I cannot fathom someone claiming that Origins is in now way a tactical, or classical rpg, and yet Inquisition is done quite well? Without sounding like im attacking you personally, i dont think ive met anyone who would come to this conclusion.. I too am in my 30's, and was a long standing fan of Bioware, and their earliest work. Origins remains to this day, one of my all-time favorites. On the other hand, im struggling to finish a single play-through of Inquisition.
How exactly is Origins not a tactical crpg again? You referenced the ability to control the party, but you neglected to mention setting behavior perimeters, taking a "tactical" approah in combat, as opposed to real-time action paced mechanics, the numerous outcomes your work, conversations, and even down to your skill/ability choices having a lasting impact on the overall story, and game play. You control the characters attributes, class, look, conversations, abilities, specializations, if/when you align yourself with certain factions, and many other aspects many consider to be the very core of a top notch rp experience..
Would you mind ellaborating, as opposed to "people mistakingly think controlling AI+tactical game play"?
Edit: as for the hope of Solo campaign DLC, i do believe Bioware stated a no comment as to if there would ever be any whatsoever, yet gladly spoke about continuing to roll out for multiplayer..
No worries I'm not one of those sensitive guys...
But let me clarify. I'm not saying that DAI is a better cRPG than DAO. I'm saying its a better game. And I would agree that DAO has more cRPG elements to it than DAI. To say otherwise, would just be nonsense.
However, I am saying that DAO wasn't a very good cRPG. It was a great game, with a great story. But in terms of Classic Role Playing game play and strategy it missed the mark. IMO. I'm glad you mentioned character attributes, because to me that was the big indicator that the rule set just another me too RPG. It was all so very basic and uninspired and fundamentally flawed for cRPG gameplay. To me it was better suited to MMO and aRPG game play. Strength is for fighters only. Dex is for Rogue attack, but suddenly strength means nothing, for example. Stupid, if you are playing cRPG, but perfect for hack n slash aRPG games. Yet DAO played like a cRPG in terms of combat mechanics. Slow paced. It didn't add up. This leads to power building, you didn't really have to think about your character builds like you did in the old days. Every class only needed to focus on 1 or 2 attributes and maybe con for surviveability. In a cRPG every attribute should impact every class the same way. Strength is Strength for everyone, Dex is for dodging and range targeting. Auto targeting rendered the latter obsolete.
In a cRPG you should have to make choices and sacrifices on how you build a fighter or a rogue if you wanted to play certain way. Don't get me started on being a multiclass character, which wasn't there either. Maybe your a low armor, but quick swashbuckling type who relies on dodge as opposed to full plate for instance. So you sacrifice Str (damage) for Dex (dodging). Maybe you want to be a mage with fighting skills (Arcane Warrior) sacrifice Magic for Str. You have none of this in any of the Dragon Age games. Because it was simply, str for fighters, dex for rogues, magic for mages. No hard decisions there.
Then talking about tactics, yeah it was mostly about AI control not actual game tactics. Yes it had a tactics view, which couldn't cue commands any different than DAI does by the way. And if you played a mage you had access to your entire spell book at all times, and the spells reset themselves with cooldowns. Just like every MMO and aRPG was doing at the time. As opposed to using actual tactics and having to prepare for a battle. By going around getting clues to your enemies weaknesses and then planning and preparing your spell book and components ahead of time.
This left me with DAO; was a game with a personality conflict, am I a cRPG or am I an aRPG. And the result was it did neither well.
In DAI they chose a firm direction, aRPG. And I believe it makes sense with their rule set. However, I would have been just as happy if they chose to go cRPG route, but they would have had to change their attribute system to make it more complicated and difficult to build a character. And should also allow multiclassing. If they went this way, they would have to get a way from the whole every class only needs to worry about two attributes thing. And it can't all be about damage and surviveability.
Now we don't have to agree. I just hope my position makes a little more sense to you now.





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