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http://bsn.boards.net/threads/recent/143
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Post by DragonKingReborn on Apr 19, 2024 22:45:02 GMT
1. No. I will only judge development time by its actual development time for this version of the game. IMO it would be ridiculous to hold the devs to a "you had ten years to develop this game" when they actually didn't due to corporate shenanigans. The only thing I guess I want reflected by the time is the lore/basic story, since hopefully the writers had a lot of time to brainstorm and discuss before they had to start the "on paper" work. Oh, it’s definitely ridiculous. But the subconscious is like that sometimes.
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Post by dis_Op2399 on Apr 22, 2024 19:38:07 GMT
1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?
I don't know the concrete details of the development history, so it'll be judged on the time since Trespasser. And how could it not be when it was such a narrative cliffhanger ending? A ten year wait both amplifies expectations and induces pessimism. What vague info I do know about the shuffling around of the game points to a core problem, and one I will return to in answer to question 2: The game's identity. That it's seemingly in such a shaky state belies such little confidence in the property. Either because of some repugnant corporate mandated trend chasing, or that the devs simply don't cherish the Dragon Age series for what it is.
2) Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"?
Absolutely. I mean in some alternate dimension if they had Itsuno or Miyazaki directing then I'd be somewhat reassured, but it still returns to the core game identity problem. I have never heard a single good argument for why the game HAS to deviate from being a party based CRPG. By all means evolve - find a new combat pace, get some flashy spell animations and weighty sword chain attacks going on. Have a skill tree screen with all the sparkles and glitter you can muster. It doesn't need to feel exactly like the previous games, but it needs to be in the same genre at the very least. Especially so when your jumping off point in a long running series was such a cliffhanger of a previous game.
Character building through stats and specializations is as integral to an RPG for me as anything narrative or choice based. They could easily just do what the previous games did, and have an "Auto Allocate" button for people who don't care. Dragon Age's tactics for companions was such a fantastic mechanism to build your squad into a well oiled machine, and again just have automate button for anyone not interested. The status combos were a good evolution of the system, and can provide immensely satisfying gameplay. Quite why they'd ditch all of that juicy goodness for the combat of, not just a different game, but a whole other genre of game is astonishing to me. It's like throwing away a perfectly good home cooked roast dinner to get McDonald's instead. And hey, I like the occasional Big Mac, but that is not what I go to Dragon Age for. Once you've crowbarred that burger into a vaguely Dragon Age shaped wrapper I have serious doubts it would be especially appealing to anyone.
The success of Baldur's Gate 3 perfectly vindicates that party based CRPGs with deep systems are what millions of people want, and that game is fully turn based. RTwP already presents a happy medium for more adrenaline fuelled gameplay. If people want a full ARPG they'll go to FromSoftware or any of its knockoffs, not Bioware.
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Post by phoray on Apr 22, 2024 21:32:44 GMT
I expect the story to be amazing because the stones of that have had plenty of polishing time. I presumed writers worked nearly the whole time with breaks here and there.
I expect the battle mechanics to be garbage. I didn't like Inquisition, Andromeda, or Anthem. Ass Creed Odyssey was meh. Never played Game of War and don't know how they could even make a team of 3 anything like the Witcher. If that's the direction they're going for this sequel then fighting will be the annoying thing it's always been.
I am annoyed at the prospect of a reduced team size (4 to 3) because I'm here for the story and I rarely switch out the team that makes sense for that protagonist flavor I'm playing.
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Post by colfoley on Apr 23, 2024 2:13:30 GMT
1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?I don't know the concrete details of the development history, so it'll be judged on the time since Trespasser. And how could it not be when it was such a narrative cliffhanger ending? A ten year wait both amplifies expectations and induces pessimism. What vague info I do know about the shuffling around of the game points to a core problem, and one I will return to in answer to question 2: The game's identity. That it's seemingly in such a shaky state belies such little confidence in the property. Either because of some repugnant corporate mandated trend chasing, or that the devs simply don't cherish the Dragon Age series for what it is. 2) Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"?
Absolutely. I mean in some alternate dimension if they had Itsuno or Miyazaki directing then I'd be somewhat reassured, but it still returns to the core game identity problem. I have never heard a single good argument for why the game HAS to deviate from being a party based CRPG. By all means evolve - find a new combat pace, get some flashy spell animations and weighty sword chain attacks going on. Have a skill tree screen with all the sparkles and glitter you can muster. It doesn't need to feel exactly like the previous games, but it needs to be in the same genre at the very least. Especially so when your jumping off point in a long running series was such a cliffhanger of a previous game. Character building through stats and specializations is as integral to an RPG for me as anything narrative or choice based. They could easily just do what the previous games did, and have an "Auto Allocate" button for people who don't care. Dragon Age's tactics for companions was such a fantastic mechanism to build your squad into a well oiled machine, and again just have automate button for anyone not interested. The status combos were a good evolution of the system, and can provide immensely satisfying gameplay. Quite why they'd ditch all of that juicy goodness for the combat of, not just a different game, but a whole other genre of game is astonishing to me. It's like throwing away a perfectly good home cooked roast dinner to get McDonald's instead. And hey, I like the occasional Big Mac, but that is not what I go to Dragon Age for. Once you've crowbarred that burger into a vaguely Dragon Age shaped wrapper I have serious doubts it would be especially appealing to anyone. The success of Baldur's Gate 3 perfectly vindicates that party based CRPGs with deep systems are what millions of people want, and that game is fully turn based. RTwP already presents a happy medium for more adrenaline fuelled gameplay. If people want a full ARPG they'll go to FromSoftware or any of its knockoffs, not Bioware. Trouble with this logic is the game has always been an ARPG from the very first days of Origins to the latest iteration with Inquisition. Plus I don't really see anything to indicate that this is changing. We've seen skill tree screens and even if you are going to take the leaks into account then we're still going to have parties and almost certainly have RTwP. Just because they have moved the formulae around and tried out different things, which they have done with each iteration does not mean that A. the game has not ever been an ARPG and B. has not evolved, grown, and changed. And the conversation on stats, which I assume you are talking about Con, Dex, and Strength, is the perfect microcasm for this. Where have you seen that they are going to move away from this kind of thing? I haven't seen anything in the leaks or official marketing. Now granted I do like them to, they are one of the three core gameplay elements of what makes an RPG an RPG but at the end of the day many RPGs, party based and otherwise, don't do them and are perfectly enjoyable experiences. And they are an element of gameplay I don't really think any game has gotten right, maybe even including and especially BioWare. They are usually either inconsistent (this tends to be a problem between games in a series), highly nonsensicle and illogical (like Baldur's Gate and Origins having defense being dex based), or don't have a large enough impact on build and gameplay. So while I am reasonably sure they aren't going away I'm not sure I'd mind either given that this probably has been the RPG area where BioWare has struggled the most and Mass Effect was a perfectly good RPG even without them.
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Post by Davrin's boobs on Apr 23, 2024 8:31:29 GMT
The only big expectation I have is romances, I want them equally distributed (quantity and quality) and of course a human gay male KISA. Apart from that, I'm gonna enjoy the game like a little kid and let myself having a blast, I cant wait to return to Thedas. This doesnt mean I'm not going to be critical about it but I only need a CC, gay romances and a single player story driven game to make me happy, that this game is the fourth installment of one my favorite franchises is just the icing on the cake.
oh I forgot, give me water spells (no ice, WATER)
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by TabithaTH on Apr 23, 2024 16:22:54 GMT
1: Will judge it as the game it is. I will keep in mind how rocky development was, but it’ll most likely influence how much energy I’ll put into complaining and not the complaints themselves. I also think what price I pay will be important. If I buy it on sale or get gifted a copy, I’ll probably feel less cheated if the experience isn’t what I was hoping for.
That being said, it might have the opposite effect and make me more annoyed with details, since I’ll see the game it could have been without all the reboots.
2: As long as I can figure out the mechanics, I’m fine with whatever style of combat they end up making. I would prefer some sort of pause feature for using potions and stuff like that, but it’s not a deal breaker if I can ‘just get by’.
Honestly, I think I’ve just sort of given up on getting a perfect game. It’s gone from being the game I’m waiting for, to just another game I’m waiting for.
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Post by Gwydden on Apr 23, 2024 22:06:32 GMT
I haven't exactly been waiting with bated breath. Between how long it's been since the last entry in the series, liking each game less than the last, and all the staff changes throughout development, I have no expectations and will be treating this as I would any other AAA RPG release; I am at least a little curious due to leftover DA:O nostalgia, but that's it. I enjoy different types of combat and never expected this game to be much like DA:O anyway, so that's alright. If it's looking really good and my PC can run it, I'll get it on release. If it looks like I might enjoy it, I may get it at a discount later. Otherwise, I'll pass.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Sandetiger on Apr 24, 2024 22:43:47 GMT
1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?
I think for me, I want to go in giving it the benefit of the doubt. It is effectively another chapter of a story I've been following since 2010; I've waited pretty lengthy chunks of time for book sequels to come out, and as a writer I know that the final version usually isn't what went into the writing process throughout its writing period. If it's not perfect: that's okay. It doesn't have to be perfect for me to enjoy it. I've been dreaming about this for the better part of a decade, and I am really excited: for myself, for my friends, for the community, and for the devs who have been working on this story -- including some of them for their whole careers, and others since the inception of the franchise. It's a big milestone, regardless. But FWIW, having context for why things may not be super smooth in release/gameplay/narrative construction tends to engender in me a slant toward grace. Knowing that this is, essentially, version 3.0 of the game, where I imagine devs have essentially had to do a major regroup at least three separate times, spells to me that it's frankly a miracle that it got made at all. I think it would be incredibly discourteous to the devs themselves to decry the game with, "They had a decade to make this game, and this is what they give us?" Like, c'mon. The game was cancelled at one point, switched to a live service in the reboot, and then upended to a single-player format. I expect that they had to completely redesign the game -- and they were doing this in the context of COVID and its disruptions and now a lengthy run of massive layoffs and widespread industry instability, which from testimony is taking a hefty toll on the mental health and sense of security the people making these games have. Not to mention that BioWare was cleaved with the Aug 2023 layoffs. Maybe I won't be able to resist, anyway, given how long I've been waiting. But I've also been telling myself that I want to be intentional in how I engage with the length of time I've waited and the emotions that engenders; so I have been having a dialogue with myself and with the context of the game. We'll see how that pans out I think the only real expectation I have going in is that I want to enjoy it. Whatever 'it' ultimately is. The game will be what it is, and not what people expect it to be. (I also think it is important to keep in mind that fandom hype and wank over new installations of games can be incredibly dissonant with the actual game that has been released. I remember when DA2 was panned by the fandom, and have watched it's renaissance as people revisit or discover it for the first time, and see it a little more clearly for what the devs were trying to do. The same is happening, I think, for MEA. I enjoyed both games when I played them for the first time, and never understood the widespread ire over them.) And related to all this is the fact that, ultimately, at the end of the day, it's a story experience that is being shared with me by other people who are creative, and there's something very collaborative about that. However it's been commodified, there's just something so special about being able to share and receive stories. At the risk of sounding a little parasocial, what I have always maintained is that these fantastical stories we tell each other are about human experiences and human existence, and how we engage with that is rooted in our own humanity. So, I always try to find things to like, things to appreciate, and things that speak to me. If I can't connect in some way, then yeah, something has probably gone horrifically wrong with the game's development. But I don't expect that to be the case. What will also be really fun for me, I think, is dissecting how they've constructed the game. I really like media analysis and I've been soaking up how games are made and how that process varies from other forms of media that I am more experientially steeped in -- book publishing, and making movies and television. And that's something you can do with ANY game that's been constructed in ANY fashion -- it just happens to be attractive to me because I love the Dragon Age franchise and it's one of the very few video game storyworlds that I actively spend a lot of time thinking about. If I am critical of the game, really critical -- it's generally not because I hate it, but because there's a lot I like. If it's wholly awfu and there's nothing I enjoy or appreciate, then why bother, yeah? So I guess I also expect that I will have critiques on the assumption that I will largely enjoy the game. And that's okay, too. 2) Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"?Nah. Every Dragon Age game has had slightly different combat (and for that matter Mass Effect has, too.) It's been more than 15 years since BioWare first started working on DA:O. Creatively, I would expect them to experiment with different gameplay styles and that includes systems of combat. Maybe I'll dislike whatever they have more than I do the more isometric form of DA:O (and I do miss that) and maybe I'll enjoy it. I won't know until I try it, and I'm not going to be churlish by going in and deciding that it has to meet some arbitrary bar or else it's trash. In any case, it can't be worse than The Witcher 3's combat (I hated that lol; but still enjoyed the game) or [shudder] Kingdom Come: Deliverance's combat. I really, really, really liked being able to toggle the overhead view in the Dragon Age games, and it was a little bit of a curve for me to be stuck firmly in the over-the-shoulder perspective of Mass Effect, but I figured it out, I adapted, it was fine. As long as the way combat is constructed is balanced and makes sense for how they design the enemies and environments, it'll be fine. Mark Darrah has already stated on his channel that he thinks the overhead view is unlikely to come back, so I am tempering my expectations on that, at the very least. I think one of the leakers indicated that we might get a combat 'pause mechanic' similar to the power wheel for the Mass Effect trilogy, and if that is indeed the case, I'll cope just fine. I just need to be able to pause during combat -- I get anxious! With that said, I really hope it doesn't require a lot of button mashing in combat, just from an accessibility standpoint. I largely enjoyed playing Assassin's Creed: Odyssey but sometimes the fights with the bounty hunters would get so intense and take so long that I would have to let myself die in order to stop; my joints are hypermobile and I would be in physical pain. I remember reading re: the cancelled BioWare game AGENT that they did intend to have really intense button-mashing combat, so it's certainly not something the studio has been above experimenting with before, and it wouldn't exactly be coming out of left field. I just hope they... don't... But, being real here: I don't play Dragon Age (or Mass Effect) for the combat. Combat is such a secondary consideration for me, where I am primarily interested in the story and the characters. I chronically play on easy mode, and I've never played any game at a harder difficulty setting. So long as it's not prohibitively painful, I'll tolerate just about any combat for the sake of soaking up the narrative. The bonus points are if I actually enjoy the combat.
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ApocAlypsE
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by ApocAlypsE on May 3, 2024 12:57:25 GMT
I don't remember any game that came out well from development hell. Also, as it is classified as an AAA game, this will contain all the usual bullshit that current-day AAA games have: - Appealing to the lowest common denominator - Inserting unnecessary political statements into your game - Predatory monetization schemes - Coming out in a bad technical state (common for Bioware games ever since foundation)
And I want to be wrong. It's the only AAA game that I'm actually following. I don't have much time to game now, so I want the time I have to be a good time. That's why BG3 is basically the only game that I've played since its release.
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Post by thecommandershepard on May 4, 2024 16:36:55 GMT
1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?I don't know the concrete details of the development history, so it'll be judged on the time since Trespasser. And how could it not be when it was such a narrative cliffhanger ending? A ten year wait both amplifies expectations and induces pessimism. What vague info I do know about the shuffling around of the game points to a core problem, and one I will return to in answer to question 2: The game's identity. That it's seemingly in such a shaky state belies such little confidence in the property. Either because of some repugnant corporate mandated trend chasing, or that the devs simply don't cherish the Dragon Age series for what it is. 2) Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"?
Absolutely. I mean in some alternate dimension if they had Itsuno or Miyazaki directing then I'd be somewhat reassured, but it still returns to the core game identity problem. I have never heard a single good argument for why the game HAS to deviate from being a party based CRPG. By all means evolve - find a new combat pace, get some flashy spell animations and weighty sword chain attacks going on. Have a skill tree screen with all the sparkles and glitter you can muster. It doesn't need to feel exactly like the previous games, but it needs to be in the same genre at the very least. Especially so when your jumping off point in a long running series was such a cliffhanger of a previous game. Character building through stats and specializations is as integral to an RPG for me as anything narrative or choice based. They could easily just do what the previous games did, and have an "Auto Allocate" button for people who don't care. Dragon Age's tactics for companions was such a fantastic mechanism to build your squad into a well oiled machine, and again just have automate button for anyone not interested. The status combos were a good evolution of the system, and can provide immensely satisfying gameplay. Quite why they'd ditch all of that juicy goodness for the combat of, not just a different game, but a whole other genre of game is astonishing to me. It's like throwing away a perfectly good home cooked roast dinner to get McDonald's instead. And hey, I like the occasional Big Mac, but that is not what I go to Dragon Age for. Once you've crowbarred that burger into a vaguely Dragon Age shaped wrapper I have serious doubts it would be especially appealing to anyone. The success of Baldur's Gate 3 perfectly vindicates that party based CRPGs with deep systems are what millions of people want, and that game is fully turn based. RTwP already presents a happy medium for more adrenaline fuelled gameplay. If people want a full ARPG they'll go to FromSoftware or any of its knockoffs, not Bioware. Trouble with this logic is the game has always been an ARPG from the very first days of Origins to the latest iteration with Inquisition. Plus I don't really see anything to indicate that this is changing. We've seen skill tree screens and even if you are going to take the leaks into account then we're still going to have parties and almost certainly have RTwP. Just because they have moved the formulae around and tried out different things, which they have done with each iteration does not mean that A. the game has not ever been an ARPG and B. has not evolved, grown, and changed. And the conversation on stats, which I assume you are talking about Con, Dex, and Strength, is the perfect microcasm for this. Where have you seen that they are going to move away from this kind of thing? I haven't seen anything in the leaks or official marketing. Now granted I do like them to, they are one of the three core gameplay elements of what makes an RPG an RPG but at the end of the day many RPGs, party based and otherwise, don't do them and are perfectly enjoyable experiences. And they are an element of gameplay I don't really think any game has gotten right, maybe even including and especially BioWare. They are usually either inconsistent (this tends to be a problem between games in a series), highly nonsensicle and illogical (like Baldur's Gate and Origins having defense being dex based), or don't have a large enough impact on build and gameplay. So while I am reasonably sure they aren't going away I'm not sure I'd mind either given that this probably has been the RPG area where BioWare has struggled the most and Mass Effect was a perfectly good RPG even without them. No. You would have to apply an absurdly broad definition of ARPG to classify Dao as ARPG, even DA 2. The first two games were, if anything, closer to turn-based RPGs with an emphasis on using the pause button and deploying a varying degree of strategy (how much required would depend on the difficulty level) in combat, and combat was not fluid like, for example, in Skyrim, where you had direct, quick, and fluid over-character movements with the keyboard. In essence, the first two Dragon Age games were not designated with fluid combat progression but with a management team, use of abilities, and strategizing using pause buttons. It's in Dragon Age Inquisition that direction changed, and it was more of a hybrid where you had greater and more fluid control over character (jumping, close to third-person camera, non-automatic attack requiring player input) and a pause button (or "strategic mode") because it was more of an option and still fluidity, but character was more restricted than in ARPGs like Skyrim. ARPGs are games like Mass Effect in which the emphasis is on real-time fluid combat, not paused or turn-based tactical or strategy elements. From the footage I saw, there is a massive distinction between Dao, Da 2, and DA:D in the fluidity of combat, to the point where it seems you had fluid control over your character and could even quickly dodge attacks manually (as opposed to ability passive or used). Even if we were extremely generous as applied to the to the extremely broad concept of ARPG, we would be essentially comparing games from two extreme ends of such a concept that distinction would merely be semantically and extreme differences in styles of gameplay between DA:D and DAO in terms of fluency of combat and approach to strategy and tactics. In addition I'm not sure how defense being based on dexterity is illogical. Considering dexterity for example in Dragon age refers to "Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for rogues. As the primary component of a character's defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to melee and ranged attack scores, which determine whether a swing or shot connects with its target. Dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for dual wielding warriors and rogues." Given that having better dexterity would mean being more agile and having faster reflexes would allow you to more effectively parry and dodge attacks and thus boosting your defense limiting amount of damage taken. Where Constitution deals with your ability to withstand blows (ie how much direct hits you can take before going down rather than limiting damage).
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Post by colfoley on May 5, 2024 11:25:06 GMT
Trouble with this logic is the game has always been an ARPG from the very first days of Origins to the latest iteration with Inquisition. Plus I don't really see anything to indicate that this is changing. We've seen skill tree screens and even if you are going to take the leaks into account then we're still going to have parties and almost certainly have RTwP. Just because they have moved the formulae around and tried out different things, which they have done with each iteration does not mean that A. the game has not ever been an ARPG and B. has not evolved, grown, and changed. And the conversation on stats, which I assume you are talking about Con, Dex, and Strength, is the perfect microcasm for this. Where have you seen that they are going to move away from this kind of thing? I haven't seen anything in the leaks or official marketing. Now granted I do like them to, they are one of the three core gameplay elements of what makes an RPG an RPG but at the end of the day many RPGs, party based and otherwise, don't do them and are perfectly enjoyable experiences. And they are an element of gameplay I don't really think any game has gotten right, maybe even including and especially BioWare. They are usually either inconsistent (this tends to be a problem between games in a series), highly nonsensicle and illogical (like Baldur's Gate and Origins having defense being dex based), or don't have a large enough impact on build and gameplay. So while I am reasonably sure they aren't going away I'm not sure I'd mind either given that this probably has been the RPG area where BioWare has struggled the most and Mass Effect was a perfectly good RPG even without them. No. You would have to apply an absurdly broad definition of ARPG to classify Dao as ARPG, even DA 2. The first two games were, if anything, closer to turn-based RPGs with an emphasis on using the pause button and deploying a varying degree of strategy (how much required would depend on the difficulty level) in combat, and combat was not fluid like, for example, in Skyrim, where you had direct, quick, and fluid over-character movements with the keyboard. In essence, the first two Dragon Age games were not designated with fluid combat progression but with a management team, use of abilities, and strategizing using pause buttons. It's in Dragon Age Inquisition that direction changed, and it was more of a hybrid where you had greater and more fluid control over character (jumping, close to third-person camera, non-automatic attack requiring player input) and a pause button (or "strategic mode") because it was more of an option and still fluidity, but character was more restricted than in ARPGs like Skyrim. ARPGs are games like Mass Effect in which the emphasis is on real-time fluid combat, not paused or turn-based tactical or strategy elements. From the footage I saw, there is a massive distinction between Dao, Da 2, and DA:D in the fluidity of combat, to the point where it seems you had fluid control over your character and could even quickly dodge attacks manually (as opposed to ability passive or used). Even if we were extremely generous as applied to the to the extremely broad concept of ARPG, we would be essentially comparing games from two extreme ends of such a concept that distinction would merely be semantically and extreme differences in styles of gameplay between DA:D and DAO in terms of fluency of combat and approach to strategy and tactics. In addition I'm not sure how defense being based on dexterity is illogical. Considering dexterity for example in Dragon age refers to "Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for rogues. As the primary component of a character's defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to melee and ranged attack scores, which determine whether a swing or shot connects with its target. Dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for dual wielding warriors and rogues." Given that having better dexterity would mean being more agile and having faster reflexes would allow you to more effectively parry and dodge attacks and thus boosting your defense limiting amount of damage taken. Where Constitution deals with your ability to withstand blows (ie how much direct hits you can take before going down rather than limiting damage). Well after dropping down a slight rabbit hole of research I did discover I was mistaken. At least sort of. My initial reference I was making, and the reasons for it, Darrah was specifically referring to Dragon Age 2 as being an ARPG and not Origins. I thought he was talking about both games. Source: (Comments start right aroiund the 50 minute mark with the resulting fight). However, on thise note two things. 1. The logic for DA 2 being an ARPG is fairly consistent, again expert commentary is something to draw upon for reference but not rely upon and I still think it matches. And 2. Which Origins itself may not be an ARPG it is still pretty close in many of its gameplay tropes. Especially since ARPGs have nothing to do with fluidity. I have played games which are considered ARPGs/ Action games which are less fluid, slower, more clunky, then Origin's combat...and given the vagueness of 'fluidity' in the first place not sure how appropriate of a bell weather it is. But what distinguishes ARPGs/ Action games from other games is how 'live action' (hence the name) they are or how real time they are. Its why all four Mass Effect games are ARPGs even though you could pause and play in them, ACOD, DA 2, DAI, HZD, the Final Fantasy 7 remakes, etc. The through thread through all of these games is that the main way of engaging with the gameplay is in real time, rather then turn based like in Baldur's Gate, KOTOR, or the quasi system from Origins which wasn't that turn based but kind of was considering how everything in that game seemed very ordered. For Dreadwolf this does seem to continue the trend. As I mentioned the Overton Window is a bit at play, incrimental changes and evolution of the franchise from the beginning makes Dreadwolf very much different from Origins...theoretically...but not so different from 2 or Inquisition. But keep in mind that such evolutions does not mean that A. that the other games aren't ARPGs and thus Dreadwolf isn't breaking the tradition, or B. that it isn't in keeping with Dragon Age's gameplay loop whatever it is. Again all we have is a few seconds of leaked footage to really go on here and all of this hardly looks any more fluid or real time then Inquisition did. As far as the dexterity comment is concerned...sure. But the problem here is the lagnuage is both internally inconsistent and inconsistent if we apply real world metrics to it. Dexterity has always been associted with 'nimbleness'. That's all well and good, have a high dex score, avoid damage, deflect it. But that is not what happens in D&D, and the games that use similar tool sets, that is not what happens. In D&D/ BG your Armor class effects your defense...which drives up your Armor Class. So the higher dex you have, the higher your armor class...but also the better armor you have the better your armor class. Which is an inherent contradiction and is linguistic nonsense. It would have been far better, I think from an RP standpoint as well as a practical standpoint, to have different metrics and scores. This would've made more sense and would've helped more for builds.
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Post by biggydx on May 5, 2024 13:56:08 GMT
1) The time it took to develop is irrelevant to me when considering the quality of the game. It's ultimately going to come down to, "Is it good?". Cyberpunk - in terms of full development time - had roughly 2-3 years of true development, and while it had a number of flaws, many still felt the vanilla version was still a good title (at least on PC). While I hope to God Dreadwolf's launch isn't that haggard, all you can really hope for is that the gameplay is solid and the story is tight with memorable characters. How long it took to meet those criteria doesn't matter if they're able to pull it off.
That said, this game will undoubtedly have the ten year development gap, between it and Inquisition, used against it if the game doesnt turn out as a "good" game. I think the broader public likely doesnt know about the development woes behind the game, so it wont even register for them. The onus is still on Bioware to make a competent game at the end of the day. I just wonder if they're willing to reign in the scope of the game such that it gives all of the various systems time to breath and feel immersive.
2) I'm a variety gamer, so I've played all types of titles (from turn-based to pure action). I think if BioWare plans on going the full-action route, I won't really be bothered by it. However, I am going to contrast the feel of your games combat and presentation against other ARPGs. That's going to be the true issue here with a action-inclined Dragon Age game. You're losing a certain identity that your former games had that will make you stand out less in the industry. It also means you need to bring something to the table with your action elements that will pull people in.
For what it's worth, I do think BioWare has improved on the baseline combat systems in their more action-oriented games. As maligned as both games were, both Anthem and Andromeda were praised for their core combat systems (Anthem for its flight/ground combat, and Andromeda for its smoother and more nimble third-person gunplay)
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Post by thecommandershepard on May 5, 2024 14:57:54 GMT
No. You would have to apply an absurdly broad definition of ARPG to classify Dao as ARPG, even DA 2. The first two games were, if anything, closer to turn-based RPGs with an emphasis on using the pause button and deploying a varying degree of strategy (how much required would depend on the difficulty level) in combat, and combat was not fluid like, for example, in Skyrim, where you had direct, quick, and fluid over-character movements with the keyboard. In essence, the first two Dragon Age games were not designated with fluid combat progression but with a management team, use of abilities, and strategizing using pause buttons. It's in Dragon Age Inquisition that direction changed, and it was more of a hybrid where you had greater and more fluid control over character (jumping, close to third-person camera, non-automatic attack requiring player input) and a pause button (or "strategic mode") because it was more of an option and still fluidity, but character was more restricted than in ARPGs like Skyrim. ARPGs are games like Mass Effect in which the emphasis is on real-time fluid combat, not paused or turn-based tactical or strategy elements. From the footage I saw, there is a massive distinction between Dao, Da 2, and DA:D in the fluidity of combat, to the point where it seems you had fluid control over your character and could even quickly dodge attacks manually (as opposed to ability passive or used). Even if we were extremely generous as applied to the to the extremely broad concept of ARPG, we would be essentially comparing games from two extreme ends of such a concept that distinction would merely be semantically and extreme differences in styles of gameplay between DA:D and DAO in terms of fluency of combat and approach to strategy and tactics. In addition I'm not sure how defense being based on dexterity is illogical. Considering dexterity for example in Dragon age refers to "Dexterity is the measure of agility, reflexes, and balance. Higher dexterity improves a character's chances to hit, makes the character more likely to dodge incoming blows, and contributes to the damage dealt by piercing weapons like daggers and arrows. Dexterity adds 0.2 points damage to each dagger when dual wielding. Archery and dual-weapon fighting styles demand high dexterity to master, making this attribute a favorite for rogues. As the primary component of a character's defense score, dexterity helps sidestep attacks entirely. Along with strength, dexterity also contributes to melee and ranged attack scores, which determine whether a swing or shot connects with its target. Dexterity contributes to physical resistance and is a prerequisite for some weapon talents. This attribute is most important for dual wielding warriors and rogues." Given that having better dexterity would mean being more agile and having faster reflexes would allow you to more effectively parry and dodge attacks and thus boosting your defense limiting amount of damage taken. Where Constitution deals with your ability to withstand blows (ie how much direct hits you can take before going down rather than limiting damage). Well after dropping down a slight rabbit hole of research I did discover I was mistaken. At least sort of. My initial reference I was making, and the reasons for it, Darrah was specifically referring to Dragon Age 2 as being an ARPG and not Origins. I thought he was talking about both games. Source: (Comments start right aroiund the 50 minute mark with the resulting fight). However, on thise note two things. 1. The logic for DA 2 being an ARPG is fairly consistent, again expert commentary is something to draw upon for reference but not rely upon and I still think it matches. And 2. Which Origins itself may not be an ARPG it is still pretty close in many of its gameplay tropes. Especially since ARPGs have nothing to do with fluidity. I have played games which are considered ARPGs/ Action games which are less fluid, slower, more clunky, then Origin's combat...and given the vagueness of 'fluidity' in the first place not sure how appropriate of a bell weather it is. But what distinguishes ARPGs/ Action games from other games is how 'live action' (hence the name) they are or how real time they are. Its why all four Mass Effect games are ARPGs even though you could pause and play in them, ACOD, DA 2, DAI, HZD, the Final Fantasy 7 remakes, etc. The through thread through all of these games is that the main way of engaging with the gameplay is in real time, rather then turn based like in Baldur's Gate, KOTOR, or the quasi system from Origins which wasn't that turn based but kind of was considering how everything in that game seemed very ordered. For Dreadwolf this does seem to continue the trend. As I mentioned the Overton Window is a bit at play, incrimental changes and evolution of the franchise from the beginning makes Dreadwolf very much different from Origins...theoretically...but not so different from 2 or Inquisition. But keep in mind that such evolutions does not mean that A. that the other games aren't ARPGs and thus Dreadwolf isn't breaking the tradition, or B. that it isn't in keeping with Dragon Age's gameplay loop whatever it is. Again all we have is a few seconds of leaked footage to really go on here and all of this hardly looks any more fluid or real time then Inquisition did. As far as the dexterity comment is concerned...sure. But the problem here is the lagnuage is both internally inconsistent and inconsistent if we apply real world metrics to it. Dexterity has always been associted with 'nimbleness'. That's all well and good, have a high dex score, avoid damage, deflect it. But that is not what happens in D&D, and the games that use similar tool sets, that is not what happens. In D&D/ BG your Armor class effects your defense...which drives up your Armor Class. So the higher dex you have, the higher your armor class...but also the better armor you have the better your armor class. Which is an inherent contradiction and is linguistic nonsense. It would have been far better, I think from an RP standpoint as well as a practical standpoint, to have different metrics and scores. This would've made more sense and would've helped more for builds. That Darrah said it's an action RPG doesn't amount to a proper argument that it's an action RPG. He made no logical argument as to why it's an action RPG, nor even provided what an action RPG is, beyond that it's the concept that it supposedly changed over time (from what to what was not even explained). Thus, relying on it as an argument for the fact the fact that Dragon Age II is an ARPG claim itself is an appeal to authority fallacy (especially considering Darrah would not be a legitimate authority on genres of games, and arguably there is no such authority due to terms lacking in official and established terminology, so the term is fairly fuzzy). In essence, Darrah is not in a position to officially classify genres of games and is not someone who studied the topic thoroughly enough to have authoritative knowledge about the subject. ARPGs absolutely do have to do with fluidity, since the distinguishing factor is that they're action-oriented as opposed to tactical- or strategy-oriented with less fluid combat. If combat is fluid, such as if you've control over every move of your character (i.e., it's reliant on your sequential input), for example in Skyrim, where every move of your character (including steps and attacks, i.e., the hack&slash mechanic) is the result of player input, which allows for more fluid and action-oriented combat, as opposed to, for example, Dragon Age Origins and Dragon Age 2, which have an auto attack button and point&click mechanic that move characters from point A to point B without further player input,. In addition, all 3 games had varying degrees of emphasis on controlling (albeit Inquisition the least, which is why it's a hybrid) the whole party, and the first two had paused gameplay in which you position characters, have access to the battlefield to apply tactics, use abilities, plan your next move, etc. If I recall correctly, you can only pause in mass effect to select abilities and indirectly send squad members to a pointed-out location; you can't position your own character or control directly other characters, and your access to the operating battlefield is severely restricted to where you are looking. Emphasis on tactics is little of a play without managing a team and even without or minimal tactics (play it as a third-person shooter like Call of Duty). Neither Da 2 nor Dao are fast-paced and action-oriented games. As I noted, the emphasis is on controlling squad members, team placement, tactical and strategic planning, and combat with automatic input, such as your character attacking automatically upon input from the player, and you have little fluidity over character, etc. howtomakeanrpg.com/a/what-is-an-action-rpg.html www.researchgate.net/publication/325466153_Definitions_of_Role-Playing_Games"As they evolved, CRPGs developed distinct sub-genres such as “action RPGs,” like the Diablo series, that emphasized fast-paced real-time combat, and “tactical RPGs," often turn-based, that focused on optimal tactical combat decisions and strategic character progression decisions." Notice that tactical RPGs are often turn-based, but not always. The emphasis is on tactics in combat and strategy in developing character, while in action RPGs, fast-paced real-time combat is emphasized. Even Baldur Gate is not a "really" turn-based game, i.e., your character has a turn, you make an action, your turn ends (at which you have an indefinite amount of time to decide), then it's your opponent's turn, they make an action, their turn ends, and so on and so forth until combat ends. Baldur's Gate had essentially turns to be representative of 6 seconds of real time, and that constituted a turn, and the speed factor determines at which time your character hits within those six seconds. And within the proper build, you can attack multiple times during that 6-second period. baldursgate.fandom.com/wiki/Speed_Factor This is pretty much similar to Dragon Age Origins and Dragon Age II, where the speed factor (or attack speed) determines how quickly your character attacks, limiting the amount of attacks your character can perform within a time period. In Dragon Age II, this aspect is more fluid, allowing PCs and NPCs to take fewer pauses between attacks, while in Dragon Age Origins, the pacing of attacks was closer to Baldurs Gate than in Dragon Age II. So both the first two Dragon Age games and Baldur's Gate relied on combat with a "real-time" and pause button; it's just that fluidity of combat differed in terms of pacing character attacks (with BG and DAO having slower-paced attacks from characters than DA II, albeit all three relied on character attack speed and overall build to determine speed of attack in real-time and automated attack with minimal input from the player required). dragonage.fandom.com/wiki/Combat_mechanics_(Origins)#Attack_speeddragonage.fandom.com/wiki/Combat_mechanics_(Dragon_Age_II)#Attack_speedSaid "evolution" didn't really exist until DAI, which was hybrid and allowed players to play strategically, tactically (optional strategic mode), or fairly fluidly in fast-paced combat without pausing the game, in which the PC doesn't attack on its own but each attack is the result of player input and follows (unless the player chooses otherwise in strategic mode) a close third-person perspective. Distinctions in action orientation and combat mechanics are small between DAO and DAII. What has changed in that regard is that, as I noted, PCs and NPCs attacks are faster-paced (but still automatic after player input), strategic/tactical, and overall fluidity of character remained about the same between those two games (thus action elements in Gamplay are quite small and tactical/strategic high to the point you will get demolished on even normal difficulty if you try to play the game in real-time). False. It looks much more fluid than Inquistion because Inquistion didn't allow you to dodge enemy attacks (via rolling sideways) via direct player control (the closest thing to that kind of fluidity was the jumping mechanic introduced in Inquistion, which was even then not really good in combat). Prior to that, dodging mechanics were either only influenced indirectly through character stats (which meant a character automatically avoided attack if successful on "roll") or, in a few cases, in Inquisition, there were some active abilities that you could use that would help you move away from your opponent before you get hit (albeit you had little control over those and had a cool-down on them, thus not very much fluidity). Contrasting with the footage shown of combat in DA:D, fluidity in combat has massively increased to the point where you can actually fluidly avoid a quick enemy attack. In fact, we had arguments about this in the past. If I recall correctly and if you insist that this could be simply "active" ability like one of those in Inquisition, this doesn't work for the same reasons I outlined in the past. Rolling sideways is too unpredictable as an ability since it doesn't account for which side the player wants to roll, i.e., right or left (thus easily screwing over the player by rolling on the wrong side without player input); thus, rolling sideways is something you would control the player via the use of keys like the space button and arrow keys, for example. This is fluidity of combat in terms of dodging; at least that is the dark souls game, certainly not Inquisition. In essence, even if you conceded an argument about the definition of ARPG and said all three games are ARPGs, in which case you could argue that even Baldur's Gate was ARPG, or alternatively, that it was not strictly turn-based but in real-time with a pause mechanic to engage in strategic or tactical decisions, with those being heavy or essential aspects of the game, As noted, this at best would be a mere semantic concession, and degree series has moved from Da:O and DA 2 to DA:D is massive, even from DA:I (what I refer to as hybrid due to two viable styles of play, one emphasizing high fluidity and fast pacing of combat and the other slow pacing and high tactical involvement and controlling battlefield, albeit unlike to two prior games in DAI, players could no longer control attributes beyond items, so the developing character aspect of RPG has been greatly diminished and seems to be left behind based on footage shown before). So reality is in gameplay mechanics, especially in combat. DA moved far away from the first two games, which were fairly similar in their approach to tactical and strategic elements, with minor increases in some aspects to make it a bit more fast-paced visually. I don't see a contradiction here. Armor Class in D&D is described as "Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. The average, unarmored The peasant has an AC of 10. Your AC is equal to the following" (Player Handbook 3.5 edition). Given that it's logical both Dexterity And wearing armor would make opponent to hit you in way that inflict damage upon you more difficult, since if you high dex you can parry and dodge damage (to some extent at least), if you wear armor, armor protects you from being damaged (to some extent at least). In fact, in D&D, many armors restrict your Dexterity bonuses (how much depends on the type of armor) because they limit your flexibility, and thus, if you have high Dex, it may be better for you to either not wear some armors or actually wear them, as your Dex bonus provides better protection from being damaged than armor. So there is no contradiction; it's just that there are multiple factors that make sense that increase your defense or AC.
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Post by colfoley on May 5, 2024 19:01:10 GMT
Well after dropping down a slight rabbit hole of research I did discover I was mistaken. At least sort of. My initial reference I was making, and the reasons for it, Darrah was specifically referring to Dragon Age 2 as being an ARPG and not Origins. I thought he was talking about both games. Source: (Comments start right aroiund the 50 minute mark with the resulting fight). However, on thise note two things. 1. The logic for DA 2 being an ARPG is fairly consistent, again expert commentary is something to draw upon for reference but not rely upon and I still think it matches. And 2. Which Origins itself may not be an ARPG it is still pretty close in many of its gameplay tropes. Especially since ARPGs have nothing to do with fluidity. I have played games which are considered ARPGs/ Action games which are less fluid, slower, more clunky, then Origin's combat...and given the vagueness of 'fluidity' in the first place not sure how appropriate of a bell weather it is. But what distinguishes ARPGs/ Action games from other games is how 'live action' (hence the name) they are or how real time they are. Its why all four Mass Effect games are ARPGs even though you could pause and play in them, ACOD, DA 2, DAI, HZD, the Final Fantasy 7 remakes, etc. The through thread through all of these games is that the main way of engaging with the gameplay is in real time, rather then turn based like in Baldur's Gate, KOTOR, or the quasi system from Origins which wasn't that turn based but kind of was considering how everything in that game seemed very ordered. For Dreadwolf this does seem to continue the trend. As I mentioned the Overton Window is a bit at play, incrimental changes and evolution of the franchise from the beginning makes Dreadwolf very much different from Origins...theoretically...but not so different from 2 or Inquisition. But keep in mind that such evolutions does not mean that A. that the other games aren't ARPGs and thus Dreadwolf isn't breaking the tradition, or B. that it isn't in keeping with Dragon Age's gameplay loop whatever it is. Again all we have is a few seconds of leaked footage to really go on here and all of this hardly looks any more fluid or real time then Inquisition did. As far as the dexterity comment is concerned...sure. But the problem here is the lagnuage is both internally inconsistent and inconsistent if we apply real world metrics to it. Dexterity has always been associted with 'nimbleness'. That's all well and good, have a high dex score, avoid damage, deflect it. But that is not what happens in D&D, and the games that use similar tool sets, that is not what happens. In D&D/ BG your Armor class effects your defense...which drives up your Armor Class. So the higher dex you have, the higher your armor class...but also the better armor you have the better your armor class. Which is an inherent contradiction and is linguistic nonsense. It would have been far better, I think from an RP standpoint as well as a practical standpoint, to have different metrics and scores. This would've made more sense and would've helped more for builds. That Darrah said it's an action RPG doesn't amount to a proper argument that it's an action RPG. He made no logical argument as to why it's an action RPG, nor even provided what an action RPG is, beyond that it's the concept that it supposedly changed over time (from what to what was not even explained). Thus, relying on it as an argument for the fact the fact that Dragon Age II is an ARPG claim itself is an appeal to authority fallacy (especially considering Darrah would not be a legitimate authority on genres of games, and arguably there is no such authority due to terms lacking in official and established terminology, so the term is fairly fuzzy). In essence, Darrah is not in a position to officially classify genres of games and is not someone who studied the topic thoroughly enough to have authoritative knowledge about the subject. ARPGs absolutely do have to do with fluidity, since the distinguishing factor is that they're action-oriented as opposed to tactical- or strategy-oriented with less fluid combat. If combat is fluid, such as if you've control over every move of your character (i.e., it's reliant on your sequential input), for example in Skyrim, where every move of your character (including steps and attacks, i.e., the hack&slash mechanic) is the result of player input, which allows for more fluid and action-oriented combat, as opposed to, for example, Dragon Age Origins and Dragon Age 2, which have an auto attack button and point&click mechanic that move characters from point A to point B without further player input,. In addition, all 3 games had varying degrees of emphasis on controlling (albeit Inquisition the least, which is why it's a hybrid) the whole party, and the first two had paused gameplay in which you position characters, have access to the battlefield to apply tactics, use abilities, plan your next move, etc. If I recall correctly, you can only pause in mass effect to select abilities and indirectly send squad members to a pointed-out location; you can't position your own character or control directly other characters, and your access to the operating battlefield is severely restricted to where you are looking. Emphasis on tactics is little of a play without managing a team and even without or minimal tactics (play it as a third-person shooter like Call of Duty). Neither Da 2 nor Dao are fast-paced and action-oriented games. As I noted, the emphasis is on controlling squad members, team placement, tactical and strategic planning, and combat with automatic input, such as your character attacking automatically upon input from the player, and you have little fluidity over character, etc. howtomakeanrpg.com/a/what-is-an-action-rpg.html www.researchgate.net/publication/325466153_Definitions_of_Role-Playing_Games"As they evolved, CRPGs developed distinct sub-genres such as “action RPGs,” like the Diablo series, that emphasized fast-paced real-time combat, and “tactical RPGs," often turn-based, that focused on optimal tactical combat decisions and strategic character progression decisions." Notice that tactical RPGs are often turn-based, but not always. The emphasis is on tactics in combat and strategy in developing character, while in action RPGs, fast-paced real-time combat is emphasized. Even Baldur Gate is not a "really" turn-based game, i.e., your character has a turn, you make an action, your turn ends (at which you have an indefinite amount of time to decide), then it's your opponent's turn, they make an action, their turn ends, and so on and so forth until combat ends. Baldur's Gate had essentially turns to be representative of 6 seconds of real time, and that constituted a turn, and the speed factor determines at which time your character hits within those six seconds. And within the proper build, you can attack multiple times during that 6-second period. baldursgate.fandom.com/wiki/Speed_Factor This is pretty much similar to Dragon Age Origins and Dragon Age II, where the speed factor (or attack speed) determines how quickly your character attacks, limiting the amount of attacks your character can perform within a time period. In Dragon Age II, this aspect is more fluid, allowing PCs and NPCs to take fewer pauses between attacks, while in Dragon Age Origins, the pacing of attacks was closer to Baldurs Gate than in Dragon Age II. So both the first two Dragon Age games and Baldur's Gate relied on combat with a "real-time" and pause button; it's just that fluidity of combat differed in terms of pacing character attacks (with BG and DAO having slower-paced attacks from characters than DA II, albeit all three relied on character attack speed and overall build to determine speed of attack in real-time and automated attack with minimal input from the player required). dragonage.fandom.com/wiki/Combat_mechanics_(Origins)#Attack_speeddragonage.fandom.com/wiki/Combat_mechanics_(Dragon_Age_II)#Attack_speedSaid "evolution" didn't really exist until DAI, which was hybrid and allowed players to play strategically, tactically (optional strategic mode), or fairly fluidly in fast-paced combat without pausing the game, in which the PC doesn't attack on its own but each attack is the result of player input and follows (unless the player chooses otherwise in strategic mode) a close third-person perspective. Distinctions in action orientation and combat mechanics are small between DAO and DAII. What has changed in that regard is that, as I noted, PCs and NPCs attacks are faster-paced (but still automatic after player input), strategic/tactical, and overall fluidity of character remained about the same between those two games (thus action elements in Gamplay are quite small and tactical/strategic high to the point you will get demolished on even normal difficulty if you try to play the game in real-time). False. It looks much more fluid than Inquistion because Inquistion didn't allow you to dodge enemy attacks (via rolling sideways) via direct player control (the closest thing to that kind of fluidity was the jumping mechanic introduced in Inquistion, which was even then not really good in combat). Prior to that, dodging mechanics were either only influenced indirectly through character stats (which meant a character automatically avoided attack if successful on "roll") or, in a few cases, in Inquisition, there were some active abilities that you could use that would help you move away from your opponent before you get hit (albeit you had little control over those and had a cool-down on them, thus not very much fluidity). Contrasting with the footage shown of combat in DA:D, fluidity in combat has massively increased to the point where you can actually fluidly avoid a quick enemy attack. In fact, we had arguments about this in the past. If I recall correctly and if you insist that this could be simply "active" ability like one of those in Inquisition, this doesn't work for the same reasons I outlined in the past. Rolling sideways is too unpredictable as an ability since it doesn't account for which side the player wants to roll, i.e., right or left (thus easily screwing over the player by rolling on the wrong side without player input); thus, rolling sideways is something you would control the player via the use of keys like the space button and arrow keys, for example. This is fluidity of combat in terms of dodging; at least that is the dark souls game, certainly not Inquisition. In essence, even if you conceded an argument about the definition of ARPG and said all three games are ARPGs, in which case you could argue that even Baldur's Gate was ARPG, or alternatively, that it was not strictly turn-based but in real-time with a pause mechanic to engage in strategic or tactical decisions, with those being heavy or essential aspects of the game, As noted, this at best would be a mere semantic concession, and degree series has moved from Da:O and DA 2 to DA:D is massive, even from DA:I (what I refer to as hybrid due to two viable styles of play, one emphasizing high fluidity and fast pacing of combat and the other slow pacing and high tactical involvement and controlling battlefield, albeit unlike to two prior games in DAI, players could no longer control attributes beyond items, so the developing character aspect of RPG has been greatly diminished and seems to be left behind based on footage shown before). So reality is in gameplay mechanics, especially in combat. DA moved far away from the first two games, which were fairly similar in their approach to tactical and strategic elements, with minor increases in some aspects to make it a bit more fast-paced visually. I don't see a contradiction here. Armor Class in D&D is described as "Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. The average, unarmored The peasant has an AC of 10. Your AC is equal to the following" (Player Handbook 3.5 edition). Given that it's logical both Dexterity And wearing armor would make opponent to hit you in way that inflict damage upon you more difficult, since if you high dex you can parry and dodge damage (to some extent at least), if you wear armor, armor protects you from being damaged (to some extent at least). In fact, in D&D, many armors restrict your Dexterity bonuses (how much depends on the type of armor) because they limit your flexibility, and thus, if you have high Dex, it may be better for you to either not wear some armors or actually wear them, as your Dex bonus provides better protection from being damaged than armor. So there is no contradiction; it's just that there are multiple factors that make sense that increase your defense or AC. he doesen't have to make a logical argument. It's his game, and EAs and BioWare's. If they consider it an ARPG then it's an ARPG and it's the height of arrogance to presume otherwise. From there though we can argue on how good of an ARPG it is or isn't and how much it matches the criteria of one. I disagree with your assertion and even the definitions you provided mention 'real time' being a critical part of the ARPG formula. To a point I made in my last point, and yours, I found the combat pace in 2 to be much more fast paced then either Origins or Inquisition. Indeed there is gameplay to back this up considering Inquisition re added the tactical camera to the series which 2 dropped...which let you plan out your next move(s).
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Post by thecommandershepard on May 5, 2024 21:08:59 GMT
That Darrah said it's an action RPG doesn't amount to a proper argument that it's an action RPG. He made no logical argument as to why it's an action RPG, nor even provided what an action RPG is, beyond that it's the concept that it supposedly changed over time (from what to what was not even explained). Thus, relying on it as an argument for the fact the fact that Dragon Age II is an ARPG claim itself is an appeal to authority fallacy (especially considering Darrah would not be a legitimate authority on genres of games, and arguably there is no such authority due to terms lacking in official and established terminology, so the term is fairly fuzzy). In essence, Darrah is not in a position to officially classify genres of games and is not someone who studied the topic thoroughly enough to have authoritative knowledge about the subject. ARPGs absolutely do have to do with fluidity, since the distinguishing factor is that they're action-oriented as opposed to tactical- or strategy-oriented with less fluid combat. If combat is fluid, such as if you've control over every move of your character (i.e., it's reliant on your sequential input), for example in Skyrim, where every move of your character (including steps and attacks, i.e., the hack&slash mechanic) is the result of player input, which allows for more fluid and action-oriented combat, as opposed to, for example, Dragon Age Origins and Dragon Age 2, which have an auto attack button and point&click mechanic that move characters from point A to point B without further player input,. In addition, all 3 games had varying degrees of emphasis on controlling (albeit Inquisition the least, which is why it's a hybrid) the whole party, and the first two had paused gameplay in which you position characters, have access to the battlefield to apply tactics, use abilities, plan your next move, etc. If I recall correctly, you can only pause in mass effect to select abilities and indirectly send squad members to a pointed-out location; you can't position your own character or control directly other characters, and your access to the operating battlefield is severely restricted to where you are looking. Emphasis on tactics is little of a play without managing a team and even without or minimal tactics (play it as a third-person shooter like Call of Duty). Neither Da 2 nor Dao are fast-paced and action-oriented games. As I noted, the emphasis is on controlling squad members, team placement, tactical and strategic planning, and combat with automatic input, such as your character attacking automatically upon input from the player, and you have little fluidity over character, etc. howtomakeanrpg.com/a/what-is-an-action-rpg.html www.researchgate.net/publication/325466153_Definitions_of_Role-Playing_Games"As they evolved, CRPGs developed distinct sub-genres such as “action RPGs,” like the Diablo series, that emphasized fast-paced real-time combat, and “tactical RPGs," often turn-based, that focused on optimal tactical combat decisions and strategic character progression decisions." Notice that tactical RPGs are often turn-based, but not always. The emphasis is on tactics in combat and strategy in developing character, while in action RPGs, fast-paced real-time combat is emphasized. Even Baldur Gate is not a "really" turn-based game, i.e., your character has a turn, you make an action, your turn ends (at which you have an indefinite amount of time to decide), then it's your opponent's turn, they make an action, their turn ends, and so on and so forth until combat ends. Baldur's Gate had essentially turns to be representative of 6 seconds of real time, and that constituted a turn, and the speed factor determines at which time your character hits within those six seconds. And within the proper build, you can attack multiple times during that 6-second period. baldursgate.fandom.com/wiki/Speed_Factor This is pretty much similar to Dragon Age Origins and Dragon Age II, where the speed factor (or attack speed) determines how quickly your character attacks, limiting the amount of attacks your character can perform within a time period. In Dragon Age II, this aspect is more fluid, allowing PCs and NPCs to take fewer pauses between attacks, while in Dragon Age Origins, the pacing of attacks was closer to Baldurs Gate than in Dragon Age II. So both the first two Dragon Age games and Baldur's Gate relied on combat with a "real-time" and pause button; it's just that fluidity of combat differed in terms of pacing character attacks (with BG and DAO having slower-paced attacks from characters than DA II, albeit all three relied on character attack speed and overall build to determine speed of attack in real-time and automated attack with minimal input from the player required). dragonage.fandom.com/wiki/Combat_mechanics_(Origins)#Attack_speeddragonage.fandom.com/wiki/Combat_mechanics_(Dragon_Age_II)#Attack_speedSaid "evolution" didn't really exist until DAI, which was hybrid and allowed players to play strategically, tactically (optional strategic mode), or fairly fluidly in fast-paced combat without pausing the game, in which the PC doesn't attack on its own but each attack is the result of player input and follows (unless the player chooses otherwise in strategic mode) a close third-person perspective. Distinctions in action orientation and combat mechanics are small between DAO and DAII. What has changed in that regard is that, as I noted, PCs and NPCs attacks are faster-paced (but still automatic after player input), strategic/tactical, and overall fluidity of character remained about the same between those two games (thus action elements in Gamplay are quite small and tactical/strategic high to the point you will get demolished on even normal difficulty if you try to play the game in real-time). False. It looks much more fluid than Inquistion because Inquistion didn't allow you to dodge enemy attacks (via rolling sideways) via direct player control (the closest thing to that kind of fluidity was the jumping mechanic introduced in Inquistion, which was even then not really good in combat). Prior to that, dodging mechanics were either only influenced indirectly through character stats (which meant a character automatically avoided attack if successful on "roll") or, in a few cases, in Inquisition, there were some active abilities that you could use that would help you move away from your opponent before you get hit (albeit you had little control over those and had a cool-down on them, thus not very much fluidity). Contrasting with the footage shown of combat in DA:D, fluidity in combat has massively increased to the point where you can actually fluidly avoid a quick enemy attack. In fact, we had arguments about this in the past. If I recall correctly and if you insist that this could be simply "active" ability like one of those in Inquisition, this doesn't work for the same reasons I outlined in the past. Rolling sideways is too unpredictable as an ability since it doesn't account for which side the player wants to roll, i.e., right or left (thus easily screwing over the player by rolling on the wrong side without player input); thus, rolling sideways is something you would control the player via the use of keys like the space button and arrow keys, for example. This is fluidity of combat in terms of dodging; at least that is the dark souls game, certainly not Inquisition. In essence, even if you conceded an argument about the definition of ARPG and said all three games are ARPGs, in which case you could argue that even Baldur's Gate was ARPG, or alternatively, that it was not strictly turn-based but in real-time with a pause mechanic to engage in strategic or tactical decisions, with those being heavy or essential aspects of the game, As noted, this at best would be a mere semantic concession, and degree series has moved from Da:O and DA 2 to DA:D is massive, even from DA:I (what I refer to as hybrid due to two viable styles of play, one emphasizing high fluidity and fast pacing of combat and the other slow pacing and high tactical involvement and controlling battlefield, albeit unlike to two prior games in DAI, players could no longer control attributes beyond items, so the developing character aspect of RPG has been greatly diminished and seems to be left behind based on footage shown before). So reality is in gameplay mechanics, especially in combat. DA moved far away from the first two games, which were fairly similar in their approach to tactical and strategic elements, with minor increases in some aspects to make it a bit more fast-paced visually. I don't see a contradiction here. Armor Class in D&D is described as "Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. The average, unarmored The peasant has an AC of 10. Your AC is equal to the following" (Player Handbook 3.5 edition). Given that it's logical both Dexterity And wearing armor would make opponent to hit you in way that inflict damage upon you more difficult, since if you high dex you can parry and dodge damage (to some extent at least), if you wear armor, armor protects you from being damaged (to some extent at least). In fact, in D&D, many armors restrict your Dexterity bonuses (how much depends on the type of armor) because they limit your flexibility, and thus, if you have high Dex, it may be better for you to either not wear some armors or actually wear them, as your Dex bonus provides better protection from being damaged than armor. So there is no contradiction; it's just that there are multiple factors that make sense that increase your defense or AC. he doesen't have to make a logical argument. It's his game, and EAs and BioWare's. If they consider it an ARPG then it's an ARPG and it's the height of arrogance to presume otherwise. From there though we can argue on how good of an ARPG it is or isn't and how much it matches the criteria of one. I disagree with your assertion and even the definitions you provided mention 'real time' being a critical part of the ARPG formula. To a point I made in my last point, and yours, I found the combat pace in 2 to be much more fast paced then either Origins or Inquisition. Indeed there is gameplay to back this up considering Inquisition re added the tactical camera to the series which 2 dropped...which let you plan out your next move(s). He does have to make a logical argument; otherwise, genres mean nothing, as any developer can classify their game as any genre they want without needing to meet criteria necessary for them to be of that genre. In essence, if I make a dating sim game by that logic, I can call it first-person shooter because it's my game, and if I say it's first-person shooter, it's first-person shooter, and anyone who laughs at the idea and objects to it is simply insanely arrogant. Naturally, such an approach to categorization of genres would be useless, as any developer could classify any game as any genere (sub-genere) without establishing some common criteria required for it to be of that genere (or sub-genere), and thus, without point reference, any game could be classified as of any genere by the party making that game. Thus, in such a scenario, I can't derive any information from the genere of the game, as in one scenario, "first-person shooter," it could be a dating game without any shooting mechanics, in another puzzle game with no shooting mechanics. Sources I've provided presented real-time as necessary but not sufficient quality for ARPG (thus, being real-time doesn't amount to ARPG); conversely, tactical RPGs turn-based gameplay was frequent criteria but not universal. Meaning real-time gameplay would not amount to the game being an ARPG because of its emphasis on action, fluidity, and fast pacing. Dragon Age II was definitively not more fast-paced in actual combat than Dragon Age Inquisition, even despite lacking strictly speaking tactical camera mode. First, unlike in Inquisition Dragon Age, the camera was not close to PC (unless the player decided) and could be zoomed out (albeit not as much as in DAO if I recall), thus allowing you to view the scout environment from a faraway third-person perspective (as seen in the video I will link to below) and use that distant view to scout the environment fairly effectively (although you couldn't move the camera away from the third-person perspective behind the character). However, as I noted, DAI was hybrid, which, despite having a tactical camera, could be played simply fluidly without its usage and pausing (like Diablo 2), lacked automated attack relying on strictly hack and slash input from the player, offered greater mobility in combat (such as jumping mechanics, albeit somewhat clunky), and relied on a lot of sequential input from the player during combat and movement. So in essence, as I've said, you're offered two different valid styles of playing in the game Hack & Slash and quick-paced or slower and tactical via the tactical camera and pausing game in Inquistion. In Dragon Age II and Dragon Age Origins, this was not really a feasible option (unless you played with cheats, glitches, mods, etc.), as without deploying the pause button to use tactics and slow down the pacing of combat consistently, you would get destroyed. Similarly to Baldur's Gate (in which technically, if you wanted, you could not pause the game at all, but you essentially get demolished (at least without cheating in one way or another), and it's not really a feasible way of playing the game if you wish to progress to the end of it).
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Post by colfoley on May 5, 2024 23:45:58 GMT
he doesen't have to make a logical argument. It's his game, and EAs and BioWare's. If they consider it an ARPG then it's an ARPG and it's the height of arrogance to presume otherwise. From there though we can argue on how good of an ARPG it is or isn't and how much it matches the criteria of one. I disagree with your assertion and even the definitions you provided mention 'real time' being a critical part of the ARPG formula. To a point I made in my last point, and yours, I found the combat pace in 2 to be much more fast paced then either Origins or Inquisition. Indeed there is gameplay to back this up considering Inquisition re added the tactical camera to the series which 2 dropped...which let you plan out your next move(s). He does have to make a logical argument; otherwise, genres mean nothing, as any developer can classify their game as any genre they want without needing to meet criteria necessary for them to be of that genre. In essence, if I make a dating sim game by that logic, I can call it first-person shooter because it's my game, and if I say it's first-person shooter, it's first-person shooter, and anyone who laughs at the idea and objects to it is simply insanely arrogant. Naturally, such an approach to categorization of genres would be useless, as any developer could classify any game as any genere (sub-genere) without establishing some common criteria required for it to be of that genere (or sub-genere), and thus, without point reference, any game could be classified as of any genere by the party making that game. Thus, in such a scenario, I can't derive any information from the genere of the game, as in one scenario, "first-person shooter," it could be a dating game without any shooting mechanics, in another puzzle game with no shooting mechanics. Sources I've provided presented real-time as necessary but not sufficient quality for ARPG (thus, being real-time doesn't amount to ARPG); conversely, tactical RPGs turn-based gameplay was frequent criteria but not universal. Meaning real-time gameplay would not amount to the game being an ARPG because of its emphasis on action, fluidity, and fast pacing. Dragon Age II was definitively not more fast-paced in actual combat than Dragon Age Inquisition, even despite lacking strictly speaking tactical camera mode. First, unlike in Inquisition Dragon Age, the camera was not close to PC (unless the player decided) and could be zoomed out (albeit not as much as in DAO if I recall), thus allowing you to view the scout environment from a faraway third-person perspective (as seen in the video I will link to below) and use that distant view to scout the environment fairly effectively (although you couldn't move the camera away from the third-person perspective behind the character). However, as I noted, DAI was hybrid, which, despite having a tactical camera, could be played simply fluidly without its usage and pausing (like Diablo 2), lacked automated attack relying on strictly hack and slash input from the player, offered greater mobility in combat (such as jumping mechanics, albeit somewhat clunky), and relied on a lot of sequential input from the player during combat and movement. So in essence, as I've said, you're offered two different valid styles of playing in the game Hack & Slash and quick-paced or slower and tactical via the tactical camera and pausing game in Inquistion. In Dragon Age II and Dragon Age Origins, this was not really a feasible option (unless you played with cheats, glitches, mods, etc.), as without deploying the pause button to use tactics and slow down the pacing of combat consistently, you would get destroyed. Similarly to Baldur's Gate (in which technically, if you wanted, you could not pause the game at all, but you essentially get demolished (at least without cheating in one way or another), and it's not really a feasible way of playing the game if you wish to progress to the end of it). you hit the nail on the head. Genres are largely useless in any substantive conversation. They are sign posts and labels that are the beginning of understanding and not the end, but they often fall apart under any scrutiny and/or entirely limiting both on the creator end and the end of the consumer. And I do disagree. Granted it's close but DA2 was more of an ARPG then Inquisition. And now we are throwing a new word into the mix. 'Tactical' RPG. Which pretty much every RPG I've played requires you to use tactics including all three DAs and all four games. Further I'm not sure how much relevance camera angles have to the conversation. Unless the main mode for your game is entirely top down(usually in turn based games) then for RPGs it really doesn't matter. So much so that a lot of RPGs/ ARPGs/ Action games often let you use different camera angles in the options if you want to.
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Post by thecommandershepard on May 6, 2024 3:28:39 GMT
He does have to make a logical argument; otherwise, genres mean nothing, as any developer can classify their game as any genre they want without needing to meet criteria necessary for them to be of that genre. In essence, if I make a dating sim game by that logic, I can call it first-person shooter because it's my game, and if I say it's first-person shooter, it's first-person shooter, and anyone who laughs at the idea and objects to it is simply insanely arrogant. Naturally, such an approach to categorization of genres would be useless, as any developer could classify any game as any genere (sub-genere) without establishing some common criteria required for it to be of that genere (or sub-genere), and thus, without point reference, any game could be classified as of any genere by the party making that game. Thus, in such a scenario, I can't derive any information from the genere of the game, as in one scenario, "first-person shooter," it could be a dating game without any shooting mechanics, in another puzzle game with no shooting mechanics. Sources I've provided presented real-time as necessary but not sufficient quality for ARPG (thus, being real-time doesn't amount to ARPG); conversely, tactical RPGs turn-based gameplay was frequent criteria but not universal. Meaning real-time gameplay would not amount to the game being an ARPG because of its emphasis on action, fluidity, and fast pacing. Dragon Age II was definitively not more fast-paced in actual combat than Dragon Age Inquisition, even despite lacking strictly speaking tactical camera mode. First, unlike in Inquisition Dragon Age, the camera was not close to PC (unless the player decided) and could be zoomed out (albeit not as much as in DAO if I recall), thus allowing you to view the scout environment from a faraway third-person perspective (as seen in the video I will link to below) and use that distant view to scout the environment fairly effectively (although you couldn't move the camera away from the third-person perspective behind the character). However, as I noted, DAI was hybrid, which, despite having a tactical camera, could be played simply fluidly without its usage and pausing (like Diablo 2), lacked automated attack relying on strictly hack and slash input from the player, offered greater mobility in combat (such as jumping mechanics, albeit somewhat clunky), and relied on a lot of sequential input from the player during combat and movement. So in essence, as I've said, you're offered two different valid styles of playing in the game Hack & Slash and quick-paced or slower and tactical via the tactical camera and pausing game in Inquistion. In Dragon Age II and Dragon Age Origins, this was not really a feasible option (unless you played with cheats, glitches, mods, etc.), as without deploying the pause button to use tactics and slow down the pacing of combat consistently, you would get destroyed. Similarly to Baldur's Gate (in which technically, if you wanted, you could not pause the game at all, but you essentially get demolished (at least without cheating in one way or another), and it's not really a feasible way of playing the game if you wish to progress to the end of it). you hit the nail on the head. Genres are largely useless in any substantive conversation. They are sign posts and labels that are the beginning of understanding and not the end, but they often fall apart under any scrutiny and/or entirely limiting both on the creator end and the end of the consumer. And I do disagree. Granted it's close but DA2 was more of an ARPG then Inquisition. And now we are throwing a new word into the mix. 'Tactical' RPG. Which pretty much every RPG I've played requires you to use tactics including all three DAs and all four games. Further I'm not sure how much relevance camera angles have to the conversation. Unless the main mode for your game is entirely top down(usually in turn based games) then for RPGs it really doesn't matter. So much so that a lot of RPGs/ ARPGs/ Action games often let you use different camera angles in the options if you want to. No, they are useless if we apply your standard of determination of genre, i.e., if the developer says so, it's so, and that's all that's required to accept it as the truth. Genres are not useless if substituted with consistent criteria (such as, for example, the links I've provided that provide such criteria, albeit with some fuzziness), as it allows to establish key features of the product that criteria for genre consist of by merely understanding the label, the product being properly labeled, and you reading the label of the product. Thus, as I noted, the idea that Dragon Age II is an ARPG because Darrah said so is an absurd notion, and your principle for determining the genre of a game renders genre classification useless instead of informative to players. In consequence, "Darrah said it's ARPG" is woefully inadequate, and one needs to make a logical argument that it's ARPG, something Darrah didn't do. You may disagree, but your disagreement is not an argument, just as saying that I disagree with the fact that Earth is a spheroid instead of a flat wouldn't constitute an argument for that my statement is factually correct. As I've explained, DAI is a hybrid that offers two different ways of playing, and I've made an argument and demonstrated those in videos, in which DAI allows quite fluid and fast-paced uninterrupted (no pause button) combat and tactical and slow-paced via tactical mode. As I noted, this is not really a feasible option in DA II (and it's very unlikely to be a skill issue on my part considering at this point I could be considered an RPG veteran and even finished some RPGs infamous for their difficulty, like BG 1, and even made it far in Diablo II on hell difficulty to act V, although if I recall it, I've never finished it). And no, I've played Inquisition almost entirely without using the pause button, and I used tactical mode if I recall correctly only out of curiosity to see enemy stats (this is the only Dragon Age game I've done such a thing; in the rest, I was forced to rely much more on pause and thinking things through). You may argue that I applied some quick thinking tactic during fast-paced gamplay, but then so I can in call of duty. As I've noted (as presented in the link I quoted, making the distinction between tactical RPG and action RPG), it's not just about tactics, but the emphasis on them over action. DAI, as I noted, allowed you to place a heavy emphasis on action and have fluid gameplay without interruptions (pausing the game), with it being a feasible approach to finishing the game, but it also allowed you to place an emphasis on tactics and strategies in Gampley, with it being fairly slow-paced, hence why I refer to it as a hybrid. Dragon Age II still emphasized pausing the game, auto-attacks, less interactivity in the form of greater player input, and so on. Camera positioning is of great relevance, especially from a higher angle and one allowing 360 rotation, since such cameras reveal more than a close third perspective, such as in the example of the mass effect. It allows you greater visibility of the battlefield, greater interactivity with it, and thus greater capacity for tactical decisions, i.e., team positioning, attacking enemies, and so on. So it matters as far as it goes, as it still allows a good deal of tactical interactivity with an environment that is ongoing in a quite slow-paced manner due to the necessary reliance on the pause button. The idea that it has to be entirely top-down is nonsense since neither in DAO, DAI, nor Baldur's gate camera was entirely top-down at most under angle from a higher-positioned camera, and if those are sufficient, then Diablo II, which is ARPG due to its fluidity, fast pacing, and lack of reliance on the pause button in combat, also has such an angled camera from a higher vantage point. Either way, camera is a factor in relation to games emphasis on strategic elements, not defining the quality of tactical or ARPG. So Dragon Age II still allows for a solid overview of the battlefield even without the ability to move the camera freely over the battlefield, thus allowing for heavy tactical and slow-paced emphasis in any game with a camera as an option. That's why it's relevant since the lack of a "tactical camera" from DAO or DAI in Dragon Age II doesn't diminish in a significant way its emphasis on tactics and being slower-paced than Inquisition unless one decides on strict use of tactical mode (which is optional in DAI). So as I've already noted, camera positioning is irrelevant if it doesn't connect to other gameplay elements that together put emphasis on slow-paced tactical and strategic elements, like Baldur's Gate, DAO, and DAII, and unlike what's done in Diablo II, which has a high-angle camera but is fast-paced, fluid, and strictly emphasizes player input in control of character on the battlefield. The term tactical RPG was not introduced in my prior comment either. It was already mentioned in the definition I've provided in my link and discussed by me in relation to that definition, so the post you were responding to was certainly not an introduction of this term to this conversation, considering it "now throwing a new word into the mix".
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Post by General Mahad on May 14, 2024 6:11:04 GMT
So...it has been a minute since the credits rolled on Dragon Age: Inquisition - Trespasser, hasn't it? Our best guesses/tips from industry insiders has Dragon Age DreadWolf releasing "sometime" this year - presumably November or December - with a possibility of a slip into early/mid 2025. The game named Dreadwolf that we finally get to play will likely have - at minimum - 10 years between its release date and the release of its predecessor. However, it has not made full use of that decade and change. First, MEA soaked up a lot of dev hours after realising BioWare Magic wasn't coming to the rescue. Then, Anthem. And we remember how that turned out. Some people liked it, and that's great. But the treatment it received from EA speaks volumes. It didn't land with a meaningful enough segment of the game playing public. Then DA "4" was live service, scrapping the smaller, heist game it had been. Then the live service version was scrapped some time later, announcing a Single Player only experience. That version of the game has had "a few" years of dev time. We've all been waiting a lot longer than that. The question for the thread is sort of double barrelled. 1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?I will be judging it from the release of Trespasser. BioWare had almost 10 years of development and it doesn't matter how turbulent the development cycle was. 10 years, imagine how many new games and worlds you could create from scratch in that time? But since this is the third entry in a long running series, it doesn't get the white glove treatment.
I'll be honest, BioWare has never been known for its gameplay mechanics and as such DAD turning into God of War is not a point deduction per se, but the further loss of RPG mechanics is a major blemish.
My main concern is lore degradation.
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Post by colfoley on May 14, 2024 6:48:41 GMT
So...it has been a minute since the credits rolled on Dragon Age: Inquisition - Trespasser, hasn't it? Our best guesses/tips from industry insiders has Dragon Age DreadWolf releasing "sometime" this year - presumably November or December - with a possibility of a slip into early/mid 2025. The game named Dreadwolf that we finally get to play will likely have - at minimum - 10 years between its release date and the release of its predecessor. However, it has not made full use of that decade and change. First, MEA soaked up a lot of dev hours after realising BioWare Magic wasn't coming to the rescue. Then, Anthem. And we remember how that turned out. Some people liked it, and that's great. But the treatment it received from EA speaks volumes. It didn't land with a meaningful enough segment of the game playing public. Then DA "4" was live service, scrapping the smaller, heist game it had been. Then the live service version was scrapped some time later, announcing a Single Player only experience. That version of the game has had "a few" years of dev time. We've all been waiting a lot longer than that. The question for the thread is sort of double barrelled. 1) Will you be judging the final product of Dragon Age Dreadwolf against the time that specific version of the game has had for development? Or the entirety of the time between the release of Trespasser and the release of Dreadwolf?I will be judging it from the release of Trespasser. BioWare had almost 10 years of development and it doesn't matter how turbulent the development cycle was. 10 years, imagine how many new games and worlds you could create from scratch in that time? But since this is the third entry in a long running series, it doesn't get the white glove treatment.
I'll be honest, BioWare has never been known for its gameplay mechanics and as such DAD turning into God of War is not a point deduction per se, but the further loss of RPG mechanics is a major blemish.
My main concern is lore degradation.
Amen to that. The 'A'part of ARPG, at least for BioWare, has more or less always been a tagalong whether we are talking ME or DA 2/ I, its the 'RP' start of RPG that is going to be where BioWare has always made its bread and butter combined with their companions. Games like Horizon or Assassins Creed or Elden Ring has always focussed more on its combat design, and while that sort of thing is important for BioWare, personal make or break is how they'll do the dialogue options and the other RP mechanics...which as far as I know the leaks really haven't touched on and haven't heard anything so all we have is our own worse fears on where they could go.
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Post by helios969 on May 14, 2024 8:56:00 GMT
I'd admit I'm looking forward to being able to finally play it but I have no real expectations...which frankly it's better to have no or low expectations than go in overhyped and be soul-crushingly disappointed.
I'll judge it solely based on whether it provides a deep, smart, and focused narrative with interesting and developed companions that allows me reasonable RP flexibility, as well as whether Bioware has finally stopped chasing Bethesda's model of an ocean-wide, puddle-deep gaming experience.
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Post by Ravenfeeder on May 14, 2024 19:41:19 GMT
Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"? That one's probably a deal-breaker for me. I can do action games with guns, but not melee.
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Post by DragonKingReborn on May 14, 2024 19:46:03 GMT
Assuming Dreadwolf is the most action oriented entry in the series, is that automatically "points deducted"? That one's probably a deal-breaker for me. I can do action games with guns, but not melee. That's fair. Can I assume that means you never tried The Witcher series, or Jedi Fallen Order/Survivor? Or did you try them and they weren't for you?
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Post by Ravenfeeder on May 14, 2024 20:31:05 GMT
That one's probably a deal-breaker for me. I can do action games with guns, but not melee. That's fair. Can I assume that means you never tried The Witcher series, or Jedi Fallen Order/Survivor? Or did you try them and they weren't for you? I've tried Witcher and it seems it's not for me, although I may try again sometime. Witcher 1 was playable despite all the jank because it had Pause, but 2&3 are not. Haven't tried the Jedi games. Greedfall I got through with mouse button mashing at lowest difficulty, but it really detracted from the experience, Skyrim likewise.
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Post by TabithaTH on May 16, 2024 20:02:14 GMT
That's fair. Can I assume that means you never tried The Witcher series, or Jedi Fallen Order/Survivor? Or did you try them and they weren't for you? I've tried Witcher and it seems it's not for me, although I may try again sometime. Witcher 1 was playable despite all the jank because it had Pause, but 2&3 are not. Haven't tried the Jedi games. Greedfall I got through with mouse button mashing at lowest difficulty, but it really detracted from the experience, Skyrim likewise. Omg. I really struggled with Witcher 2 after having way less trouble with 1. I almost gave up on the first boss because of it. Think 3 was easier to learn than 2, but I played that on ps and not pc like the other 2. I really liked the way pause worked in Greedfall, though it was the first pc game ever where I gave up on kb/m and plugged in a controller.
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Post by githcheater on May 16, 2024 20:54:46 GMT
I've tried Witcher and it seems it's not for me, although I may try again sometime. Witcher 1 was playable despite all the jank because it had Pause, but 2&3 are not. Haven't tried the Jedi games. Greedfall I got through with mouse button mashing at lowest difficulty, but it really detracted from the experience, Skyrim likewise. Omg. I really struggled with Witcher 2 after having way less trouble with 1. I almost gave up on the first boss because of it. Think 3 was easier to learn than 2, but I played that on ps and not pc like the other 2. I really liked the way pause worked in Greedfall, though it was the first pc game ever where I gave up on kb/m and plugged in a controller. That Witcher 2 boss was a pita ... Those Quick Time Events really messed me up. After uncountable tries I got lucky and finally beat Kayran.
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