Dragon Age II and the decline of the classic RPG

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G-Force

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Here's a question I have for the escapist members, it seems many of the critiques harbored toward DA2 are more in line with its execution (bland story, lack of real choice, poor combat) then its idea of where it wants to take WRPGs in the future.

For the looks of things Bioware intended for an RPG with combat on par with today's top action titles like Dynasty Warriors but with the states, choices and character customization that RPGs are known to have. By the sound of things it failed on both parts but is the concept itself a bad idea?

Think of a game that has a combat system as engaging, deep and rewarding like in titles such as Devil May Cry, Ninja Gaiden or anything else of that ilk but you're still allowed to customize your character and roleplay like in an RPG. All those awesome kick ass battle scenes but now you're controlling a character that you've created in stats, appearance and fighting style all within a game that has a branching storyline and multiple endings and outcomes.

Is that really a bad thing?
 

chstens

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icame said:
chstens said:
DA2 isn't a "classic RPG". DA2 is DA2. Jesus fucking christ, all these people having to label everything, and if something doesn't match their version of the label, then THE PLAGUE ON IT!
I agree with Abe Lincoln. People just seem to hat anything that isn't exactly what they want it to be. Just because it doesn't completely fall into a 'classic rpg' template doesn't make it bad. Sure, DA2 has flaws, but it is certainly not a bad game.
Indeed, and I never lie.
 

Hyper-space

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Atmos Duality said:
The best RPG that I can provide an example for in regards to the concept of Problem vs Choice, is the rogue-like Nethack.
It is a game made entirely of choices, yet has no story. It's relentless problem-solving, yet somehow it retains depth even after 24+ years. Shallow accomplishments have little meaning; Bioware knows that. Hell, any game designer worth their salt knows that. But accessibility So today's RPGs have to dress them up in huge production budgets to make up for that.
Mass Effect 2 HANDED me my "accomplishments" regardless of how I chose to play the game.
Nethack cannot be about choice if its relentless problem solving, as problems are in of themselves not a matter of choice, but have a clear and definable answer. Also, Nethack is about becoming a demigod and the way to do so is to find an amulet, and the way to do so often revolves around getting to the lowest level.

And concerning accomplishments, what you say is "shallow" is simply not your cup of tea. Someone might like problem-solving and find that to be the most satisfying accomplishment, but someone else might be invested in the story and stories usually have endings. How you play the game (what class/weapons you use, etc.) determines how you get there, so its not shallow, it just that they cannot randomly generate a story with characters and such. So surprise, some people want a game with a story and actual environments (beyond ASCII characters), and saying that its shallow is false.

Back to Nethack...You don't know what you're going to get or in what order each game. All equipment is unidentified. At any moment, your "best choice" can change, either because your weapon broke, became cursed, or you found something better or worse. Even the rest of your equipment choices depends heavily on the scenario; as most of the classes start with limited Strength (and carrying capacity).
Again, as its all randomly generated, all of these "choices" are problems.

Even at the very end of the game, you need every trick you can to survive. All the choices you've made up to that point, (including leaving stashes on your ascent) are mechanical, yet they serve a purpose. Even something as simple as mining a shortcut through the walls for your ascent helps.
And in Mass Effect 2, something as simple as upgrading your ships armor will save the lives of your fellow companions, and not to mention the work that goes into having each companion say and react differently to where they might be. Choices that you made in previous installments pass over into the game, with tons of detail going into what kind of personality your character has and how people react to it. Hell, Bioware gave Tali and Legion dialogue when doing the Garrus recruitment mission (you could not get them at that point), even though it required you to alter the game's files to hear it.

The classes are very well defined, and even for a hack n slash where combat is largely abstracted, I still find myself using different tricks and skills for most of the classes.

It isn't like Mass Effect 2 where the only things I did were "Push Button, Receive Pellet" conversations (Paragon vs Renegade points; where the position of the next conversation option determines what I say next; not what I'm thinking or how to respond) and play Whack-a-mole every fight.
So, instead of comparing Nethack's combat with ME2's combat, you compare it to ME2's dialogue system?

The classes in ME2 were well defined and comboing together skills was fun and hectic and had enough variety to warrant multiple playthroughs. Maybe if you only played Soldier and never used any skills or tactics to lure out the enemy, it might seem boring, but then you had to play on a very low difficulty to even pull something like that off. Also, comparing rudimentary hack-n-slash combat to a tactical third person-shooting is ridiculous.

Part of the fun in games used to be overcoming difficulty. But now, difficulty gets in the way of accessibility.
Guess which one is more marketable?
The difference in difficulty between now and then is that you have an option to turn up/down the difficulty, thats the accessibility you hate so much. Sure, many recent RPGs no longer have clunky inventory systems or redundancies when it comes to skills, but being able to bring actual choice and without having obtrusive gameplay mechanics get in your way is a logical advancement of the genre. RPGs are not solely based upon its cliches and tropes, so when a game tries to do something new and forego these obvious "staples", its not doing so because of just shameless money-grabbing, its doing so because the creators (in most cases) want to do something new (not counting publishers that demand the developer makes clones) and improve upon their craft.

Evolution" isn't a linear path that leads to "better". Evolution is simply a process by which one adapts to new circumstances; to new environments. Right now, that environment is one where making money takes precedence. That means games must have the widest market appeal possible. Eventually, the need to make money takes precedence over creating the game itself.

Case in point: Dragon Age 2 quite obviously cut corners to save time and money. The game is still a commercial success, yet it's being critically panned, almost to the point where people are questioning its creators intents seriously for the first time; not just nitpicking.
Dragon Age 2 wasn't critically panned, hell, it was as good as DA:O, it just that when a developer tries to do something new, like say: make a story that is not trite-shit (that ol' Bioware formula) and have characters that are not completely dependent on the player, the "hardcore" fans loose their shit. The only things that were wrong with the game, was the copy-pasted dungeons and the bland scenery.
 

Keava

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Bonecrusherr said:
nope, this is %100 wrong.
this is just a bias for some people try to make an excuse for games like DA2.

there are many games that the mentioned "hardcore rpg fans" love. see bloodlines, mask of the betrayer or new vegas.

I want to thank all the biased "RPG-fan haters".
Because of it, game developers think us as "narrow minded complainers".
lol.
*roll eyes*
I guess i'd qualifiy as a "hardcore RPG fan" considering it's one of the two genres of games i do play and that i played tabletop for about 20 years now? Yet i disliked Fallout3/NV, Bloodlines was a missed opportunity in my eyes and don't consider MotB as anything superb.

Burn the witch! - you should now yell.

You like tactical games, say so, but don't force that stuff on RPGs. Roleplaying Games are not about turn based combat, stats, character sheets, juggling equipment or any of such background crap. Those are secondary things. Boundaries that are supposed to keep the whole concept more less organized so things don't get out of hand.
They are guidelines that remain from old tabletop games where people are too lazy to come up with anything else than "I attack this goblin and roll my d100 to see if i hit, then i'll roll 2d4 to see for how much". If that's roleplaying for you... then we obviously have completely different view on what RPG stands for.

Bonecrusherr said:
it is called action rpg.
not a bad thing, if it is branded under action rpg tag.
Ya know what? I detest all that sub genre nonsense. If it keeps up, soon games will be like music industry, filled with pointless definitions and people telling you that "No sir, you do not listen to rock, you listen to indie-experimental-guitar-synth-christian-poprock" or some other lengthy crap like that.

We want to games to evolve on their previous good merits.
We don't want them to crop their good merits and dumb down.
Who is 'We'? Speak for yourself pretty please. I love me my old cRPGs like Eye of Beholder, Ultima or Planescape but i also know that i wouldn't want to play exact copies of them with just new visuals today. They worked fine in their time but the times changed, we can do so much more with games that getting stuck in same schemes would hurt more than help, not to mention that strong point of many of the so called 'classics' was the story and world-building aspects, not the core of mechanics. Tell you even more, back in the days people complained about the mechanics, ui and all that stuff some seem to praise nowadays, when Baldur's Gate come out plenty of people said that AD&D mechanics were restraining the full potential of such game.
 

mattttherman3

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I don't mind it at all, what I did mind was laziness, the reused caves and areas. otherwise it was a pretty solid game, in which I am missing 1 achievement(collecting one of every craftying material) which I did and didn't get the achievement, so I said F IT. It's still the best RPG to come out this year, although that WILL change once Skyrim comes out.
 

Knight Templar

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I liked Dragon Age 2. It has flaws but they do not make the game bad in my eyes. I don't think it's as good as origins, but thats because it's different, not because it's becoming worse as a trend, nevermind that one is not a trend.
But to say "it's a good game, but because it's dragon age I dislike it" strikes me as strange. Like saying a Star Wars game that isn't KOTOR style is bad, no matter how much you enjoy it. It's odd.

I love Baldur's Gate. But I can like different things.
 

Mortons4ck

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It seems that EA thought it might be a good idea to mix Jade Empire with Dragon Age to get something that was, sadly, less than the sum of its parts.
 

Trolldor

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Mortons4ck said:
It seems that EA thought it might be a good idea to mix Jade Empire with Dragon Age to get something that was, sadly, less than the sum of its parts.
No. The combat system in Jade Empire was superior.

You could block and dodge, and your damage was set. Also, you could switch styles and even use a weapon.
 

Atmos Duality

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Hyper-space said:
Nethack cannot be about choice if its relentless problem solving, as problems are in of themselves not a matter of choice, but have a clear and definable answer. Also, Nethack is about becoming a demigod and the way to do so is to find an amulet, and the way to do so often revolves around getting to the lowest level.
Most problems have more than one answer in Nethack; all a matter of efficiency and strategy.

And concerning accomplishments, what you say is "shallow" is simply not your cup of tea. Someone might like problem-solving and find that to be the most satisfying accomplishment, but someone else might be invested in the story and stories usually have endings.
Well, if you're playing the "Subjective reasoning" card here, then there's nothing left to discuss; it'll just be a matter of preference and you can't really make much of that.
But I'll be a sport and give my thoughts anyway.

At what point does a game cease to be a game and begins to become an interactive movie? When we subtract the problem-solving, (previously called "Gameplay") to the point where the player's input matters so little?

What good is "choice" when the outcome remains exactly the same? We are so afraid of consequence getting in the way of the experience that we're just eliminating it entirely.

How you play the game (what class/weapons you use, etc.) determines how you get there, so its not shallow, it just that they cannot randomly generate a story with characters and such. So surprise, some people want a game with a story and actual environments (beyond ASCII characters), and saying that its shallow is false.
Then consider me unsatisfied with the GAMEPLAY of Mass Effect 2.

as its all randomly generated, all of these "choices" are problems.
Already addressed.

And in Mass Effect 2, something as simple as upgrading your ships armor will save the lives of your fellow companions, and not to mention the work that goes into having each companion say and react differently to where they might be.
It's good for characterization, and one of stronger points. But all my complaints have been aimed at the gameplay

Choices that you made in previous installments pass over into the game, with tons of detail going into what kind of personality your character has and how people react to it. Hell, Bioware gave Tali and Legion dialogue when doing the Garrus recruitment mission (you could not get them at that point), even though it required you to alter the game's files to hear it.
Except it isn't your character. It's Bioware's. The choices I made in ME1 didn't seem to change shit between the games apart from a few dialog blurbs and maybe one or two optional encounters. It's neat, but it hardly justifies dumbing the combat down.

So, instead of comparing Nethack's combat with ME2's combat, you compare it to ME2's dialogue system?
Point. Comparing the combat would be more fair.

The classes in ME2 were well defined and comboing together skills was fun and hectic and had enough variety to warrant multiple playthroughs. Maybe if you only played Soldier and never used any skills or tactics to lure out the enemy, it might seem boring, but then you had to play on a very low difficulty to even pull something like that off. Also, comparing rudimentary hack-n-slash combat to a tactical third person-shooting is ridiculous.
I started right out on Insanity, and completed the game twice using mostly weapons.
Played as Infiltrator and Soldier. The game was piss-easy start to finish. Of the two, I preferred the Infiltrator, if only because I enjoy sniping.

How did I win? The same way I won every engagement: Whack-a-Mole-Duck-N-Cover. Shred their shields/Break their armor, swap to Sniper/Vindicator. Aim for the Head. Use an Incinerate if they regenerate, use Cloak if I fuck it up somehow. Repeat.

Same battle repeated about 200 times. Cue credits.
Then again, I made the mistake of playing it on my PC (I don't own a 360 or PS3).

The difference in difficulty between now and then is that you have an option to turn up/down the difficulty, thats the accessibility you hate so much.
Sure. That's why I was completely bored during the combat in Mass Effect 1 and 2. Stat-stacking is the definition of "artificial difficulty", and it's a pretty poor way to make the game harder.

Sure, many recent RPGs no longer have clunky inventory systems or redundancies when it comes to skills, but being able to bring actual choice and without having obtrusive gameplay mechanics get in your way is a logical advancement of the genre. RPGs are not solely based upon its cliches and tropes, so when a game tries to do something new and forego these obvious "staples", its not doing so because of just shameless money-grabbing, its doing so because the creators (in most cases) want to do something new (not counting publishers that demand the developer makes clones) and improve upon their craft.
I had absolutely no "choice" in the path of upgrading my weapons; it's a straight line. I had one of two logical "choices" in each conversation, both usually leading to the same conclusion; also a straight line. My class was the only choice I actually had.

If that's the future of gaming then I'm done. That isn't choice; it's simply the illusion of choice. Choice needs consequences to have meaning, otherwise you've contradicted its very purpose.

Nothing I did in Mass Effect 2 felt that it had consequence. Perhaps it will carry over into ME3, but for now, I can't see the point of it.

Dragon Age 2 wasn't critically panned, hell, it was as good as DA:O, it just that when a developer tries to do something new, like say: make a story that is not trite-shit (that ol' Bioware formula) and have characters that are not completely dependent on the player, the "hardcore" fans loose their shit. The only things that were wrong with the game, was the copy-pasted dungeons and the bland scenery.
My friend has it, and from what I've seen, it isn't all that great.
 

DannibalG36

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Azaraxzealot said:
DannibalG36 said:
I certainly hope Dragon Age 3 retains DA:O's epic scale
if the numbers are to be believed, that "epic scale" is what caused only 52% of players to reach the end, and that same "epic scale" caused most players to get 5 or less achievements (according to the article)

making something so big it's nearly impossible to see an end to what you got yourself into is going to make you quit (science confirms this)
52% of Xbox 360 gamers, I might note. Being a PC gamer, I can't comment on this statistic for fear of being perceived as elitist. There are undoubtedly console fans who stuck out Dragon Age: Origins to the end, and maybe some even came away liking the game.

But the classic RPGs that DA:O evoked were PC games - PC games that (I confess) were often bewildering and frustrating as hell because of the complexity inherent in game of epic scale. Those who stuck out Baldur's Gate remember the experience as unforgiving... and supremely rewarding when it was over. DA:O was not nearly as dense as Baldur's Gate, but managed to evoke the same awe in the face of its immense scale. PC gamers, if only due to their gaming heritage, were better suited as DA:O's audience.

Which probably explains why DA:O was marketed up the collective PC gaming ass and pleased a notoriously whiny fanbase (myself included). Dragon Age 2 lacked the qualities that made its predecessor a towering tribute to the old PC RPGs - hence the immense butthurt that the hardcore PC crowd felt when we received our $60 ripoff.
 

Kotep

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Bioware isn't all companies, and it really bothers me when people see that Bioware's RPGs are faltering and then apply that to all RPGs.

Same applies to The Witcher 2 'saving' RPGs. RPGs didn't need saving thank you very much.
 

Kotep

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I'm not trolling. CD Projekt's no Bioware, but they have both a pretty big budget and the fact that they're both a developer and a publisher. The only other RPG developer that's in a similar position (of being a developer that can get their way with a publisher) is Bethesda. Piranha Bytes, Larian, Obsidian, even Lionhead and Bioware are all subject to the whims of the publishers that they sign with. (Though Lionhead is with Microsoft Games Studios, a particularly dev-friendly publisher.)