an easy way to do it."
Well, the key behind that is that the said solution would do the job properly and effectively, not using gum to close a leak.
as i mentioned in my OP these "fixes" are very visible to me and frankly they ****** me off. If you want to be lazy or efficient you do it right or you dont do it at all.
So heres the thing. Quantity over quality. he said it himself, folks!
Eurogamer: Are you happy with the reviews of Dragon Age II?
Mike Laidlaw: I am. What we're seeing is a pretty wide range; I've seen perfects, I've seen less than perfects. There are some things I think that are certainly fair criticisms: the re-use of the levels is something we knew was a bit of a risk, but we wanted to make sure there was more content rather than less, so re-using some of the spaces and coming to them again was certainly one we were careful about and tried to re-use as artfully as we could.
NO! you STOP that right now! Bad! This is a fine example of a shameless confession of taking the quantity over quality followed by a poor job of doing a workaround, a "fix", to a big issue. you can take your flawed philosophy and design a mobile game, stop sabotaging good games. Please!
The next thing i saw was about appealing to a bigger audiance.
Dragon Age II was designed by just the senior, core team. Honestly I don't feel it's a game that's been designed to appeal far and wide and so on. If it were, there were choices we could have made that would have taken it much, much further. We would have probably simplified down to a single character, maybe with companions; probably looked at doing some even deeper changes to inventory management, making sure that... You wouldn't want to confuse people with enchanting or anything complex like that. Really what we wanted to do with the game, just talking about first-principles, was to look at elements of Origins that were over complex and needlessly so and see if we could pull those out in a clean way and didn't take out what I always saw as core elements of the experience: strong, character-driven stories, and the idea that the combat should be a party working together, especially at higher difficulty levels.
Hmmm.. those things do ring a bell... wait! arent all of these things listed on my wall of text? :0
*spit*
Next,
Eurogamer: The Metacritic score for Dragon Age II (at the time of writing) is 82 per cent. Is that in-line with expectations?
Mike Laidlaw: It's a little bit lower than we were expecting. We knew going in that this may not sit around the same spot as Origins on all platforms (86 for the 360). There's been, I would say, more strongly negative reviews appearing on Metacritic than I expected. I'm a little surprised by the 6/10s and they have a fair amount of weight early on. If the Metacritic isn't where we want it to be, and honestly our goal as a studio is to try and aim more for 90, then our next step will be to, very easily, go through those reviews, go through fan feedback, especially over some time
I know it is almost impossible to get a 10 but i would never put my goals below the best. Ever. you give a 100% and you demand a 100% and if something doesnt work out you fix it.
but that all was in the past, eh mike? lets look at what has been said about inquisition, the game you said you have used what you learned from your mistakes in DA2, something you admitted to in your apology letter to the fans.
Mike Laidlaw and Cameron Lee have stated that the main quest alone will be 50 hours long and sidequests are 100 hours long, making a total of 150 hours of gameplay overall. Choices made by the players will impact the game's ending, with 40 different variations reported to be present, from a best to a worst possible outcome.
bullsh*t. the main quests took me about 10 hours to complete. just for the sake of being fair i would give you an extra 10 hours, so make it 20. i did almost a 100% of the game and it would be 100 if i would start a new game and do the templar side just too see everything or what ever. making different choices.
as for the 40 different variations for the ending.. a small change here and there based on my approval and such is hardly a variation. this is just misleading anyone who would DARE to think our choices pose much impact. some do, i suppose, but hardly 40.
Also according to Mike Laidlaw in an interview with Eurogamer, companions leave the party if approval ratings are too low, similar to Dragon age: Origins, and it is possible to only have one companion remaining in the end. It's also possible for the companion to betray the Inquisitor depending on the choices made by the player.
yeah i didnt get that feeling in the game. i only know blackwall will leave based on my actions in here lies the abyss. as for betraying the inquisitor, thats a big fat lie.
During fights, the environments may be exploited and manipulated to a greater degree than in Dragon Age II. This capacity goes both ways, however. For example, a mage character may cast an "ice wall" spell to create cover on a battlefield or hem an enemy into a corner—a similar idea to a mage casting a fire spell after using a grease spell in Dragon Age: Origins—but the enemy may respond by melting the ice wall, eliminating the player's advantage.[47]
now you are just teasing...
right i had enough of this.. its starting to rlly tick me off the more i put these quotes...
so yeah! i think the problem lies in the person leading this game to the ground. he is to dragon age as jay wilson was to diablo.
you do not fit your role as the lead designer for this game, mike. reading your interviews and stuff made it quite clear to me what you think is good or bad when it comes to game design choices.. if i had to put a quote stating the flaws of your design philosophy in any interview of yours i would have to put the entire interview in one big quote. and i almost did just that! thankfully it pissed me off so much i stopped myself from doing so.
i listed 10 categories in my OP, your statements both in twitter, the forum, the trailers, the interviews and anything else i have read, all showed me you are at least partially to blame in all of them. how you didnt ruin the first game is beyond me, i can only guess someone was there to stop you from f*cking it up.
do yourself a favor, as this game is quite popular with the critics thus far, and quit on a high note. work on a new title, something that won't hold you back. give dragon age to someone who can do the game justice as an rpg or crpg game.