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Identity: DA:O,DA2,DA:I Where do you want DA to go from here?


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#1
bEVEsthda

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I was embroiled in a purposeless discussion in another thread (which I also think was done years ago), and I thought I would be more interested in something else.

 

Provided EA/Bioware thinks it makes sense to try another iteration of DA, i.e. DA4, where do you want the game to go, in terms of game identity, mechanics, style, gameplay?

Note: I'm not asking where you want the story to go.

 

I'm personally very unsure, but I think it might be best to continue from DA:I. Just tweak and modify some things. Combat is really the thing I want to see thoroughly remade and I assume a much better PC-interface is self-evident. Otherwise, I think more focus on story, more effective and visually attractive UI, and less simplified character development and customization.


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#2
vertigomez

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Now that they're on Frostbite, I imagine DA4 will resemble DAI more than anything. I would like to see another overhaul of the combat system - especially magic, which was rather too simplified for my tastes this time around.
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#3
ArcadiaGrey

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I love the art style used for the tarot cards and dragon age keep, so I'd want that kept as it's iconic.

 

Combat is the big issue.  I find it clunky in DAI and after 170 hours I still found I was having trouble with it.  Not to mention characters freezing randomly in the middle of things.  There just isn't a good flow (dual wielding rogue) and I find it hard to stay targeted on mobs, or even get close to them sometimes.  Of course I am a bit rubbish at it.   :lol:   Closer attention to PC controls is a must for me.

 

I would also like a greater focus on disliking characters and them disliking you.  Actual cutscenes where they're pissed about what you did, certain actions barring you from ever romancing them because you went over the line etc.  Not just them leaving.  If the world is ending then I'd hope they'd be loyal to the cause no matter what they thought of the protagonist.

 

And less open areas, more main/side/companion quests.  I enjoyed exploring but there was too much, I'd rather less with more time put in to the storyline.


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#4
Alex Hawke

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I'd like to see the same (or larger) amount of character customization (different body types and animations for different classes), no crafting, more action-like battle system (something close to Jade Empire), healer mages, smaller locations. Maybe, more numbers, if there are strategy elements (e.g. how many soldiers, scouts, spies the Inquisition had remained a mystery for me).

 

Not sure about style, DAII minimalism and DA:I detailed environment both look great.

 

Edit.

  • The same impact on the story from the player as it is;
  • No RNG;
  • Tactics for party members (as it was in DA:O and DAII);
  • At least one big city (something like Kirkwall);
  • Better mouse support (ability to bind actions to left and right buttons, support for 8+button mice);
  • More than one button/key per action.


#5
In Exile

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Firstly, Bioware needs a functional isometric combat camera and combat controls on PC UI. After using a controller I understand why the tactical camera is so unwieldy, but with the way it is currently set up on PC, I find it effectively impossible to play isometric style. 

 

Secondly, Bioware needs to have functional companion AI. If we're not allowed to essentially "puppet mode" companions, then DA4 needs to have the old DA:O/DA2 gambit tactics system back.

 

Third, I think they need to expand on their scheme of non-combat dialogue - the perks were actually quite an advance over the usual persuasion, and often allowed the PC to not stand around as if he/she was an incompetent and ignorant boob. 

 

Fourth, I think Bioware needs to radically rework the way they approach exploration. While the environments were visually interesting, there was very little to do in them. And very few people to interact with, which I think is a fatal. 

 

Fifth, get rid of the awful collection fetch quests. Those are a blight. 

 

Sixth, improve the quest design. Bioware quests are absolute garbage, and have been for the longest time. Very rarely they'll have a well-designed quest, but most of the time it's just kill X or find Y. DA:O and DA2 were equally poor offenders, but they dressed up the ass quest design by having intermittent dialogue very frequently. DA:I saves dialogue for the crit path or the wrap-up to a quest, exposing their awful design. 

 

Edit: In fact, I think the quest design should be their main priority. 


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#6
Evamitchelle

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At this point I'd like them to build on what they already have (aka DAI) rather than try yet another different approach.

  • Keep the semi open-world structure of the different regions, but include at least one city which isn't just three shops and a bunch of non-interactive NPCs.
  • Longer main story and side-quests with NPC interaction and choices (in the vein of JoH).
  • Get rid of the 8-ability limit, better tactics (ie. if guard -> shield bash). Trials would be nice from day-one. 
  • Better (PC) UI. Don't make me scroll through so many things. 
  • Companion interaction was already an improvement from previous games I felt. It'd be nice if content were more equally distributed though. Some get a lot more content than others. 

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#7
ArcadiaGrey

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At this point I'd like them to build on what they already have (aka DAI) rather than try yet another different approach.

  • Keep the semi open-world structure of the different regions, but include at least one city which isn't just three shops and a bunch of non-interactive NPCs.
  • Longer main story and side-quests with NPC interaction and choices (in the vein of JoH).
  • Get rid of the 8-ability limit, better tactics (ie. if guard -> shield bash). Trials would be nice from day-one. 
  • Better (PC) UI. Don't make me scroll through so many things. 
  • Companion interaction was already an improvement from previous games I felt. It'd be nice if content were more equally distributed though. Some get a lot more content than others. 

 

 

Totally agree with all those points.  I for one was so excited to finally go to Val Royeaux.  Finding it was a street with a garden.....pfffttt that sucked.



#8
sjsharp2011

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At this point I'd like them to build on what they already have (aka DAI) rather than try yet another different approach.

  • Keep the semi open-world structure of the different regions, but include at least one city which isn't just three shops and a bunch of non-interactive NPCs.
  • Longer main story and side-quests with NPC interaction and choices (in the vein of JoH).
  • Get rid of the 8-ability limit, better tactics (ie. if guard -> shield bash). Trials would be nice from day-one. 
  • Better (PC) UI. Don't make me scroll through so many things. 
  • Companion interaction was already an improvement from previous games I felt. It'd be nice if content were more equally distributed though. Some get a lot more content than others. 

 

I agree take what they did in DAi and build on it some moer is probably the best move. Because for me I didn't find a lot wrong with DAI and you've pretty much covered most of what did I think in this post.



#9
Tidus

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I agree more cities with good shops and some NPCs you can interact with and stronger magics that kills instantly  when the enemy is hit-like (say) fireball where the enemy is engulf  in flames or turned into a ice cube. I don't wanted it to easy but,6 or 7 hits with either spell is a tad to much. Maybe romances where a choice of female companions  could be romanced instead of one or two?

 

Other then that I agree with Evamitchell.



#10
bEVEsthda

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One thing I absolutely refuse to let go: role watching. This goes back to the fantasy that the absence of VO is more conductive or even connected in any way to role-play, and that's just false. I don't want to derail the thread further - but if there's something I loathe, it's the idea that the lack of VO is anything other than a poor UI that fails to convey the necessary information to RP. 

 

I hope you don't mind that I took the liberty to move this quote to this thread?

I don't think we'll see any more games from Bioware without a voiced protagonist, but to the extent it might be worthwhile to talk about this, and its closest environment, it might fit better in a forward looking discussion.

 

Let's first clear up one point. I'm assuming you are saying here that you thought I was talking about DA2 as a role-watching game because of the VO?

No. That is not the case. And if you stop to consider for a moment - wouldn't I then characterize also DA:I as a role-watching game?

And I obviously don't and have never. On the contrary, my delight with DA:I, from the start, was mostly due to the fact that it wasn't!

DA2 is a role-watching game because Hawke acts and reacts without player intent. And this was intentional. I have it from one of the doctors that they wanted to have Hawke surprise the gamer. So this question is a done deal.

 

You're already proven to be right about the UI's importance on this element. And the writing. But you can't have missed the fact that some people have expressed that they wanted the Inquisitor to be more independently active and expressive? Like Hawke, or worse. So there are people out there who wants a role-watching game. The audience is divided, and I blame DA2.

 

The silent protagonist is a lost battle. A pity. Because how hard do we want the game design to be? Silent is a simple solution that works exceedingly well. Better. Regardless of UI I think it will be a long time before the voiced protagonist can speak with "my character's voice". And probably never. But also a done deal.

 

But where will they go with the UI and voice? How long will there be enough elbow room for role-playing, to make these games different from any other game that features a story?



#11
GoldenGail3

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At this point I'd like them to build on what they already have (aka DAI) rather than try yet another different approach.

  • Keep the semi open-world structure of the different regions, but include at least one city which isn't just three shops and a bunch of non-interactive NPCs.
  • Longer main story and side-quests with NPC interaction and choices (in the vein of JoH).
  • Get rid of the 8-ability limit, better tactics (ie. if guard -> shield bash). Trials would be nice from day-one. 
  • Better (PC) UI. Don't make me scroll through so many things. 
  • Companion interaction was already an improvement from previous games I felt. It'd be nice if content were more equally distributed though. Some get a lot more content than others. 

 

 

How about no Filler quests? 



#12
wright1978

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I wouldn't say a complete casting aside of everything from DAI(that would be a repeating of DAI mistake). More than tweaking is needed.

 

Draw back somewhat from the extreme of open world, with much more focus on story over beautiful areas full of fetch and grind.

Definitely agree that we need to see a living/breathing city rather than just wilder areas.

I'd like the return of interesting aspects such as friendship/rivalry from DA2.

I'd say combat needs some reworking. Think magic in particular was poorer. Removing healing magic however was a novel idea and should be afraid to continue to refine it rather than fearfully reverting to reliance on Spirit healer.


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#13
DragonKingReborn

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I wouldn't say a complete casting aside of everything from DAI(that would be a repeating of DAI mistake). More than tweaking is needed.
 
Draw back somewhat from the extreme of open world, with much more focus on story over beautiful areas full of fetch and grind.
Definitely agree that we need to see a living/breathing city rather than just wilder areas.
I'd like the return of interesting aspects such as friendship/rivalry from DA2.
I'd say combat needs some reworking. Think magic in particular was poorer. Removing healing magic however was a novel idea and should be afraid to continue to refine it rather than fearfully reverting to reliance on Spirit healer.


Wholeheartedly agree. Iteration is what is needed, not wholesale change.

Combat and quest design are the areas that need - in my view - the most attention. Further development of the perks concept could help with quest design, allowing access to more choices, if character builds are to exclusively combat focussed.

Combat...well, it has been said many times, by many people of this forum, but, the customisable AI is a must to bring back a sense of strategy. As well as weapon swapping (if not a toggle like in Origins, then at least the ability to change weapons during combat). I have no good things to say about the 8 ability limit, and I simply don't accept the notion that it was done to force us to be "strategic". It was done to create gameplay "parity", which is not something I can respect.

If the perks concept doesn't fit with the setting/story of any future game, then character builds need to become relevant. I am ok with it if this means bringing Varric opens up negotiation options while bring Sera allows me to steal something...i.e, it doesn't need to be the player characters build that is relevant. Note: those companions were used as examples...not expecting or asking for them to come back...though I'm up for it if they do.
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#14
Dai Grepher

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I would like to see more combos in combat, thus providing more strategy overall. I would also like to see more action/adventure out of combat. More platforming and object/environment interaction.

 

I would also like a better balance between open world and dungeon crawl. Open world is really only good if you are moving quickly through the map and can go in random directions, like in a chase, an escape, or some kind of timed event. Or a hunt, I suppose. I think the open world concept in DA:I is fine, but each map should connect to more dungeons. Crestwood was a good example of what the other game maps should have been.

 

Also, more towns and cities. I know that stuff is more complex and difficult to design, but oh well. That's why they get paid the big bucks.

 

Also, more cinematic cut-scenes. And better codices, not just the black menu window with white capitalized letters. Show actual handwriting and pictures. Like reading Sera's notes. Stop describing images to me or how some words are crossed out. Show me the pictures and the crossed out words. Let the visuals convey the story.



#15
Tigress M

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Loot!  Here's some things I'd like to see in regards to that lovely four-letter word:

 

  • Moar please.  The Hinterlands is great because there are chests, gunny sacks, and loot bags all over the place.  But no other map comes close to having the same number of random loot caches.  
  • Random caches.  They brushed up against the random idea with the scouts lugging chests around and random enemy encampments but I'd love to see more chests tucked away in unexpected places.
  • Items matching your level.  I hate coming back to Haven or Skyhold with a backpack full of goodies only to discover that most of them have level requirements I haven't reached yet.  
  • Worthwhile loot.  Give me a reason (besides my love of looting chests) to actually well, loot chests.  Either figure out a way to make money more useful or let me salvage my loot for raw mats.  
  • Oh, and those mats... give me skins I can craft so I can enjoy changing weapon and armor appearances without sacrificing stats.  (Ok so not quite under the heading of loot but it HAD to be said. lol)


#16
GoldenGail3

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No Filler Quests. I'm not very hard to please, Bioware!

#17
DragonKingReborn

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No Filler Quests. I'm not very hard to please, Bioware!


Take this for what it's worth, but there was a recent tweet from Mike Laidlaw that if they do another game, side quest relevance was high on his list of priorities. So they are at least conscious of that as an issue for some players.
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#18
GoldenGail3

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Take this for what it's worth, but there was a recent tweet from Mike Laidlaw that if they do another game, side quest relevance was high on his list of priorities. So they are at least conscious of that as an issue for some players.


Huh... Good to know.

#19
Ashagar

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Side quests don't have to have anything to do with the main quest, its why they are side quests after all and it wouldn't be a true RPG with without side quests and even fetch quests. Though at least these days fetch quests don't involve lets say finding a shield in a huge area filled with hordes of werewolves and other monsters like lets say Might and Magic Six.



#20
Evamitchelle

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Side quests don't have to have anything to do with the main quest, its why they are side quests after all and it wouldn't be a true RPG with without side quests and even fetch quests. Though at least these days fetch quests don't involve lets say finding a shield in a huge area filled with hordes of werewolves and other monsters like lets say Might and Magic Six.

 

Having to find 29 bottles and 60 mosaic tiles across 10 regions isn't much better, especially considering the lack of worthwhile rewards. I liked the astrariums though, and I could handle the shards if they didn't stick them in some horribly hard to reach places. At least the shards show up on the map. 


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#21
DragonKingReborn

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Side quests don't have to have anything to do with the main quest, its why they are side quests after all and it wouldn't be a true RPG with without side quests and even fetch quests.


Agreed, though I think it was more a case of "give the player a reason for their character to want to do this", rather than "every side quest relates directly to the main story".

I hate bringing it up on this forum because it almost invariably derails things, but side quests in the Witcher 3 were done very well. The Witcher contracts were completely tangential to the main story but interesting to do.

Maybe rifts should have spawned around small settlements tha we had to close...bad example, perhaps, but better than...find my husbands ring, please...

#22
Illegitimus

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I was embroiled in a purposeless discussion in another thread (which I also think was done years ago), and I thought I would be more interested in something else.

 

Provided EA/Bioware thinks it makes sense to try another iteration of DA, i.e. DA4, where do you want the game to go, in terms of game identity, mechanics, style, gameplay?

Note: I'm not asking where you want the story to go.

 

I'm personally very unsure, but I think it might be best to continue from DA:I. Just tweak and modify some things. Combat is really the thing I want to see thoroughly remade and I assume a much better PC-interface is self-evident. Otherwise, I think more focus on story, more effective and visually attractive UI, and less simplified character development and customization.

 

It doesn't much matter.  There's no way my computer will be able to keep up with the increasing demand of Dragon Age games.  Any future games will be something I watch on Youtube.  



#23
Winged Silver

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Hmm...good question.

For combat, I'd like to see tactics maybe refined a little bit more, since DAI's kind of felt simple after a while. I also prefer to do my micromanaging before a battle, rather than pausing within a battle to issue commands, but that's just my personal preference ^_^

*if Bioware does choose to continue with the one armed Inquisitor, I would want to see that aspect of their physicality addressed appropriately in combat, whether that's just new moves, or them learning to fight again. Only if BW/EA keeps the Inquisitor.

After getting around to the DLC's for DAI, I really also hope that Bioware focuses less on maps and more on linear areas made for the storyline. I found Descent and Trespasser far more enjoyable than running around a giant map with little feeling of purpose. Alternatively, if they do choose to keep the large maps, filling them a bit more appropriately with quests, or NPCs, or something.

I agree with the OP's comments on character customization and development. I'm not sure I have any particular opinions on what might be the best methods to go about improving them, but I do agree that something could be refined there.

#24
bEVEsthda

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Take this for what it's worth, but there was a recent tweet from Mike Laidlaw that if they do another game, side quest relevance was high on his list of priorities. So they are at least conscious of that as an issue for some players.

 

Actually, He mentioned that already in one of his first interviews after the DA:I release.



#25
bEVEsthda

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Having to find 29 bottles and 60 mosaic tiles across 10 regions isn't much better, especially considering the lack of worthwhile rewards. I liked the astrariums though, and I could handle the shards if they didn't stick them in some horribly hard to reach places. At least the shards show up on the map. 

 

What "having to"?

I'd like to ask why would anyone do that, if they don't like it, but I already know the answer: The compulsive nature to do everything.

 

I don't think the shards fit into a cRPG, but I have to confess that I liked it, and the entire point is that they're in hard to reach places.

But I won't be sorry to see them go.


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