From KOTOR to Inquisition Bioware has used pretty much the same formula for all of their games, sure the combat gameplay changes quite a bit from title to title but then this has never really been an aspect of Bioware's games that many people take much notice of, it is just accepted as the thing you gotta do to progress, in the end the major focus of their games seem to be the interactive biographies that travel around with your character, even the overarching story seems to play second fiddle to this aspect, but is this enough to carry a game? Does the formula need to change? Will we see a change? Or are you happy for Bioware to keep doing the same thing?
The Bioware Formula, does it need to change?
#1
Posté 20 février 2015 - 06:02
- BaaBaaBlacksheep aime ceci
#2
Posté 20 février 2015 - 06:06
I just want them to drop the hero's journey type storytelling. Hell that's part of the reason I loved DA2 despite it's many many many many problems.
- ruggly aime ceci
#3
Posté 20 février 2015 - 06:17
I just want them to drop the hero's journey type storytelling. Hell that's part of the reason I loved DA2 despite it's many many many many problems.
Not sure what you mean? Even in DA2 you still played the hero who gets caught up solving everyone else's problems, only this time it was a series of smaller disconnected problems rather than one massive overarching threat.
#4
Posté 20 février 2015 - 06:23
I honestly feel most of their fans would dislike a change from the hero's journey. It's an extremely easy role to settle into. I personally don't mind it though it's worn out its welcome.
#5
Posté 20 février 2015 - 06:25
A good way to put it is. In KOTOR, ME1/2/3 DAO you go on a journey to fight some evil "thing" (Darkspawn, Saren, Sith, Reapers, Collectors) while growing your team, resources and abilities. In DA:2 you just stick to one place with your own goal while everything explodes around you and you get wrapped up in events beyond your control along with other characters.
- Cypher0020, DeathScepter, TheChosenOne et 1 autre aiment ceci
#6
Guest_simfamUP_*
Posté 20 février 2015 - 06:31
Guest_simfamUP_*
Nah.
You can use the same frame for everything you do and still bring up neat stuff.
BioWare are good at saving the world.
Let them do it.
It doesn't mean that the frame can't be filled with good stuff, no?
- DeathScepter, Kaiser Arian XVII et blahblahblah aiment ceci
#7
Posté 20 février 2015 - 06:33
I think if anything, Bioware should branch out within their usual framework instead of switching cold turkey.
#8
Posté 20 février 2015 - 06:56
I read the title to this topic as "Forum" not "Formula"
Valid question either way.
There's no such thing as a perfect video game. And there are things I don't like about BW games, but they're still my favorite developers on the whole. There's always stuff to change and experiment with, but I think their characters are strong and are a big draw for me. I'd hate to see them jettison that. I'm sure there are ways to incorporate existing strengths into different frameworks as they pursue new projects.
#9
Posté 20 février 2015 - 07:55
I think if anything, Bioware should branch out within their usual framework instead of switching cold turkey.
Perhaps you are right, perhaps the just need to do new and more interesting things with the framework rather than changing it altogether.
#10
Posté 20 février 2015 - 07:55
Perhaps you are right, perhaps the just need to do new and more interesting things with the framework rather than changing it altogether.
They do that, and THEN they can explore things outside of what we come to Bioware for. Better a slow evolution instead of a shock to the system.
#11
Guest_E-Ro_*
Posté 20 février 2015 - 08:00
Guest_E-Ro_*
I dont think the formula needs change.
What I really want out of a bioware game, and have wanted for a long time, is for them to use kotors combat system again. Or a system similar to it.
How cool would it be to see sword fights like that?
- The Hierophant aime ceci
#12
Posté 20 février 2015 - 08:17
I'd like to see Bioware's approach to video game narrative as a whole changing. Talking heads and dialogue wheels should go. I've come to mislike the interruptions they bring to control over my character.
Wheel spinnings kinda replace gameplay with another. In dialog wheel spinning game, decisions are mostly just smoke and mirrors. It is questionable if you can play that game poorly, or even make mistakes. It is too simple, safe and cushioned. It is impossible to " play badly" That bothers me. You can't truly fuk up. You should have those opportunities.
#13
Posté 20 février 2015 - 08:17
I read the title to this topic as "Forum" not "Formula"
Valid question either way.
There's no such thing as a perfect video game. And there are things I don't like about BW games, but they're still my favorite developers on the whole. There's always stuff to change and experiment with, but I think their characters are strong and are a big draw for me. I'd hate to see them jettison that. I'm sure there are ways to incorporate existing strengths into different frameworks as they pursue new projects.
Personally I would not mind to see the companions take a back seat, they should be there to enhance the story instead of being the focus contained within the story. But I guess one of the biggest problems with the Bioware formula is the way the companion system is set up, the companions are the ones who get the most focus in being fleshed out but because of the nature of the game where the companions are an integral part of the player's party they rarely get much opportunity to influence the story in a meaningful way or act independently from the protagonist lest the player be potentially left without a vital member of their group.
- Dermain aime ceci
#14
Posté 20 février 2015 - 08:22
They do that, and THEN they can explore things outside of what we come to Bioware for. Better a slow evolution instead of a shock to the system.
Perhaps a shock to the system is what is needed.
#15
Posté 20 février 2015 - 08:23
I dont think the formula needs change.
What I really want out of a bioware game, and have wanted for a long time, is for them to use kotors combat system again. Or a system similar to it.
How cool would it be to see sword fights like that?
Are you talking in terms of gameplay or combat animations?
#16
Posté 20 février 2015 - 08:23
Perhaps a shock to the system is what is needed.
Maybe. But DA2 tried things differently and look how that turned out.
#17
Posté 20 février 2015 - 08:25
If Bioware could do that and still make thd player feel like they were a part of a meaningful story, it would be heralded as video game genius.
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#18
Posté 20 février 2015 - 08:34
Maybe. But DA2 tried things differently and look how that turned out.
Not sure what you mean by that? DA2 wasn't poorly received because they changed things but more because there was a clear lack of effort put into the game. The formula remained relatively unchanged.
#19
Posté 20 février 2015 - 08:36
Not sure what you mean by that? DA2 wasn't poorly received because they changed things but more because there was a clear lack of effort put into the game. The formula remained relatively unchanged.
A BIG part of the reason it was poorly received is because it changed things. Thats why you still have people today asking for a DAO2 or for DA to return to a style closer to DAO.
- Dermain aime ceci
#20
Posté 20 février 2015 - 08:39
A BIG part of the reason it was poorly received is because it changed things. Thats why you still have people today asking for a DAO2 or for DA to return to a style closer to DAO.
And what does returning to a style closer to DAO mean? Re-introducing playable origins and race options?
#21
Posté 20 février 2015 - 08:42
And what does returning to a style closer to DAO mean? Re-introducing playable origins?
Not that in particular(though I imagine thats part of it). More like returning to DAO's framework(the framework of build a team against an evil is not what I'm on about as thats obviously carried over).
#22
Posté 20 février 2015 - 08:47
Not that in particular(though I imagine thats part of it). More like returning to DAO's framework(the framework of build a team against an evil is not what I'm on about as thats obviously carried over).
So which part of DAO's framework are you referring to?
#23
Posté 20 février 2015 - 08:49
I liked how they did Baldur's Gate 2; fun story, lots of combat, companions were an optional sideline, some with optional romances. Good ol' player agency.
#24
Posté 20 février 2015 - 08:49
So which part of DAO's framework are you referring to?
Try here, I don't want to derail too much
http://forum.bioware...work-to-follow/
Plus, they may be able to express it better than I could
#25
Posté 20 février 2015 - 09:38
Personally I would not mind to see the companions take a back seat, they should be there to enhance the story instead of being the focus contained within the story. But I guess one of the biggest problems with the Bioware formula is the way the companion system is set up, the companions are the ones who get the most focus in being fleshed out but because of the nature of the game where the companions are an integral part of the player's party they rarely get much opportunity to influence the story in a meaningful way or act independently from the protagonist lest the player be potentially left without a vital member of their group.
Well I mean, you can get them to leave the group. It's been done. Some people desperately want to be able kill off party members.
I also think the companions should stick around because of the party combat. For me, it's way more fun than running around fighting solo, and I don't know of any developers other than BW doing this right now. If anyone does, I'd love some recommendations.
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