talyn82
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Post by talyn82 on Mar 12, 2018 11:46:57 GMT
I agree, a nice 50hr game would be fine by me. It could even be 100hr game as long as it has a good story and deep characters. I have 487 hrs on one character in Inquisition and still never beat that game. That character is the same character I've always had since launch. The game is just too big with a lot of filler quests.
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Post by duckley on Mar 15, 2018 0:52:09 GMT
i liked the length of DAI - you can always shorten a long game ( avoid side quests, collections, go fetch quests) but you can't lengthen short game.
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Post by phoray on Mar 15, 2018 1:06:48 GMT
Doing a quest for providing blankets for cold people could provide a wealth of role playing opprotunities: Is your character a good person? Is your character trying to ....get Mother Giselle to shut up? I swear, the only reason I sometimes do these sorts of missions is because there is at least SOMEONE who acts like I did them.
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Post by ethereal on Mar 15, 2018 1:20:46 GMT
i liked the length of DAI - you can always shorten a long game ( avoid side quests, collections, go fetch quests) but you can't lengthen short game. So did I to be honest. I think what helped with my Hawke (although after blowing up the Chantry I had my Hawke break up with Anders) was that ironically I played her as anti blood-mage while pro mage except for when her brother Carver was around because of the fact that he was just so damn hard to please. It was weird that she talked like she wanted to protect Anders after what he'd done but when I thought about it would make sense considering she probably wouldn't want to see him controlled like the other wardens. The only thing that got me sometimes was as someone who could only play for like 3-4 hrs a day it did get kind of long, but now that I've beat Inquisition I'm planning to go back through all three of them and make different choices, well at least some of them. There are just some choices that I can't force myself to make, like for instance having Bull let his men die and siding with the Templars in almost anything. I will say however that I am planning to side with them in my second playthrough of Inquisition to see how things change. Plus I completely missed a quest involving Hawke's family in part 2 that I was unaware of until after the fact.
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Post by Kaibe on Mar 17, 2018 22:32:17 GMT
What made DAI seem long and grindy to me was the power mechanic.
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Post by Deleted on Mar 20, 2018 17:13:32 GMT
I would love a 50 hour game with a solid story and characters. What I absolutely love is the choices, no matter how small, carrying over to next game. Throw in two 10 hour dlc:s and I am as happy as I can get. Scrap that open world concept while we are at it. More space and more content don't equal better quality, imo. I just can't find the time to replay 80-100h games, doing it once is enough of a chore.
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Post by mmoblitz on Mar 24, 2018 11:22:27 GMT
I agree that choices should have an effect on the world. Sometimes small, sometimes big. But you can't wave a magic wand and give something meaning merely because you have a choice. I think, instead, they should focus on making the points behind the decisions clear, even if they aren't always clear at the time you make the choice: The biggest one for this was choosing the mages or templars in Inquisition. To me, it seemed like BioWARE had no desire to put anymore effort in choosing the Templars beyond the bare minimum. I got to talk to mages in Redcliffe, hear all of this and that. But I only got one scene in Val Royeaux for the templars, and no one else to even communicate with. I'd rather have tangible choices, even if they aren't huge "fate of the nation" choices: I want choices that can alter the trajectory of the story, multiple paths to victory. And to defeat. I want choices that affect how my character is remembered. I want choices that affects who is my friend and who is my enemy. Those are the choices that make our play thrus unique. That make me feel like my choices matter. Choices that affect the here and now, not some game that might be made years later. Agree with you 100%. Give me meaningful choices that only effect the current game I'm playing. Give me multiple paths to the end with different ways to get there. We know the end will be a final showdown with someone or some thing, but make how we got there matter. Example; a loved one is captured and if they live or die at the end will depend on what choices and paths you took. It can even carry forward to the next game and explained why the protagonist isn't around by the ending of the last game. They lost their loved one and in their grief they went in seclusion and haven't been heard from since or they saved them and disappeared together and no one knows where. Lots of things they can do. Just make the journey to the end fun, interesting, and different depending on your choices.
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Post by arvaarad on Mar 24, 2018 17:46:52 GMT
Choice reactivity explodes really fast, so making the game half as long but twice as reactive isn’t an even trade. Exponential growth vs. linear cuts... the exponential function is gonna win by a mile.
I think one thing that would be kind of fun is including more “bad endings”. Bad endings are nice because, while they offer another dialogue choice and potentially another scene, neither this game nor future games have to actually deal with the explosion of possible world states. Want to personally make yourself the ariqun? Cool, include that dialogue option and add a funny ending slide, but don’t worry about making future games react to that. The Qunari rolled their eyes at you and escorted you out, failing this critical diplomatic mission.
This is something interactive fiction does really well, IMO. A good IF story has less constraints on branching to begin with, because it has no VO and no/minimal graphics. But there’s also a strong tradition of bad endings, which allow for the player to make more wild choices without spawning a huge, branching alternate timeline that’s difficult for the author to manage. The player just gets neatly killed off, or dethroned, or taken out by pigeon ninjas, and the writer can continue adding more branches to the “survival” path instead of having to flesh out the weird timeline.
Adventure games used to be pretty rife with bad endings too, sometimes to an unfun degree. There was a concept of “dead man walking”, where you entered a death branch but didn’t know it yet, possibly saving over the fatal decision point. Which was really cool on paper, but really obnoxious when it meant redoing an hours-long playthrough from scratch. I think it’s good to stay away from that extreme (except in IF, where restarting is much easier), but modern RPGs may have swung too far in the other direction. A healthy dose of quick, sometimes silly bad endings is a good thing.
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linksocarina
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Post by linksocarina on Mar 25, 2018 18:56:58 GMT
Oh... not heard that before. I was quite happy to see Hawke in DAi (though the character creator did little for them.) Think of some of Hawke's lines, then imagine you played a blood mage, and then see how absolutely ridiculous it was to hear him/her rail against blood magic. I didn't even play a blood mage and I thought it was annoying. It's about having your character be fully controlled by the game and the writers, and not by yourself. As much as I want to see my Inquisitor again for DA4, this is my main concern. Except that is putting personal canon onto hawke as a character, no? Isent that a conflict between player vs narrative agency? Maybe he was a blood mage, but gave it up? The parameters was the type of responses hawke gives, not how he sees things from two years ago. You can argue things change. Hawke, as a hybrid character, was always this. We never had full control of him.
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Post by melbella on Mar 25, 2018 19:17:41 GMT
I would love a 50 hour game with a solid story and characters. What I absolutely love is the choices, no matter how small, carrying over to next game. Throw in two 10 hour dlc:s and I am as happy as I can get. Scrap that open world concept while we are at it. More space and more content don't equal better quality, imo . I just can't find the time to replay 80-100h games, doing it once is enough of a chore.
I don't quite understand this argument. If you have time to play a 50hr game twice, or 2 different 50hr games, why wouldn't you have the time to play a 100hr game once? And multiply it out - if you have the time to play ME3 10 times at 50hrs each, why can't you play something else 5x at 100hrs each? It's the same amount of time.
I get not wanting to do every single side quest every time, but that isn't required anyway. You can play the main story of MEA or DAI in about 20 hrs (or less) if you skip the side stuff. A lot easier in MEA with NG+ mode added in.
As for choices, make them matter in the game I'm playing, not 3 games (or whatever) down the line since that may never happen. Don't leave cliffhangers for stuff that may never see the light of day. Answer the questions raised in the game itself. Don't "hope" for a sequel. Both DAI/Trespasser and MEA do this, and it's infuriating, especially given what's happened.
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correctamundo
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Post by correctamundo on Mar 25, 2018 19:25:39 GMT
Choice reactivity explodes really fast, so making the game half as long but twice as reactive isn’t an even trade. Exponential growth vs. linear cuts... the exponential function is gonna win by a mile. I think one thing that would be kind of fun is including more “bad endings”. Bad endings are nice because, while they offer another dialogue choice and potentially another scene, neither this game nor future games have to actually deal with the explosion of possible world states. Want to personally make yourself the ariqun? Cool, include that dialogue option and add a funny ending slide, but don’t worry about making future games react to that. The Qunari rolled their eyes at you and escorted you out, failing this critical diplomatic mission. This is something interactive fiction does really well, IMO. A good IF story has less constraints on branching to begin with, because it has no VO and no/minimal graphics. But there’s also a strong tradition of bad endings, which allow for the player to make more wild choices without spawning a huge, branching alternate timeline that’s difficult for the author to manage. The player just gets neatly killed off, or dethroned, or taken out by pigeon ninjas, and the writer can continue adding more branches to the “survival” path instead of having to flesh out the weird timeline. Adventure games used to be pretty rife with bad endings too, sometimes to an unfun degree. There was a concept of “dead man walking”, where you entered a death branch but didn’t know it yet, possibly saving over the fatal decision point. Which was really cool on paper, but really obnoxious when it meant redoing an hours-long playthrough from scratch. I think it’s good to stay away from that extreme (except in IF, where restarting is much easier), but modern RPGs may have swung too far in the other direction. A healthy dose of quick, sometimes silly bad endings is a good thing. They did fail to make a meaningful impact on the final showdown with Corytit. On the other hand they brought that back in Andromeda where choices you made reflected the ending you got. Not as much as the suicide mission but in some cases more interersting than the binary live/die. Granted it was appropriate for that mission. So here's hoping we see a DA4 ending more like MEA than DAI (not counting Tresspasser).
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Post by colfoley on Mar 25, 2018 19:54:52 GMT
Choice reactivity explodes really fast, so making the game half as long but twice as reactive isn’t an even trade. Exponential growth vs. linear cuts... the exponential function is gonna win by a mile. I think one thing that would be kind of fun is including more “bad endings”. Bad endings are nice because, while they offer another dialogue choice and potentially another scene, neither this game nor future games have to actually deal with the explosion of possible world states. Want to personally make yourself the ariqun? Cool, include that dialogue option and add a funny ending slide, but don’t worry about making future games react to that. The Qunari rolled their eyes at you and escorted you out, failing this critical diplomatic mission. This is something interactive fiction does really well, IMO. A good IF story has less constraints on branching to begin with, because it has no VO and no/minimal graphics. But there’s also a strong tradition of bad endings, which allow for the player to make more wild choices without spawning a huge, branching alternate timeline that’s difficult for the author to manage. The player just gets neatly killed off, or dethroned, or taken out by pigeon ninjas, and the writer can continue adding more branches to the “survival” path instead of having to flesh out the weird timeline. Adventure games used to be pretty rife with bad endings too, sometimes to an unfun degree. There was a concept of “dead man walking”, where you entered a death branch but didn’t know it yet, possibly saving over the fatal decision point. Which was really cool on paper, but really obnoxious when it meant redoing an hours-long playthrough from scratch. I think it’s good to stay away from that extreme (except in IF, where restarting is much easier), but modern RPGs may have swung too far in the other direction. A healthy dose of quick, sometimes silly bad endings is a good thing. They did fail to make a meaningful impact on the final showdown with Corytit. On the other hand they brought that back in Andromeda where choices you made reflected the ending you got. Not as much as the suicide mission but in some cases more interersting than the binary live/die. Granted it was appropriate for that mission. So here's hoping we see a DA4 ending more like MEA than DAI (not counting Tresspasser). Two things about MEA in comparison to DAI. First, and more importantly, pretty much MEA dropped the classic Bioware trope of two missions for the ending. Each Bioware game I can think of had effectively two missions for the ending. MEA didn’t, this really improved the pacing of the game and allowed them to tell a more climactic story especially with an semi open world game. Also they were far more obvious and cinematic about the whole thing.
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Post by cszoltan on Mar 25, 2018 21:54:49 GMT
i liked the length of DAI - you can always shorten a long game ( avoid side quests, collections, go fetch quests) but you can't lengthen short game. Yeah but if I don't care about 80% of the game I'd rather they'd turn that 100 hours into 20 that's actually good.
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Post by Catilina on Mar 25, 2018 22:01:19 GMT
How can be good if you have 20-hour content in a ~150+ hour long game? Not better a ~ 40-hour long game, that has ~40-hour content (okay, perhaps only ~35...)?
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Post by cszoltan on Mar 25, 2018 22:17:41 GMT
That's what I meant. I'd rather have a 50 hours game where all of it is main quest and closely tied side quests (i.e. companion quests) than a 150 hours game where only like 30 hours are actually interesting and the rest are boring irrelevant side quests.
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Post by melbella on Mar 25, 2018 22:37:31 GMT
The flip side of that though, is little replay value. If the entire game is made up of the main quest line, then there's nothing to do next time that you didn't do the first time. Why play it again? Whereas, a game with lots of side content can have new stuff to do/see/find every game. You don't have to do it all every time.
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Post by cszoltan on Mar 25, 2018 22:50:34 GMT
Disagreed. I barely do any side quest in Bioware games yet I have 10+ playthroughs in each of them (except MEA and DAI because they aren't that old). There are loads of things you can do differently just by doing the main quests.
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Post by river82 on Mar 25, 2018 23:00:40 GMT
Disagreed. I barely do any side quest in Bioware games yet I have 10+ playthroughs in each of them (except MEA and DAI because they aren't that old). There are loads of things you can do differently just by doing the main quests. Yes, for example Knights of the Old Republic was a fairly linear game with not many side quests and people are still replaying it 14 years later
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Post by Cantina on Mar 27, 2018 22:46:38 GMT
Hello guys, we know by experience (DAI) that there is a lot of boring quests and "filler" content that takes hours and hours of the game, a 100% playthrough takes about 100-150 hours, so why not cut it to 50ish and create impactfull and meaningfull choices that changes deeply the state of the campaing, enhancing the experience, improving the replayability and giving the player the real power to create his own story. I'm talking about trading 50-100 hours of worthless/boring content with futile choices and investing it on significant differences and numerous ramifications, MAKE US PLAY THE GAME MORE THEN ONCE.Real difference, not just choosing to save character A or B while barelly have any impact on the game besides some sad lines from companions. Choices that create different stories and real repercussions, i want to talk with my riend about how i was able to free the Darkspawn from the call of the Old Gods, while he says "wtf, i'm fighting the 6th blight". Lower the number of filler content like side quests, exploring (the meaningless part), farming, leveling, reading and make an engaging, fast paced, continuous storytelling. *This could bring back background stories from DAO and take to the next level."
LESS IS MORE.I agree with you. Let me be blunt. Anyone here who does not understand what the original poster is suggesting probably never played Dragon Age Origins. DAO was an amazing game – hell it still is. Whatever you chose to do, it mattered at some point. DA2 had some problems but it still was a good game. Choices? Yep. They mattered. DAI was all over the place. Your choices? Good sodding luck. One poster suggested, “Well there is the Iron Bull choice.” No, that was not a choice. That was a contrived moment. There is a difference between being giving a choice and being thrown into a choice that should not be there it start with. I can think of a dozen different scenarios of how to better that Iron Bull choice. Thus using it as confirmation only cements the fact of how piss poor the small amount of choices were in DAI. The worst offense of DAI was the illusion of choice. And years later this STILL pisses me off. I’m currently playing through DAO again. And it’s a breath of fresh air. No hand-holding. No illusions. Good adult story telling. It is glorious. DAO reflected what real life has – cause and effect. There was no dialogue that held your hand and said, “Well if you kill Connor, this what will happen.” Then those consequences never played out. The choice was left up to YOU as to what you felt was the “right” choice. And whatever you chose it did happen. In DAI, your hand is held and told: “If you side with the Wardens, then this could happen.” But it never does happen. I would have been satisfied even with the smallest show of the choice having whatever consequences. Like chasing down a Warden who was acting strangely at the Skyhold and made a run for it. What is the point of having a choice when said choice never happens?!? I ask my husband that very same question when we had a discussing about DAI. And while he likes DAI more then I, he was even baffled by how there was little to no cause and effect. The DA franchise has gone downhill. The developers are too busy worrying about what other popular games are doing instead of doing their own thing. Such as adding in PVP, which did not need to be in the DA franchise and took a huge chunk out of what could have gone into the base game. I certainly hope that the forth installment goes back to its roots. If not, well I have a feeling MEA is going to have company. Be sad to see, but the DA franchise has been slowly dying since Knowles left. Bioware tells us, "Oh we love Dragon Age." Right. If that was the case then it would reflect in the execution of the game. But no it just an illusion much like the choices in DAI.
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Post by LogicGunn on Mar 27, 2018 22:55:23 GMT
I don't mind too much about the length of the game as long as the time is used well. I don't want DA4 to be an openworld-fetchquest filler game.
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Post by arvaarad on Mar 27, 2018 23:23:20 GMT
Hello guys, we know by experience (DAI) that there is a lot of boring quests and "filler" content that takes hours and hours of the game, a 100% playthrough takes about 100-150 hours, so why not cut it to 50ish and create impactfull and meaningfull choices that changes deeply the state of the campaing, enhancing the experience, improving the replayability and giving the player the real power to create his own story. I'm talking about trading 50-100 hours of worthless/boring content with futile choices and investing it on significant differences and numerous ramifications, MAKE US PLAY THE GAME MORE THEN ONCE.Real difference, not just choosing to save character A or B while barelly have any impact on the game besides some sad lines from companions. Choices that create different stories and real repercussions, i want to talk with my riend about how i was able to free the Darkspawn from the call of the Old Gods, while he says "wtf, i'm fighting the 6th blight". Lower the number of filler content like side quests, exploring (the meaningless part), farming, leveling, reading and make an engaging, fast paced, continuous storytelling. *This could bring back background stories from DAO and take to the next level."
LESS IS MORE.I agree with you. Let me be blunt. Anyone here who does not understand what the original poster is suggesting probably never played Dragon Age Origins. DAO was an amazing game – hell it still is. Whatever you chose to do, it mattered at some point. DA2 had some problems but it still was a good game. Choices? Yep. They mattered. DAI was all over the place. Your choices? Good sodding luck. One poster suggested, “Well there is the Iron Bull choice.” No, that was not a choice. That was a contrived moment. There is a difference between being giving a choice and being thrown into a choice that should not be there it start with. I can think of a dozen different scenarios of how to better that Iron Bull choice. Thus using it as confirmation only cements the fact of how piss poor the small amount of choices were in DAI. The worst offense of DAI was the illusion of choice. And years later this STILL pisses me off. I’m currently playing through DAO again. And it’s a breath of fresh air. No hand-holding. No illusions. Good adult story telling. It is glorious. DAO reflected what real life has – cause and effect. There was no dialogue that held your hand and said, “Well if you kill Connor, this what will happen.” Then those consequences never played out. The choice was left up to YOU as to what you felt was the “right” choice. And whatever you chose it did happen. In DAI, your hand is held and told: “If you side with the Wardens, then this could happen.” But it never does happen. I would have been satisfied even with the smallest show of the choice having whatever consequences. Like chasing down a Warden who was acting strangely at the Skyhold and made a run for it. What is the point of having a choice when said choice never happens?!? I ask my husband that very same question when we had a discussing about DAI. And while he likes DAI more then I, he was even baffled by how there was little to no cause and effect. The DA franchise has gone downhill. The developers are too busy worrying about what other popular games are doing instead of doing their own thing. Such as adding in PVP, which did not need to be in the DA franchise and took a huge chunk out of what could have gone into the base game. I certainly hope that the forth installment goes back to its roots. If not, well I have a feeling MEA is going to have company. Be sad to see, but the DA franchise has been slowly dying since Knowles left. Bioware tells us, "Oh we love Dragon Age." Right. If that was the case then it would reflect in the execution of the game. But no it just an illusion much like the choices in DAI. I enjoyed Origins, but its development nearly put Bioware out of business. They can’t routinely spend that much time on making a game unless we all agree to spend a lot more money on their games. Their price point is forced to compete with lots of other RPGs (and other games) that don’t have anywhere near the amount of branching storylines + customization + party banter, especially across games. Video games compete on the slimmest margins they can, so there’s not much slack for revenue. I know in everyone’s ideal world video game makers are all trust fund kids who can afford to only care about the purity of their art or whatever. But here in the real world, a studio’s video games need to make more money, overall, than it costs to produce them. This is part of why MP is good even for SP players. It functions like Pixar’s Cars franchise. Since it requires a lot less storyline, and nets a lot more recurring revenue, it can help keep the lights on for more narrative-heavy stuff.
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Cantina
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Post by Cantina on Mar 27, 2018 23:40:05 GMT
I agree with you. Let me be blunt. Anyone here who does not understand what the original poster is suggesting probably never played Dragon Age Origins. DAO was an amazing game – hell it still is. Whatever you chose to do, it mattered at some point. DA2 had some problems but it still was a good game. Choices? Yep. They mattered. DAI was all over the place. Your choices? Good sodding luck. One poster suggested, “Well there is the Iron Bull choice.” No, that was not a choice. That was a contrived moment. There is a difference between being giving a choice and being thrown into a choice that should not be there it start with. I can think of a dozen different scenarios of how to better that Iron Bull choice. Thus using it as confirmation only cements the fact of how piss poor the small amount of choices were in DAI. The worst offense of DAI was the illusion of choice. And years later this STILL pisses me off. I’m currently playing through DAO again. And it’s a breath of fresh air. No hand-holding. No illusions. Good adult story telling. It is glorious. DAO reflected what real life has – cause and effect. There was no dialogue that held your hand and said, “Well if you kill Connor, this what will happen.” Then those consequences never played out. The choice was left up to YOU as to what you felt was the “right” choice. And whatever you chose it did happen. In DAI, your hand is held and told: “If you side with the Wardens, then this could happen.” But it never does happen. I would have been satisfied even with the smallest show of the choice having whatever consequences. Like chasing down a Warden who was acting strangely at the Skyhold and made a run for it. What is the point of having a choice when said choice never happens?!? I ask my husband that very same question when we had a discussing about DAI. And while he likes DAI more then I, he was even baffled by how there was little to no cause and effect. The DA franchise has gone downhill. The developers are too busy worrying about what other popular games are doing instead of doing their own thing. Such as adding in PVP, which did not need to be in the DA franchise and took a huge chunk out of what could have gone into the base game. I certainly hope that the forth installment goes back to its roots. If not, well I have a feeling MEA is going to have company. Be sad to see, but the DA franchise has been slowly dying since Knowles left. Bioware tells us, "Oh we love Dragon Age." Right. If that was the case then it would reflect in the execution of the game. But no it just an illusion much like the choices in DAI. I enjoyed Origins, but its development nearly put Bioware out of business. They can’t routinely spend that much time on making a game unless we all agree to spend a lot more money on their games. Their price point is forced to compete with lots of other RPGs (and other games) that don’t have anywhere near the amount of branching storylines + customization + party banter, especially across games. Video games compete on the slimmest margins they can, so there’s not much slack for revenue. I know in everyone’s ideal world video game makers are all trust fund kids who can afford to only care about the purity of their art or whatever. But here in the real world, a studio’s video games need to make more money, overall, than it costs to produce them. This is part of why MP is good even for SP players. It functions like Pixar’s Cars franchise. Since it requires a lot less storyline, and nets a lot more recurring revenue, it can help keep the lights on for more narrative-heavy stuff. I really never understood the need to bring up, "Oh it nearly put Bioware out business" tripe just to try and make a point. Yes, yes this known. But hey...lets keep bringing it up. That dead horse still needs to be beaten. The point is: It did not. That is what most people do in life, no? Take a chance to do something and hope to succeed? And Bioware did just that. And guess what? They succeed.
I am not expecting an exact copy of Origins. I am however expecting the same level of love and care over the game's franchise. Not to deviate from the course simply to drag in shinney new players and/or cram micro-transactions down my throat. I seriously doubt Bioware is hurting for money. And even if they are, they can easily setup a Kickstarter to acquire the funds. You know Pillars of Eternity did that. Then again for their second game. Obsidian is trying very hard to give the players a game not only true to the franchise but allow them to be apart of the game development in some sense. And what are you getting from Bioware? Hand-holding and the endless need to cram bullshit down our throats to simply get in our wallets. But please by all means continue to use, "They almost went went broke" line to try and justify how poorly the series has gone downhill.
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Kabraxal
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Post by Kabraxal on Mar 28, 2018 0:35:25 GMT
I enjoyed Origins, but its development nearly put Bioware out of business. They can’t routinely spend that much time on making a game unless we all agree to spend a lot more money on their games. Their price point is forced to compete with lots of other RPGs (and other games) that don’t have anywhere near the amount of branching storylines + customization + party banter, especially across games. Video games compete on the slimmest margins they can, so there’s not much slack for revenue. I know in everyone’s ideal world video game makers are all trust fund kids who can afford to only care about the purity of their art or whatever. But here in the real world, a studio’s video games need to make more money, overall, than it costs to produce them. This is part of why MP is good even for SP players. It functions like Pixar’s Cars franchise. Since it requires a lot less storyline, and nets a lot more recurring revenue, it can help keep the lights on for more narrative-heavy stuff. I really never understood the need to bring up, "Oh it nearly put Bioware out business" tripe just to try and make a point. Yes, yes this known. But hey...lets keep bringing it up. That dead horse still needs to be beaten. The point is: It did not. That is what most people do in life, no? Take a chance to do something and hope to succeed? And Bioware did just that. And guess what? They succeed.
I am not expecting an exact copy of Origins. I am however expecting the same level of love and care over the game's franchise. Not to deviate from the course simply to drag in shinney new players and/or cram micro-transactions down my throat. I seriously doubt Bioware is hurting for money. And even if they are, they can easily setup a Kickstarter to acquire the funds. You know Pillars of Eternity did that. Then again for their second game. Obsidian is trying very hard to give the players a game not only true to the franchise but allow them to be apart of the game development in some sense. And what are you getting from Bioware? Hand-holding and the endless need to cram bullshit down our throats to simply get in our wallets. But please by all means continue to use, "They almost went went broke" line to try and justify how poorly the series has gone downhill. Easily set upa kickstarter? Do you get how this business wirks or just want to rant? Most large devs will not use Kickstarter for the legal issues it presents. And last I checked... Inquisition was a massive success financially. Might want to take those blinders off...
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Post by river82 on Mar 28, 2018 0:39:09 GMT
I enjoyed Origins, but its development nearly put Bioware out of business. They can’t routinely spend that much time on making a game unless we all agree to spend a lot more money on their games. The cost of Dragon Age Origins doesn't really have to do with how long it took to make the game. Inquisition, for example, will be released about 7 years after DA2 (which is about how long Origins took to develop). It's more to do with how much resources the game's eating up, and the smoothness of the production cycle. A game like Origins could have easily been made for a large profit, but it seems (from an outside perspective) things kept changing during full production, which is expensive. Also time consuming.
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Cantina
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Post by Cantina on Mar 28, 2018 1:45:31 GMT
I really never understood the need to bring up, "Oh it nearly put Bioware out business" tripe just to try and make a point. Yes, yes this known. But hey...lets keep bringing it up. That dead horse still needs to be beaten. The point is: It did not. That is what most people do in life, no? Take a chance to do something and hope to succeed? And Bioware did just that. And guess what? They succeed.
I am not expecting an exact copy of Origins. I am however expecting the same level of love and care over the game's franchise. Not to deviate from the course simply to drag in shinney new players and/or cram micro-transactions down my throat. I seriously doubt Bioware is hurting for money. And even if they are, they can easily setup a Kickstarter to acquire the funds. You know Pillars of Eternity did that. Then again for their second game. Obsidian is trying very hard to give the players a game not only true to the franchise but allow them to be apart of the game development in some sense. And what are you getting from Bioware? Hand-holding and the endless need to cram bullshit down our throats to simply get in our wallets. But please by all means continue to use, "They almost went went broke" line to try and justify how poorly the series has gone downhill. Easily set upa kickstarter? Do you get how this business wirks or just want to rant? Most large devs will not use Kickstarter for the legal issues it presents. And last I checked... Inquisition was a massive success financially. Might want to take those blinders off... Considering your spelling, you may want to take those blinders off. Reflecting on the events of 2014, DAI won accolades because of luck. If the events had played out the way they were supposed too, DAI probably would have won very few if any. Which of course later, I and many other opinions on such turned out to be fact. But of course you know this, yes? From all the research you did prior to your reply?!? I do not understand why people feel the need, much less believe that if “X” has won an award it must be good. Just because the least ugliest pig wins at a contest does not mean it is the prettiest or even the best. I for one would not be proud of such an achievement. Nor do I allow any award to dictate what my opinion will be instead of what it should be. My rant is more of an opinion. I am sorry you are offended. I am also offended. Offended by the fact: people these days cannot think for themselves, much less form their own opinion. If you or anyone wants to walk around and say, “I love DAI!” That is fine. I respect that. However, when I ask, “Why you like it” or even “Well, it’s not as good as you think,” give a reason/reasons as to why so we can have a meaningful discussion. When your only reason is: “It won rewards.” All I can do is: shake my head and laugh at the fact you cannot form your own opinion but base it on whatever is handed to someone else. Hey, some guy ate a car and Guinness World Records, gave him award. So, I should sit here, smile and not say, “That guy was an idiot” but instead give him a standing ovation and tell him he is my hero. The point is: I forum my opinion. I look at a polished turd and know its still a turd. I will not ever take anything at face value nor allow some else to speak for me. An old phrase that most people know is: “There is a sucker born every minute.” EA/Bioware is playing off these people from micro-transactions to feeding you or anyone bullshit. The sad part is: many are far too gullible and dive right in without checking how deep the bullshit really is. Now if you’ll excuse me, I just heard Halle Berry won an Oscar and I must watch her movie Catwoman. I know its going to be the best movie ever!
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