marco.pieterse
Active Member
Is Dragon Age origins really so cool?
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DA is awesome. Best to get the PC version though - for me the console version doesn't pull it off as nicely as the PC version.
never seen characters talk so much!
Not sure why the fact that its not Forgotten Realms makes it a sub-par game? I personally got a little tired of the fact that most good games originated from Forgotten Realms. I say kudo's to Bioware for creating original content. Its certainly a riskier choice on their part, and in their case it worked beautifully.
DA:O is a great game supported by great lore and background. Gameplay is a tad unbalanced at the moment, with specific setups needed for the higher difficulties.
All in all, I see myself playing this game for months (if not years) if the community is as great as it was during the NwN 1 games (tons of user created content and scenarios).
Minsc has a strong desire to uphold good and be heroic, though with an extreme fervor that causes those around him to regard him as possibly insane. His animal companion is a hamster named Boo, who he believes is a "miniature giant space hamster" and consults for advice. Boo's actual nature is left for the player to decide.
I am a little more cynical with bioware games as of late, but to put it bluntly
Dragon Age got nothing on Baldur's Gate. It's not even AD&D / Forgotten Realms. Bioware made their own little world this time round [probably trying to get away from the Wizards of the Coast licensing etc etc] . So just when you expect the complicated class configurations/abilities/types/rules as found in Baldur's Gate, you quickly get "snapped" out of it realising this is not AD&D rules
. They even removed the number crunching from the whole thing, i don't even think you can clearly see a damage log.....so it's definitely alot more "mainstream" to include a less hardcore player
. This is not necissarily a bad thing, this is probably what sells the game in the first place, but i'm not convinced if you seriously played Baldur's Gate , that DA:O actually remotely comes close to the functionality and depth of BG
.
As cool as it is of Bioware to dream up their own fantasy world/theme, i don't think their world is as rich as the Forgotten Realms setting found in Baldur's Gate.
If i can compare Dragon Age with other Bioware games, i'd rather compare it with KOTOR and Mass Effect than BG. Slap a fantasy setting onto those, and you got Dragon Age.
Either way, Dragon Age is pretty much THE single player RPG to get right now, no doubt about it. Anything else pales in comparison. In fact i can't even think of a solid RPG since Mass Effect.......possibly The Witcher [which fyi also used Bioware's engine] .
I guess Bioware is in the same spot as Blizzard. They got the engine, they got "formula" [story telling] and can bring out basically anything and it'll be great. There's no one else with any kind of "consistency" in the Single Player RPG market other than Bioware.
BioWare said:So I'm supposed to believe someone is smart enough to do a big Excel spreadsheet with color coding and stuff but not smart enough to know about Campbellian archetypes?
Yeah, guys, every BioWare game has the same plot! See, things are kind of normal, and then things change and you have to go out and do stuff, and you go to crazy weird places! Aaaaaand so yeah, totally the same story.
That's asinine.
The core idea isn't that bad -- I sense that someone started out with a good concept, like "Hey, you go to four places a lot," and then they just decided to add some more filler rows to try to make a real zinger, except that when you actually read the cells, a lot of them are stretches.
In any event, the "intro, four planets, finale" structure is something we have used often for a few simple reasons:
1) It's easy. It's not as easy as making the player do everything in order, but you can generally just treat each area separately except for a few variables, which makes logic-testing and QA work a ton easier. What happens on Feros stays on Feros. BioWare knows how to make these games, make them solid and workable, and ship them -- and if need be, we can always cut areas, which sucks, but we can do it if need be. Some structures don't allow for that, which is why you end up with games where it's clear that the devs ran out of time or money at some point.
2) Players can understand it. In usability tests on one project, we learned that players with more than four things to do at a time in any given area will feel frustrated -- they get overwhelmed and have no idea what to do first and get the names mixed up. So you don't dump twenty small planets on the player all at once. You hit them with a few big things that they can understand: "Go to Feros." And then once they're there, they unlock several different things to do that don't compete with the rest of the universe, because right now you're on Feros. "Kill Varren." "Get Power Cells." "Turn on Water Valves." "Go to ExoGeni." (And we even cheat a bit by giving you missions, which are big and obvious, and assignments, which we tell you are less important.)
In testing out our missions for ME2, the single biggest lump of story feedback we've gotten has boiled down to Information Flow. When a mission feels clunky, nine times out of ten it's because we either told the player way too much all at once and expected the player to keep it all straight, or we didn't actually tell the player enough and so the player is kind of lost. Dividing up our game into four or five large worlds allows us to control information a bit better.
(And to be clear, that four-worlds-and-out thing is a simplification that ignores major critpath events and makes it sound like you only visit four big areas in KotOR, which flat-out isn't true.)
3) There's nothing wrong with it. It's a structure, like any other. Humorously snarking that our games have a beginning part that is streamlined and introduces you to the game, a middle that allows you the freedom to go to several places and have adventures, and then a tightly focused ending is like riffing on how romance novels generally start out with two people being attracted to each other but having emotional issues, then gradually building trust, then having a complication that splits them up, and then in the end they get together and are happy. People who create fiction in any form use a structure appropriate to that form. They do it because their audience understands and responds on an emotional level to that structure.