Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
No they weren't. But back then there was no alternative, nothing else to play.Alexandros said:Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
And as we all know, games form the 90s were complete shit compared to the masterpieces of modern gaming.
Back in the 90s there were no alternatives, nothing else to play but games from the 90s (and 80s).Morgoth said:No they weren't. But back then there was no alternative, nothing else to play.Alexandros said:Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
And as we all know, games form the 90s were complete shit compared to the masterpieces of modern gaming.
kris said:Warden said:kris said:I already hate DA2, it brought back Warden here.
Why are you holding a grudge for so long... It will ruin your health even more.
The irony of this statement hits me like a sledgehammer from hell (+3).
kris said:I already hate DA2, it brought back Warden here.
Why designing a 90s style game for 2010? That's what the Codex wants, after all. Why?Shannow said:Back in the 90s there were no alternatives, nothing else to play but games from the 90s (and 80s).Morgoth said:No they weren't. But back then there was no alternative, nothing else to play.Alexandros said:Morgoth said:I like what I have heard so far. DA:O was by design a game from the 90s, so I'm glad they finally bring DA2 into the 21th century. I also prefer the conversation wheel over the chore that was DA's dialog vending machine.
And as we all know, games form the 90s were complete shit compared to the masterpieces of modern gaming.
Jaesun said:kris said:I already hate DA2, it brought back Warden here.
Gaider is a wretched creature who tries really hard not to look like the corporate whore he's become.What's he talking about?
David Gaider said:"Bioware is dead"
Sure, that's been brought up as a reason before, but to me the dialogue wheel is an even worse solution. Now instead of hearing voiced what I just read, I'll hear voiced and acted something unexpected from what I read - at least often enough. EDIT: That symbol is barely going to help either - how many people still complain about AP not doing what they expected and in a sense all you had were symbols in text form - nebulous sentence fragments on top of that aren't going to make all the difference.darkpatriot said:And concerning the dialogue wheel it is to be expected and not necessarily bad. Protagonist is now fully voiced. People don't want to read what they are going to say and then hear it voiced. That is one of the primary reasons they went to it for mass effect.
Says the guy with the Alpha Protocol avatar.KalosKagathos said:What's he talking about? The Codex is well-known for enjoying shitty games for what they are, and the reception of DA is the most shining example of the phenomenon there is.
Sure, that's been brought up as a reason before, but to me the dialogue wheel is an even worse solution. Now instead of hearing voiced what I just read, I'll hear voiced and acted something unexpected from what I read - at least often enough.
Beat me before my edit about symbols, but I'm still not really convinced of that.darkpatriot said:Apparently in the magazine article it said that each choice also displays a symbol in the center to indicate the tone of the choice. They will still probably not react the way you expect them to sometimes but If they use the idea well it should reduce the number of times it happens.
Antihero said:Taking an argument from elsewhere, "sarcasm" isn't going to necessarily tell you what kind it is: are you trying to purposely offend, is it just a friendly response, or a mild quip? At best the symbol might help you interpret the sentence fragment choice, but you're still guessing at what you'll actually say or do. The writing in a full response choice might not always properly indicate how an NPC will respond either, but that comes down to the quality of writing, your expectations, the NPC's personality or intelligence, and the limitations of a medium where you can't clarify misunderstandings unless the writer made that part of the choices.
Closest thing to a Raidou avatar I'm going to get on these forums. Still, touche, good sir.Silellak said:Says the guy with the Alpha Protocol avatar.
The thing I'd have against that is the higher expectations it sets up for the NPC to respond accordingly. To me, it isn't bad to have to weigh your choices. Not that something meant humorously can't be received with offence, but I see less chance of that happening unless the sentence fragment made it very clear you'd be saying something that would be misconstrued, taken badly, or the writers just thought it'd be a clever twist.darkpatriot said:Edit: forgot to mention. Tone wouldn't necessarily be as broad as sarcasm. It could be more descriptive like offensive, or humorous.
I don't recall exact lines right now, but more often disappointed than outright surprised. Not having high expectations upfront helped soften that a little. In general, if you only get to choose a short line which is then stretched into something much larger, it's going to happen that your PC will say or do things you didn't really have in mind.darkpatriot said:I'm curious how often you felt your character surprised you in Mass Effect 1 & 2? Like I said I rarely felt surprised, but then again I always save before any conversation I feel will be even mildly important and try out the different options. I might not have encountered it that often due to this.
Antihero said:The thing I'd have against that is the higher expectations it sets up for the NPC to respond accordingly. To me, it isn't bad to have to weigh your choices. Not that something meant humorously can't be received with offence, but I see less chance of that happening unless the sentence fragment made it very clear you'd be saying something that would be misconstrued, taken badly, or the writers just thought it'd be a clever twist.
Antihero said:I don't recall exact lines right now, but more often disappointed than outright surprised. Not having high expectations upfront helped soften that a little. In general, if you only get to choose a short line which is then stretched into something much larger, it's going to happen that your PC will say or do things you didn't really have in mind.
Bullshit. Their own design document says how they have to have the exact same plot, with a similar plot twist in the end, every time. And will you look at that, they have. And there's nothing inherently wrong with that, if only their writers didn't suck so bad. Among other things.darkpatriot said:Hivemind is so Hivemind sometimes. Way to skip over some important implications in what they have released so far.
Bioware is dropping the typical save the world/ defeat the big bad dude plot. Instead it is a personal story about the characters rise to power. Also they are using the decade long game span to show in game consequences (and thus C&C seems to be a major goal of the game). These are two facts they considered important enough to make major points in the press release and the limited information available on the page.
[url=http://forums.obsidian.net/index.php?showtopic=55761&st=75&p=1053647&#entry1053647:1tyatz3j]Morgoth[/url] said:Well, DA:O was by design a 2004ish game. So with DA2, Bio can redesign it from ground up and do something new. This is a good thing. I hope they scrap the outdated realtime-with-pause combat and replace it with something akin to Demon's Souls.
circ said:Bullshit. Their own design document says how they have to have the exact same plot, with a similar plot twist in the end, every time. And will you look at that, they have. And there's nothing inherently wrong with that, if only their writers didn't suck so bad. Among other things.
5. Hawke drives the story.
Dragon Age II is not about killing an ancient evil or about quelling another blight; Hawke is the driving force behind the narrative. Over the course of the game's 10-year timeline, players' actions and choices will determine Hawke's history, relationships, and regrets...all in service to answering the larger question: Who is the Champion of Kirkwall?
“Dragon Age II has a framed narrative structure, which means that
the exploits of Hawke occured in the past, but are being retold in the
present.” “Narrators with unique insights into the events in question
tell the tale of his past adventures.” Print magazine
[url=http://forums.obsidian.net/index.php?showtopic=55761&st=75&p=1053647&#entry1053647:2jtd14y6]Morgoth[/url] said:Well, DA:O was by design a 2004ish game. So with DA2, Bio can redesign it from ground up and do something new. This is a good thing. I hope they scrap the outdated realtime-with-pause combat and replace it with something akin to Demon's Souls.