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The Bioware Formula, does it need to change?


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126 réponses à ce sujet

#26
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Are you talking in terms of gameplay or combat animations?

I mean the animations mostly.

#27
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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.

 

The point of character dialog is to role-play, not to fight a gameplay battle a la DE:HR/AP.

 

It isn't about making big choices and receiving big consequences. it's about defining your character. That's why they introduced Paragon and Renegade. That's why they introduced the symbols in DA ][. That's why they introduced the reaction wheel in DA I.



#28
LPPrince

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The point of character dialog is to role-play, not to fight a gameplay battle a la DE:HR/AP.

 

It isn't about making big choices and receiving big consequences. it's about defining your character. That's why they introduced Paragon and Renegade. That's why they introduced the symbols in DA ][. That's why they introduced the reaction wheel in DA I.

 

EA, I've noticed over the years your use of DA ][ instead of DA2. There a reason?



#29
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EA, I've noticed over the years your use of DA ][ instead of DA2. There a reason?

I assume because that's the way it looks on the box.

 

Dragon_Age_2_cover.jpg



#30
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The bioware model has changed but not that drastically. The core constructs are still the same

#31
LPPrince

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I assume because that's the way it looks on the box.

 

I know that, I just mean why go out of your way to do that? Like, it was a struggle when I tried to do it to point it out. hahaha



#32
Jock Cranley

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The formula is their selling point tbh. 

 

They could and should do a better job with the meat around the bones.



#33
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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.

 

There are no developers (that I personally know of), but a few games here and there.

 

Final Fantasy has always been a party-based game, and in the later games it functions as a real-time system (from at least VII on--the ATB system is real-time). The Bureau XCOM Declassified does it (though I've found it to be a pretty bland game thus far). A game I'm playing now called Mars War Logs does it, and I've actually heard that its developer (a company named Spiders) actually does that type of thing though I've yet to find out.

 

And those are just the real-time games. If you're looking for turn-based, then gee, 2014 was your year. Wasteland 2, Shadowrun Dragonfall, Divinity Original Sin. Plus the older FF games, a great tactical RPG called Hammer & Sickle, Child of Light by Ubisoft (though this is sort of an ATB real-time system, and everyone should play this game), Jagged Alliance 2, Silent Storm (though Hammer & Sickle is better than either of the two preceding), King's Bounty, and probably more I'm forgetting.


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#34
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EA, I've noticed over the years your use of DA ][ instead of DA2. There a reason?

 

42 is right.

 

Plus it looks cooler.

 

And I'll admit I was hoping DA I would be "DA3" so I could call it DA ]|[. :P



#35
LPPrince

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42 is right.

 

Plus it looks cooler.

 

And I'll admit I was hoping DA I would be "DA3" so I could call it DA ]|[. :P

 

But it'll never be level with DA. It always looks slightly below where it should be. That doesn't bother you?


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#36
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But it'll never be level with DA. It always looks slightly below where it should be. That doesn't bother you?

 

It does but it's better than the alternative, a garish alphanumeric "2".



#37
The Hierophant

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I want EA to outsource the development of combat gameplay to Capcom or something.

#38
LPPrince

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I want EA to outsource the development of combat gameplay to Capcom or something.

 

I want EA to outsource his posting of the name "DA2" to me or something.


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#39
Nattfare

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I always write it as DA II. Seems to work without much fuss for me.
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#40
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I always write it as DA II. Seems to work without much fuss for me.

 

But you don't get the edges.


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#41
LPPrince

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I always write it as DA II. Seems to work without much fuss for me.

 

See, that one makes sense for a "not DA2" posting to me. The other one is too much work.  :lol:



#42
LPPrince

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But you don't get the edges.

 

*EXPLETIVE* THE EDGES BAHAHAHAHA


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#43
Zekka

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I don't think it should end. I do think that if they want to try something different, they should plan it out and get people who are good at doing that thing.



#44
Sully13

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wouldnt mind being a bad guy ror a change. no not renegade full on Master type villan.



#45
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*EXPLETIVE* THE EDGES BAHAHAHAHA

 

 

You're a horrible person.\

 

wouldnt mind being a bad guy ror a change. no not renegade full on Master type villan.

 

That's something that's almost absent from the entire industry, not just Bioware.


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#46
metatheurgist

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Bioware should make a game where the player gets exponentially WEAKER as the story goes along. Start out with godlike power, widespread influence, inhuman strength, a small posse of similar super hero companions... then slowly lose everything, one by one, bit by bit, until the end game is a fight for basic survival against some Blue Slimes.


Maybe it could be a prequel? You start off as part of a group of godlike beings. Dissatisfied with your lot and the way your fellow gods behave you create something that separates the gods from their power, some kind of barrier, a Veil maybe.... Your character may end up bald ;)

#47
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Bioware's strong point to me has always been building worlds with loads of lore and creating great characters. The problem Bioware has is telling a story within the worlds they create. I think Bioware really needs to work on their story telling for their games. If they would work on writing a more cohesive story and really focus on having better pacing, Bioware's games could be so much better.  



#48
Fast Jimmy

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There are no developers (that I personally know of), but a few games here and there.

Final Fantasy has always been a party-based game, and in the later games it functions as a real-time system (from at least VII on--the ATB system is real-time). The Bureau XCOM Declassified does it (though I've found it to be a pretty bland game thus far). A game I'm playing now called Mars War Logs does it, and I've actually heard that its developer (a company named Spiders) actually does that type of thing though I've yet to find out.

And those are just the real-time games. If you're looking for turn-based, then gee, 2014 was your year. Wasteland 2, Shadowrun Dragonfall, Divinity Original Sin. Plus the older FF games, a great tactical RPG called Hammer & Sickle, Child of Light by Ubisoft (though this is sort of an ATB real-time system, and everyone should play this game), Jagged Alliance 2, Silent Storm (though Hammer & Sickle is better than either of the two preceding), King's Bounty, and probably more I'm forgetting.


Wha? ATB is real time? I mean... it's still "your character gets to go their turn, choose their action, then the next person in queue goes next" as its basic premise.

I see it as a more granular turn selection. Instead of everyone getting one action per turn, actions are divided out by number of seconds, based on the last action's cost and the character's speed/dexterity/what-have-you. I'd consider real time combat one that lets you dodge or attack based on pure timing - if you see the giant's foot coming down, you can roll out of the way in that very instant. In a turn based game, "Giant's Foot" is a move that is targeted at a character and which does damage or allows for a dodge based strictly on character stats and numbers.

#49
Fast Jimmy

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Maybe it could be a prequel? You start off as part of a group of godlike beings. Dissatisfied with your lot and the way your fellow gods behave you create something that separates the gods from their power, some kind of barrier, a Veil maybe.... Your character may end up bald ;)


Well, I wasn't actually implying gods themselves, per se. The Warden, Hawke, Quizzy... at end game, they are powerful enough to be some of the strongest people on the planet, both in combat and in their influence of major events. Reverse engineer that - the Inquisitor slowly watches the Inquisition fall apart, slowly losses their companions one by one, slowly have their equipment stripped away and their strength sapped, until they are faced with a challenge that would have been laughable now practically fatal, yet still give the player a reason to fight, to hold onto one last thing (or one NEW thing, which the hero values now due to all of the rest of the loss), against all odds.


Playing an actual deity would be... problematic.
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#50
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Wha? ATB is real time? I mean... it's still "your character gets to go their turn, choose their action, then the next person in queue goes next" as its basic premise.

I see it as a more granular turn selection. Instead of everyone getting one action per turn, actions are divided out by number of seconds, based on the last action's cost and the character's speed/dexterity/what-have-you. I'd consider real time combat one that lets you dodge or attack based on pure timing - if you see the giant's foot coming down, you can roll out of the way in that very instant. In a turn based game, "Giant's Foot" is a move that is targeted at a character and which does damage or allows for a dodge based strictly on character stats and numbers.

 

Turn-based, then. But it's not true turn combat.

 

If I sit there in Final Fantasy VII and try to find the exact enemy skill I want Cloud to use, that enemy is going to attack me multiple times, until I kill it. There is no "it's my turn now, you have to wait!"