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Please make MEA more like Dragon Age 2


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#101
Hiemoth

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I don't necessarily agree about no consequences.

 

The consequences are there, in-game, and in Inquisition as we saw. It's a lot of setup yes, but it has a purpose. I think it is also the kind of consequences that are shown are also small and insignificant in the end to the grand scheme of things. The big ticket items that happen, like the Mage/Templar conclusion and the Arishok, are designed to be unavoidable and modular. The smaller consequences that are key are the little details to them; Anders and his fate, how the Arishok dies if at all, even smaller details like the mark Hawke makes on the city and the leadup to these big ticket items, (the Hubert quests, Gaspard, Gamlem, your companions) is the sort of short-term consequences that are present.

 

The only thing missing is epilogue screens I guess, which people hold in high regard for some reason because it tells you what happens after you're done. But honesty...it's not necessary in the end. We saw the story play out in real time.

 

And this is also my view of the matters. I think of the big difficulties with DA2 is that it is quite different from other games Bioware made, not in qualtiy, but in that what the story was. Almost all the Bioware games, and both DAO and DAI, were games about what happened. An event took place, the PC came there and solved things because the thing had already happened, and moved on to another thing. It isn't necessarily bad design in anyway, but it reduces events to problems with different solutions, which also makes it easier to have a resolution that seems impactful. After all, the problem was solved.

 

DA2, however, was a game why something happened. In a way, this reduces the seeming impact on the story as that thing must still happen, but it also allows more room to explore how complex the roots of a problem are while allowing those situation to truly breath instead of being just a problem to be solved. It also challenges the narratives of the story just by those choices. For example, was Hawke a fanatic who through his/her actions aggravated the festering wounds of Kirkwall or was s/he a noble soul desperately trying to stop the ever-;pressing escalation of a crisis. Who Hawke is in those situations has a lot more nuance than the conquering Warden who arrives and kills off the bad guys.

 

This isn't to say that either story is inherentely better, it is always a question of execution and intent, but rather that the success of the storytelling needs to be weighed differently for the two stories. If someone doesn't like stories about why something happened, it doesn't make the story itself and choices within it bad in that case.

 

And, by the way, I completely agree on the epilogue screens as they are ultimately 'You did right' screens.


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#102
Hiemoth

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1.) If you're suddenly surrounded by goons that's not your fault that TERRIBLE game design. Look up the top 5 problems with DA2 then come back and re-read my strong points and weak points about both games. I'll do you a favor. Enemies falling out of the sky or just sprouting out of the ground is number 2, right behind repetitive dungeons. So yes you might like that, but most people don't and see that as a huge flaw. 

 

2.) To actually harkens back to what you said in the beginning. "I am somewhat confused by the argument that one of does need to ponder on character actions and positions in a game where the enemy can suddenly land directly next to your mages" When I got into RPGs I enjoyed it because of that very reason, Trying to out think the AI. So yes positioning, strategizing in general how i could most effectively win the encounter long before got underway. I've played all three games a lot, but only DAO stands test of time in that you can plot before hand as oppose to respond during which DA2 and DAI are stuck doing, the later more so because of your limited options as oppose to sudden encounters, or lack of strategy in DA2. No offense but if you dont like to think about your situations I'm curious as to why you got into RPGs. 

 

3.) You kind of weakened you're defense here. You basically admitted that the game required little to no thought, which is exactly what I implied, lets again talk about what a game should be, something you can enjoy, and challenging. If its something you enjoy but isn't challenging then you're only getting half your money's worth in my opinion.

 

4a.) That makes no sense to someone who has played the game in depth. The loot dropped is scaled to your level, ie a level 2 warden finds gear usually expected to be useful around his level, also only certain enemies usually scripted ones drop set equipment ie this chainmail X enemy drops is always tier 3 with the same bonuses. Also the equipment system itself is more rewarding simply because of the aforementioned scaled to level, and even if you don't need it as you mentioned can be sold for actual significant value, that's not a flaw that's a boon even in game it makes more sense to a loot the guy with the good to decent equipment and if not needed sell it for money in order to buy what you do need, as oppose to kill enemies by the score and find pieces of rope and some a broken pipe and sell it for a few coppers, trust me no one is walking down the street looking for broken pieces of glass to sell.

 

4b.) If you like you can click my name and look at my post throughout the forums and see my rallying cry on "giving us back control of the actual game/characters" I'm pretty vocal about this, what you see as micromanaging is something most RPG vets consider being in control or actually role playing. How can you call it a RPG if the only thing you do is pick an dialog tree and in combat press one button, until one of your special abilities is available to use? Even the most basic JRPG gives you more options than that, and there entire genre was basic derived from a watered down version of traditional western based CRPGs. Micromanaging is not a flaw in a real RPG, it's a boon that allows you become more engrossed in the game because you control every aspect, if you fail it's your fault, as oppose to say "oops i used heal or my healing potion too soon, now i have to wait 50 seconds until they're usable gain, guess im going to die now, or even worse, simple tactics you would normally have had set up in DAO can't be done in DA2 simply because it would actually make AI controlled allies look smart."

 

4c.) Wrong again, while i used Wynne as a example, i used the most basic of basic choices. You could take a mage a put every point into int and dex from the moment you get them and they are still available character in more ways than the rest of the series combined. Let me explain, while DA2 allowed you to select stats, they made it very clear that they wanted each class to focus on more than 2 stats, meaning every rogue was a carbon copy of the next stat wise, same for warriors and mages. However in DAO like i said while class had their primary stat in regard to what they needed to for gear or weapons suited to them you could put points into other stats and in most cases still have a viable character. A mage who has high int and dex can take arcane warrior and equip a bow and deal rogue-like damage on their basic attacks if not more so basic attack wise than a rogue as most rogues don't usually go for to much strength, not to mention casting spells and holding up their original role just fine. Same mage could spec himself to be a strength/con character and use shapeshifter to be a tank/dpser, (options that you will never see again in the series), a Rogue could spec himself to be a Straight Strength/Con a play like a dps focused warrior, or he could spec himself to be dex cunning and be a awesome sniper crit rogue, can spec himself to be a str cunning rogue and be a combination of the two, could spec himself to be cunning con rogue and just keep a bare minimum dex or str for gear and utilize which ever specialization best optimizes cunning for damage and bam still awesome, in fact im sure its a rogue skill that switches cunning for strength when dealing melee damage, see where im going with this, Actual control over your character is greatly missing from the series after the first game. You can actual BUILD your own hero the way you want it, and in most cases it'll work and no it's not complicated unless you can't read simple descriptions and make a informed decision on how this must work. They took that out and a lot of people didn't appreciate be cuddled like 5 year olds when it came time to play the next installment.

 

4d.) What you call branching skill trees is a joke and i mentioned it in another thread as well, they basically lobotomized certain skills and spread out there effects, or simply came up with nice additional effects but rather than just put it on the skill made you work to get it, that is not good gaming, its a weak mechanic used to fill out the game so they can say, "you have 300 skills to choose from." ... no you actually have 100 skills and 200 parts of those 100 that we spaced out to make you think you have a great variety of choice.

Okay, I guess I'll go it through like this.

 

1) Yes, a game mechanic where ambushes or shifting battlegrounds are possible are truly a sign of bad game design as opposed to a system where the PC just magically knows the position of every single villain. And trotting out the repetitive dungeon is somewhat disengunuos as I doubt anyone asking for games like DA2 are asking for repetitive dungeons, which were clearly a sign of the insanely quick dev time. The wave mechanic suffers from a similar problem in that they weren't able to individualize the events as much as they would have liked or did in the DLCs.

 

The latter point isn't in defense of the game, as we are discussing implementation, but having a different design philosphy, in this case forcing the player to be constantly be aware of the battle field instead of knowing either to be static like DAO, is not a bad game design. It might not be something you like, but surprisingly disliking something doesn't make it bad.

 

2.) And the reason DAO stands the test of time is because the combat mechanics and encounters in it are extremely static. It makes developing those tactics easy, because nothing changes during combat itself. And I don't qutie get why you would think that question wouldn't be offensive not only because combat strategy is actually a defining part strategy games rather than RPGs, but also because it makes patronizing comments about my tastes.

 

3) And now we got to the heart of the matter, as your interpretation is one of what I wrote, but also not the correct one. In DAO, in almost all the combat situations, I can start the combat without any tactics and just tell my group to kill the enemy, go and make a sandwich and return to find the enemy dead. In DA2, I can start the combat, go and make a sandwich, and come back with a good likelihood of a load scren because my group died in the combat. Surprisingly, I find DA2 combat a lot more engaging and challenging in this situation, hence getting my money's worth from it.

 

The difficulty here is that you are correct, you can micromanage the hell out of DAO combat encounters. However, is completely unnecessary in almost all cases as the combat system is so simplistic. Similarly, you can actually micromanage the hell out of DA2 as well, which was conveniently ignored in your response. I've seen a lot of people discussing here how much of a kick they got out of doing all those tactical things in DAO and I'm not denying that's not possible. The problem with the argument becomes with the fact that it's not necessary at all to handle those situations. If a player wants to make things more difficult for themselves, then they should, but it doesn't make the game itself better.

 

4a) Surprisingly I have played DAO in depth, although your response leaves me with the question that have you played DA2 in depth. You are correct in that the dropped equipment is scaled by level in to different tiers, but ignore the fact that my comment was on special gear you get from boss fights and side quests, which around one third in to DAO will almost always be better than what you find randomly looting. True, you might find higher tier stuff later in the game, but again if the player has been diligent, s/he will already have better gear than that available. Furthermore, because of the higher tier stuff, especially the armor, being so valuable, it utterly breaks the economics of the game as it makes even the smallest of fights a gold mine. Which is probably a prime reason they moved away from it in DA2/DAI.

 

In contrast, in DA2 the random loot is always level scaled, while the special gear has set values. This leads to situations, especially if the player does all the sidequests, that the random loot is actually better than the special gear. This was especially evident in Act 3 of the game. I didn't consider it a merit myself, as I prefer good legendary gear, but it does make the random loot mechanistically much more important than DAO did. Besides, you do realize that part of the reason why that junk in general wasn't so valuable was because of design decisions in order to avoid breaking the game economics as badly as they were in DAO?

 

4b.) First of all, I am really curious about what kind of JRPGs you play which allow impactful dialogue choices. As for micromanaging, sure if you like it, go ahead, but it still doesn't make it a sign of good gamedesign or requirement for a RPG. That just what you prefer, not what is some universally good games. Besides, again to repeat myself, DA2 encounters require a lot more micromanaging than the ones in DAO. Just because you can play DAO with micromanaging everything doesn't make it necessary.

 

4c.) I feel weird correcting you on DAO mechanics after reading such praise from you, but isn't actually a specilialization that allows the rogue to use cunning instead of strength for damage, it is actually a basic talent that completely unbalances the class compared to the others. Furthermore, in your long explanation how much freedom DAO gives you ignored the fact that the talents have stat requirements. So for example, if you want to play a two weapon warrior in DAO, you have to dump a lot of points to dex. Additionally, the gear is the same with having stat requirements. So, sure you can create a lot of combinations with stats, it's just that most of those will be completely useless and prevent you from getting talents.

 

All of this ignores the fact that nothing in DA2 actually forces you to dump those points in the two primary stats and usually you get a better character built by diversifying those points as opposed to DAO where there's really not to gain. If your playing a s/s or 2H warrior, it would be kind of stupid to put those points in anything other than strength and constitution. True, in both games the classes have primary attributes, but I am utterly confused why in DAO this is an awesome, but in DA2 it is dumping things down? By the way, great way to again be patronizing about people having different tastes.

 

4d) And to my final, and favorite, argument as with this I could basically just throw my hands up as the argument here is just pretty much non-sensical to me. I realize that is a little bit hypocritical after commenting on patronizing responses, but I really don't know what is supposed to be the response. In DAO, there were utterly linear skill trees, which I guess is making you work for it. Unlike DA2, which required you to invest points in the tree. Which is not making you work for it? Nothing in this argument made sense to me, so I can't really even respond to it.


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#103
Andrew Lucas

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I thought I was in the DA forums for a sec.

As for the OP, I doubt MEA can be anything like DA2 with the route that the story seems to be taking, unless if we're talking about the repetitive combat, ODST's - like enemies and rushed storyline.

#104
GoldenGail3

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O.o All dis talk of DA2 becoming MEA is distressing to me. I already played DA2; I don't need another.

#105
Zekka

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Why doesn't Bioware just make a Sci-Fi action rpg like Mass Effect is supposed to?

 

If anything, I've yet to play Dragon Age 2, and I have obviously not played ME: Andromeda but from what I have heard both games aren't or at least don't sound like the main character is going to be the most important character in the universe.



#106
KaiserShep

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I thought I was in the DA forums for a sec.
As for the OP, I doubt MEA can be anything like DA2 with the route that the story seems to be taking, unless if we're talking about the repetitive combat, ODST's - like enemies and rushed storyline.

I'll never quite get how DA2's combat is any more repetitive than the other games. Every encounter in every one of these games is roughly the same throughout, save for maybe one or two bosses. Among the 6 games between the two franchises, ME1 probably rules in terms of repetitiveness.
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#107
Andrew Lucas

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I'll never quite get how DA2's combat is any more repetitive than the other games. Every encounter in every one of these games is roughly the same throughout, save for maybe one or two bosses. Among the 6 games between the two franchises, ME1 probably rules in terms of repetitiveness.


Press A (at least for me) until the enemy dies. There's no complexity into it. In DAO, the game was much more strategic and engaging.

As for Mass Effect, one isn't even repetitive, it's broken and clumsy. ME2, also a little bit rough, is basically straight corridors were the game throws everything at you, but you at least can do a lot more than in DA2. ME3 finally had a decent - if not good combat. Fast paced, intense and satisfying. Not boring at all.

#108
Sylvius the Mad

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Because he was the man behind their combat after moving away from DnD. But they moved towards action rpg with DA2. And even moreso with DAI. Yet he praises that, as if it's some serious RPG.

I don't think combat is particularly important.  Ideally, the ruleset would conform to the lore and be applied symmetrically, but that isn't something BioWare has ever really done.

 

Also, the action combat in DAI is optional.  I used the excellent tactical camera for all combat.

 

For the record, the action combat in the ME games has also been optional.  I very much hope they keep that for MEA.  If MEA doesn't let us aim while paused, I will not be playing it.



#109
Sylvius the Mad

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Starting with Kotor? That's practically ancient at this point.

 

They had dnd for their ruleset before, so I think it worked well enough in crpg form. And then Brent Knowles onwards into DAO. But they got rid of him.. and yet you seem to praise DAI, which is a joke.

Before DAI, NWN was their last truly great CRPG.



#110
Sylvius the Mad

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Baldur's Gate and NWN are pretty linear Sylvius, it's just a fact of life.

NWN was linear, though it granted us tremendous freedom over character design and personality, had BioWare's best ever UI, and let us maintain camera control during conversations, not even changing the interface at all.

 

It's also the only CRPG I've ever played where I find melee combat fun.  No CRPG before or since has done that.

 

BG was only linear in hindsight.  When you're playing it, the story is hidden from you.  BG is the only instance of a BioWare game dropping you in the world and abandoning you to fend for yourself.  Even BG2 dropped a story in your lap right at the beginning (as did KotOR, Jade Empire, DAO, all three ME games, and DAI).  Since BG, the only BioWare game that didn't throw a story at you was DA2 (which I have praised before for its plot structure - nothing else, DA2 is a dreadful game overall, but excellent plot structure).

They might of been marginally better games, but that because they were tethered to the D&D rules which constrained Bioware from burdening us their natively somewhat weak game design skills.

BioWare is a whole different group of people at this point.

 

And what do you mean by game design skills?  Are you still talking about combat?  It's all game design.  The writing.  The art direction.  The UI.  All of it.

Dragon Age 1 was messy for instance because of the hamfisted nature of statistics like armor and spellpower, a trend that continued all the way into SWTOR. Players shouldnt be confused as to one item being better than the other without using odd conversion ratios or limited information.

DAO was improved dramatically by the Detailed Tooltop mod, which displayed the actual math behind the mechanics.

 

Better documentation would have made DAO a better game.

 

The documentation of BioWare's games since DAO has been even worse.

Baldur's Gate 2 for instance they just convereted 1:1 D&D and the game, and then gave you the entire D&D ruleset, so they couldn't be help responsible for their own systems because they weren't theres, they just borrowed Wizards of the Coast, or TSR, or Gary Gygax... or... whatever.

They could have changed it.  That they didn't is to their credit where it worked, and they should take the blame where it didn't.

 

I'm still annoyed that they forgot to make Command no save in BG1.

Dragon Age 2 just completed the transition between D&D complexity they couldn't handle and a simpler system they could.

DA2 wasn't actually that simple.  They just failed utterly to document the rules so no one knew what they were.  How did elemental resistances work in DA2?

 

I still don't know.

There are many other better hardcore RPGs out there, no need to burden Bioware with our preferences. Their company trajectory is very clear, they paid due diligence to the mechanics, universe, aesthetics of the D&D universe while obtaining greater money and power, KOTOR1, Dragon Age 1 and Mass Effect 1 were the awkward transition stage that found it's ultimate expression in Dragon Age 2, a highly simplified, linear action adventure drama that was sold often as much based on character/companion interactions as dungeoning and dragoning.

What would you count as a hardcore RPG?

The situation is complete, there is nothing to really argue about at this point.

Except DAI moved fairly strongly in the opposite direction.



#111
Sylvius the Mad

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And this is also my view of the matters. I think of the big difficulties with DA2 is that it is quite different from other games Bioware made, not in qualtiy, but in that what the story was. Almost all the Bioware games, and both DAO and DAI, were games about what happened. An event took place, the PC came there and solved things because the thing had already happened, and moved on to another thing. It isn't necessarily bad design in anyway, but it reduces events to problems with different solutions, which also makes it easier to have a resolution that seems impactful. After all, the problem was solved.

 

DA2, however, was a game why something happened. In a way, this reduces the seeming impact on the story as that thing must still happen, but it also allows more room to explore how complex the roots of a problem are while allowing those situation to truly breath instead of being just a problem to be solved. It also challenges the narratives of the story just by those choices. For example, was Hawke a fanatic who through his/her actions aggravated the festering wounds of Kirkwall or was s/he a noble soul desperately trying to stop the ever-;pressing escalation of a crisis. Who Hawke is in those situations has a lot more nuance than the conquering Warden who arrives and kills off the bad guys.

 

This isn't to say that either story is inherentely better, it is always a question of execution and intent, but rather that the success of the storytelling needs to be weighed differently for the two stories. If someone doesn't like stories about why something happened, it doesn't make the story itself and choices within it bad in that case.

 

And, by the way, I completely agree on the epilogue screens as they are ultimately 'You did right' screens.

I think you're focusing on the wrong part of the story.

 

What matters isn't what happened to Kirkwall, or why, because Hawke didn't do any of it (unless you headcanon that he did - unreliable narrator after all).  What matters is who Hawke was and what Hawke wanted to to do and what actions he took in pursuit of those goals.

 

A CRPG is always a story about your character.  The authored narrative in DA2, though, is about something else entirely, which to me means that's not the central story.  That's just flavour text.  That's just background to flesh out the setting.

 

DA2, in this respect, was expertly done, and possibly BioWare's very best work in world design.  DA2 fails overall, however, because there really isn't much else for Hawke to do that's particularly interesting (and the combat was horrific).



#112
Hiemoth

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I think you're focusing on the wrong part of the story.

 

What matters isn't what happened to Kirkwall, or why, because Hawke didn't do any of it (unless you headcanon that he did - unreliable narrator after all).  What matters is who Hawke was and what Hawke wanted to to do and what actions he took in pursuit of those goals.

 

A CRPG is always a story about your character.  The authored narrative in DA2, though, is about something else entirely, which to me means that's not the central story.  That's just flavour text.  That's just background to flesh out the setting.

 

DA2, in this respect, was expertly done, and possibly BioWare's very best work in world design.  DA2 fails overall, however, because there really isn't much else for Hawke to do that's particularly interesting (and the combat was horrific).

 

I'm not focusing on the wrong part, I am focusing on the part of the story matters to me. That is Hawke's actions within the ever-increasing maelstrom that was Kirkwall.



#113
Hiemoth

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Press A (at least for me) until the enemy dies. There's no complexity into it. In DAO, the game was much more strategic and engaging.

As for Mass Effect, one isn't even repetitive, it's broken and clumsy. ME2, also a little bit rough, is basically straight corridors were the game throws everything at you, but you at least can do a lot more than in DA2. ME3 finally had a decent - if not good combat. Fast paced, intense and satisfying. Not boring at all.

 

This is something that keeps getting repeated, yet I don't get why. There game mechanics that DAO allows, just game mechanics that DA2 allows. However, the fact that DAO allows certain things in combat, such as placing your troops, doesn't make it requirement to do well in the game. For me, majority of DAO was even more simplistic than press A, since I didn't even need to press the button.

 

On ME front, I agree that ME1 was pretty simplistic as far as mechanics go. I was happy to see them completely redo them for ME2 and then stick to that approach in order to develop to the maximum effect for ME3.



#114
Andrew Lucas

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This is something that keeps getting repeated, yet I don't get why. There game mechanics that DAO allows, just game mechanics that DA2 allows. However, the fact that DAO allows certain things in combat, such as placing your troops, doesn't make it requirement to do well in the game. For me, majority of DAO was even more simplistic than press A, since I didn't even need to press the button.
 
On ME front, I agree that ME1 was pretty simplistic as far as mechanics go. I was happy to see them completely redo them for ME2 and then stick to that approach in order to develop to the maximum effect for ME3.


That's because Dragon Age didn't start as an action-driven RPG like DA2 did, hence for Bioware trying to return to DA's roots with Inquisition.

#115
Hiemoth

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That's because Dragon Age didn't start as an action-driven RPG like DA2 did, hence for Bioware trying to return to DA's roots with Inquisition.

 

You did understand my point was that I found DAO a lot more easier than DA2 where I usually had to pay more attention what was going on? And DAI combat system I just found atrocious.



#116
Andrew Lucas

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You did understand my point was that I found DAO a lot more easier than DA2 where I usually had to pay more attention what was going on? And DAI combat system I just found atrocious.

I replied with the "...this is something that gets repeated and I don't know why..." line in mind, but as for the combat, I find DAO much more difficult, actually, cause I still didn't manage to finish that #$%& on anything besides 'normal'.

Nah, DAI's combat system was basically Origin's.

Me likey.

#117
Sylvius the Mad

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You did understand my point was that I found DAO a lot more easier than DA2 where I usually had to pay more attention what was going on? And DAI combat system I just found atrocious.

Are you equating simplistic with easy?  Because those things aren't equivalent.

 

I don't value challenging combat, but I do value complex rules.  Did ME2 have significantly more complex rules than ME1 did?  It was more challenging, yes, but that was largely because of the lore-breaking ammo system.

 

ME3 solved that problem (by putting mountains of ammo everywhere), but without the ammo restriction I can't imagine why anyone would find ME2 challenging without intentionally avoiding the use of helpful mechanics.

 

At least in ME1 Shepard could miss.



#118
LinksOcarina

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I think you're focusing on the wrong part of the story.

 

What matters isn't what happened to Kirkwall, or why, because Hawke didn't do any of it (unless you headcanon that he did - unreliable narrator after all).  What matters is who Hawke was and what Hawke wanted to to do and what actions he took in pursuit of those goals.

 

A CRPG is always a story about your character.  The authored narrative in DA2, though, is about something else entirely, which to me means that's not the central story.  That's just flavour text.  That's just background to flesh out the setting.

 

DA2, in this respect, was expertly done, and possibly BioWare's very best work in world design.  DA2 fails overall, however, because there really isn't much else for Hawke to do that's particularly interesting (and the combat was horrific).

 

You are presuming that is what CRPG's are all about though. 

 

It rarely is, since you are handheld through narrative constraints to get to the conclusion. All computer-styled RPGs that follow the BioWare formula are in the vein of controlled narrative with semi-linear progression; you only are able to do what is in the scope of the games design. You can control the characters in that respect, give them motivation or purpose, but it doesn't matter because that story is not the flavor text, it is eventual motivation.

 

It may not be important to your characters or even yourself, but to relegate it to just window dressing is being disingenuous to the design of role-playing video games in general, and I am talking about Baldur's Gate here too. It has the same problems, just hidden behind the math of DnD and the appearance of decision-making. 


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#119
Sylvius the Mad

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I replied with the "...this is something that gets repeated and I don't know why..." line in mind, but as for the combat, I find DAO much more difficult, actually, cause I still didn't manage to finish that #$%& on anything besides 'normal'.

Nah, DAI's combat system was basically Origin's.

Me likey.

I prefer how DAO handled positioning, but I prefer how DAI's abilities interact with each other.



#120
Sylvius the Mad

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You are presuming that is what CRPG's are all about though.

CRPGs are roleplaying games.  They're all about roleplaying.

 

If they're about telling a story, then they're not roleplaying games.

It rarely is, since you are handheld through narrative constraints to get to the conclusion.

Except you're not.  You don't have to reach their conclusion.  You don't have to agree with them about what the conclusion is.

All computer-styled RPGs that follow the BioWare formula are in the vein of controlled narrative with semi-linear progression; you only are able to do what is in the scope of the games design. You can control the characters in that respect, give them motivation or purpose, but it doesn't matter because that story is not the flavor text, it is eventual motivation.

The motivation always comes from the player and only the player.  Otherwise the games aren't playable, because there's no basis for any decision-making.

It may not be important to your characters or even yourself, but to relegate it to just window dressing is being disingenuous to the design of role-playing video games, and I am talking about Baldur's Gate here too; it has the same problems, just hidden behind the math of DnD and the appearance of decision-making.

Look at it from the point of view of the character you're playing.  There's no story from his perspective.  There are simply events as they happen.



#121
straykat

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Again, for me, the potential of DA2 was so great that it makes me sad that the main devs for DA currently are actively dismissive of it as there were so many things in it that could have been developed so much further.

 

One thing that annoyed me is Aaryn Flynn accepting an award for DAI and calling it Bioware's "return to form". I don't know if it's just marketing speak getting caught up in the moment.. but it's a lame thing to say. They tried too hard to distance themselves from DA2. And for anyone who liked DA2, that's disappointing. That's why I even stuck around in the first place. I didn't buy DAI because I hated DA2. I don't understand that.

 

It'd probably be OK if they had the mass numbers of Bethesda to make up for it. But I don't think that's the case. CoD developers could also probably alienate half of their fans and still wear money hats. Bioware, not so much.



#122
LinksOcarina

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CRPGs are roleplaying games.  They're all about roleplaying.

 

If they're about telling a story, then they're not roleplaying games.

 

 

Except you're not.  You don't have to reach their conclusion.  You don't have to agree with them about what the conclusion is.

 

 

The motivation always comes from the player and only the player.  Otherwise the games aren't playable, because there's no basis for any decision-making.

 

 

Look at it from the point of view of the character you're playing.  There's no story from his perspective.  There are simply events as they happen.

 

You forget, most CRPG's started as dungeon crawls with no plot, it was only the mid 90s when Fallout and Baldur's Gate began to change that and borrow elements from console RPGs and adventure titles to mix them with modern production values to fit a more complex Ultima-style game, which was always the exception to the rule. The SSI Goldbox titles were early attempts at combining dungeon crawlers and story-driven content, but they were uneven at best as well. Fallout, Baldur's Gate, and to a lesser extent Diablo changed that. 

 

The definition of CRPG is certainly a role-playing game, but when so many role-playing games, many of them revered as such, are story over mechanics focused in general, it's a mistake to not call them an RPG in that aspect as well since it has become a major focal point to their evolution. Dungeon Crawlers are niche sub-genres now compared to narrative-driven RPGs, it's simply a fact of the matter at this point which is more or less academic to the growth of role-playing video games. 

 

I would then argue by that definition you give, Baldur's Gate is not a role-playing game, or at least not a good role-playing game because of t's story focus. From the get-go you are thrusted into a narrative to continue exploring the world. You, your character, may not reach the same conclusion as the game wants you to, but you are also head-cannoning that as a result of your characters thoughts or desires. 

 

"I won't go to Nashkel mines because my character doesn't care about the iron crisis." you can say. The game can accommodate that to a point, sure, and it can be satisfying, but by the game's own design, it's an unavoidable pit-stop to even get Baldur's Gate itself open, as you begin to unravel the larger plot of the world.

 

Regardless of the choices or desires of the player character, the story, and by proxy, narrative, is a major forefront of the game's own progression. It is forcing the player to do storyline in that regard, the players motivation is insignificant because it will eventually have to accommodate that story to even work as a role-playing video game, and that is including character point of view. The decisions become arbitrary then; you have to come up with valid character motivation to even justify it. 

 

 

One thing that annoyed me is Aaryn Flynn accepting an award for DAI and calling it Bioware's "return to form". I don't know if it's just marketing speak getting caught up in the moment.. but it's a lame thing to say. They tried too hard to distance themselves from DA2. And for anyone who liked DA2, that's disappointing. That's why I even stuck around in the first place. I didn't buy DAI because I hated DA2. I don't understand that.

 

It'd probably be OK if they had the mass numbers of Bethesda to make up for it. But I don't think that's the case. CoD developers could also probably alienate half of their fans and still wear money hats. Bioware, not so much.

 

I think it's due to the BioWare staff caring too much. I also think it's a bullshit marketing term they adopted by some bloggers. BioWare was never off-base to begin with. Different in terms of some design mechanics sure, but not off-base. 


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#123
AlanC9

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I replied with the "...this is something that gets repeated and I don't know why..." line in mind, but as for the combat, I find DAO much more difficult, actually, cause I still didn't manage to finish that #$%& on anything besides 'normal'.

I find this concept difficult to grasp. Do you have any idea what you were doing wrong?

#124
Seraphim24

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The difficulty here is that you are correct, you can micromanage the hell out of DAO combat encounters. However, is completely unnecessary in almost all cases as the combat system is so simplistic. Similarly, you can actually micromanage the hell out of DA2 as well, which was conveniently ignored in your response. I've seen a lot of people discussing here how much of a kick they got out of doing all those tactical things in DAO and I'm not denying that's not possible. The problem with the argument becomes with the fact that it's not necessary at all to handle those situations. If a player wants to make things more difficult for themselves, then they should, but it doesn't make the game itself better.

 

That's kind of what I noticed in retrospect...

 

What would you count as a hardcore RPG?

 

I would certainly at least just count a tabletop iteration of D&D.



#125
Seraphim24

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And this is also my view of the matters. I think of the big difficulties with DA2 is that it is quite different from other games Bioware made, not in qualtiy, but in that what the story was. Almost all the Bioware games, and both DAO and DAI, were games about what happened. An event took place, the PC came there and solved things because the thing had already happened, and moved on to another thing. It isn't necessarily bad design in anyway, but it reduces events to problems with different solutions, which also makes it easier to have a resolution that seems impactful. After all, the problem was solved.

 

DA2, however, was a game why something happened. In a way, this reduces the seeming impact on the story as that thing must still happen, but it also allows more room to explore how complex the roots of a problem are while allowing those situation to truly breath instead of being just a problem to be solved. It also challenges the narratives of the story just by those choices. For example, was Hawke a fanatic who through his/her actions aggravated the festering wounds of Kirkwall or was s/he a noble soul desperately trying to stop the ever-;pressing escalation of a crisis. Who Hawke is in those situations has a lot more nuance than the conquering Warden who arrives and kills off the bad guys.

 

This isn't to say that either story is inherentely better, it is always a question of execution and intent, but rather that the success of the storytelling needs to be weighed differently for the two stories. If someone doesn't like stories about why something happened, it doesn't make the story itself and choices within it bad in that case.

 

And, by the way, I completely agree on the epilogue screens as they are ultimately 'You did right' screens.

 

Don't count me in as a DA2 is a super special snowflake person, but I did notice it was in fact pretty fun but even more importantly it seemed like the game Bioware really wanted to make and represented a kind of synthesis of many different ideas..