Poll: Dragon Age 2 'more welcoming'

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AlternatePFG

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Jan 22, 2010
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I don't think they dumbed it down, but they certainly didn't add much to it. =\

I do like the new Friendship/Rivalry system though, sounds interesting.
 

SageRuffin

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Dec 19, 2009
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I'll admit the animations are a bit wonky (especially the running animation, what the hell), but I like how fast-paced the combat is. At the same time, given the nature of the combat this time around, I really wish there was a block button. Then again, I'm playing on my 360 and from what I could tell, the 360 seems optimized for the "action-adventure" style of the game versus the "tactical-pause-and-play" or whatever like how it was in the first game (and let's be honest, the 360 version there).

But I'm looking forward to it. My DPS warrior will actually feel like one, and my dual-hander rogue will be doing acrobatics and bringing the pain with the best of them.
 

Grey_Focks

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Honestly the only thing I didn't like about the demo is the new art-style. In this one, the darkspawn seem a lot less threatening and evil and more....cartoony. They make me think of an orcish version of team rocket, instead of, you know, a hellish horde bent on devouring all life. That's a pretty big problem, but honestly, the gameplay feels MUCH better. It can still be just as tactical as the original (on PC atleast, though the console version is still good) but the combat in general is just more fast-paced. I like it.

So I'd say it's more welcoming, as you can still have the tactical gameplay from the original, if you want, or you can play it more like an action game. Everybody wins? Seriously though, I am NOT a fan of the new art style....then again, I also hate anime and the like, so that might put me in the minority for this one. I'll admit it looks a lot more original than before, atleast.
 

DracoSuave

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Smokej said:
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)
This approach is great for someone who is interested in chemistry and wishes to learn chemistry. However, the reason this does not work for a specific game is because you have not generate sufficient involvement in your product to warrant that learning process. As well 'Here's a book, get to it' doesn't involve individualized instruction with the integration of the provided material. It provides the material and says 'Look at the fun you'll have a few hours from now if you can sort this out.' Bad. Wrong.

I'm not saying having a deep gameplay, or even a technical manual is a bad thing. Far from it, I've had a lot of fun poring through technical mechanics instruction for games I truly love.... but that's the rub isn't it? I was already hooked. I already understood and played the game. The technical aspects were just a matter to refine that mastery of those mechanics.

Those technical manuals are great for higher concepts. They're HORRIBLE for teaching someone how to play.

Of course a game is an entertainment product so other rules take effect. But that doesn't mean that there aren't people who prefer the intrinsic way of approaching a game. A lot of the indie games i like are solely approachable with this way (for example Unreal World, Dominions, Dwarf Fortress) and all of them have their fanbase,
Yes, they have a fanbase. However, they are all unapproachable on a larger scale because they set forth Learning Cliffs, and barriers to entry that are unnecessary. These games could have the same mechanics, the same depth, but could educate the user on how to play them better, and you'd end up with stronger products because of it. Instead, you have a fan base that prides themselves on the fact these games are arcane and unapproachable except by the devout, as if that actually makes them complex and deep, when all it does is cuts yourself off from fans who appreciate depth but are not willing to invest major amounts of time, effort, and money before they can possibly decide if they actually like the game mechanics.

Or... to put it briefly: If you have to spend hours before you can figure out if a game is fun or not, chances are, it probably isn't. Game designers have no need to shoot themselves in the foot like that, there is no excuse. 'Indy' is not an excuse.

All your arguments have a valid point but I see the whole progress of changes from a wider scale. The changes made from DA:O to DA2 are small but steady steps in changing genres into something that I don't like. In other genres i can appreciate the changes; for example Sport Games, Driving. Those are better than ever before. But my favourite Genres Strategy,RPG and Simulation are nothing than a former shadow of themselves.
The irony is that those three genres have fans that are amongst the most traditionalist of video game fans. Constantly crying out for innovation, then complaining when things change. They claim 'We'd like a game more like Balder's Gate!' then when it happens, complaining that the game 'Is just Balder's Gate in a different world, I'll just go play Balder's Gate.'

It comes down to a distillation of what the rpg genre is. Is it just stat-management with fantasy fluff? If so, there's not a lot of innovation left in that genre, and not for want of trying. Modern techology just simply won't allow for it. They require a lot larger world set than other games, and when you have to create a large world, you have to spend more money populating that world with assets that also cost greater amounts of money.

Is there room for intricate deep gameplay in RPGs? Absolutely. Is a product going to do so without a simple entry into it, allowing for gradual learning of the mechanics over time rather than a full on "Here it is, suck on it"? Hell no. It's just not worth spending the money to then shoot yourself in the ass because players will rightly say your game is unnecessarily hard to get in to.

And that is how several others feel, they understand how the industry is changing so they satisfy the big target audiences but they aren't provided with alternatives and feel left out (not counting the indie scene, im talking about big quality titles). This is a major drawback of the industry. In other forms of entertainment i can always choose from a wide array of high quality alternatives (music, movies literature.)Nobody would be angered about the changes made in games if they wouldnt feel left out.
The thing is, I'm all for complicated and deep mechanics too. I just don't want to have to spend hours of research and such just to learn why a game is fun. It's the game's job to show me why it is fun. The idea of accessibility as being a countermovement to complexity is bullcrap. It's utter, complete nonsense. It's like the idea that in order to have a good movie it must cater to a small audience and use imagery and dialog that confounds those who 'are not familiar with the director's work.' Bullocks. That's simply pretentious nonsense wrapped up in an elitist attitude.

The quintessence of my statement is that how you can have the most fun out of an entertainment product is as variable as the way you approach to learn about it.
I can agree with you there, but my counter arguement is that people are reacting to a statement about making a genre more accessible to people as tho it means their favorite genre is going to turn into stupidtowneasymode, which is nonsense and fear-mongering. You have people who claim that a game WITH THE EXACT SAME SYSTEM as its prequel is 'dumbed down' for 'the masses' as tho saying it makes it true.

Enough. It's this sort of nonsense and a complete disconnect from 'how to make entertainment entertaining to more people' and a complete inability to actually read what is said by the interviewee in the first place that has lead to a series of comments in what is essentially an assanine attempt to jump to conclusions and take things out of context.

?Then you level up and you start spending points, and the RPG mechanics are introduced in a way that?s gradual, in a way that welcomes someone who would otherwise maybe go, ?Whoa! Too complex!? and shut it off immediately, and lets them slide into it without even recognizing it ‑‑ which frankly, ideally increases the overall RPG customer base, which means we can make more RPGs, which means I can play more RPGs that I don?t know the ending to. I like that."

The OP clearly latched onto the words 'more welcoming' and 'dumbed down' and didn't bother to read. The designer is OBVIOUSLY talking about the gradual learning curve, while explaining that RPG mechanics have been incorporated into other games for a while now, so it's not like it's the mechanics themselves that are hindering the genre from growing. Instead, he clearly states it's how they are presented. He's OBVIOUSLY talking about introducing concepts gradually, rather than immediately. It's done harm to the genre, and that's why you don't have good games in the genre. It's not because designers don't care about you, it's because this need to have all the complexity NOW NOW NOW alienates the other customers that would also enjoy their game if only you didn't demand they throw it down everyone's throat as soon as possible. Get over yourself. Companies cannot afford to make games for you if you won't make a simple concession as 'Build complexity gradually rather than all at once.'

That's all he is saying, people, and if you didn't get that from the original author, I suggest calling your lawyer, and giving him the name of your elementary school, because you will need to sue them for FAILING TO TEACH YOU HOW TO READ.
 

Deathninja19

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Dec 7, 2009
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Audemas said:
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.
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.
Yeah I supose it could be that but I thought the very begining was him telling the tale then the real bit included meeting Flemeth. Anyway it doesn't take away the fact that it feels like it's trying too hard with the sexiness especially when the last sentence of the demo is an offer for (possible) sex.
Bioware needs to stop trying to add sex, every modern Bioware sex scene is embarasing to watch (of course all sex scenes in games are embarasing) with soppy music in the background and two chunky avatars awkwardly bumping in to each other in the foreground. What happened to the old Bioware where sex was implied like in the first KOTOR for example, theat was far more mature in how it handled things now it seems they are either courting controvisy or just aiming for cheap thrills. I used to be Biowares biggest fanboy but lately they are heading in a direction I don't want to follow.
 

Audemas

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Aug 12, 2008
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Deathninja19 said:
Audemas said:
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.
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.
Yeah I supose it could be that but I thought the very begining was him telling the tale then the real bit included meeting Flemeth. Anyway it doesn't take away the fact that it feels like it's trying too hard with the sexiness especially when the last sentence of the demo is an offer for (possible) sex.
Bioware needs to stop trying to add sex, every modern Bioware sex scene is embarasing to watch (of course all sex scenes in games are embarasing) with soppy music in the background and two chunky avatars awkwardly bumping in to each other in the foreground. What happened to the old Bioware where sex was implied like in the first KOTOR for example, theat was far more mature in how it handled things now it seems they are either courting controvisy or just aiming for cheap thrills. I used to be Biowares biggest fanboy but lately they are heading in a direction I don't want to follow.
I understand why they use sex because sex sells. Also not to mention, remember the Mass Effect controversy and how much publicity it received? So I don't need to explain to you how using sex benefits you when selling something.
Also, I honestly don't think they "sexed" (if you want to call Flemeth sexy, go ahead but I don't think of her like that) Flemeth up, I just think they updated her rather than use her old model. And I'm almost certain you can't have sex with her so it's not like they did it to appeal to the player sexually.
 

I Max95

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Mar 23, 2009
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its more welcoming
people are complaining about the changes but its more similar to the original then i thought it would be
i has the same mechanics for combat (x for basic attack O Square triangle for special moves and R2 brings up a second teir) and all those moves they got rid of i never used anyway, at least these are refined and actually have weight
 

Gralian

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Sep 24, 2008
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I haven't played the demo. Not going to spend forever downloading it. But i hated the combat in DAO. So much so that i feel more at home on the console version than the PC version and play it out of choice simply because it is more "action oriented" than its PC counterpart, which is a little tragic, really. Nor did i like the combat in the original Mass Effect. I want to feel the force of weight behind my actions. I think Bioware is really moving in the right direction with this marrying of action and RPG elements. The original Origins combat mechanic was tedious, confusing and downright buggy at times. I set Leliana's tactics to use bow only and she runs in for a backstab. I tell Alistair to stick Threaten on and tank. He stands there in one spot without moving. I tell Wynne to heal and she spams armour buffs and offensive magic. I tell Morrigan to focus on the tank's target and she runs off to attack something completely unrelated. In short; it was awful. A real travesty. I don't want to hear "then you're doing it wrong", either. I shouldn't even get to the stage where i'm "doing it wrong". It shouldn't be a chore or confusing to the player to play the damn game. Just like how i didn't really "get" the use of tech or bionic abilities as being a real mainstay of combat in ME1. My guns didn't feel like they had enough "oomph" until i played ME2 despite picking soldier, and you know what, i can't be alone in my "just give me the raw physical dps powerhouse" option because according to the stats released by bioware the soldier was the most selected class. I think the more hands-on approach with combat is definitely the right way to go, so long as they retain the RPG elements - give people the option to issue tactics and orders if they want, but let them man the helm and attack more directly as well.
 

WelshDanny

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May 10, 2010
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Gralian said:
I haven't played the demo. Not going to spend forever downloading it. But i hated the combat in DAO. So much so that i feel more at home on the console version than the PC version and play it out of choice simply because it is more "action oriented" than its PC counterpart, which is a little tragic, really. Nor did i like the combat in the original Mass Effect. I want to feel the force of weight behind my actions. I think Bioware is really moving in the right direction with this marrying of action and RPG elements. The original Origins combat mechanic was tedious, confusing and downright buggy at times. I set Leliana's tactics to use bow only and she runs in for a backstab. I tell Alistair to stick Threaten on and tank. He stands there in one spot without moving. I tell Wynne to heal and she spams armour buffs and offensive magic. I tell Morrigan to focus on the tank's target and she runs off to attack something completely unrelated. In short; it was awful. A real travesty. I don't want to hear "then you're doing it wrong", either. I shouldn't even get to the stage where i'm "doing it wrong". It shouldn't be a chore or confusing to the player to play the damn game. Just like how i didn't really "get" the use of tech or bionic abilities as being a real mainstay of combat in ME1. My guns didn't feel like they had enough "oomph" until i played ME2 despite picking soldier, and you know what, i can't be alone in my "just give me the raw physical dps powerhouse" option because according to the stats released by bioware the soldier was the most selected class. I think the more hands-on approach with combat is definitely the right way to go, so long as they retain the RPG elements - give people the option to issue tactics and orders if they want, but let them man the helm and attack more directly as well.
Then you're doing it wrong ;)

I only properly got to grips with the tactics menu during the second half of my playthrough, and I agree they can be very, very fiddling. You need to be very specific about who is ordered to do what and when.

Pro tip: don't set Cone of Cold to be used automatically if there are 3 enemies infront of Morrigan...enemies which are already being fought hand to hand by other party members. :|