[quote]iakus wrote...
So, what was the point in making a character-centric game if they couldn't afford...charactarization?[/quote]
The same can be said of DA's main plot goal: What's the point of 'vanquishing the Darkspawn" if they're an incredibly boring adversary?[/quote]
The point was to keep the darkspawn from destroying/corrupting every living being on Thedas.
As adversaries, yes, one weakness in Dragon Age was we didn't get to learn much about the darkspawn. themselves. Just legends and such. Hopefully further sequels will remedy that, since they weren't all killed
But you have to admit, the allies were well done. Well, maybe not Oghren...
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[quote]iakus wrote...
Or who wanted teamates that existed outside of their personal missions.[/quote]
They did for plenty: I find a lot of solace in seeing that Thane still has plenty to say after doing his loyalty quest, and having loyalty sidequests that are more than "Oh it's my sis, hi sis! Bye sis!" is pretty sweet.[/quote]
Did Thane have anything to say about Garrus's thirst for vengeance in his loyalty mission? Any reactions about Samara wanting to kill her own daughter? What does he say about Tali's father wanting to "build a house on the homeworld" for her? What does he think of Cerberus in general? Does he agree with Shepard's decision to save the Council/let the Council die? What are his thoughts about the Collectors?
The loyalty missionsas missions were well done. but "Hi sis! Bye sis!" had a far more profound affect on the game than "Sins of the Father" Allistair's basic assumptions about human kindness were badly shaken. You have the opportunity to nudge him in a more cynical direction which can alter his reactions later in the game.
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For a long time here I advocated that there's no reason a game couldn't be both. I'm starting to wonder now. It seems some poeple (like me) use combat as a challenge to get from one storypoint to the next. While others use the storypoints as a break between bouts of combat. Sort of a "Do you see a vase or two faces in this picture" question.[/quote]
Sort of, except it's highly doubtful that they're attempting to please 'shooter fans'. They're not gonna draw that crowd in unless they make it multiplayer and cut out 98% of the dialog. Sure you can keep pressing the 'skip dialog' button, but have you ever played the Ocarina of Time?[/quote]
I'm not a big shooter fan (I don't dislike shooters, simply little interset in them), so I have no idea if that's the crowd they're going for. I am noticing, however, that some praise the combat and cinematics like that's all that's needed. And yes, I have seen calls for multiplayer too.
And yes I played Ocarina of Time more years ago than i care to count (on the orginal N64). Fun game as I recall.
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That still doesn't nullify the fact that both genres cater to opposite desires of play. Skill oriented players (the 'shooter' crowd) prefer to play via using their own reflexes and 'aim'. Build oriented players ('RPG' crowd) prefer
'create' what would be a skilled soldier. It's just preference: Do you like to play with Legos to build them, or build them to play with them? Apples or oranges? Red or blue?[/quote]
As long as it's consistent I don't care. Just as long as combat development doesn't swallow up the story. There's a reason why I've played Alpha Protocol three times and Borderlands once.
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Of course there's the problem of 'catering to all and pleasing none', a problem I feel ME has and will always suffer from.[/quote]
On this, sadly, I'm inclined to agree.
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Like 'RPG', 'action' is an incredibly broad genre. God of War and Call of Duty are both 'action' game franchises, but people will find they share little to no resemblance[/quote]
That's why I try to steer clear of debates over "What is an RPG"




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