Is it just me, or has Bioware became completely unoriginal?
As an example: DA2 seems to "borrow" quite a few parts of it's gameplay and storytelling from Alpha Protocol. One or two of these wouldn't be a massive thing, but when you start doing the entire thing and putting it together you have to scratch your head.
Examples: The conversation system is taken pretty much directly from AP. The three conversation choices instead of two aligned and one neutral was a major factor of AP's design, where it's the "suave, aggressive and professional" choices determining what kind of spy you are.
The framing device of a person being interrogated on past events is taken pretty much directly from AP (although it's done far better, in my opinion, in Alpha Protocol). This alone set me off on hunting for more similarities.
Rivalry bonuses are taken, once again, directly from AP. If the handler you were using hated you, you got a completely different bonus than if they liked you. In fact, it was often beneficial to make a handler hate you if their bonuses weren't of much use to you since the opposite bonuses could be far more useful.
I've noticed this with other elements of BioWare's games (like the Dragon Age setting as a whole seems to be "inspired" by the Prince of Nothing trilogy).
Comments?
As an example: DA2 seems to "borrow" quite a few parts of it's gameplay and storytelling from Alpha Protocol. One or two of these wouldn't be a massive thing, but when you start doing the entire thing and putting it together you have to scratch your head.
Examples: The conversation system is taken pretty much directly from AP. The three conversation choices instead of two aligned and one neutral was a major factor of AP's design, where it's the "suave, aggressive and professional" choices determining what kind of spy you are.
The framing device of a person being interrogated on past events is taken pretty much directly from AP (although it's done far better, in my opinion, in Alpha Protocol). This alone set me off on hunting for more similarities.
Rivalry bonuses are taken, once again, directly from AP. If the handler you were using hated you, you got a completely different bonus than if they liked you. In fact, it was often beneficial to make a handler hate you if their bonuses weren't of much use to you since the opposite bonuses could be far more useful.
I've noticed this with other elements of BioWare's games (like the Dragon Age setting as a whole seems to be "inspired" by the Prince of Nothing trilogy).
Comments?