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Actually, DA2 was already in the works w/ planned changes before DA:O's content was even finished. See Brent Knowles blog (Lead Designer for DAO) about why he left Bioware: http://blog.brentknowles.com/2010/08…/#comment-2398 |
I'm hearing all the talk about the dec cycle being rushed when the game was already being made before origins came out. So they knew they were going to make part 2 the way they did.
Blaming the dev cycle is rubbish it had a 2-3 dev cycle plenty of time to make a game there not blizzard who needs a 6 or more year dev cycle. But hey I'm sure part 3 will be the same as part 2 with plenty of reasons why things had to change. |
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DA2 taking much, much less surely likely isn't going to be anywhere in DAO's ballpark. |
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So, now you play it and feel it streamlined and less good because it is streamlined? The problem I have with that is that none of the streamlining quoted for the demo makes it less good:
I like a lot DA2 and take a lot of fun playing it, but if I wasn't a fan of fights, then I'm not sure that I would really like it more than "ok it's good but not more". I haven't clear hypothesis about that, my current feeling is:
To come back about general games streamlining: The sad truth about Hardcore players and gaming streamlining is that more and more "Hardcore" players are like under a drug effect and can't anymore play and enjoy games that aren't in the A category. That's this player superficiality that will kill Hardcore games if it ever happen. The perverse effect is there is no counter balance so an indie hardcore game can't have a huge success making people doing business look at the market differently. Nope as only A games are under the radar of Hardcore players, this involve the tendency that changes can only come from big budget games, this limiting a lot the possibility of having overall values change to something more Hardcore. |
Actually, I did NOT make a streamlining argument at all in that statement. I *quoted* multiple senior Bioware people who made direct statements about their attitudes and opinions regarding other games that *NO ONE* would consider a RPG yet Bioware touts for their RPG elements, to the point of saying that because there is leveling in Medal of Honor and other online FPS games that people are " playing RPGs although they wont necessarily call them RPGs."
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EDIT: I checked very quickly the link you quote, well the "console action-RPG game" is a so superficial assault, enough of that, you arrive quite too late, I won't bother answer to that sort of stuff again. |
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The speed is just speed, it is meant to make the game feel more exciting and visceral. The gameplay is still tactical and predominantly the same as Origins was. The only thing they changed about combat that I dislike is adding reinforcement waves to every fight. |
I wouldn't call Fallout a shooter, though, it is an RPG in its own right. However, Medal of Honour, Call of Duty and Farmville are definitely not rpgs. While they may some rpg mechanics like upgrading weapons and armours, earn points to do crafting, search for materials to do crafting, running aorund (wait is this a leveling thing now?) and shoot people in Medal of Honor. This does, however, not make them RPGs. It makes them games with RPG mechanics. As far as I know, in Farmville, there is no story, no quests given to you by NPCs, in Call of Duty, you get missions; the same goes for Medal of Honor. But I don't think there are rewards for finishing the missions? Yes, you get a new mission. And maybe a cool new weapon, or an upgraded armour.
And with that said, it is clear why Bioware (EA) wanted to strip away the ability to give follower npcs new armour, and only wanted to give people playing DA2 the ability to customize followers' armours by upgrading their armour. Or by customizing the followers by giving them belts, rings and such. Gloves and boots could maybe added next time? Bioware (and EA) clearly wanted to draw in some of the 10 million people that play Call of Duty - or at least have bought the game, CoD, that is. And they did this by stripping away what someone migt classify as core rpgs mechanics. However, it seems that Bioware have failed to do what they've set out to do; draw in crowds of call od duty gamers. And the ones that have been drawn in, played DA2 only once, maybe two times at best. And then īthey'll go back to playing Call of Duty…… Interestingly, though, CoD4, got such sales numbers because it dared to provoking, dared to try something new, and dared to have controversial stuff in it as well as pretty good and decent story line. A game that usually praised here as a combination of rpg, action, adventure and fps is STALKER. It tells a story, it has a level up system (I think?), you can upgrade armours and weapons. You'll meet npcs who give your missions (quests), you'll get rewards, xp and money for doing this. Why is Stalker praised and not DA2 - as they seem to set out to do the same thing? Granted Stalker's world is a lot bigger than the world in DA2. But still this game works….DA2 does not. Is this because DA2 is classified as an rpg, not an action adventure… |
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Because the 'action-RPG waves' that are in EVERY battle are a fundamental part of the game - difficulty is no longer about challenge but attrition. Tactics are not about an approach but ensuring you will survival multiple waves - which isn't about actual RPG strategy but instead about playing a tower defense or combat simulator game. Actual strategy and tactics involve assessing a situation and making proper preparations. In a party based RPG that involves being able to see what is going on and who you are facing. Dragon Age: Origins did *all* of that - you saw the battle, you could draw back to see the battlefield, and you could plot your tactical course to deal with it. In DA2 you cannot know the battle scope, cannot see the battlefield, and so there is no way to plan. Sure you can pause and there are 'tactics', but I simply disagree that it is 'the same'. Quote:
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On normal and casual the game plays itself, on hard you need to use some strategy, mostly due to idiotic wave mechanic - enemies are mostly same and thereīs not even friendly fire, nightmare offers a bit more diversity (rogues are really dangerous, enemies have immunities, thereīs friendly fire, plus few other things) but is nigh unplayable due to totally inappropriately limited camera and laughably bad targeting. And Iīm speaking from experience - Iīve played most of act 1 on nightmare, the whole act 2 on normal and the whole act 3 on hard. Another thing to note is amount of HP enemies have which is really incompatible with the speed of combat moves and artificially prolongs the combat time (later I cut quite a lot of it by petrify/assassinate combo, but thatīs rather specific tactic and afaik thereīs nothing as effective for classes other than rogues with assassin spec; and I still had to deal with stupid waves) and makes especially nightmare a total slog. The amount of opponents you generally face is rather ridiculous and verisimilitude-breaking, just take a stroll through the nightly Kirkwall. Few permutations in the length of enemiesīs health bars, whether thereīs an elite rogue or not and limited enemy mage repertoire (also kinda lore breaking with the often use of teleportation) do not more diversity make. Some boss fights are good, but thatīs it. On higher difficulties the combat is "tactical" but mostly not in good ways. Quote:
Edit: Hahaha! DA2īs "story" is not complex and its "political" aspects are explored in a lot less detail than in DA:O, player is more guided than in DA:O and there definitely is not "quite more stuff" put out of paths. DA2īs main plot is more linear than DA:Oīs by the virtue of act structure alone (nothing inherently bad with this obviously), but on top of that majority of main plot segments canīt be played in different order and you rarely get some alternatives in solution department. Out of paths stuff mostly include resources and those funny "quests" where you find an item and return it to its owner for 50 silver. The only notable exceptions were evil books in act 2 and demon scrolls in act 3 (and maybe qunari swords but thatīs kinda pushing it). In DA:O, mage tower alone had more of these and some even required tiny bit of thinking. Thereīs also "lore gathering", but, again, DA:O had more of this, plus quite a few entries in DA2 are rehashed from DA:O. Just for the heck of it, letīs take a look at DA:Oīs elves/werewolves segment for example.
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Altogether thatīs pretty much more quest variety and options than all of DA2 and combat encounters are more varied as well. |
@txa1265 - The Bioware glasses are pretty thick on some of the DA2 fans here. There's no point in trying to make them understand your view. To some of them, if you don't like DA2, you obviously haven't played it yet. ;)
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There is even less choice in DA2 than the Mass Effect games, which is pretty insane when you think about it. |
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There is already quite a few differences between my first and my second playthrough and I haven't finished act 1 yet. Also, ME isn't that great with choices. None affected the game itself and ME2 only had encounters and emails to reflect them. At least DA2 had quests attached to a lot of Origins/Awakening/DLC choices. I suspect DA3 will have the same for DA2 choices. |
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The way I see it, there are 2 types of difficulty: One type of difficulty changes the way that the A.I. functions, causing enemy units to fight "smarter" and use their abilities to a greater advantage, making each encounter a tactical challenge that requires the player to outmaneuver and outsmart the enemy A.I. through the usage of tactics and a sound pre-battle strategy developed at the outset of the encounter. The other difficulty type is one that I would consider to be "arbitrary difficulty," one which does not effect how the A.I. functions and how it uses the abilities at its disposal, but instead simply boosts the hit points of every enemy unit and "nerfs" certain player abilities. This certainly makes things difficult, but only through forcing a battle of attrition that artificially bumps up the difficulty in a way that is entirely different from the first difficultly type listed above. DA2's difficulty levels are designed with approach 2, in my experience. |
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I always bashed the ME games for basically making your only choice whether to be an asshole or not, but DA2 does it worse. Most of the dialogue choices are whether to be super nice or a little angry, but still agreeable. That's pretty lame. Also since you start as either an apostate or the sibling of an apostate who helps hide her you can't really define yourself as anything other than pro-mage and anti-templar. One of the first interactions in the game is with a templar and without telling Hawke to do anything he instantly gets in the templar's face with an angry look. So much for roleplaying, you're gonna be Hawke as defined by Bioware and like it! It's a shame. |
The problem with any tactics in DA2 is resource management. If you check out the first wave and plan how to defeat it, you find yourself waiting for cooldowns to finish when the second wave pops in so your tactics become survive till you can use your spells/skills again. I find that frustrating.
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