LukeBarrett
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Game Systems Director for Dragon Age
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Post by LukeBarrett on Oct 12, 2017 16:09:48 GMT
Fun fact: Despite getting cut from the Mage basic attacks we ended up using all of those animations when we put ZITHER! in to Multiplayer Hey Luke! God I still remember those days when you had to go through hell trying to rebalance the Arcane Warrior in MP. Are you joining back on for DA4? Not sure what DA4 is... but I've been on the 'Dragon Age' team since a couple years before Inquisition shipped working on various things I learned on MP some things can't be tweaked in to being balanced. Should have just redid the whole kit. Lessons learned I guess
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Post by cloud9 on Oct 13, 2017 23:26:50 GMT
Tl;dr - Open world sucks and leads to bad storytelling. Nope, Bioware just sucks at open world. Nobody ever said that the storytelling in Red Dead Redemption was lacking due to open world. In fact, that game is praised for its storytelling. TW3 is praised for its storytelling and narrative and yet still had an open world and was able to convey to the player the dark themes (Think the Bloody Baron quest line). So while ALL developers including Rockstar and CDPR has a lot to improve on with open worlds, it is really Bioware who just doesnt understand open worlds and has 2 games thus far to prove that they dont get it. Makes me wish that WB Games should've partnered with BioWare instead of EA.
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Post by cloud9 on Oct 13, 2017 23:29:44 GMT
DAI definitely has epic music. Don't recall anything noteworthy from MEA Witcher has better musical score and the city music bands around Novigrad plays better music way better than the bard @ Skyhold.
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Post by shinary on Oct 14, 2017 0:56:28 GMT
DAI definitely has epic music. Don't recall anything noteworthy from MEA Witcher has better musical score and the city music bands around Novigrad plays better music way better than the bard @ Skyhold. Both had great soundtracks, but their universes also differ greatly. The crones theme is awesome, but I am not sure that polish folk-song approach would fit Dragon age as well. Though I must admit, I had a soft spot for the music for DA 1 and 2, even though the music in inquisition was great. Don't know why.
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bizantura
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by bizantura on Oct 14, 2017 13:39:31 GMT
That the game gets made!!
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Post by Jacket on Oct 14, 2017 23:02:11 GMT
Threads like this are dangerous. Look what happened to Andromeda, don't hype it up too much lol.
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Post by anarchy65 on Oct 14, 2017 23:30:27 GMT
1. Make characters from previous game to have an appearance, or cameo, or at least let us know what happened with them. This is one of the fun things in Mass Effect, you meet all of your previous companions on the next game and even side characters like Fist in Mass Effect 2.
2. A better combat system. Inquisition's combat is quite clumsy and doesn't work very well. Often your melee attacks will hit nothing or you have to jump to reach your enemy and jumping in this game is absolutely crap. BRING BACK HEALING! Stop removing content to add difficulty.
3. Better jumping: please, stop putting these damn jump puzzles with this crappy jump mechanic. Make the Inquisitor being able to grab things when he/she jumps, for god's sake. I almost killed myself yesterday trying to grab one of the fragments in the Hinterlands.
4. BRING TACTICS BACK. I can't stress this enough. The only thing you can do with tactic in this game is "use/don't use/prefer" abilities, which is an absolute nonsense, since in the last games you could program your companions so well that you barely needed to touch them on normal difficulties. Now you just have to micromanage everything so they won't waste their abilities doing stupid things. Also, make this tactical camera better, would you? Playing on PC is horrific because it seems it was designed to work only on consoles
5. Make your choices actually matter and have consequences. Absolutely nothing I did in Inquisition really had weight or consequences except for more or less table quests. Mages or templars? Exile or recruit Wardens? Drink from the well, have Morrigan drink it? None of them really matter. Side quests have no consequences as well. I think the only quests that has a real long term consequence is Iron Bull's, and the consequence only comes in DLC.
6. Better, well written side quests. I don't want to sound like a CDPR fanboy, but they are a true inspiration when it comes to writing side quests and making them actually meaningful, with short and long term consequences. Side quests in Inquisitions are 90% fetch quests.
7. Don't give us a fortress to upgrade if it's not important to the story, thank you. Also, don't include large cities like Val Royeaux with absolutely anything to do besides shopping. Again, look at cities in TW3 for guidance. Where the hell are the taverns, brothels, smiths, temples, libraries, secret passages and poor people and so on?
8. Include some minigames. I was excited to play that board game with Cullen, or even cards with the Inquisition, but nope. Just cutscenes.
9. I really hope (but it's really just hope) they bring back Origins stories. It made your character really meaningful. They tried this with Inquisition, but it was quite poorly done, you can have and elf that seems to know nothing of elf culture. There are no ties with your previous life despite some table missions.
Good things to keep: Keep up on interesting characters, you got it right with Inquisition. Solas is awesome, Iron Bull is great, Cole is interesting, Sera not so much, Cassandra is nice, Blackwall had a nice plot twist, Vivienne was meh and Dorian was very good. Keep the good crafting system. Keep the judgement thing, it was awesome, but as I said, make it have consequences. KEEP THE GREAT CUSTOMIZATION, DA:I has the best character customization I've ever seen.
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Post by cloud9 on Oct 15, 2017 0:14:10 GMT
Witcher has better musical score and the city music bands around Novigrad plays better music way better than the bard @ Skyhold. Both had great soundtracks, but their universes also differ greatly. The crones theme is awesome, but I am not sure that polish folk-song approach would fit Dragon age as well. Though I must admit, I had a soft spot for the music for DA 1 and 2, even though the music in inquisition was great. Don't know why. Each to his own but the DA soundtrack is kind of boring to listen to it's like they hired a composer for cheap and played his musical scores from B rated movies.
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Post by colfoley on Oct 15, 2017 1:24:48 GMT
Threads like this are dangerous. Look what happened to Andromeda, don't hype it up too much lol. Not about hype. Just silly speculation and kind of trying to judge the mood of the community and get a lot of different ideas. Who knows? Maybe the devs for the company, or anyone who is working on games period, might come in here and get some ideas.
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Post by cloud9 on Oct 15, 2017 19:50:14 GMT
He made some valid points that Dragon Age could learn s lot from Witcher.
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Post by Superhik on Oct 15, 2017 20:33:27 GMT
He made some valid points that Dragon Age could learn s lot from Witcher. Mentioning Witcher here is like kicking rooster in the balls and expecting any good to come from it. Not cool, dude. :noo:
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Post by cloud9 on Oct 15, 2017 20:40:13 GMT
He made some valid points that Dragon Age could learn s lot from Witcher. Mentioning Witcher here is like kicking rooster in the balls and expecting any good to come from it. Not cool, dude. :noo: BioWare should learn from this game where Dragon Age 4 can improve from and a constant reminder that they are devs out there making games that can outplay Dragon Age.
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Post by smilesja on Oct 15, 2017 20:49:00 GMT
If Dragon Age became like the Witcher..... ugh not sure what to think about that.
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Post by river82 on Oct 15, 2017 21:03:20 GMT
If Dragon Age became like the Witcher..... ugh not sure what to think about that. It said Dragon Age could learn from the Witcher, not become like the Witcher. The Witcher 3 was lauded by the community because of how seamlessly it melded narrative and open-world design, and considering Bioware tried to meld (unsuccessfully imo) narrative and open-world design there are worse places to draw inspiration from. No Man's Sky, for example *looks at Bioware Montreal*
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Post by smilesja on Oct 15, 2017 21:22:27 GMT
Meh that was before the reception of NMS. It did seem like a good idea at the time, but NMS did it poorly. TW3 did have its boring parts as well.
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formerfiend
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Post by formerfiend on Oct 15, 2017 21:23:43 GMT
Assuming we're still going to be killing helpless animals for their leather to craft armor & weapons out of, I'd like two things;
1. No more RNG influence on this; all leather-dropping creatures should have a drop rate of 100%. I kill it, there damn well better be something to loot from it.
2. I would like some consistency as to whether the lootable corpse shows up. Either have it be where the thing died or where I was standing when I killed it. Don't have it randomly switch between the two with no apparent reason.
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melbella
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Oct 15, 2017 21:32:36 GMT
Heck, just have the loot spawn in my pack already. Save me the trouble of picking it up. Or, at the very least, a "loot all" button that actually works. I swear the key-binding screen said there was supposed to be one in DOS:EE but it never seemed to work. It worked great in Diablo II though. Agreed on #1 also. Nothing more frustrating than spending 5 minutes killing a bear on steroids only to get ZERO bear leather out of it.
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Post by smilesja on Oct 15, 2017 21:35:33 GMT
I want more tactical control over my characters. The tactics screen in DAI was way too limited to me.
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pinkjellybeans
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Post by pinkjellybeans on Oct 16, 2017 11:24:26 GMT
He made some valid points that Dragon Age could learn s lot from Witcher. This has been said numerous of times before though. I was expecting a more detailed list. Basically what he says about TW3 and how DA4 could learn from it: 1. A narrative that isn't always black and white. Most of the times you don't know if you're actually doing the right thing, or if it's simply "the lesser evil". He gives an example of a woman who was dying from an injury made by a monster, and you have the option to try to help her by giving a witcher potion, which can cure her or make things worse. If you give her the potion, you won't know what effect it had until much later on the game when you encounter her lover. 2. Side characters that are connected to the main story, they don't feel like they were added to the game just for the sake of being there as "companions" or romance options, therefore your interactions with them feel more natural and romances flow better. Which I agree. I think Bioware should create and implement side characters (companions) along with the story in a way that makes sense and not create a story and then shoehorn characters in that have no reason to even be there (see Iron Bull, Sera, Vivienne, Blackwall, etc.). 3. The open world. How it's all connected, how the aesthetics match the overall tone of the game (something that DAI failed to do) and how it adds to the atmosphere of the story, how it feels like a living, breathing world, the attention to detail, etc. Again, nothing new. The video shouldn't go on for 12 minutes to say something so simple and obvious. But the main points basically sum up some of the major problems I have with DAI actually. The main story and sidequests are as black and white as you get. DAI is also the first DA game where I felt like companions are super disconnected from the overall plot and protagonist and I wouldn't even notice if they weren't there at all. And the open world, well, multiple maps that are in no way connected to one another or to the main story, as well as the environments being super clean and pretty which does not match the "end of the world" tone that the story tries (and to me, fails) to convey. So yeah, I don't see how DA4 wouldn't benefit from these points.
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Post by Deleted on Oct 16, 2017 11:35:56 GMT
I am very much against #1 on that list. I like predictable outcomes for my actions to build my narrative, and preferably with clear indicators for what my character will sound like when s/he will talk. Unpredictability of either dialogue or outcome does not amuse, it frustrates me. So, that certainly would be something that I want avoided, as going back and replaying many hours in because it turned out I have destroyed a village by being kind or something is not an option, and I would rather uninstall and move on to games that do not go tee-hee, you're a dumbass! at my expense. If I pulled the wings of a butterfly, I am okay to find out that butterflies had been exterminated world-wide or burned down a town in retribution; but if I rescued one from a trap or mentioned to someone that butterflies are pretty, I would be not pleased to find out that it somehow triggered a genocide loosely connected to butterflies, and it is all my fault.
I would strongly prefer for BioWare to remain BioWare in that it leaves as much control over the character and story progression/outcomes to the player as possible.
Number 2 I certainly agree with, and I would rather play a game w/o too much open world to start with, and prefer SWTOR/MEA approach with a breadcrumb trail to doing the interesting stuff, and leaving the in-depth exploration to those who like it. Bonus point for quick travel in NG+ And NG+, obviously, so I can rerun a game quickly and painlessly with a different main, quest outcomes and romance. Those who do not like it, can start the game from scratch and do the full enchilada.
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formerfiend
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
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Post by formerfiend on Oct 16, 2017 12:17:07 GMT
I will say that for all of Wild Hunt's greatness, it does have an annoying habit of having consequences to actions that are so unpredictable based on the decision they fall out from that it becomes difficult to get truly invested in some of them as it's impossible to consider ourselves truly responsible for them.
I don't need every outcome clearly spelled out to me before I make a decision; I don't mind being surprised. But I'd like the consequences to be something reasonably predicted so that when the game tries to guilt me I can't just write it off under the law of unforrseen consequences.
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Post by pinkjellybeans on Oct 16, 2017 13:05:55 GMT
I definitely don't want every decision I make to have consequences, but it would be nice to see a few sidequests and encounters that do. And not all consequences have to be bad, by the way. And the point that was made was less about unexpected and terrible consequences and more about sidequests and encounters that are in the morally grey area. As opposed to always having the clearly good and bad choices, where the good ones are always kill the obvious bad/crazy people and help/save the obvious good people.
Another example in TW3 is an encounter you have with about 6 villagers trying to hang a deserter from the opposing army. The man says he deserted because he didn't agree with the war and wanted to go back to his family. The villagers that have lost everything to the war and the army the man was on, refuse to let him go. If Geralt intervenes, the villagers don't back down and he is forced to fight them if he wants to save the man. If he decides to stay out of it, they hang the man and then you can loot a letter from him addressing his wife and daughter. Again, there isn't a good and bad choice here, there are just choices, which one you consider "the lesser evil" in this case is up to you.
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Post by Deleted on Oct 16, 2017 13:44:59 GMT
Yes, I understand, and I do not like that sort of stuff. I don't want to chose what makes me feel slightly less bad with a potential to miss my guess anyway and commit a terrible autrocity that would haunt me in my sleep. I would much rather go back to a completely obvious light side/dark side than have to weigh slaughtering innocents vs slaughtering a repentant guy. If gray choices leads to damn if you do, damn if you don't, i do not feel like I somehow have more of a choice than being a nice guy or a nice guy who is sarcastic about it. A choice for me means that I actually do have a contrasting option, not a shade of beige, gray, or rose. The more I see of those examples, the more I prefer the black and white.
I do not want a video game make me feel bad, I want to feel awesome. Sometimes I think the government of Poland had a project of researching everything I like about video games to build one that is specifically designed to turn me off video gaming forever. Lol, paranoid, I know.
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Post by pinkjellybeans on Oct 16, 2017 14:13:07 GMT
Yes, I understand, and I do not like that sort of stuff. I don't want to chose what makes me feel slightly less bad with a potential to miss my guess anyway and commit a terrible autrocity that would haunt me in my sleep. I would much rather go back to a completely obvious light side/dark side than have to weigh slaughtering innocents vs slaughtering a repentant guy. If gray choices leads to damn if you do, damn if you don't, i do not feel like I somehow have more of a choice than being a nice guy or a nice guy who is sarcastic about it. A choice for me means that I actually do have a contrasting option, not a shade of beige, gray, or rose. The more I see of those examples, the more I prefer the black and white. I do not want a video game make me feel bad, I want to feel awesome. And I understand that too, but to me there has to be some balance. Again, I don't want every choice to be like that, I don't want every sidequest or encounter to make me feel miserable. But sometimes I feel like it's necessary to have moments like the one I described. In this case it shows the effect the war has on people on both sides. This is why this is more of an encounter than an actual sidequest, it's mostly there to enhance the atmosphere and the overall tone of Velen. An example that could happen in the Hinterlands was coming across a group of mages and a group of templars and give you a choice to defend one or the other side but giving you good reasons to make that a hard choice, meaning, not making the templars the obvious baddies and the mages the poor souls who need a hero to save them (and not do what DAI did which was, make both sides crazy and attack everything that moves).
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Post by Deleted on Oct 16, 2017 14:19:22 GMT
Yes, I understand, and I do not like that sort of stuff. I don't want to chose what makes me feel slightly less bad with a potential to miss my guess anyway and commit a terrible autrocity that would haunt me in my sleep. I would much rather go back to a completely obvious light side/dark side than have to weigh slaughtering innocents vs slaughtering a repentant guy. If gray choices leads to damn if you do, damn if you don't, i do not feel like I somehow have more of a choice than being a nice guy or a nice guy who is sarcastic about it. A choice for me means that I actually do have a contrasting option, not a shade of beige, gray, or rose. The more I see of those examples, the more I prefer the black and white. I do not want a video game make me feel bad, I want to feel awesome. And I understand that too, but to me there has to be some balance. Again, I don't want every choice to be like that, I don't want every sidequest or encounter to make me feel miserable. But sometimes I feel like it's necessary to have moments like the one I described. In this case it shows the effect the war has on people on both sides. This is why this is more of an encounter than an actual sidequest, it's mostly there to enhance the atmosphere and the overall tone of Velen. An example that could happen in the Hinterlands was coming across a group of mages and a group of templars and give you a choice to defend one or the other side but giving you good reasons to make that a hard choice, meaning, not making the templars the obvious baddies and the mages the poor souls who need a hero to save them (and not do what DAI did which was, make both sides crazy and attack everything that moves). Imo DA2 did just fine with showing both good and bad sides of Templars and Mages. I had an easy time making the case of siding with one or another. I still was able to avoid slaughtering innocents if I wanted to. I was able to keep elves and werewolves from killing one another, for example, or sic them on one another; or save the murderer because he felt pity for the elves girl in the moment of lucidity, but I did not have to see him to find and kill the girl afterwards. So, that level is enough for me, I do not want to be forced to move to the next one. I just won't, anyway, and avoid the game the way I avoid the Witcher. DA4 going back to DA2 is fine with me, and I would prefer it. Harder stuff than that, no, I do not want to try that in DA4 or another game. Obv, the thread is for putting down individual wishes, so debate is unnecessary. I know peeps want Witcher Age.
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