2. Character development. The main character should grow and develop as the game progresses. So should the companions.
3. Choice. Origins had a great deal of this and it was wonderful, Awakening less so. If a developer suggests that the player should be incapacitated against their will, stripped of assets and dumped in a cell, slap the developer, repeatedly. It worked in the dwarf origins, sort of. But it's the hallmark of lazy writing. In Awakening when the Architect puts you to sleep, I lost all interest in continuing for at least a couple of hours. It's a lame technique. It's a crutch. The right way to do it is to offer an impossible fight. The confrontation with Ser Cauthrien at Arl Howe's is the better approach. Actions should have consequences. Give the player the freedom to make bad decisions.
4. Romance. Bioware brings teh segsy to games. I don't need nudity. I don't need explicit depictions of acts between consenting adults. Y'all do an excellent job of injecting flirting and other enjoyable interactions. Play to your strengths.
5. Consequences. We were promised our actions would have consequences in later games. Awakening largely failed to deliver on that score. Time to come through on that promise.
Minor items:
a. Better costumes. The mage gear was ugly. Of the armour sets, only the heavy and massive sets showed much in the way of variety. Just because I like the warden commander look doesn't mean I want all my characters constantly wearing it.
b. A variety of weapons as well.
c. Horses. Where are they?
d. Dog.
e. A place where party item storage and the ability to use companions crafting abilities coexist.
f. Ships. A sailing ship would be a neat setting.
Modifié par mousestalker, 19 mars 2010 - 08:48 .





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