Actually I think the reason (or what I think the reason is) that Flemeth looks different is if you played Dragon Age Origins, you actually met Flemeth. Now the person telling the story, never actually met Flemeth so this could be what she looks like to the person telling the story.Deathninja19 said:They got Dynasty Warriors in my Dragon Age and I don't like it. Goodbye tactical gameplay awesome finishing animations and hello hordes of enemies that can be beat by tapping A and using the odd potion.
Oh and sexing up Flemeth screw you designers I feel so insulted that the game is aimed at me under the assumption I want constant T&A in games, I live in a fantastical world where there are magical creatures called women I don't need pixilated tits thank you.
My god, applause to you, so tired of hearing ppl ***** about how it's dumb down with no understanding of game mechanics, just bandwagon bitching of what they've heard other ppl say, then bitching of speech options because they can't "immerse" themselves as much.DracoSuave said:So i read the interview, and this is my take on it.
The guy said the game has a tutorial level. That it starts by teaching you how combat works, then lets you start your character build with an idea of how the game plays, then builds on that by adding in elements over time.
Which the demo did, because the demo was just the tutorial levels.
That's not 'dumbed down.' That's accepting there's a learning curve for new players, and letting them learn the game before they tackle the mechanics. By the time they're hooked, they're juggling stats like the rest of us.
RPGs SHOULD be doing that more. There's nothing worse than an RPG that starts off assuming you already know the mechanics and system and how to min-max it. That's terrible design for any game, and especially RPGs. Imagine that moment in Oblivion when you realize that using your primary skills could actually level the enemies faster than if you had a character concentrate on levelling secondary skills at a slower pace with primary skills that you could safely ignore? The game never tells you this. That moment of discovery wasn't a eureka. That was a 'OH GOD DAMN IT THIS IS BONEHEADED.'
The RPG genre often has the most complex mechanics in gaming, does everything it can to obscure those mechanics from the player, while absolutely requiring the player master mechanics it is constantly trying to deny them access to. That's not 'intellegent' game design.
Instead, you have a game here which says 'This is a tutorial level, which teaches you why you need these stats, and here's a screen that explains exactly what those stats do. Now create your character as you see fit' which allows you to avoid making mistakes like having too many abilities that increase your attack stat, when your attack stat is already so high you can never miss. How high is too high? Dunno, Dragon Age never told you. DA2 does.
Transperency is NOT dumbing down. Teaching the mechanics is NOT dumbing down. It's making a game that can get very complex more able to be digested by others so that more people will be able to access its complexity.
At the end... this is good for RPGs, taking it out of the 'niche' market and putting it into the common hands. i don't know why anyone would oppose this, it would mean more money is available in making RPGs, which would mean more investment in high quality RPG experiences.
That is a good thing, ladies and gentlemen, and those who for some crufty reason don't want RPGs to be accessible to more people? You're the reason we can't have nice things. Take your neckbeard and go back to your basement with your d30s you grognard.
Very good post. I 100% agree. The core gameplay is still there. I don't see what people are talking about when they say it's "dumbed down".DracoSuave said:That's bullcrap.Dana22 said:It is dumbed down. Its focused on hack and slashy combat, with less emphasis on tactics, strategy and statistics. 3 conversation options are now clearly marked for good/neutral/bad, in case you went full retard. There is fewer tactics slots available. Positional combat is non existant. And items are marked with stars now !
oh, and lets not forget the "anime" combat animations.
Now, granted, I played both console versions of DA1, I cannot comment on the PC versions, I can say this:
1) The combat system is almost EXACTLY the same. The ONLY differences are a slightly faster pace, and there is an option to have each individual attack keyed with a button press. You can turn that off, and it will respond EXACTLY like DA1. Except less sluggish. Tactics are exactly the same. The skill wheel is exactly the same. That's not dumbed down, that's THE SAME.
2) How can it be more 'hacky slashy' if it deemphasizes weapon damage (you do a lot less damage per swing) and instead focuses on the abilities you use and when? Mages are still using Mind Blast and Cone of Cold to control enemies. Rogues are actually able to toss out stun bombs, as opposed to just backstabbing until there's a trap to disarm. I'm sorry you don't need to use the stuns as much at level 1 like you did in Dragon Age at level 20. And again, there's the same number of tactics slots as you got before. The method you use to get more is not in the demo.
3) Conversation options are not 'Good/Neutral/Bad.' They're marked for the general intent towards that individual character. There IS no Good/Neutral/Bad, or if you like Paragon/Renegade. In most of the conversations, there was 'Friendly' 'Comedic' 'Rival'. But there were other icons as well, certainly more than three. It's certainly an improvement over 'Here's five conversation options, but only one of them actually matters in any way shape or form.' that most DA conversations consisted of.
Let's be honest, most conversations in DA with your cohorts consisted of you trying to do whatever they approved of, avoid what they disapproved of, then hand them gifts to cover up whatever they didn't like during the actual game play itself. Morrigan might be a bitter *****, but at least you can make her happy with shineys. DA2 instead has a Friend/Rival system, where making them like you is good, but making them dislike you is ALSO good.
This isn't dumbed down, this is assigning importance onto conversations and making real meaningful choice possible. This is one of those things Alpha Protocol got absolutely right, and I'm DAMN glad to see more of it in other games.
4) Positional combat is not non-existant in any game with AoEs and backstabs. DA2 has AoEs and Backstabs. Try again.
5) Items were marked with twinkly bits before. Whatever.
6) "Anime" combat animations? You mean like where your rogue would leap into the air onto the ogres back, stab it in the eyes, lean forward and give it a chelsea smile?
Oh wait, that was what happened in DA1. What exactly are you talking about?
Most of the ambitious RPG (or Strategy games) made their mechanics totally clear. Even way before the time Tutorials were implemented... With the look in the manual you could learn all aspects of the gameplay. But todays companies know the demographics and their audience so everything that looks like you need some basic skills in reading, mathematics or understanding a spreadsheet is taken out, so there is no danger of scaring their potential buyers away. An educational mechanism is always limited to its recipients and its always working in more than one direction. So a tutorial these days can only do this much, it is better to take away from the core substance of a game to make it more approachable...DracoSuave said:That's not 'dumbed down.' That's accepting there's a learning curve for new players, and letting them learn the game before they tackle the mechanics. By the time they're hooked, they're juggling stats like the rest of us.
RPGs SHOULD be doing that more. There's nothing worse than an RPG that starts off assuming you already know the mechanics and system and how to min-max it. That's terrible design for any game, and especially RPGs. Imagine that moment in Oblivion when you realize that using your primary skills could actually level the enemies faster than if you had a character concentrate on levelling secondary skills at a slower pace with primary skills that you could safely ignore? The game never tells you this. That moment of discovery wasn't a eureka. That was a 'OH GOD DAMN IT THIS IS BONEHEADED.'
That is not the problem a lot of players have with the game. (btw most of the sophisticatedDracoSuave said:The RPG genre often has the most complex mechanics in gaming, does everything it can to obscure those mechanics from the player, while absolutely requiring the player master mechanics it is constantly trying to deny them access to. That's not 'intellegent' game design.
Instead, you have a game here which says 'This is a tutorial level, which teaches you why you need these stats, and here's a screen that explains exactly what those stats do. Now create your character as you see fit' which allows you to avoid making mistakes like having too many abilities that increase your attack stat, when your attack stat is already so high you can never miss. How high is too high? Dunno, Dragon Age never told you. DA2 does.
True but for example if you only have a handfull of character options/spells/skills etc in contrast to hundreds (if they distinguishable from each other) it's dumbed down no matter how you approach it. If you like your combat well thought out and versatile than a ME2 or DA2 is a lot dumbed down in contrast to a ToEE (even though they are more polished and better produced games)DracoSuave said:Transperency is NOT dumbing down. Teaching the mechanics is NOT dumbing down. It's making a game that can get very complex more able to be digested by others so that more people will be able to access its complexity.
If you mean more investments in Action Adventure experiences with some RPG elements slapped on you are totally right. And i have to admit that games these days are of top quality but nevertheless i find myself always reinstalling old classics because not everyone is preferring style over substance.DracoSuave said:At the end... this is good for RPGs, taking it out of the 'niche' market and putting it into the common hands. i don't know why anyone would oppose this, it would mean more money is available in making RPGs, which would mean more investment in high quality RPG experiences.
Actually, a lot of those games are -more- arcane, not less. Let's look at a classic example, Master of Monsters. God damn there's a lot of depth in this old school strategy game, and you're right... it's all there in the manual. And that is a horrible way to teach someone how to play.Smokej said:Most of the ambitious RPG (or Strategy games) made their mechanics totally clear. Even way before the time Tutorials were implemented... With the look in the manual you could learn all aspects of the gameplay. But todays companies know the demographics and their audience so everything that looks like you need some basic skills in reading, mathematics or understanding a spreadsheet is taken out, so there is no danger of scaring their potential buyers away. An educational mechanism is always limited to its recipients and its always working in more than one direction. So a tutorial these days can only do this much, it is better to take away from the core substance of a game to make it more approachable...DracoSuave said:That's not 'dumbed down.' That's accepting there's a learning curve for new players, and letting them learn the game before they tackle the mechanics. By the time they're hooked, they're juggling stats like the rest of us.
RPGs SHOULD be doing that more. There's nothing worse than an RPG that starts off assuming you already know the mechanics and system and how to min-max it. That's terrible design for any game, and especially RPGs. Imagine that moment in Oblivion when you realize that using your primary skills could actually level the enemies faster than if you had a character concentrate on levelling secondary skills at a slower pace with primary skills that you could safely ignore? The game never tells you this. That moment of discovery wasn't a eureka. That was a 'OH GOD DAMN IT THIS IS BONEHEADED.'
There's no evidence of this streamlining taking place. You have the same stats, which actually tell you -exactly- what they do, you have abilities that say -exactly- what they do. Does Heal 'Give you back lost hit points' or does it 'Replenish 40% of the target's hp'? If you were in Dragon Age 1, you'd have no numerical comparison. In Dragon Age 2, the numbers are right there.That is not the problem a lot of players have with the game. (btw most of the sophisticatedDracoSuave said:The RPG genre often has the most complex mechanics in gaming, does everything it can to obscure those mechanics from the player, while absolutely requiring the player master mechanics it is constantly trying to deny them access to. That's not 'intellegent' game design.
Instead, you have a game here which says 'This is a tutorial level, which teaches you why you need these stats, and here's a screen that explains exactly what those stats do. Now create your character as you see fit' which allows you to avoid making mistakes like having too many abilities that increase your attack stat, when your attack stat is already so high you can never miss. How high is too high? Dunno, Dragon Age never told you. DA2 does.
players will try to turn all the options which are hiding the mechanics off to get all the transparency the game offers)
The problem is when you try to streamline all of the character options, gameplay etc. so there remains only some relicts of classic RPG gameplay mechanics. It would be no problem if this game had its roots in the Hack/Slash or Action Adventure Genre but it originates from games which are widely regarded as some of the best class RPG's (and even those weren't that heavy in stats or abilities in comparsion to some other good rpg's...)
Well, let's look at mages for instance. In the demo you only have 2 of the 6 trees available. Myself, I always liked a good crowdcontroller based on Creation and Entropy magic. Obviously, in the demo, I can't do that because Entropy magics and Glyphs of Paralysis aren't easily available. Big deal tho, that just tells me that Entropy Magic isn't in the demo. I can see the tree right there. It's locked. So I know I can explore it and make a character based on it later.True but for example if you only have a handfull of character options/spells/skills etc in contrast to hundreds (if they distinguishable from each other) it's dumbed down no matter how you approach it. If you like your combat well thought out and versatile than a ME2 or DA2 is a lot dumbed down in contrast to a ToEE (even though they are more polished and better produced games)DracoSuave said:Transperency is NOT dumbing down. Teaching the mechanics is NOT dumbing down. It's making a game that can get very complex more able to be digested by others so that more people will be able to access its complexity.
I never claimed that Action-adventureyness was the point. But whatever, RPG-fans ***** about a lack of real-time in RPGs, then ***** when you actually do things in real-time. THIS IS WHY WE CAN'T HAVE NICE THINGS. But that's truly irrelevant to the point at hand, because Dragon Age always was a real-time rpg. Dragon Age 2 is also a real-time rpg, using most of the same mechanics and interface elements.If you mean more investments in Action Adventure experiences with some RPG elements slapped on you are totally right. And i have to admit that games these days are of top quality but nevertheless i find myself always reinstalling old classics because not everyone is preferring style over substance.DracoSuave said:At the end... this is good for RPGs, taking it out of the 'niche' market and putting it into the common hands. i don't know why anyone would oppose this, it would mean more money is available in making RPGs, which would mean more investment in high quality RPG experiences.
Oh boy, where shall we begin.DracoSuave said:snip
Because, as you have noticed yourself, its more face paced. You click on a mob, it dies, you click on a next mob, it dies. You dont even have to use any skills on "Trash mobs", except of course the Aoe, since mobs come at you en masse (hence "hacky slashy).2) How can it be more 'hacky slashy'
Which is SO different. Less semantics please.3) Conversation options are not 'Good/Neutral/Bad.' They're marked for the general intent towards that individual character.
I think you haven't noticed that AOE doesn't do friendly fire damage anymore, and backstab DOESNT REQUIRE POSITIONING since it teleports character directly behind the enemy, usually instagibbing him in one hit in case of trash mobs (again, hacky slashy). Try again.4) Positional combat is not non-existant in any game with AoEs and backstabs. DA2 has AoEs and Backstabs. Try again.
No I mean "Warping" forward during attacks, and flashy sword waving. Amongst the other things.6) "Anime" combat animations? You mean like where your rogue would leap into the air onto the ogres back, stab it in the eyes, lean forward and give it a chelsea smile?
Except in DA1 active pause was more meaningful and you had to use it quite often. I haven't used it once in DA2 demo, I didn't need to. There was not a single moment which required me to stop and think for a moment, it was hacky slashy, and there was no positional or any other requirements for me to consider. Combat got dumbed down.DA has always been a real-time combat game.
[/quote]Dana22 said:Oh boy, where shall we begin.DracoSuave said:snip
Because, as you have noticed yourself, its more face paced. You click on a mob, it dies, you click on a next mob, it dies. You dont even have to use any skills on "Trash mobs", except of course the Aoe, since mobs come at you en masse (hence "hacky slashy).2) How can it be more 'hacky slashy'
It's not semantics. Good/Evil implies there's some master bar that tracks your general alignment and characters react to how nice or how mean you are. Tailored to individual character's predelictions means that you can do things that piss off one character, and that another character will reward you with. The thing is, because the system doesn't track one single meter, but a seperate meter for each character, coupled with the fact that you're not only rewarded for a high positive meter, but ALSO with a high 'negative' meter, allows you the freedom to play your character as you like without fear of screwing up your 'Morrigan Faction' just because she hates orphans.Which is SO different. Less semantics please.3) Conversation options are not 'Good/Neutral/Bad.' They're marked for the general intent towards that individual character.
I think you'll note that friendly fire was an option you could turn on or off. How exactly is that different from DA1?I think you haven't noticed that AOE doesn't do friendly fire damage anymore, and backstab DOESNT REQUIRE POSITIONING since it teleports character directly behind the enemy, usually instagibbing him in one hit in case of trash mobs (again, hacky slashy). Try again.4) Positional combat is not non-existant in any game with AoEs and backstabs. DA2 has AoEs and Backstabs. Try again.
That's not an 'anime' thing. That's a video game thing, and has been going on for a long time now. It seems a little less 'anime' and a little more 'god of war' but that is what it is.No I mean "Warping" forward during attacks, and flashy sword waving. Amongst the other things.6) "Anime" combat animations? You mean like where your rogue would leap into the air onto the ogres back, stab it in the eyes, lean forward and give it a chelsea smile?
I don't know how often you paused, but I never had to during the Howe's Attack on the Cousland estate, or in the Alienage while the nobles came to begin rapetoberfest during the wedding, or in the Fade during the harrowing. Nor do I remember having to do that at Ostagar. If you're comparing the tutorial of DA2 to the endgame of DA1 in terms of depth and tactics, you're going to be sorely disappointed. In other news, that should be so obvious it doesn't even warrant being said. Pausing the game wasn't required in the early game of Dragon Age 1 for any character. How is DA2 different from that?Except in DA1 active pause was more meaningful and you had to use it quite often. I haven't used it once in DA2 demo, I didn't need to. There was not a single moment which required me to stop and think for a moment, it was hacky slashy, and there was no positional or any other requirements for me to consider. Combat got dumbed down.DA has always been a real-time combat game.
I have to correct this from an educational standpoint; the individualized instruction with the integration of the provided material is the best way to teach something. If you can generate instrinsic interest on the subject a student is willing to learn every aspect of the subject by himself. (i hope i can make myself clear here as english is only my second language but i'm expierenced in educational matters theoretically and in practice)DracoSuave said:Actually, a lot of those games are -more- arcane, not less. Let's look at a classic example, Master of Monsters. God damn there's a lot of depth in this old school strategy game, and you're right... it's all there in the manual. And that is a horrible way to teach someone how to play.
That manual doesn't teach you how to play it. The best way to learn how to play a gain is by playing it. Concepts that are incredibly complex can be built on simpler concepts. Boil it down, then build it up. You can have a game with incredible depth building on very simple concepts.