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Bioware, take some notes on how to do DLC properly


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#301
HSomCokeSniper

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*snip*

 

In ME1, the Reapers thru Sovereign looked like some cthulu eldritch nightmare race of gigantic ships bent on wiping out civilization every 50,000 years for a reason that our minds didn't have the capacity to understand.

 

 

This was the high point of the entire series IMO. Why couldn't they grasp that.

That includes the Protheans as well. The intriguing vague information and creepy statues only to be blown away by a frozen rastafari in ME3 DLC.



#302
SilJeff

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Bioware just needs to look at their own work with LotSB, Overlord, and Citadel to know how to make good DLCs


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#303
LPPrince

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Bioware just needs to look at their own work with LotSB, Overlord, and Citadel to know how to make good DLCs

 

 

Well those DLCs all work a bit differently from one another. There's still more to learn from the DLCs made by other companies. Can't compare any of those with a Bethesda DLC, at least not directly considering how different they are. Assuming Bioware goes the Beth route, they might want to take a look at a Dawnguard, Dragonborn, or other.



#304
DarthSliver

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Well those DLCs all work a bit differently from one another. There's still more to learn from the DLCs made by other companies. Can't compare any of those with a Bethesda DLC, at least not directly considering how different they are. Assuming Bioware goes the Beth route, they might want to take a look at a Dawnguard, Dragonborn, or other.

 

Bioware needs to look at their most successful dlcs in retrofit, like what made them that awesome type of thing. Or Why do people talk about certain dlcs over others. 

 

I would also argue that Bioware needs to look into DLCS that don't work so they know what not to do just as much as they know what to do too.