First, the dialog wheel, while it has its pluses, did more harm than good to the game, IMO. It put what felt like more of a limit (even if it functionally did not) on what kind of responses and choices you could make, plus I didn't like the fact that you got shoehorned into "Snarky cynicist", "Paragon of Virture" or "Bloodthirsty Psychotic". In DAO I could at least pretend my character had said something with a different inflection or tone to more match what I was trying to say.Cowabungaa said:I didn't think the writing was bad at all, not super stellar either but quite solid nonetheless. I prefered it over DA:O's clichéd "sole savior of the world" story actually.
But you're right about how the combat is a lot more streamlined, though I have to disagree about the console-part (people should so stop that). I played DA:O on the PC, and the difference in feeling wasn't so much in the controls (which haven't changed all that much) but pure in the speed and flow of it. But the way you give orders, decide on which tactics to use, place AoE's and glyphs all basically worked the same as in DA:O. It just flowed a lot better, felt less sluggish. That and they made the combat even more dynamic. All classes had a lot more options to choose from, and they only expanded on DA:O's skill-combo's.
You're right about the kill animations though. Shame they didn't put those in, but I have no idea how it's a 'major indication in the tone and direction they took'. The main difference it could show is gore, be it not that even without the special melee kill animations I still had bodyparts flying over the place. Thanks Merril!
Thats exactly the problem(!) You don't even have to read the lines, you can just look at the color(not even shape!) of the icon and the one you want it to be, instead of actualy reading and thinking about the meaning or consequences. Thats pretty much the definition of dumbed-down.Cowabungaa said:How does the dialogue wheel make the ordering any less neat? If anything it's now a lot more clear what each dialogue option does, and with a quick glance at the icon you can see in which style the answer is presented.
Agreed. Although, I thought the writing for some of the individual quests was fine, and the dialogue for the companions was up to Bioware's usual standard, but the overall plot's writing was terrible.Agayek said:And finally, the writing. The writing in DA2 was complete garbage. There really was no overarching plot with any meaning, it clearly suffered from the lack of a defined protagonist, and there was no conclusion to anything. The fact of the matter is, the whole game was a perfect example of the developer being either insanely rushed or lazy (I'm betting on the former). There was very little in the story that actually made sense and there was literally nothing tying the different acts together. The whole thing was just a mess.
How the hell did you manage to see every zone in the game only three times?! By the end of Act 1, I had visited each (forwards and backwards) at least a dozen times.ThePirateMan said:I loathed it, I found none of the characters to be interesting, the story was unengaging, the dialogue system limited my immersion and the locations were down-right bloody boring. Even before I went through them 3 times.
The character design retcons were a mixed bag, IMO. I really liked the new Qunari look, and it makes a lot more sense how Ogres come from Blighted Qunari.Ian Caronia said:And though I won't wholly agree with you on the slideshow ending, I can understand where you're coming from and do agree that it probably was meant to be a throw back since the whole game felt as much (which was SO FUN to me, loved that kind of style. Even see it in Divinity 2).
Oh, and speaking of physical retcons, did you see what they did to the elves in DA2? What's with those noses?! The elves in DA:O were more like people with point ears. I don't know about you, but the design changes they made in DA2 just put me off from the get go. >: /
A good role playing experience comes from being able to quickly pick the response that comes closest to the aligned response that the person would say in real life, if the situation was actually happening to him or her.Juggern4ut20 said:Yeah no?Sonic Doctor said:*Snip*
First, having a four year English degree and 'many' classes on storytelling is irrelevant. What you explain is exactly why it is a bad system. The fact you spent 3 to 5 minutes figuring out what you want to select is a good thing. The fact that what you wanted to say and how the NPC took it is a good thing. That's called Role Playing.
Well firstly, mate, I'm glad to see you have such education and I hope you use it to write a novel I can keep on my bedstand one day (not being sarcastic, I really am happy to see when someone is blessed with a good literary education). However, I comepletely disagree that the journey is the most important part, as would many of my professors.Sonic Doctor said:That is not how it works in the writing world these days, though I don't think it mainly worked that way in the past. Of course it is about the journey, without the journey(the majority of the book) you don't have a book.Ian Caronia said:When writing a story there is no such thing as "it's about the journey, not where you end up". That's stupid and if an author even mentions that NEVER read their shit because they obviously don't care about the endings they write.
I went to two universities and had four creative writing professors and the majority of the assignments if not all off them focused on writing the journey, since it is the bulk of stories and the most important part.
*SNIP*
But still on the end of DA2 I will say again, of course the ending isn't going to be complete or majorly intense, because the game isn't a wrap up of the series, it is just a part of the series that will continue. A true end won't come into play until either DA3 or until whatever game they are going to make the last and final one in the series.
See, I don't get where people get the idea that they have to play "Nice Hawke", "Snarky Hawke" or "Violent Hawke".Agayek said:First, the dialog wheel, while it has its pluses, did more harm than good to the game, IMO. It put what felt like more of a limit (even if it functionally did not) on what kind of responses and choices you could make, plus I didn't like the fact that you got shoehorned into "Snarky cynicist", "Paragon of Virture" or "Bloodthirsty Psychotic". In DAO I could at least pretend my character had said something with a different inflection or tone to more match what I was trying to say.
My friend, ANYTHING is better than a cliffhanger ending with no closure. It's a non-ending. It's stupid and made to make you buy the next game, which I refuse to do.Agayek said:*snip*
Also, I quite liked the slideshow ending in DA:O. It was a hell of a lot better than the "Well we killed the big bad, then we ran away. Then we split up and Hawke rode off into the sunset" we got with DA2. Varric couldn't even be bothered to deal with a god damn proper epilogue.