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Dragon's Dogma II - "They’re masterworks, all – you can’t go wrong"

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,980
Location
Flowery Land
DD1 went for quality over quantity with quests
Huh?

Yep.

例えばクエストにしても,開発時点では「とにかく数があったほうがいい」と考えていましたが,いざ遊び込んでみると「数を多く作るよりも,作り込みにこだわったほうがいい」という結論に至ったこともありました。

それらの意識をシフトして「2」の開発に臨んだわけです。また,「ドラゴンズドグマ」の発売後はボリューム不足をご指摘いただいたことも多かったこともあり,今回はできるだけ体験の密度を上げてあります。

They thought it would be better to put more effort into quests instead of making a higher number. I can see where it's coming from, since DD1 has only a handful of side-quests (36, including a tutorial and one that's a glorified cutscene to finishe off some minor plot threads), but nearly all of them were memorable and unique, and most were part of a secondary character's arc. None of them really feel like filler.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
However, in terms of other games providing inspiration for the studio, Itsuno revealed that it wasn’t a fantasy RPG, but Rockstar‘s GTA 5, that impacted most on development.

“If I had to pick one other game that came out in the meantime, I would actually say GTA 5,” he explained. “I kind of admired how they were able to create a world in which it really felt like the NPCs were going about their lives independently of the player.

“All kinds of interesting emergent behaviour could happen whenever you were exploring the city and all kinds of weird accidents felt like it would happen whether you were there or not.

“That feeling of a living world is something that I’ve definitely tried to achieve in Dragon’s Dogma 2.”
Dragon’s Dogma 2 takes inspiration from GTA 5, director says
This Is Gothic or Oblivion schedules....talking about GTA 5 makes me think more of the power of switching between your characters and the Rooks. It would be fine since they were a little dumb in the first game.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,432
IGN preview showning some gameplay.
At one moment you can see a bridge getting destroyed and goblins falling
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,432
It seems some Skills became Core Skills in DD2 , like Anodyne and Galvanize becoming a core skill for mage and sorcerer.
 

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
258
I couldn't be more hyped for this game. Something I noticed over the last few videos is that when you're standing on top of the griffin, you keep your regular skills as if you weren't mounted.

This makes it look like the Warrior can deliver arc of deliverances on top of large monsters, which is just great.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,432
I couldn't be more hyped for this game. Something I noticed over the last few videos is that when you're standing on top of the griffin, you keep your regular skills as if you weren't mounted.

This makes it look like the Warrior can deliver arc of deliverances on top of large monsters, which is just great.
I didn't even think about this. Holy shit.. Imagine Bonk the shit out Griffin mid flight and fall into the arms of your Pawn afterwards.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,009
I couldn't be more hyped for this game. Something I noticed over the last few videos is that when you're standing on top of the griffin, you keep your regular skills as if you weren't mounted.

This makes it look like the Warrior can deliver arc of deliverances on top of large monsters, which is just great.
I didn't even think about this. Holy shit.. Imagine Bonk the shit out Griffin mid flight and fall into the arms of your Pawn afterwards.
make your pawn midget
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,500
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
All I want are:

Giving more utility/desire to many of many non-magic skills. Because there are such strong staples that there isn't much variation possible. Maybe you'd change your skills for another situation (climbing for example instead of meleeing mobs)... but everyone usually has the same skillset ready for each one.

Honestly just more design time into what they already had. The best "combat" mods were just about refinement (and/or QOL). Mystic Shield for example. (<- though, speaking of MK... here's where they should really rethink the immobility of the cannon... as well as it's entertainment:tedium ratio)

Also, BETTER PAWN AI PLOX
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,500
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
DD1 went for quality over quantity with quests
Huh?

Yep.
DD1 intended for quality over quantity with quests.

DD1 did not provide sufficient quality, i.e. their real quality:quantity ratio did not match expectations.

Everybody "wents" for things. So many games. Here are some that you might remember, for they came from major players that provided high expectations: Torment Numenera. Lionheart.

But I'm right now sticking in the Codex-game niche. In other words, what do you think the gaming world (or real world) looks like outside of our niche?

Occam's Razor says this is how people act all the fucking time. They promise something. Then they don't fulfill it.

Intentions mean jack shit. And Occam's Razor says that "intentions" that are featured in advertisement/previews/publictalks are most likely bullshit PR.

I'm actually not saying you're wrong. I'm just saying that.. none of us have any idea until it's released. So what I'm saying to not put faith into people who benefit via taking your money.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
DD1 went for quality over quantity with quests
Huh?

Yep.

例えばクエストにしても,開発時点では「とにかく数があったほうがいい」と考えていましたが,いざ遊び込んでみると「数を多く作るよりも,作り込みにこだわったほうがいい」という結論に至ったこともありました。

それらの意識をシフトして「2」の開発に臨んだわけです。また,「ドラゴンズドグマ」の発売後はボリューム不足をご指摘いただいたことも多かったこともあり,今回はできるだけ体験の密度を上げてあります。

They thought it would be better to put more effort into quests instead of making a higher number. I can see where it's coming from, since DD1 has only a handful of side-quests (36, including a tutorial and one that's a glorified cutscene to finishe off some minor plot threads), but nearly all of them were memorable and unique, and most were part of a secondary character's arc. None of them really feel like filler.
A good understand of what they probably mean is a contrast between DD1's quests and Dark Arisen's filler stuff. That's the dichotomy they are working under. And it seems that instead of going to a notice board where Valmiro randomly asks to go to an unmarked grave (probably explained in the defunct website where all the characterization was done lmao), you have an NPC travelling asking you to do something filler for them. That's what we are seeing in DD2 videos.
 
Joined
Apr 12, 2018
Messages
328
RPG Wokedex Strap Yourselves In
DD1 went for quality over quantity with quests
Huh?

Yep.

例えばクエストにしても,開発時点では「とにかく数があったほうがいい」と考えていましたが,いざ遊び込んでみると「数を多く作るよりも,作り込みにこだわったほうがいい」という結論に至ったこともありました。

それらの意識をシフトして「2」の開発に臨んだわけです。また,「ドラゴンズドグマ」の発売後はボリューム不足をご指摘いただいたことも多かったこともあり,今回はできるだけ体験の密度を上げてあります。

They thought it would be better to put more effort into quests instead of making a higher number. I can see where it's coming from, since DD1 has only a handful of side-quests (36, including a tutorial and one that's a glorified cutscene to finishe off some minor plot threads), but nearly all of them were memorable and unique, and most were part of a secondary character's arc. None of them really feel like filler.
Good Japanese games usually have good sidequests. See: Yakuza series.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,571
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
15 minutes in and i feel like i already am playing the game
I'm kind of surprised there's much interest in these types of videos. A great deal of the charm of DD1 was going in blind and having to figure things out, possibly with tips from your pawns. I know it's coming and looks decent, I know I'm buying it. More or less media black out for me.
 

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