You've picked out some classics there Brock,
Brockololly wrote...
"'We do know that, in Mass Effect, most people do not skip the dialogue. They actually sit through it and experience it as a whole,' Laidlaw says. 'It tells us that people are experiencing it in a more cinematic way, in that cse. Whereas the Origins style is a little more choppy, where you read and listen and read and listen.'"
Is this a joke response or something... you HAVE to sit through the dialogue in ME purely because the dialogue wheel only gives you a vague idea of what Sheperd is gonna say (and the resultant fallout of said choice) or did the resident game mechanic guru over at Bioware miss that little caveat. Secondly, maybe actual genuine rpg fans (BW's supposed target demograph) expect to encounter a lot of text within a fantasy rpg and thus have no qualms with reading through it.
Brockololly wrote...
Ray Muzyka: We learned the hard way in Dragon Age: Origins how hard it is to work initially on the PC and then convert the game back to console. In the case of Dragon Age II we're doing all versions simultaneously (PC, 360, and PS3) but we're definitely ensuring the features we put in work well on console as well as PC, because it's typicallly much easier to convert back to PC. The PC has a wider range of potential control options and can thus
accommodate different designs easier in many cases than consoles can. Both consoles and PC are important to us, and we have great fan communities we plan to support in the future on all of these platforms."
Well, the writing is on the wall with this one, if there was ever a reason for me to bunker down with the PC-only elites, this'd be it.
Brockololly wrote...
A common problem in the games business, and one key thing that we try and avoid, is being reactive and not seriously considering the implications of even the smallest feature changes in our games.
So yeah, bravo. For the sequel to DAO how about we completely abandon the silent PC, throw in a slightly tweaked ME dialogue wheel, redo the combat, totally change the visual style and lets call it a direct sequel! No major changes there, right?
Nothing knee jerk about ripping the originality, the heart and soul out of DA and shoving Mass Effect guts back in, no?
Yeah, it's always effective when you do these interviews and PR for the game if the argument you're presenting isn't directly contradicted by the changes you implement.
Brockololly wrote...
We're always trying to make our games more accessible and easier to play while not removing any of the depth and detail that players value. essentially, you don't want to fix something that isn't broken, so it's a careful balancing act.
Hey, another thinly veiled "lets casualise DA" statement married with a blatant lie.
Brockololly wrote...
*sigh* What the hell happened to you BioWare?
EA happened, and send their regards.
Brockololly wrote...
And just persuing other forums and such, the whole ME-ificiation of Dragon Age isn't some minor issue only being
discussed here. People aren't stupid and seem to have caught on to the changes being shoved into DA2.
And then there is this article from 2009 before Origins was released with Zeschuk and Muzyka talking about why its important DA have a different silent PC than ME...*facepalm*
Some great excerpts:
Muzyka and Zeschuk say the difference in the two games' dialogue systems is one of perspective, literally. After fielding questions about Dragon Age's approach at GDC 2009 in San Francisco earlier this year, the two came to the conclusion that the reason Mass Effect's dialogue system doesn't work well with Dragon Age (they tried it) is because the latter is first-person and the former is third-person. Change perspectives, and the entire game changes with it.
In Mass Effect, a third-person game, you take a character and mold them into a new person,directing the character rather than fully inhabiting her or him. As you play, you're able to watch that directed person act in the game, speaking with the voice you have helped shape. But in Dragon Age, you don't watch the conversation because you are the conversation.
After the success of Mass Effect, Muzyka and Zeschuk say they thought about applying the dialogue system to all their games but soon realized that different experiences call for different approaches.
"We talked about this for months, and we did all kinds of analysis," says Zeschuk. "Really we see it as a step sideways. It's actually about presenting different flavors of games."
"It's that little bit of surprise because you just don't feel like you're in complete control of it, whereas in Dragon Age, you are that character. That is you. You're doing it. Everything is you," says Zeschuk.
It's that subtle but distinct difference that makes Mass Effect's dialogue system a poor fit for Dragon Age: Origins, Muzyka and Zeschuk say, and it's a choice they think players will find natural when they finally get behind the controls. Additionally, the Dragon Age system, because it's not tied to a relatively small graphic with a maximum of five or six choices, can offer far more conversation possibilities than its third-person cousin.
This is why we love you Brock - the quotes
Yeah, it's all just such utter bs and so laughably transparent, after months of discussion you conclude that something cannot work, but then all of a sudden it can, but yeah, we need Hawke & and a voiced PC to make it happen - fantastic work bioware, truly. Unfortunately we're at a point where you'd be a fool to put blind faith into anything a dev says after taking a look at the above hipocrisy. I appreciate the writers and other devs trying to assuage our concerns over these changes, but when the big names like those above apparently
change their minds on what makes a good dialogue system on a daily basis we can do little except wait for the final product and pray that its not been watered down into nothing or bastardised into some ill-fitting mess.
Modifié par Terra_Ex, 12 juillet 2010 - 01:40 .