Storm
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire
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Post by Storm on Nov 8, 2022 23:31:36 GMT
The Origins aspect of DAO was one of the things that really clicked with me. I remember my brother excitedly retelling the Shakespearean plot that happened to his dwarf noble, an origin which was wholly different to my dalish elf.
I liked the intro to DA2, it was a fun twist to have Varric suddenly remove your powers after Cassandra accused him of being a unreliable narrator. But I feel like the DAI intro lacked pazazz similar to either predecessor, making it a boring slog when trying different classes and race options. I think each race should have had a short tutorial that ended with the sudden Breach. But I'll give them that the animated title screen that explodes on initialization was cleverly done.
So I wish for BioWare to have a go at multiple origins once more. I think that giving a different introduction depending on class (like a rogue starting out in the slums or during a heist) would be a good way of world building, which would be appreciated since we'll experience the Tevinter Imperium for the first time. Maybe have the intros align by joining a caravan that treats you with a cinematic view as you cross the bridge to Minrathous, the Tevinter capital.
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Post by fairdragon on Nov 9, 2022 12:19:44 GMT
I liked the intro to DA2, it was a fun twist to have Varric suddenly remove your powers after Cassandra accused him of being a unreliable narrator. But I feel like the DAI intro lacked pazazz similar to either predecessor, making it a boring slog when trying different classes and race options. I think each race should have had a short tutorial that ended with the sudden Breach. But I'll give them that the animated title screen that explodes on initialization was cleverly done. That isn't fair DA2 have only 1 race. Therefore you can't compare it to DAI and DAO.
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Storm
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Post by Storm on Nov 9, 2022 20:04:23 GMT
That isn't fair DA2 have only 1 race. Therefore you can't compare it to DAI and DAO. I think it was harmless to generally express in passing my enjoyment of the games' introductions, regardless of their unique context. I think the introductions in DAO and DA2 are better executed. Being better at things like giving a sense of the world (which can be relevant when considering new players unexperienced with the franchise) and making me invested in both the game and the protagonist. But I somewhat agree with your opinion, you can't make a 1:1 comparison. To elaborate on my thoughts. Imo, DAI wouldn't be that different of a narrative experience if it only featured one race. Because the game focuses heavily on the protagonist being the Inquisitor. I see the racial choice mainly being for aesthetics, with some light fluff expressed in-game. You get a short text blurb describing your background depending on race (and class affecting identity like Keeper apprentice and Saarebas). This gets referenced throughout the game with things like race specific war table operations and companions making unique comments, like having a short discussion about the dwarf inquisitor's carta involvement after the carta attack you in the Hinterlands. I would have preferred if the game instead took a show-don't-tell approach in the form of a short gameplay segment that shows how you got to the Divine Convlave. Instead of the war table operations, you could have a race specific sidequest that featured characters met during your unique introduction. But I still enjoy the in-game race fluff that we're given, like having a slightly different relationship with Solas if you're a female elf. Also the DAI intro is a nice reference to DA2, since both of them have Cassandra interrogating someone. It would have been cool if DAI started the same, but instead of leaving the "dungeon" after a short exchange or worlds, it could have transitioned to a flashback sequence as you explain your reason for being there. It would have been more straining on the budget and development time if this was included. DA2 was a more personal story thanks to it not featuring different races that could've become the Champion of Kirkwall, and because BioWare wanted to focus on the story of the Hawkes as much as the story of Kirkwall itself with the quanri threat and mage rebellion. It wouldn't work having the same personal story if it featured multiple races and we wouldn't have gotten the Legacy DLC that further elaborated on your family history. I'll paraphrase my previous wish that I want a intriguing introductory story, that gives you a more personal context besides being motivated to defeat the antagonist. With hopes that it gets referensed and built upon as the game progress (like the DAO dwarf noble being given the chance at revenge). It also can't be too ambitious because of above mentioned reasons, and it probably shouldn't detract too far from the game's main narrative. I recognize that my whole post is highly subjective and isn't something that everyone would wish for either DAI or Dreadwolf, I'm sure a lot of players don't mind at all how the DAI intro and races were handled. Sorry if this spontaneous critique/rant derailed too far from OT. And I enjoy the three games as they are.
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bierkrug
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Post by bierkrug on Nov 10, 2022 15:29:52 GMT
I'm gonna be extravagant: Bards like in ESO. ESO bards rock. They just randomly stand in a street corner and sing some awesome lore integrated stuff. I know Herald's rest had something like it but the songs were neither so varied, tragic, funny or heartfelt as they are in ESO. To me at least. But hey, I'm even kinda partial to the Narm Charm singing scene in DAI. I wouldn't mind the companions mumbling some songs during exploration (as long as they don't sound like Sera). Deadfire had this sweet musical decoration where the ship's crew sang shanties during overworld exploration. Something like that.
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Post by colfoley on Nov 15, 2022 0:59:51 GMT
Probably expressed some variation of this before but I was reminded of it recently...
I was reading an article for the upcoming HP HL game and it was talking about the game's dialogue and it said something like 'while it is nowhere near as complex as Horizon Forbidden West's super complicated dialogue system.' I burst out laughing considering Horizon's dialogue systems have never been complex. Fine maybe the individual options have some veneer of being so but when you only get a sprinkling of them here and there its not a complex system at all.
Basically my fear is that with the success of games like ACV/O, Witcher, Horizon that BioWare...or especially EA...might be more tempted to skimp on the RP mechanics and variety choices to have a more directed experience rather then one we can curate and make ourselves. On some level this can work as Shepard, Hawke, Ryder, Kassandra, Eivor, and Alloy all have their charms and despite their shortcomings and are still fun to play after a fashion. But they always haven't been the best from an RP standpoint (well except for Ryder and Hawk to be clear) and BioWare shouldn't skimp on dialogue choices, character customation, classes or the ability to have a wide and divergent power set, or racial options just to chase this niche. One of the big draws for BioWare is its (usually) rich RP. Don't ruin that.
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Post by Iddy on Dec 14, 2022 14:16:32 GMT
I have two new wishes: 1. I'd like to get a male KISA character. Not a shy guy like Cullen or Alistair, but a total badass like Cassandra. 2. Elves need to go back to looking like this: It bothers me that the books constantly talk about how elves have large eyes but it is never the case in other Dragon Age media.
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lk13
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Post by lk13 on Dec 14, 2022 15:15:38 GMT
One thing which I'd love and I think there is a decent chance of being present in the game: Photo Mode. I've basically already used it almost on every level in the ME Legendary Edition, and that was just a remaster of a 10+ year old series. Also, generally speaking, photo mode seems to be something more common in games nowadays. So... let me take some cool looking photos of Thedas, Bioware!
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cribbian
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Post by cribbian on Dec 28, 2022 9:31:04 GMT
I want the duelist specialization for rogues back. Or something similar.
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Cyberstrike
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Cyberstrike on Jan 19, 2023 13:55:31 GMT
That isn't fair DA2 have only 1 race. Therefore you can't compare it to DAI and DAO. I think it was harmless to generally express in passing my enjoyment of the games' introductions, regardless of their unique context. I think the introductions in DAO and DA2 are better executed. Being better at things like giving a sense of the world (which can be relevant when considering new players unexperienced with the franchise) and making me invested in both the game and the protagonist. But I somewhat agree with your opinion, you can't make a 1:1 comparison. To elaborate on my thoughts. Imo, DAI wouldn't be that different of a narrative experience if it only featured one race. Because the game focuses heavily on the protagonist being the Inquisitor. I see the racial choice mainly being for aesthetics, with some light fluff expressed in-game. You get a short text blurb describing your background depending on race (and class affecting identity like Keeper apprentice and Saarebas). This gets referenced throughout the game with things like race specific war table operations and companions making unique comments, like having a short discussion about the dwarf inquisitor's carta involvement after the carta attack you in the Hinterlands. I would have preferred if the game instead took a show-don't-tell approach in the form of a short gameplay segment that shows how you got to the Divine Convlave. Instead of the war table operations, you could have a race specific sidequest that featured characters met during your unique introduction. But I still enjoy the in-game race fluff that we're given, like having a slightly different relationship with Solas if you're a female elf. Also the DAI intro is a nice reference to DA2, since both of them have Cassandra interrogating someone. It would have been cool if DAI started the same, but instead of leaving the "dungeon" after a short exchange or worlds, it could have transitioned to a flashback sequence as you explain your reason for being there. It would have been more straining on the budget and development time if this was included. DA2 was a more personal story thanks to it not featuring different races that could've become the Champion of Kirkwall, and because BioWare wanted to focus on the story of the Hawkes as much as the story of Kirkwall itself with the quanri threat and mage rebellion. It wouldn't work having the same personal story if it featured multiple races and we wouldn't have gotten the Legacy DLC that further elaborated on your family history. I'll paraphrase my previous wish that I want a intriguing introductory story, that gives you a more personal context besides being motivated to defeat the antagonist. With hopes that it gets referensed and built upon as the game progress (like the DAO dwarf noble being given the chance at revenge). It also can't be too ambitious because of above mentioned reasons, and it probably shouldn't detract too far from the game's main narrative. I recognize that my whole post is highly subjective and isn't something that everyone would wish for either DAI or Dreadwolf, I'm sure a lot of players don't mind at all how the DAI intro and races were handled. Sorry if this spontaneous critique/rant derailed too far from OT. And I enjoy the three games as they are.
Honestly the origin stories in DAO work pretty much just exposition dumps with pretty window dressing. Once you finish them it's just some dialogue changes and few lines from other characters and etc.
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Post by Vortex13 on Jan 19, 2023 14:54:57 GMT
Unpopular opinion here, but I would like to see our PC go back to being a silent protagonist.
Not only would it free up ~50% of the word budget, since you don't have to higher multiple voice actors to read off the same lines, just with different inflections, but it would also allow the rest of the NPCs and the world in general to be much more reactive to player choice.
DA:O having a silent protagonist allowed the game to have the widely diverse origin plot lines for example. Call those prologues exposition dumps if you will but what other RPG had six different opening acts, each showcasing characters from a wide range of backgrounds?
Meanwhile, DA:I only has a single prologue sequence and once you get into the game proper your choice of character background means little to nothing; with the exception of the human noble, which has the most development since I think it was all the game was originally going to have. My Dwarf and Quniari Inquisitors on the other hand get a grand total of around five or six one off lines thrown their way, mostly some variation of: "Oh, you're a [INSERT RACIAL CHOICE]."
If the game had been released with a silent PC I would imagine that the game would have allowed for a much more reactive approach to my choice of character.
Speaking of reacting to player choice, having a voiceless protagonist would also help save the writing from having to water all of your dialogue choices to being in a 'neutral' state. My Dwarf or Quniari character should have some basic grasp of their own race's culture and/or politics, but since the game had to use the same voice actor(s) for all possible player choices my character instead stands there slack-jawed while my human political advisor was the one explaining how my character's own race acted.
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Post by Iddy on Jan 24, 2023 11:57:27 GMT
I think it was harmless to generally express in passing my enjoyment of the games' introductions, regardless of their unique context. I think the introductions in DAO and DA2 are better executed. Being better at things like giving a sense of the world (which can be relevant when considering new players unexperienced with the franchise) and making me invested in both the game and the protagonist. But I somewhat agree with your opinion, you can't make a 1:1 comparison. To elaborate on my thoughts. Imo, DAI wouldn't be that different of a narrative experience if it only featured one race. Because the game focuses heavily on the protagonist being the Inquisitor. I see the racial choice mainly being for aesthetics, with some light fluff expressed in-game. You get a short text blurb describing your background depending on race (and class affecting identity like Keeper apprentice and Saarebas). This gets referenced throughout the game with things like race specific war table operations and companions making unique comments, like having a short discussion about the dwarf inquisitor's carta involvement after the carta attack you in the Hinterlands. I would have preferred if the game instead took a show-don't-tell approach in the form of a short gameplay segment that shows how you got to the Divine Convlave. Instead of the war table operations, you could have a race specific sidequest that featured characters met during your unique introduction. But I still enjoy the in-game race fluff that we're given, like having a slightly different relationship with Solas if you're a female elf. Also the DAI intro is a nice reference to DA2, since both of them have Cassandra interrogating someone. It would have been cool if DAI started the same, but instead of leaving the "dungeon" after a short exchange or worlds, it could have transitioned to a flashback sequence as you explain your reason for being there. It would have been more straining on the budget and development time if this was included. DA2 was a more personal story thanks to it not featuring different races that could've become the Champion of Kirkwall, and because BioWare wanted to focus on the story of the Hawkes as much as the story of Kirkwall itself with the quanri threat and mage rebellion. It wouldn't work having the same personal story if it featured multiple races and we wouldn't have gotten the Legacy DLC that further elaborated on your family history. I'll paraphrase my previous wish that I want a intriguing introductory story, that gives you a more personal context besides being motivated to defeat the antagonist. With hopes that it gets referensed and built upon as the game progress (like the DAO dwarf noble being given the chance at revenge). It also can't be too ambitious because of above mentioned reasons, and it probably shouldn't detract too far from the game's main narrative. I recognize that my whole post is highly subjective and isn't something that everyone would wish for either DAI or Dreadwolf, I'm sure a lot of players don't mind at all how the DAI intro and races were handled. Sorry if this spontaneous critique/rant derailed too far from OT. And I enjoy the three games as they are.
Honestly the origin stories in DAO work pretty much just exposition dumps with pretty window dressing. Once you finish them it's just some dialogue changes and few lines from other characters and etc.
Nah, it's a little more than that. You meet some of the characters from the origin stories again later on. And the ghost of the Gauntlet questions you about what happened.
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Post by Iddy on Jan 24, 2023 12:11:48 GMT
Unpopular opinion here, but I would like to see our PC go back to being a silent protagonist. Not only would it free up ~50% of the word budget, since you don't have to higher multiple voice actors to read off the same lines, just with different inflections, but it would also allow the rest of the NPCs and the world in general to be much more reactive to player choice. DA:O having a silent protagonist allowed the game to have the widely diverse origin plot lines for example. Call those prologues exposition dumps if you will but what other RPG had six different opening acts, each showcasing characters from a wide range of backgrounds? Meanwhile, DA:I only has a single prologue sequence and once you get into the game proper your choice of character background means little to nothing; with the exception of the human noble, which has the most development since I think it was all the game was originally going to have. My Dwarf and Quniari Inquisitors on the other hand get a grand total of around five or six one off lines thrown their way, mostly some variation of: "Oh, you're a [INSERT RACIAL CHOICE]." If the game had been released with a silent PC I would imagine that the game would have allowed for a much more reactive approach to my choice of character. Speaking of reacting to player choice, having a voiceless protagonist would also help save the writing from having to water all of your dialogue choices to being in a 'neutral' state. My Dwarf or Quniari character should have some basic grasp of their own race's culture and/or politics, but since the game had to use the same voice actor(s) for all possible player choices my character instead stands there slack-jawed while my human political advisor was the one explaining how my character's own race acted. I was really satisfied with the Dalish experience, though. Your character gets to say lines in elvhen, discuss elven experiences and culture with Dalish and city elves alike, discover crucial info and even get a compliment from Mythal herself! Mind you, I'm still not listing everything that is specifically directed at your Dalish Inquisitor. "B-But s/he asked who's Mythal". Yeah, they really dropped the ball during WPHW, but that's just one quest. That said, I have to agree that the dwarven and Qunari Inquisitors survive on crumbs. There are a few moments, but it's like five of those during the whole game as you say. Perhaps one could argue that the story doesn't provide many opportunities, but Cadash barely reacts to anything during the Descent and Adaar didn't have much to say while facing off against the Qunari invaders in Trespasser. In the very least, the devs could have bothered to include dialogue where Cadash and Adaar get to talk about such things with side characters of the same race.
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Post by Vortex13 on Jan 24, 2023 13:21:44 GMT
Unpopular opinion here, but I would like to see our PC go back to being a silent protagonist. Not only would it free up ~50% of the word budget, since you don't have to higher multiple voice actors to read off the same lines, just with different inflections, but it would also allow the rest of the NPCs and the world in general to be much more reactive to player choice. DA:O having a silent protagonist allowed the game to have the widely diverse origin plot lines for example. Call those prologues exposition dumps if you will but what other RPG had six different opening acts, each showcasing characters from a wide range of backgrounds? Meanwhile, DA:I only has a single prologue sequence and once you get into the game proper your choice of character background means little to nothing; with the exception of the human noble, which has the most development since I think it was all the game was originally going to have. My Dwarf and Quniari Inquisitors on the other hand get a grand total of around five or six one off lines thrown their way, mostly some variation of: "Oh, you're a [INSERT RACIAL CHOICE]." If the game had been released with a silent PC I would imagine that the game would have allowed for a much more reactive approach to my choice of character. Speaking of reacting to player choice, having a voiceless protagonist would also help save the writing from having to water all of your dialogue choices to being in a 'neutral' state. My Dwarf or Quniari character should have some basic grasp of their own race's culture and/or politics, but since the game had to use the same voice actor(s) for all possible player choices my character instead stands there slack-jawed while my human political advisor was the one explaining how my character's own race acted. I was really satisfied with the Dalish experience, though. Your character gets to say lines in elvhen, discuss elven experiences and culture with Dalish and city elves alike, discover crucial info and even get a compliment from Mythal herself! Mind you, I'm still not listing everything that is specifically directed at your Dalish Inquisitor. "B-But s/he asked who's Mythal". Yeah, they really dropped the ball during WPHW, but that's just one quest. That said, I have to agree that the dwarven and Qunari Inquisitors survive on crumbs. There are a few moments, but it's like five of those during the whole game as you say. Perhaps one could argue that the story doesn't provide many opportunities, but Cadash barely reacts to anything during the Descent and Adaar didn't have much to say while facing off against the Qunari invaders in Trespasser. In the very least, the devs could have bothered to include dialogue where Cadash and Adaar get to talk about such things with side characters of the same race. Yeah the human noble and Dalish Elf had the most content, which makes me believe that BioWare was only going to have one to two possible origin choices before they added in the Dwarf and Qunari. Though considering how little the Dwarf and Quniari Inquisitors actually got in terms of content I would have much preferred to just have human and elf rather than getting something only half-baked and barley implemented. It would have been much easier for BioWare to create those racial backgrounds and reactive choices if they had a silent protagonist though. You could still have your Dalish Elf speaking elven, probably getting even more racial specific content if the game didn't have to account for half of all spoken dialogue being the same 4 voice actors.
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Post by Vortex13 on Jan 24, 2023 13:36:37 GMT
Another wishlist item I would like to see is the return of the 'other' perspectives like how Origins presented the setting.
Spirits that actually have motivation and personality, as opposed to being mindless monsters to kill for XP and loot.
Things like Sylvan, werewolves, and Awakened Darkspawn; intelligent entities rather than just mindless monsters to kill for XP and loot.
Dragons and Malbari that have a very high degree of intelligence and cunning rather than just being mindless monsters to kill for XP and loot.
Etc.
You can see where I'm going with this.
The world of Thedas in Dragon Age: Origins was a very diverse setting with wildly different perspectives that existed outside of the human, pointy-eared human, short human, and large human with horns way at looking at things. In playing the first game I felt that this was a place where our human way at looking at things was just a small part of a much larger whole.
By the time Inquisition comes around however and the world feels less expansive with hereto unknown possibilities and more a world in desperate need of an exterminator.
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ewigDunkelheit
N3
Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by ewigDunkelheit on Jan 24, 2023 17:17:17 GMT
"B-But s/he asked who's Mythal". Yeah, they really dropped the ball during WPHW, but that's just one quest.
I went back and forth quite a bit, but finally committed to having a Dalish Inquisitor for canon. I have been really happy with my staunchly Elven hunter-spy, and the content she experiences. Thankfully the Temple of Mythal section wasn't as bad as some of the impressions make it out to be. Between having a snarky Dalish, and the actual line being: "...the Temple of Mythal," "Which is?" I was able to move past that section without too much disappointment.
I definitely like how the exploration of elven ruins, and the discovery of elven artifacts FEELS through the perspective of a Dalish player character.
As far as wishes for future installments...I may have chimed in before, but I will repeat that I would like: -return of greater and varied spell selection for mages -return of different weapon styles for warriors (I would say rogues too, but I expect a zero likelihood of being able to play a two-handed or shield rogue again) -return of tactics scripts for controlling party members -continuing to allow race selection; or, if having a race-locked protagonist, make the player character NOT human (Bioware already developed three "more detailed backstories" using humans. Try something new) -ROMANCEABLE DWARF COMPANION(S)
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ergates
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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 ergates on Jan 25, 2023 18:40:42 GMT
I'm probably repeating myself here - hell I may have even already responded to this thread in the past, I forget... but regardless here's my (possibly updated) list:
1) No open world, no semi-open world, and a return to the more linear narrative-focussed model of the first two games. In retrospect I don't believe DA:I's huge semi-open world was entirely right for the series. Quantity does not always equate to quality, and while DA:I's zones were vast they often tended to be light on content. The balance was actually very strange.
The Hinterlands was absolutely stuffed to the brim with MMO-style quests, many of them in the form of fairly trivial fetch quests. This served the purpose of keeping us within this region for an inordinate amount of time while we ticked off our 'checklist' of tasks: 'fetch xx ram hides, fetch xx herbs, escort this Druffalo, banish that demon, find that NPC, find out who killed that other NPC etc. etc. etc.
But in weird contrast several of the other zones were actually quite light on quest content. If you removed all the filler stuff based around shards, puzzle thingys etc. there wasn't actually that much to do. I think that Crestwood was the one zone that did everything right. Everything tied in beautifully with the zone's main plot and your actions had real consequences.
I'd like a tighter, more focussed story, with side content that is an extension of the main plot, affecting it in a meaningful way.
2) A return of the tactics screen and deep programmable squad tactics. That one's a no-brainer. It grieved me to see this removed in Inquisition. Still no idea if this was down to limitations of the Frostbite engine, or to do with casualisation of the game and the belief that it was 'too complicated for modern gamers'.
3) An actual spell/action bar with actual functionality - yeah yeah, I'm being facetious, I know you could put eight spells on the Inquisition bar - whoopie do! This was one of my most despised 'features' of Inquisition. It made playing a Mage in particular a very lacklustre experience. All that stuff to learn, but using it meant having to sacrifice a bunch of other spells which, for me at least, made levelling up feel meaningless as by the time mid-game arrived I'd already had all the eight core spells I needed to finished the game and had already abandoned many of the utility or situational abilities I'd have otherwise kept on my action bar in reserve for those situation where they were called for.
Sure I could mix and match for specific encounters, but honestly that felt like a total drag. I wanted to have access to all the tools in my toolkit when I needed them. Once again, no idea if this was down to 'consolisation' or if it really was some kind of cack-handed deliberate design choice. Either way it sucked.
3) Timed missions need to stop FULL STOP! Wicked Eyes and Wicked Hearts - I'm staring you right in the face! ENOUGH OF THIS! Same with you... you damned templars!
4) Mod support. Though I'm probably more likely to be the first man on Pluto than get a dev toolkit included with the game. Still I can dream.
5) Spirit healing, healing spells and more. Yes I want this back. Potion spam was not fun for me. It also goes entirely against established lore. Spirit healing is a thing damnit! I'd not mind passive health regeneration to make a comeback either. I know some folks liked having non-regenerating health on the grounds that it made it 'more badass', but for me it limited exploration. Having huge open worlds to explore, but being limited by the fact that taking damage forced me to keep on backtracking to camps to heal up or get more pots was not particularly fun for me. it wasn't such an issue in the late game when I had guard on all my gear and leeching items, but it sure hampers the early game.
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Post by colfoley on Jan 29, 2023 7:57:40 GMT
I'm probably repeating myself here - hell I may have even already responded to this thread in the past, I forget... but regardless here's my (possibly updated) list: 1) No open world, no semi-open world, and a return to the more linear narrative-focussed model of the first two games. In retrospect I don't believe DA:I's huge semi-open world was entirely right for the series. Quantity does not always equate to quality, and while DA:I's zones were vast they often tended to be light on content. The balance was actually very strange. The Hinterlands was absolutely stuffed to the brim with MMO-style quests, many of them in the form of fairly trivial fetch quests. This served the purpose of keeping us within this region for an inordinate amount of time while we ticked off our 'checklist' of tasks: 'fetch xx ram hides, fetch xx herbs, escort this Druffalo, banish that demon, find that NPC, find out who killed that other NPC etc. etc. etc. But in weird contrast several of the other zones were actually quite light on quest content. If you removed all the filler stuff based around shards, puzzle thingys etc. there wasn't actually that much to do. I think that Crestwood was the one zone that did everything right. Everything tied in beautifully with the zone's main plot and your actions had real consequences. I'd like a tighter, more focussed story, with side content that is an extension of the main plot, affecting it in a meaningful way. 2) A return of the tactics screen and deep programmable squad tactics. That one's a no-brainer. It grieved me to see this removed in Inquisition. Still no idea if this was down to limitations of the Frostbite engine, or to do with casualisation of the game and the belief that it was 'too complicated for modern gamers'. 3) An actual spell/action bar with actual functionality - yeah yeah, I'm being facetious, I know you could put eight spells on the Inquisition bar - whoopie do! This was one of my most despised 'features' of Inquisition. It made playing a Mage in particular a very lacklustre experience. All that stuff to learn, but using it meant having to sacrifice a bunch of other spells which, for me at least, made levelling up feel meaningless as by the time mid-game arrived I'd already had all the eight core spells I needed to finished the game and had already abandoned many of the utility or situational abilities I'd have otherwise kept on my action bar in reserve for those situation where they were called for. Sure I could mix and match for specific encounters, but honestly that felt like a total drag. I wanted to have access to all the tools in my toolkit when I needed them. Once again, no idea if this was down to 'consolisation' or if it really was some kind of cack-handed deliberate design choice. Either way it sucked. 3) Timed missions need to stop FULL STOP! Wicked Eyes and Wicked Hearts - I'm staring you right in the face! ENOUGH OF THIS! Same with you... you damned templars! 4) Mod support. Though I'm probably more likely to be the first man on Pluto than get a dev toolkit included with the game. Still I can dream. 5) Spirit healing, healing spells and more. Yes I want this back. Potion spam was not fun for me. It also goes entirely against established lore. Spirit healing is a thing damnit! I'd not mind passive health regeneration to make a comeback either. I know some folks liked having non-regenerating health on the grounds that it made it 'more badass', but for me it limited exploration. Having huge open worlds to explore, but being limited by the fact that taking damage forced me to keep on backtracking to camps to heal up or get more pots was not particularly fun for me. it wasn't such an issue in the late game when I had guard on all my gear and leeching items, but it sure hampers the early game. Actually the healing system in Inqusition was far more lore friendly then it was in Origins or 2. At least in terms of the spells. Healing spells, in lore, aren't supposed to be easy and can come with a certain degree of risk...which is why the Chantry is weary about such things. Having one healing spell which was hard to execute, but powerful made a lot more sense then popping candy with the heal spells in previous games. IMO at least. *** Playing the Witcher 3 again has reminded me of something. All the question marks throughout the various maps are nice after a fashion. Little signposts of things you have to investigate to explore the world and go through the map. This can give one an expectation of exploration and sort of goals to work towards. Just the annoying problem is that they aren't all equal in terms of value, which is fairly obvious, but for instance with the Witcher the abandoned settlements and the places of power are cool to do... a lot of the other stuff not really. Ubisoft with games like Ghost Recon and Assassins Creed has addressed this. In those games they have random NPCs wandering the map which you can go to and investigate the map and can get information on where individual things are that you want, taking the form of equipment, quests, etc. So I think that if DA has a similar system for its exploration that they can adapt this for here. Maybe spice it up by giving maps we can buy at merchants or via the wartable if that's in there. This will allow the player to further tailor the experience and if you are looking for certain equipment to then that can be a way to finding it to.
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Post by Hrungr on Jan 29, 2023 19:43:53 GMT
1) No open world, no semi-open world, and a return to the more linear narrative-focussed model of the first two games. For Dragon Age, I feel like the semi-open world style of game is a good fit, provided they can make good on some of their earlier goals of having more robust side quests. I also like having spaces to wander around post-game, esp. if there's good content as well. Having said that, I've heard there are linear spaces in DA:D, but don't know prevalent they are. 2) A return of the tactics screen and deep programmable squad tactics. While I really liked the programmable tactics of DA:O myself, I've heard that most players either didn't use them or didn't know how to use them effectively. Combat is getting a major overhaul anyway, so... 3) An actual spell/action bar with actual functionality With combat evolving into a more action-oriented style, I don't expect we'll see a return to the early DA action bars. 3) Timed missions need to stop FULL STOP! Lol - Agreed. I've heard the idea gets tossed around every now and then, but there are a lot of obstacles to having that happen. If the next game moves over to Unreal, then... 5) Spirit healing, healing spells and more. Personally, I don't like to be reliant on spellcasters for healing. I thought potions were a good way to go in a game like DA, where characters are more important than classes. I like to have the most flexibility in my party makeup, and not have a difficulty spike if I don't bring X class along. And if we continue to have limited spaces on our action bar (which we very likely will), then keeping healing to potions frees up slot(s) for other abilities. As you pointed out, this is especially relevant for mages.
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Post by colfoley on Jan 29, 2023 23:12:17 GMT
1) No open world, no semi-open world, and a return to the more linear narrative-focussed model of the first two games. For Dragon Age, I feel like the semi-open world style of game is a good fit, provided they can make good on some of their earlier goals of having more robust side quests. I also like having spaces to wander around post-game, esp. if there's good content as well. Having said that, I've heard there are linear spaces in DA:D, but don't know prevalent they are. 2) A return of the tactics screen and deep programmable squad tactics. While I really liked the programmable tactics of DA:O myself, I've heard that most players either didn't use them or didn't know how to use them effectively. Combat is getting a major overhaul anyway, so... 3) An actual spell/action bar with actual functionality With combat evolving into a more action-oriented style, I don't expect we'll see a return to the early DA action bars. 3) Timed missions need to stop FULL STOP! Lol - Agreed. I've heard the idea gets tossed around every now and then, but there are a lot of obstacles to having that happen. If the next game moves over to Unreal, then... 5) Spirit healing, healing spells and more. Personally, I don't like to be reliant on spellcasters for healing. I thought potions were a good way to go in a game like DA, where characters are more important than classes. I like to have the most flexibility in my party makeup, and not have a difficulty spike if I don't bring X class along. And if we continue to have limited spaces on our action bar (which we very likely will), then keeping healing potions frees up slot(s) for other abilities. As you pointed out, this is especially relevant for mages. I think what kind of side quests we get will depend on what trends bioware will chase and the time they get to actually develop the game. Been replaying the Witcher, as I said, but I think it I can quantify now just why the side quests are impactful and some of my favorites. They had a clearly defined main story arc, find Ciri and then prepare Ciri. But the side quests flowed from there, depending on the characters you met looking for Ciri gave you their own stories that still got attention, but weren't related. Andromeda l, origins, and Odyssey all took similar approaches but in a nut shell defining your quests is a great start so things can trickle down and avoid busy work.
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Post by Hrungr on Jan 30, 2023 1:37:45 GMT
I think what kind of side quests we get will depend on what trends bioware will chase and the time they get to actually develop the game. Been replaying the Witcher, as I said, but I think it I can quantify now just why the side quests are impactful and some of my favorites. They had a clearly defined main story arc, find Ciri and then prepare Ciri. But the side quests flowed from there, depending on the characters you met looking for Ciri gave you their own stories that still got attention, but weren't related. Andromeda l, origins, and Odyssey all took similar approaches but in a nut shell defining your quests is a great start so things can trickle down and avoid busy work. Yeah, as long as the side quest is in some way interesting, it doesn't matter to me whether it ties back into the main quest or not. And if they subvert the players' expectations along the way? Bonus. On a related note, world events (random & triggered) can also add just that little extra something to a game. eg. AC: Origins - exerting yourself in the desert could trigger a number of relatively simple, but always interesting hallucinations. In AC: Valhalla, the rare random meteor strikes, rainbows (both of which you could loot), and burning statues. Events that are not too expensive to add, but are certainly memorable.
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Post by colfoley on Jan 30, 2023 1:49:50 GMT
I think what kind of side quests we get will depend on what trends bioware will chase and the time they get to actually develop the game. Been replaying the Witcher, as I said, but I think it I can quantify now just why the side quests are impactful and some of my favorites. They had a clearly defined main story arc, find Ciri and then prepare Ciri. But the side quests flowed from there, depending on the characters you met looking for Ciri gave you their own stories that still got attention, but weren't related. Andromeda l, origins, and Odyssey all took similar approaches but in a nut shell defining your quests is a great start so things can trickle down and avoid busy work. Yeah, as long as the side quest is in some way interesting, it doesn't matter to me whether it ties back into the main quest or not. And if they subvert the players' expectations along the way? Bonus. On a related note, world events (random & triggered) can also add just that little extra something to a game. eg. AC: Origins - exerting yourself in the desert could trigger a number of relatively simple, but always interesting hallucinations. In AC: Valhalla, the rare random meteor strikes, rainbows (both of which you could loot), and burning statues. Events that are not too expensive to add, but are certainly memorable. Wonder if they'd ever consider something like the WIld Wasteland perk from FO except not make it part of a perk?
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Post by qunaripenis on Feb 5, 2023 0:06:04 GMT
I genuinely hope all races are selectable again. As much as I love Hawke in DA2 I was like "Human only in a fantasy RPG? The fuck?? I want horns!"
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Post by cuthbertbeckett on Feb 5, 2023 15:06:36 GMT
I genuinely hope all races are selectable again. As much as I love Hawke in DA2 I was like "Human only in a fantasy RPG? The fuck?? I want horns!" Well i think its safe to say that your wish will be fulfilled. Not so sure about Qunari but what the heck they have to be also an option again. Human and Elves would be boring without Dwarves and Qunari.
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Post by puddingtheruthless on Feb 5, 2023 16:20:40 GMT
I was really satisfied with the Dalish experience, though. Your character gets to say lines in elvhen, discuss elven experiences and culture with Dalish and city elves alike, discover crucial info and even get a compliment from Mythal herself! Mind you, I'm still not listing everything that is specifically directed at your Dalish Inquisitor. "B-But s/he asked who's Mythal". Yeah, they really dropped the ball during WPHW, but that's just one quest. That said, I have to agree that the dwarven and Qunari Inquisitors survive on crumbs. There are a few moments, but it's like five of those during the whole game as you say. Perhaps one could argue that the story doesn't provide many opportunities, but Cadash barely reacts to anything during the Descent and Adaar didn't have much to say while facing off against the Qunari invaders in Trespasser. In the very least, the devs could have bothered to include dialogue where Cadash and Adaar get to talk about such things with side characters of the same race. The Adaar ball dropped during Trespasser, but otherwise I've actually enjoyed playing an Adaar; There was sufficient amount of content for me to not feel like the choice was pointless. I like the conversations with the Iron Bull. The first one was kinda funny because my Adaar greeted him politely with a "Shanedan, Sten" and he went ixnay on the qunlatsay in front of his men. When he revealed he was a Qunari, my character went "Get the fuck away from me." with alarm (I know that response might be across all races, but it had a different context here) You also have conversations with him where, when he brings up Tal'Vashoth, you get to mention your parents. When you talk about both being mercenaries, you have the choice of what kind of group you usually hung out with (ex. diverse, mostly something or mostly other qunari) It's kinda interesting because he sort of goes from "Well, they're not the kind of Tal'Vashoth I'm talking about." like they're an exception to sort of grudgingly conceding something. There's also a conversation with Vivienne where she asks about your training (and naturally gets dismissive about your answer because you're contrary evidence to the Circles' confined method of education) There's definitely, without a doubt, room for improvement and the fact that you never meet a single character from your backstory is one of them. I'd have loved a personal quest, but the lack of even an appearance is annoying. It's also a bit weird because if you look at Shokrakar, there's so much detail in her description that it seems like it was in the cards originally, but never got past the early stage.
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Post by themikefest on Feb 6, 2023 2:59:25 GMT
I believe it's been mentioned before. To have control for the size of the subtitles. I downloaded the game Dead Space. They have that function in settings. Very good. Maybe something like that for the next DA game.
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