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Post by SirSourpuss on Sept 15, 2020 20:44:25 GMT
the game still did well (both for reception and - importantly - financially) That's not the entire picture. But as it has been shown this far, yes, the game is getting more action oriented.
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Post by SirSourpuss on Sept 15, 2020 21:05:43 GMT
You're obsessed with the "why." The "why" isn't important, the "how" is. If it's possible to account for die roll randomness it should be possible to account for enemies who can come from anywhere at any time (it is, and that solution is to avoid strategies that leave your squishy party members isolated). Assume that it does. At any moment, at any place, for no reason whatsoever, enemies can spawn. From a logical perspective, what is stopping enemies spawning wherever? Inside walls? Inside characters? Through the ground? Up in the sky? Who dictates where do they spawn? Why stop at a single wave? Why not infinite waves? Where do these enemies come from? How many are there? What is the reason for their appearance? Why does it only spawn the same type of enemies, as the ones you just fought? If you're going to account for randomness, are you going to account for actual randomness or a contrived dysfunctional mechanic that causes more problems gameplay-wise than it is worth? Why would I want that? Why do I need to go to such length to excuse a gameplay mechanic that breaks laws of physics, to satisfy your need to make it all about "it's just a game". You don't get to set the stage for what can be considered or not and you can't deflect a problem, just by calling someone else "obsessed". It needs a plausible explanation in setting to work, or else the world falls apart. Hawke wouldn't understand what a die roll is that causes enemies to materialize. This is not a naturally occurring phenomenon. There is no equation that a simply die roll could determine beings materializing from nothing, in such a contrived manner, without also causing the universe to explode. Unless physics do not exist in the DA setting. There is a difference between a random encounter and a randomly materializing encounter. Imagine playing a tabletop RPG. You come across a random encounter. You lay down your plan and you defeat your foes. Then, surprise, enemies materialize behind your mage and your cleric and backstab them to death with one hit. How do you explain that to your players? Under what house rules can you justify that? "I rolled it"? Do you really expect to convince anyone with that excuse? You just killed two of your players. This is edgy 12 year old GM behaviour. If you don't care about the repercussions this rule has to your world, you should care about the repercussions of this rule to the enjoyment of your players. Tabletop or video game, this doesn't make sense. At the very least, handle it like Anthem did, with the portals that spawn enemies, which gives your players at least a minute to position themselves, do not have them materialize out of absolutely nothing. tl;dr either a wizard did it, or it can't happen.
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Post by alanc9 on Sept 15, 2020 22:09:21 GMT
Logic doesn't have anything to do with it. DA games have never even tried to be simulations.
And anyone who pretends that he really cares about logic needs to explain how he tolerated DA:O's Threat mechanics.
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Post by SirSourpuss on Sept 15, 2020 22:14:26 GMT
Logic doesn't have anything to do with it. DA games have never even tried to be simulations. There's a difference between being illogical and breaking physics. On top of being a terrible game mechanic.
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Post by eternalambiguity on Sept 15, 2020 22:25:48 GMT
You're obsessed with the "why." The "why" isn't important, the "how" is. If it's possible to account for die roll randomness it should be possible to account for enemies who can come from anywhere at any time (it is, and that solution is to avoid strategies that leave your squishy party members isolated). Assume that it does. At any moment, at any place, for no reason whatsoever, enemies can spawn. From a logical perspective, what is stopping enemies spawning wherever? Inside walls? Inside characters? Through the ground? Up in the sky? Who dictates where do they spawn? Why stop at a single wave? Why not infinite waves? Where do these enemies come from? How many are there? What is the reason for their appearance? Why does it only spawn the same type of enemies, as the ones you just fought? If you're going to account for randomness, are you going to account for actual randomness or a contrived dysfunctional mechanic that causes more problems gameplay-wise than it is worth? Why would I want that? Why do I need to go to such length to excuse a gameplay mechanic that breaks laws of physics, to satisfy your need to make it all about "it's just a game". You don't get to set the stage for what can be considered or not and you can't deflect a problem, just by calling someone else "obsessed". It needs a plausible explanation in setting to work, or else the world falls apart. Hawke wouldn't understand what a die roll is that causes enemies to materialize. This is not a naturally occurring phenomenon. There is no equation that a simply die roll could determine beings materializing from nothing, in such a contrived manner, without also causing the universe to explode. Unless physics do not exist in the DA setting. There is a difference between a random encounter and a randomly materializing encounter. Imagine playing a tabletop RPG. You come across a random encounter. You lay down your plan and you defeat your foes. Then, surprise, enemies materialize behind your mage and your cleric and backstab them to death with one hit. How do you explain that to your players? Under what house rules can you justify that? "I rolled it"? Do you really expect to convince anyone with that excuse? You just killed two of your players. This is edgy 12 year old GM behaviour. If you don't care about the repercussions this rule has to your world, you should care about the repercussions of this rule to the enjoyment of your players. Tabletop or video game, this doesn't make sense. At the very least, handle it like Anthem did, with the portals that spawn enemies, which gives your players at least a minute to position themselves, do not have them materialize out of absolutely nothing. tl;dr either a wizard did it, or it can't happen. Oh god, I'm getting Shapiro vibes bro.
That's all irrelevant. There's a way to "accommodate" random dice rolls, and that's by considering its possibilities (the possibility for a hit, miss, crit, whatever) when planning your strategy. There's a way to "accommodate" enemies appearing at random points, and that's by considering its possibilities when planning your strategy ("an enemy could jump from a window behind my mage so I better keep a rogue nearby to pull aggro"). As already said, "logic" has nothing to do with whether or not you can account for something possibly happening.
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Post by SirSourpuss on Sept 15, 2020 22:36:54 GMT
For you. There's a way to "accommodate" enemies appearing at random points, and that's by considering its possibilities when planning your strategy ("an enemy could jump from a window behind my mage so I better keep a rogue nearby to pull aggro"). There's a difference between a window, a door, a portal and thin air. Or through the ceiling. Like I said, do it like Anthem and put a portal. DA2's implementation is just plain bad and lazy. As already said, "logic" has nothing to do with whether or not you can account for something possibly happening. A logical sequence of events is required to result to something. That is true for everything. Even for reacting irrationally, you need to be so beside yourself, due to something, to make you react in the aforementioned way. Which in turn makes it a logical reaction. Maybe it is unpredictable. Maybe it is unreasonable, but it is logical, in the sense that it is plausible. tl;dr either a wizard did it, or it can't happen. Last time I repeat myself, bro.
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PSN: LinksOcarina
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Post by linksocarina on Sept 15, 2020 23:25:27 GMT
You got to admit, this is a super pedantic argument that took place ten years ago...
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Post by SirSourpuss on Sept 15, 2020 23:40:32 GMT
You got to admit, this is a super pedantic argument that took place ten years ago... I never held a gun to anyone's head, or threatened to end them, had they not replied. Everyone partaking is doing so of their own volition. Anyone that disagrees or just doesn't care about the conversation can skip it and talk about how great the romances will be.
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Post by Hanako Ikezawa on Sept 15, 2020 23:44:12 GMT
You got to admit, this is a super pedantic argument that took place ten years ago... I never held a gun to anyone's head, or threatened to end them, had they not replied. Everyone partaking is doing so of their own volition. Anyone that disagrees or just doesn't care about the conversation can skip it and talk about how great the romances will be. Actually this is the Skepticism thread, so they can talk about how the romances are going to suck.
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PSN: LinksOcarina
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Post by linksocarina on Sept 15, 2020 23:48:30 GMT
You got to admit, this is a super pedantic argument that took place ten years ago... I never held a gun to anyone's head, or threatened to end them, had they not replied. Everyone partaking is doing so of their own volition. Anyone that disagrees or just doesn't care about the conversation can skip it and talk about how great the romances will be. I'm more surprised you seem to care. I mean, it would be super easy to point out immersion breaking flaws in every game in the series, like how folks handwave the magic armor from dragon age origins that is always conveniently the right size for every race, or the chunky blood splattered all over that no one ever addresses. Or how characters have rarely aged between ten years. Or something sort of silly like that. Its just somewhat convenient that we claim ludonarrative dissonance (I hate that fucking term by the way) for game design aspects in some ways, but accept others in its wake. Its personal preference in the end though, but yeah...I'd rather go back to talking about how folks are too attached to lore in their nerdy hobbies.
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Post by SirSourpuss on Sept 15, 2020 23:52:09 GMT
I'm more surprised you seem to care. I mean, it would be super easy to point out immersion breaking flaws in every game in the series, like how folks handwave the magic armor from dragon age origins that is always conveniently the right size for every race, or the chunky blood splattered all over that no one ever addresses. Or how characters have rarely aged between ten years. Tell you what. Name me 5 games that handle enemies respawning the same way DA2 does, in the past 9 years since and I will accept it is irrelevant.
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PSN: LinksOcarina
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Post by linksocarina on Sept 16, 2020 0:35:55 GMT
I'm more surprised you seem to care. I mean, it would be super easy to point out immersion breaking flaws in every game in the series, like how folks handwave the magic armor from dragon age origins that is always conveniently the right size for every race, or the chunky blood splattered all over that no one ever addresses. Or how characters have rarely aged between ten years. Tell you what. Name me 5 games that handle enemies respawning the same way DA2 does, in the past 9 years since and I will accept it is irrelevant. Like I said, I am surprised you seem to care.
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Post by eternalambiguity on Sept 16, 2020 1:05:49 GMT
For you. There's a way to "accommodate" enemies appearing at random points, and that's by considering its possibilities when planning your strategy ("an enemy could jump from a window behind my mage so I better keep a rogue nearby to pull aggro"). There's a difference between a window, a door, a portal and thin air. Or through the ceiling. Like I said, do it like Anthem and put a portal. DA2's implementation is just plain bad and lazy. As already said, "logic" has nothing to do with whether or not you can account for something possibly happening. A logical sequence of events is required to result to something. That is true for everything. Even for reacting irrationally, you need to be so beside yourself, due to something, to make you react in the aforementioned way. Which in turn makes it a logical reaction. Maybe it is unpredictable. Maybe it is unreasonable, but it is logical, in the sense that it is plausible. tl;dr either a wizard did it, or it can't happen. Last time I repeat myself, bro. You're still not actually talking about my assertion that one can accommodate, account for, handle, whatever, enemies who can appear anywhere at any time in the same way that one does for a dice roll. Say it's illogical, I'll agree with you. Say it's immersion-breaking I'll agree with you. But saying you literally cannot use strategy because of it is factually wrong (I just gave an example in my last post).
Another example - think of Lowtown outside of Gamlen's place. Enemies will spawn in that square, not outside of it. You can pull your mages back into the alleyway leading to the alienage and put a warrior in front of them, and have your rogue dance around and pull aggro and draw enemies into range. That's a real strategy, and the enemies spawning at random locations (in the square) does not prevent it.
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Post by smilesja on Sept 16, 2020 4:30:17 GMT
I never held a gun to anyone's head, or threatened to end them, had they not replied. Everyone partaking is doing so of their own volition. Anyone that disagrees or just doesn't care about the conversation can skip it and talk about how great the romances will be. Actually this is the Skepticism thread, so they can talk about how the romances are going to suck. I'll start: Bioware is going to go crazy with the SJW nonsense!!!!!!
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Post by pessimistpanda on Sept 16, 2020 7:23:15 GMT
Kinda feels like, with everything going on in the world right now "video game might be bad" should be low on people's lists of 'legitimate concerns'. Lol. They haven't said anything about this yet, but personally I'm already fully expecting gay guys to get screwed over on the romance options again.
Why should it be low on anyone's list? You'd think the ability to have something to take you away from the worries of the world would be just what is needed. It was just an observation, intended to be humorous. Attempting to be funny on the internet is one of the things I do to stave off the urge to harm myself.
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Post by SirSourpuss on Sept 16, 2020 7:54:21 GMT
You're still not actually talking about my assertion that one can accommodate, account for, handle, whatever, enemies who can appear anywhere at any time in the same way that one does for a dice roll If you're going to be like this about it, then no. Not in the way DA2 handles it. No. It can't. To the citizens of Thedas, the respawning enemies would be a naturally occurring phenomenon. It would occur regularly, with no warning, at any time, at any place. You would not be able to explain the setting, under these conditions. How would the cities get built? How many guards would be needed to keep the enemies at bay? What happens if it rains enemies from the sky? What happens when enemies spawn inside people, or walls etc. This is utter chaos and completely unplayable from gameplay and lore standpoint. And, alright, let me rephrase. You can accommodate it with a dice roll. If you intend to completely fuck up the setting and make it non viable. Don't complain when people tell you it's broken, afterward. You chose to break it. That's a real strategy, and the enemies spawning at random locations (in the square) does not prevent it. But that requires knowing where the enemies will spawn, beforehand, knowing that the enemies will spawn, and utilizing space outside the respawn area. Through enough repetition, you eventually can take precautions against a factor that occurs in spite of your actions and against the tactics employed by the player. Not an ideal gameplay mechanic. This is what is generally called "cheesing it". Might as well run a game trainer and give your group infinite health, while you're at it.
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Post by Deleted on Sept 16, 2020 15:03:32 GMT
I am remaining optimistic about the game for now. Very glad there is some visible progress. This is the point in game development information, though, where everything seems possible and the realities of deadlines and cut content is not yet visible. Not even specific things like the Crestwood boat burning scenes; hearing that we'll go to Val Royeaux and explore Orlais, only to have Val Royeaux be one market street, barely any NPCs to interact with and enormous maps with one or two NPCs with which to interact. The screenshots of the Emerald Graves and Hissing Wastes are lovely but the reality is collecting shards, sonar to find hidden bottles, respawning bears every ten seconds, spending ten minutes trying to jump one metre up a hillside and realising I need to backtrack and find a different way to reach the hilltop.
Main concerns at this point:
-Lessons from DAI not learned. Large beautiful maps that feel lifeless. Collectibles. Multiplayer UI influencing single player UI (I believe the change in the combat wheel and consumables was a choice to match the limitations of multiplayer combat rather than an intentional evolution of combat)
-Cities and towns having only two NPCs to speak with and not loads of content. Minrathous being one screen (granted Denerim was also guilty of this for the most part, but it's a backwater compared to Val Royeaux and Minrathous)
-Reliance on secondary media to fill in information like Wicked Hearts
-Teasing at providing answers but actually ending up with more questions (looking at you, The Descent) -Answering some mysteries in an unsatisfying way or revising plots (Hawke went to Weisshaupt and wasn't heard from again and then in Trespasser they were back in Kirkwall with no details?)
-Another cliffhanger ending with the Veil, Solas, Enuvaris, the Blight, titans, whatever. Let us resolve all of that in this game and have the next game be about something else. Have it be the fallout of our actions in this game, fine, but don't tease about the Veil coming down and releasing the Enuvaris but only have that happen at the end of the game TBC
Main hopes:
-Companions have their own variations of specialisations again like DA2.
-Same quality in companions (and advisors) writing and romance. Multi stage companion quests like DA2
-Advisors in some role. Whether actual advisors or other non-companion who is still a fleshed out NPC. Granted Leliana and Cullen already had two games to provide the groundwork. But I enjoyed having them and Josie at base. In comparison to the much less fleshed out Joker, Chakwas, etc as examples of other Bioware non-companion NPCs at base.
-Decent amount of exploration. Much larger Minrathous than Val Royeaux, at least one other Tevinter city, at least one map in Anderfels, Rivain, Antiva, Nevarra, Seheron. Grand Necropolis would be great, as would Kal Sharok. I want to go back to DAO levels of urban areas. Lothering (RIP), Dalish camp, multiple maps in Orzammar, Denerim, Circle, Redcliffe. DAI felt like Haven/Skyhold was the main urban area. Sarnia was three NPCs, Crestwood felt empty and scattered, Dalish camp felt small, Fallow Mire village was abandoned. Redcliffe was all right and Frostback Basin was great.
-I would love for the majority of the lands in our current Thedas map to be explored by this game. Leave the next game to go off the map, whether to Par Vollen, past the Anderfels, across the ocean to the executors, etc. The stakes for this game should be saving Thedas as we know it and the next game should be about leaving Thedas as we know it.
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Post by ergates on Sept 16, 2020 18:01:59 GMT
Can they even do that? I admit that the cancellation of Joplin (which was reportedly moving along nicely) and inception of Morrison as its replacement (reportedly to include more live service elements) doesn't bode well for what I want from a DA game. Yet it's always been my understanding that BioWare actively proposes what they want to build, EA says yay or nay and provides the funding/greenlight. IOW, the studios retain some degree of autonomy even though they're EA owned and funded. There have been allegations in the past that EA "forced" BioWare to adopt frostbite, but later reporting indicates it was BioWare's decision. It's easy to see the suits and beancounters as evil overlords, but I would think there might be some recognition that studios do best when they're allowed to fully employ their creativity and passion to do what they do best. OTOH, the whole Anthem thing was BioWare's baby (Casey Hudson's original concept IIRC), and we know how that turned out, so... ugh. I sincerely hope you're right. On the Frostbite front; as far as I'm aware Frostbite is now mandatory for all current and future EA titles; so I suspect that Bioware were pretty-much forced into using it. From the accounts I've read the engine was not designed to run RPGs, and wouldn't support basic systems such as inventory etc. All this caused a huge headache for Inquisition developers who had to somehow work around the issue. I know it's very easy to conjure up visions of evil cartoon villains; faceless, grey-suited EA executives dictating to Bioware developers from their leather chairs "Your vision does not interest me, neither does your story arc. What interests me is maximising our short term profits based upon our current models of gaming popularity. Either you abandon your plans for this game and focus upon our approved multiplayer model, or I will find another developer who will. You are replaceable, as are all Bioware empoyees. If you have a problem with this, you know where the door is".....But I suspect the truth, as usual, lies somewhere in the middle.
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Post by gervaise21 on Sept 16, 2020 19:18:56 GMT
Answering some mysteries in an unsatisfying way or revising plots (Hawke went to Weisshaupt and wasn't heard from again and then in Trespasser they were back in Kirkwall with no details?) Don't forget also the Warden going somewhere vaguely off the map in the west searching for a cure for the taint, with no reason why they should think that was the place to go, and then if in a romance with Leliana back with her at the end but nothing further on whether the quest was successful or not.
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Post by gervaise21 on Sept 16, 2020 19:21:29 GMT
-I would love for the majority of the lands in our current Thedas map to be explored by this game. Leave the next game to go off the map, whether to Par Vollen, past the Anderfels, across the ocean to the executors, etc. The stakes for this game should be saving Thedas as we know it and the next game should be about leaving Thedas as we know it. I would like this too. Going exploring to unchartered but hinted at locations would be a nice change of pace from saving the world.
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Post by Deleted on Sept 16, 2020 19:30:40 GMT
For me its primarily regarding exploration gameplay + future plot of the series For gameplay, if they proceed with the sandbox level design that Inquisition had, that they don't sufficiently improve the traversal mechanics,which even felt dated in 2014. -Lack of a sprint button (worst offence for areas that big) -Mounts felt "floaty", didn't move fast enough & you miss out on party banter (the rare times it even triggered ) -Dodgy platforming consisting of a measly jump button. I'm not asking for assassins creed, but I feel they need to improve this. For story, that they don't sufficiently progress or conclude the Solas/Inquisition plot. Trespasser did a good job setting the stage for the next game but seeing as DA4 is taking place in a new country with a whole new cast of main characters I'm concerned that they won't have the resources to tackle both Tevinter's culture/politics & Solas' genocide/world ending conspiracy in the same game & do both plots justice. Seeing as it will probably be 2023/ 2024 before this game comes out, I'd like them to set the stage for the next big/ main conflict that is going to end the series in DA5 & DA6. I'd like them to end the series (current plots & character stories) in 3 more games, especially if it's going to be 10 years in between games with the Mass Effect & Anthem reboots in the pipeline.
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Post by Deleted on Sept 16, 2020 21:56:07 GMT
Answering some mysteries in an unsatisfying way or revising plots (Hawke went to Weisshaupt and wasn't heard from again and then in Trespasser they were back in Kirkwall with no details?) Don't forget also the Warden going somewhere vaguely off the map in the west searching for a cure for the taint, with no reason why they should think that was the place to go, and then if in a romance with Leliana back with her at the end but nothing further on whether the quest was successful or not. Gosh yes I forgot about that. They unfortunately have written themselves into a corner with previous protagonists. They needed some method of getting the Warden off screen, especially if Hawke was still going to show up. But then they wanted epilogues to still have resolution and finality to them.
Kind of like Cullen!mance epilogue of retiring to Ferelden somewhere...despite having Cullen and Inquisitor in the final scene plotting the Shadow Inquisition.
DA5 should be a larger time jump between games to allow previous PCs and NPCs to have a reason not to show up.
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Post by Deleted on Sept 16, 2020 21:59:37 GMT
For me its primarily regarding exploration gameplay + future plot of the series For gameplay, if they proceed with the sandbox level design that Inquisition had, that they don't sufficiently improve the traversal mechanics,which even felt dated in 2014. -Lack of a sprint button (worst offence for areas that big) -Mounts felt "floaty", didn't move fast enough & you miss out on party banter (the rare times it even triggered ) -Dodgy platforming consisting of a measly jump button. I'm not asking for assassins creed, but I feel they need to improve this. For story, that they don't sufficiently progress or conclude the Solas/Inquisition plot. Trespasser did a good job setting the stage for the next game but seeing as DA4 is taking place in a new country with a whole new cast of main characters I'm concerned that they won't have the resources to tackle both Tevinter's culture/politics & Solas' genocide/world ending conspiracy in the same game & do both plots justice. Seeing as it will probably be 2023/ 2024 before this game comes out, I'd like them to set the stage for the next big/ main conflict that is going to end the series in DA5 & DA6. I'd like them to end the series (current plots & character stories) in 3 more games, especially if it's going to be 10 years in between games with the Mass Effect & Anthem reboots in the pipeline. Yes, I hope they are planning on a series' end. Not dragging out stories about Thedas for as long as possible. 'You defeated Solas but now here's THREE MORE THINGS to deal with!'
If they need to milk the franchise they can always do smaller games set in the past or small scale stories like treasure hunting as a Lord of Fortune in Rivain rather than stopping a Blight.
The fact that the Mass Effect trilogy was always intended to be a trilogy and yet they still managed to veer off course doesn't instill confidence that they can wrap up a solid ending to an unknown number of sequels.
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Post by alanc9 on Sept 17, 2020 1:07:58 GMT
If they need to milk the franchise they can always do smaller games set in the past or small scale stories like treasure hunting as a Lord of Fortune in Rivain rather than stopping a Blight. The fact that the Mass Effect trilogy was always intended to be a trilogy and yet they still managed to veer off course doesn't instill confidence that they can wrap up a solid ending to an unknown number of sequels.
Although that's the fans' fault to some extent. Prequels, sidequels and so forth tested very badly, which is how Bio ended up going with ME:A. Maybe Bio should have quit after ME3, but if they had we'd still be bitching about it.
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Post by alanc9 on Sept 17, 2020 1:11:45 GMT
I am remaining optimistic about the game for now. Very glad there is some visible progress. This is the point in game development information, though, where everything seems possible and the realities of deadlines and cut content is not yet visible. Not even specific things like the Crestwood boat burning scenes; hearing that we'll go to Val Royeaux and explore Orlais, only to have Val Royeaux be one market street, barely any NPCs to interact with and enormous maps with one or two NPCs with which to interact. The screenshots of the Emerald Graves and Hissing Wastes are lovely but the reality is collecting shards, sonar to find hidden bottles, respawning bears every ten seconds, spending ten minutes trying to jump one metre up a hillside and realising I need to backtrack and find a different way to reach the hilltop. Well, the bottle thing is on you. Nobody said you had to do a dopey collection quest except you. Shards too, except those dohave a minor payoff, and it isn't crazy to think that getting all of them might be worthwhile, even if it isn't.
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