Hawke
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by Hawke on Jun 22, 2022 19:23:46 GMT
The size of locations in DA:I, the dialogue wheel and the voiced avatar, the save file transfer requiring internet connection, MTX and DRM. The rest I can live with. I suppose, if on the technical level, DA:D was like Pillars of Eternity (single-player only, no DRM, no MTX, no voiced PC, adequate location sizes and offline save file transfer between games), I would call it a win. Also no DLC, all content available on release. Though, I understand that it is highly unlikely to happen.
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Post by biggydx on Jun 22, 2022 20:53:08 GMT
That unselected party members are doing nothing. Like I'd really really love during story quests and major-side quests I can use non-party party members to do side stuff, aka Suicide Mission mechanic. I'm still upset that mechanic was not only never expanded upon since ME2, but got outright dropped in following BW titles. Interesting point. That probably does come with design hurdles I'd imagine, since levels would have to be designed around these unused party members. Could work in a handful of missions though
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Post by q5tyhj on Jun 22, 2022 21:54:49 GMT
That unselected party members are doing nothing. Like I'd really really love during story quests and major-side quests I can use non-party party members to do side stuff, aka Suicide Mission mechanic. I'm still upset that mechanic was not only never expanded upon since ME2, but got outright dropped in following BW titles. yeah companion AI in Inquisition was downright terrible.. I don't remember if it was quite that bad in DA:O or DA2. But that's definitely one thing I'd LOVE to see improved in DA4/DAD.
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Post by q5tyhj on Jun 22, 2022 21:57:01 GMT
I do think the class system is pretty outdated at this point. Being pigeonhold into only using one or two differing types of weapons for an entire playthrough - in this day and age - would very quickly receive a lot of criticism. Especially since, based on DA2 and Inquisition, you can't change your class. I thought this was something ME:A did right; ditching the class system and allowing players to pick their abilities buffet-style, with the ability to respec at any time. So much freedom and flexibility, and the freedom to try out all different sorts of combinations of abilities was a highlight of the game for me. Having to start a completely separate playthroughs in order to try a different class or different weapons is, imo, a negative.
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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, SWTOR, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by Hawke on Jun 23, 2022 5:43:26 GMT
I do think the class system is pretty outdated at this point. Being pigeonhold into only using one or two differing types of weapons for an entire playthrough - in this day and age - would very quickly receive a lot of criticism. Especially since, based on DA2 and Inquisition, you can't change your class. I thought this was something ME:A did right; ditching the class system and allowing players to pick their abilities buffet-style, with the ability to respec at any time. So much freedom and flexibility, and the freedom to try out all different sorts of combinations of abilities was a highlight of the game for me. Having to start a completely separate playthroughs in order to try a different class or different weapons is, imo, a negative. A class is an essential part of a character. Without it, they are faceless and interchangeable. Same goes for unlimited respeccing. Can you imagine Gimli summoning lightning or Gendalf donning a full-plate armour suit and charging into melee? Or Ajantis being anything, but a paladin?
The solution I see is shortening the length of a single playthrough to 20 - 40 hours to make multiple playthroughs more diverse and opening access to different locations based on the story-related choices, like it was with the Redcliff Castle/Templar's fortress mission in DA:I.
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Post by biggydx on Jun 23, 2022 6:19:58 GMT
I do think the class system is pretty outdated at this point. Being pigeonhold into only using one or two differing types of weapons for an entire playthrough - in this day and age - would very quickly receive a lot of criticism. Especially since, based on DA2 and Inquisition, you can't change your class. I thought this was something ME:A did right; ditching the class system and allowing players to pick their abilities buffet-style, with the ability to respec at any time. So much freedom and flexibility, and the freedom to try out all different sorts of combinations of abilities was a highlight of the game for me. Having to start a completely separate playthroughs in order to try a different class or different weapons is, imo, a negative. It's not so much that "classes" are a problem for me. It's that there's a lack of flexibility within BioWares design of these classes that makes it outdated (for me at least). When you pick a class, not only are you only given just two weapon choices to pick from (one if you're a mage), but your accessible skill trees are also limited by what class you pick. BioWare tries to bridge this gap through specializations, but in some respects these can be hit or miss. They also don't afford the ability to alter your class build should you decide to want to try something else (as you're locked into the specialization). What I wish we could see is then letting you use whatever weapon you want, for whatever class you want, and building into many of the well-known D&D classes (and archetypes) role players are accustomed to. Under the Warrior or Mage class, you could have a secondary sub-class like a Paladin that starts with a set number of skills that fit their theme. It could include a physical attack ability, a elemental-imbuement ability for weapons, and one mage-like ability (such as casting a fireball).
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Post by Giant Ambush Beetle on Jun 23, 2022 21:07:14 GMT
Biggest lingering gameplay issue?
That's easy, too much combat with too little quality.
I find it absurd to have to kill THOUSANDS of enemies to end the story and finish the game, and most of them being annoying filler mooks or even suicidal animals. There were only a handful encounters in the entire Dragon Age franchise I did enjoy because they were genuinely challenging because enemies behaved intelligently and had interesting unique abilities and weren't just health point sponges or endlessly respawning bandits or low level demons. Combat in Dragon Age has always been a chore that needed to be done and 99% of the enemies have always been little more than bumps in the road to slow you down.
That's probably my main gripe with the Dragon Age franchise, exhausting annoying and extremely repetitive combat.
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Post by q5tyhj on Jun 23, 2022 23:09:48 GMT
I thought this was something ME:A did right; ditching the class system and allowing players to pick their abilities buffet-style, with the ability to respec at any time. So much freedom and flexibility, and the freedom to try out all different sorts of combinations of abilities was a highlight of the game for me. Having to start a completely separate playthroughs in order to try a different class or different weapons is, imo, a negative. A class is an essential part of a character. Without it, they are faceless and interchangeable. Same goes for unlimited respeccing. Can you imagine Gimli summoning lightning or Gendalf donning a full-plate armour suit and charging into melee? Or Ajantis being anything, but a paladin?
The solution I see is shortening the length of a single playthrough to 20 - 40 hours to make multiple playthroughs more diverse and opening access to different locations based on the story-related choices, like it was with the Redcliff Castle/Templar's fortress mission in DA:I.
Going to have to disagree on that one, there aren't many games that allow you to respec to a different class, but I really like that feature in the ones that do (ME:A, Kingdoms of Amalur, etc). Especially for your first few playthroughs when you're not familiar with the different classes- I remember getting about 20 hours deep into a DAI playthrough, my first one trying the Champion spec, when I realized I was extremely bored with the specialization and didn't want to continue... but I also really didn't want to have to replay the opening 20 hours or whatever that I just sunk into that playthrough. Otoh, players who feel that "class is an essential part of a character" can just not use that feature. So including it is a win-win, and should be sort of a no-brainer, since players who don't want to use it can just ignore it, but the reverse isn't true if they leave that feature out of the game entirely. I hope more RPGs include it moving forward, since there really isn't any compelling reason not to.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem
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Post by Adia on Jul 3, 2022 8:45:22 GMT
Reused assets. Either create new ones or don't do whatever you were planning on doing at all. If the production value isn't there, so is my emotional investment. Harsh but true.
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N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Gileadan on Jul 3, 2022 10:38:17 GMT
The Dragon Age franchise's gameplay is way too inconsistent over its different iterations to produce any lingering issue spanning all three games. All had issues of their own - DAO has the Warden Shuffle, DA2 the annoying "plate ninjas from the sky" wave reinforcements, and DAI the messed up hitboxes and combat generally being a boring chore.
The only thing I could come up with is what I feel a general trend of gradual elimination of tactical elements in an attempt to make the game simpler (or "more welcoming" in marketing babble) and more action focused. The tactical presets from Origins have been dumbed down to near non-existence. You no longer pick your attributes in DAI, they come with your skill picks. 8 active skills are enough now (including spells). Quest texts no longer contain descriptions of how to get to the target location because they know that people will just follow the waypoint GPS on their map. Side quest became simpler and more cookie cutter - there's barely any conflict solving through diplomacy and/or investigation anymore, it's mostly "go there, kill the things, optionally pick up the thing" or even "click journal item, follow GPS to other journal item, click to complete the quest".
I for one hope that this trend won't continue.
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Post by Deleted on Jul 3, 2022 12:38:41 GMT
^^^
Bring back Gems from ULTIMA.
GPS has no business in DA. Game should have a manual, manual should have a map.
Need more detail? Use magic! Peer at a gem, or have some Clairvoyance ability. If I can pinpoint some object I am supposed to be searching for, there needs to be a reasonable in-game explanation (I stuffed a charm in my target's rucksack/placed a magical sign/whatever). Otherwise, I will need to follow clues and get to the general area according to the map.
Cloth Map of Thedas would be cool.
...
Moongates would be pretty dope too.
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Post by kotoreffect3 on Aug 11, 2022 1:46:15 GMT
Animations are too cartoonish for my liking. Also would like to see some consistency to world and level design. I am tired of bouncing between extremes. We went from too small, confining, and repetitive in DA2 to big and bloated in DA3. While not perfect DAO had the best level design.
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N3
Stealth Swooper
This morning my husband said I was evil like June Cleaver. I cried a single tear of wicked happiness
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by Norstaera on Aug 24, 2022 17:06:10 GMT
Decreasing player choice in terms of build as well as tactics. Decreasing the meaning of 'hold'.
I don't mind having separate classes, mage v. non-mage is central to Dragon Age.
DAO didn't have enough tactics, imo, so I always play with the mod 'Even More Advanced Tactics'. My companions know what I want them to do, and I don't have to switch to a different companion all the time. Now when I play, I usually only switch to a different companion when I want to do an AoE ability.
I also don't buy the 'only 8 abilities at a time because of consoles' argument. I first played DAO on a console and guess what? I could still access everything I learned. Used the hotkeys for my favored abilities, and had no problems using the wheel to access all the others. If they didn't know how to code it in FB, just say so. Or allow you to go into the tactics menu in combat and switch out the 8 tactics available at one time. In DAI my mages never use staves that match their specialization and they all have 'energy barrage', and probably a fire spell and an ice spell. That way they can inflict at least some damage no matter who we meet.
One thing DAI did right regarding tactics is separating health potions from the combat tactics. In DAO and DA2, the minute you add 'use health potion at 10% health' your tactics are custom and have to be updated with leveling up. Not a big think, but if people prefer to use the game's AI for companions (which the presets basically are) then separating potion use makes it more viable.
Warriors can't use any sort of bow. Why? Just seems silly to me, and is another example of decreasing choice.
Gifts are another weird issue. I don't recall any non-romance related gifts in DAI (good), but I think they were awkward in both DAO and DA2. It was too easy to get companion approval in DAO by spamming with gifts rather than talking to them. At least you could also give them gifts to earn disapproval (Sten's butterfly sword comes to mind). You could sell them instead of using them, and they didn't become a quest in your journal. DA2 had fewer gifts, but they all became quests. Meh. I prefer companion quests to gifts (romance gifts are ok).
Earlier, somebody mentioned reuse of assets. I don't have a problem with that if it's intelligently done and not blatant. The number of scenes in DA2 with twins, triplets, and even quadruplets ....
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Post by 10k on Aug 25, 2022 13:50:36 GMT
The inconsistent portrayal of elves. We had Normal looking elves in Origins which was fine. But then they make them into anime fuckbois in DA2, and then malnourished children in DA:I. I'm tired of weak looking male elves. Elder scrolls: Skyrim has been the best portrayal of male elves I've seen to date.
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Post by Iddy on Aug 25, 2022 21:58:11 GMT
The inconsistent portrayal of elves. We had Normal looking elves in Origins which was fine. But then they make them into anime fuckbois in DA2, and then malnourished children in DA:I. I'm tired of weak looking male elves. Elder scrolls: Skyrim has been the best portrayal of male elves I've seen to date. The female elves are alright, but I definitely would not play a male elf past DAO. They actually looked okay in DA2. They weren't quite as skinny as DAI's and the body was proportional. Now the male elves have giant heads and weird man tiddies.
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Post by Deleted on Aug 25, 2022 22:02:14 GMT
The inconsistent portrayal of elves. We had Normal looking elves in Origins which was fine. But then they make them into anime fuckbois in DA2, and then malnourished children in DA:I. I'm tired of weak looking male elves. Elder scrolls: Skyrim has been the best portrayal of male elves I've seen to date. Eh, Witcher games did them pretty well I think. Iorveth is a dude. But I snorted and smiled for a minute reading your description of DA2 - Fenris screamed so many things with his look alone. Then I pondered my last Quiz - tall skinny Elf mage, but yeah they are all perfect weight or too skinny. If their genetics were that good, other races wouldn't be able to stand against them. Goes to thermodynamics ultimately. That's why LOTR had them tired of the world and leaving, they were simply too OP for anything but overwhelming numbers.
Having played Skyrim once, years ago, I cannot agree or disagree with your feeling there, but I do remember them at least having some body variation and I don't have anything bad to say which isn't always the case
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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 Aug 31, 2022 14:12:21 GMT
I always prefer to have no classes at all. I actually prefer the Skyrim system of your character simply being a 'person' who can go on to either specialise in one field - becoming a 'pure mage', or 'pure fighter' etc. or go down a 'Jack of all trades' route, allowing all kinds of strange builds - stealth battlemages in full plate, archer conjurers.. whatever works for you. Sure some of these 'geek builds' are suboptimal and don't lend themselves to min/maxing, but I don't care about any of that as long as I'm having fun and stuff dies when I hit it.
But that's just me.
Of course the Dragon Age universe is not the Elder Scrolls universe. Just 'deciding to learn magic' on a whim obviously isn't going to fly, you're either a Mage or you aint - but regardless I'd still prefer a little more open-endedness.
Like the poster above I found it ludicrous that a warrior could not equip a bow in DA:2 and DA:I - why not? What compelling arguments exist to prevent my warrior from switching to a bow when long range attacks are required? (other than 'duh! Game mechanics!). Origins didn't have this problem, and I was able to experiment a great deal more, and use far more flexible/sensible strategies for certain encounters (as anyone who used the classic 'everyone switch to a bow now' gambit against the early-game Emissary in the Kokari Wilds will testify).
So yeah, I'm not asking for all classes to be cast aside in a Dragon Age game, but a bit more flexibility and options would be nice.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem
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Post by Adia on Sept 4, 2022 10:26:42 GMT
Hawke is a better protagonist for Dragon Age Inquisition, and the inquisitor is a better protagonist for Dragon Age: Dreadwolf. It's pretty weird. But besides that, even though I love the Dragon Age aesthetic and I feel like it has it's own tone and it definitely made an impact - some of the armor, especially in DA:I is pretty bad. I also wish we had more revealing ones for... reasons.
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Post by Remmirath on Sept 5, 2022 0:58:32 GMT
I'm not sure there is anything throughout the series, since gameplay has changed so much between DA:O and DA2 and especially between DA2 and DA:I. I actually personally had very few gameplay quibbles with DA:O, but with DA:I... lots. But there has been a general trend towards less variability of build, less character-focused (/more "actiony") combat, and far too specialized roles. I know if anything the new game is likely to go more in that direction, but I'd much rather see a return to more Origins-style combat myself. The inconsistent portrayal of elves. We had Normal looking elves in Origins which was fine. But then they make them into anime fuckbois in DA2, and then malnourished children in DA:I. I'm tired of weak looking male elves. Elder scrolls: Skyrim has been the best portrayal of male elves I've seen to date. I'd agree that the inconsistent portrayal of elves (and Qunari) is a problem; it's odd how different both look from game to game. But I think the female elves were just as much of a problem. Actually, I suppose I would say that the automatically strong-looking male character and atomatically weak-looking female character is a persistent general problem in DA, and either having both more in-between or having an option would be great. Less to no gender-locked character creation options in general would be better.
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Post by 10k on Sept 5, 2022 2:56:15 GMT
The inconsistent portrayal of elves. We had Normal looking elves in Origins which was fine. But then they make them into anime fuckbois in DA2, and then malnourished children in DA:I. I'm tired of weak looking male elves. Elder scrolls: Skyrim has been the best portrayal of male elves I've seen to date. I'd agree that the inconsistent portrayal of elves (and Qunari) is a problem; it's odd how different both look from game to game. But I think the female elves were just as much of a problem. Actually, I suppose I would say that the automatically strong-looking male character and atomatically weak-looking female character is a persistent general problem in DA, and either having both more in-between or having an option would be great. Less to no gender-locked character creation options in general would be better. I don't think, when it comes to companion characters or even NPCs, there was ever a persistent look for either male or females. There was a variable range. We had males like Zevarn, Anders, and Fenris who didn't fit inside the "strong looking" male type. And females we had Cassandra, Aveline, and Morrigan who didn't come off as "weak looking" The problem only persist, IMO, when we are talking about the player character. Particularly the male elf. Yes, we don't have different body types. So creating a larger sized female elf can be an issue. But females, in general, are smaller than males. Every male counterpart in Inquisition, were larger than their female counterpart, except for the male elf who looked like a female. especially when it came down to the arm size. And it only affected the player character. Though in general, most fantasy games love "weak looking" male elves. I can only wish every fantasy game out there will stop drinking the J.R.R Tolkien Kool-Aid and follow suit with elder scrolls, and stop making emasculated male elves.
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Post by Gwydden on Sept 12, 2022 11:04:01 GMT
Though in general, most fantasy games love "weak looking" male elves. I can only wish every fantasy game out there will stop drinking the J.R.R Tolkien Kool-Aid and follow suit with elder scrolls, and stop making emasculated male elves. It's not a Tolkien thing. This is Christopher Tolkien talking about his father: So my guess is Tolkien wouldn't have liked Orlando Bloom's twink Legolas either. He even had elves with beards.
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Post by warden on Sept 18, 2022 9:05:24 GMT
I do miss my templar/spirit warrior mix build, also lore wise was pretty funny do to contradictions but at the same time was fun and powerful.
So yeah, the first thing that comes to mind for gameplay would be how limited are the builds/classes, would like a more D&D approach with some modern touches, don't think it would be that bad.
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