Dragon Age II Criticism

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Zannah

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So, regarding the recently released Dragon Age II, someone close to me posted the following letter in the official bioware forum. With his consent, I'd like to share said letter with the escapist, and discuss the changes put forward here.

Hello there, ladies and gentlemen.
I appreciate the fact you guys are probably quite busy folks, and the chances that you'll even read this are slim, but there's no harm in trying. First of all, let me congratulate you to a job well done. Don't mind the crowd of haters investing even this very forum - Dragon age 2 is a great game, way ahead of the average rpg released in this day and age. I just finished my third playthrough, and I can't say I regret spending the past few days this way, even at the cost of some hours of sleep.
However the brighter a thing shines, the better you can make out the flaws, however small or insignificant they may be. The two that personally rubbed me the most, i will address here. Maybe I'm too far outside the target demographic, maybe some changes would require far more work then I think they'd do - if that's the case, feel free to disregard my criticism. Should you be able to use any of this, to improve future products, all the better.


1) The massive disconnection between cutscenes and gameplay

Now, between a rich, interesting and well crafted world, interesting characters, and a far above average narrative, the Dragon age games could be, and at times are, extremely immersive. Said immersion however, is hard to sustain outside the dialogues for a number of reasons.
This starts with minor things - why must almost every single weapon in the game look like it was stolen straight from the Ogrimmar auction house for oversized weaponry? The very first, most basic two handed blade you get is the size of a ski, and well beyond what any person this side of the hulk could comfortably swing. On that same note, why do all the weapons have to fly half a meter away from the characters back? It doesn't fix all the clipping issues, whereas, in my mind anyway, adding sheath-models to every model of armor would fix both the clipping issues, and the blank floaty weapons thing. And why is no one on the street bothered by me fighting, even when using (blood)magic? Offduty companions participate in combats (good work guys) so it's possible.
The worst offender however, is the combat. You've tried to make it more involving in the second installment, and please ignore the flak you're getting for it, it's a step in the right direction. It's just way too small a step. Real combat is a frantic, hectic, desperate thing. Real combat doesn't happen against fifty bandits every steps, all of which can conjure up nigh unlimited reeinforcements presumably directly from the fade. Thing is, it's no multiplayer game, so why bother balancing?
Make the combat skill based, involve the environment (flames, spikes, holes etc). Make the combat hectic, and hard, so every battle even one on one, is a risk. Make the combat avoidable. Most conflicts that don't involve the darkspawn, could be solved by diplomacy, or by talking someone else into fighting for you. Give us that option. On that same note - make magic as powerful as it is in the cutscenes, but make using it risky, both due to the risk of attracting demons in your dreams, and through risk of being discovered by or sold to the templars (Or make me kill/bribe/convince potential witnesses). Combat is dangerous, and any sane person, in any day and age, tries to avoid it. That's how my character is depicted in the cutscenes, and why can't I play exactly that, with combat being a great risk, everytime I do not manage or wish to avoid it .
Fun in a singleplayer rpg, at least for me, comes from immersion, from experiencing the world, and the gameplay that dragon age offers me is much more suited to a mmo, then an narrative experience. Up to including yellow exclamation marks for quest givers. Gameplay and Story shouldn't be two different, seperated things. The story is your strong point, so let the gameplay be dictated by what the story demands, rather then making them seperately.

2) The Railroading


Now, it's difficult to address this point without spoilering. The route the story took, focussing on a more personal experience of an individual, rather then some chosen one, that's great work, I like it. But you made one massive step back. In Origins, you offered me setpieces, to assemble my own story. Who ruled the kingdom, who ruled the provinces, who lived or died, and how was the archdemon defeated- all decisions left in my hand. And that worked great. Why was that system abandoned for Dragon Age 2? Suddenly, none of the decisions I make matter anymore, to the point where it feels like the game is mocking me.
Don't get me wrong, I have nothing against railroading in general. If it fits the story, go ahead and do it. But if you must, don't pretend you leave the choice up to me. It's perfectly fine if you want a certain ending, to set up the third installment. But if you want to, do not leave me the choice to side with certain factions, and actively contradict the desired ending. And unfortunately, it extends to pretty much every single decision I make in the game. The one that annoyed me personally the most, was regarding a certain character, that either dies, or gets taken away some other way, with absolutely no chance of keeping them. I cared about that character. Not from a gameplay but from a roleplaying standpoint. The Hawke I was playing would've gladly fled the city, or taken on any foe to keep and protect that character. Why can't I? It'd have been easy, to allow for such a decision and move the playerhome to darktown, or some cave outside the city. And you passed up some great chances here - why not make my behavior count? If a mage I control is forced to expose too much of their talent, they get taken away by the chantry. If my decisions are too risky, and I lack the fighting skill to back them up, then partymembers die. Such features would greatly add to the immersion and the feeling of the game, and give me a much greater feeling of accomplishment, then some bossfight or new gear.
Bottom line is, whether to involve gameplay or not - let me change things that can potentially greatly upset me, like loosing a character, and if you must railroad me, do not pretend I had any say in the matter - it just makes my efforts feel pointless. (In fact, getting said character back near the end of the game, was the single most statisfying thing that happened to me in all three playthroughs together).

As said above, this is but my own humble opinion. Maybe it's shared, maybe it's not. Maybe you'll ignore that, but think of me as posting this for the off chance that it might be helpful, and that it might aid you in enhancing any further installments in this series. I'll gladly play them regardless, but still... ;)

Original post: http://social.bioware.com/forum/1/topic/141/index/6501494
 

Sonic Doctor

Time Lord / Whack-A-Newbie!
Jan 9, 2010
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The only reasonable thing in that letter was the possible changing of the weapons. Not the size, the size is just fine, but the floating weapon thing, that wouldn't be too hard to fix by putting some kind of sheath graphic on the back.

Other than that all the demands would actually make the game worse. Especially the wanting the ability to avoid battle. Yes, let's have a way to avoid gameplay. I hate games where there are points where one has to avoid combat. One of the main points of the game is combat, let's not forget that.
 

Lost In The Void

When in doubt, curl up and cry
Aug 27, 2008
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See thats a rational letter of critique; its well thought out; a good read and honestly came off as someone who cared about the genre, the developer and the game series. Its good that Bioware even took the time to respond. So far the most annoying thing I've found in DA2 myself, having only started the Deep Roads mission after 20 hours of play, is the inability to customize what my team wears. There may be more plot based issues as I continue but so far I'm enjoying the game quite a bit.
 

MisterShine

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Mar 9, 2010
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ZippyDSMlee said:
You are asking far to much for an action game to have. :p
DA2 is an action game like WoW is an Action game, and even then only if you play it on Casual (its named appropriately)

Zannah said:
1) The massive disconnection between cutscenes and gameplay
This starts with minor things - why must almost every single weapon in the game look like it was stolen straight from the Ogrimmar auction house for oversized weaponry?
http://en.wikipedia.org/wiki/Zweih%C3%A4nder

In the real world, two handed weapons that were in use could reach up to six feet in total length. I don't think the swords in DA2 even get that long.

A clear case of Reality is unrealistic [http://tvtropes.org/pmwiki/pmwiki.php/Main/RealityIsUnrealistic].

Zannah said:
On that same note, why do all the weapons have to fly half a meter away from the characters back? It doesn't fix all the clipping issues, whereas, in my mind anyway, adding sheath-models to every model of armor would fix both the clipping issues, and the blank floaty weapons thing. And why is no one on the street bothered by me fighting, even when using (blood)magic? Offduty companions participate in combats (good work guys) so it's possible.
This bugs me as well, but is the unfortunate nature of the game because of the fact that the protagonist can be either gender, and the companions are of different body shapes as well, and all of them need to be able to equip the same weapons.

As for the "Why don't bystanders help out?" Well, why WOULD civilians get involved in a fight?Even in Origins, there's only one place in the game where you can get called out for using blood magic, but I haven't played through DA2 as a blood mage yet so we'll see how that goes. Though I too would like some more interactivity based off of spec choices (like why did none of the mages/templars call me out for being a Templar myself?)



Zannah said:
Make the combat skill based, involve the environment (flames, spikes, holes etc). Make the combat hectic, and hard, so every battle even one on one, is a risk. Make the combat avoidable. Most conflicts that don't involve the darkspawn, could be solved by diplomacy, or by talking someone else into fighting for you. Give us that option. On that same note - make magic as powerful as it is in the cutscenes, but make using it risky, both due to the risk of attracting demons in your dreams, and through risk of being discovered by or sold to the templars (Or make me kill/bribe/convince potential witnesses).
Despite what people might say, Dragon Age is an RPG series based off of tactical party play. More environmental factors would be cool, but there are traps in DA2, which you can actually get your enemies to set off. Looks like you just would like the game to swing more towards action than RPG-stat driven, I just don't think that's going to happen. I do however like the idea of more avoidable combat, that was one of my favorite ways to play Planescape: A very smooth talking guy who tried to work out peoples issues rather than beating them until they went away. There are only like 4 or 5 mandatory fights in that game.. I liked that.


Zannah said:
Suddenly, none of the decisions I make matter anymore, to the point where it feels like the game is mocking me.
You're of course referring to

Your sister

I actually think thats a great way of showing Hawke's position in the city of Kirkwall. Namely, she has none. What would your options really have been? Killing the dozens or so templars who would have been there to cart the character off? As for that characters other potential fates, life is full of moments where there is nothing you can do to stop something. Sometimes bad things happen for no reason. You could just as easily say "Well, why didn't Hawke charge the Ogre before it went after her sibling?" And that's a legit question, but sometimes you just have to accept things you can't change, and since DA2 is so much about Hawke's life and relationships, this is reflected pretty well in the game. There's just a point where you have to accept that this isn't DnD, and in order to build a really strong narrative you have to sacrifice some player choice in the name of keeping the story going the way they need it to go.

Overall I thought it was a great post about the persons criticisms, I hope they join us on the Escapist to discuss them some more.
 

high_castle

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Apr 15, 2009
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I actually think the railroading is justified throughout the course of the story. Hawke is not an unstoppable juggernaut. The game chronicles his rise to power, which means he starts with very little. At times, he has no way to impose his will. The limits of a cRPG mean not every choice can be accounted for. In Origins, for instance, you're railroaded into the wardens. The game can't account for a character who wants to flee the Blight or such. You have to make the choices the game recognizes. It's more limited than pen and paper, sure. But at least DA2 justifies it with Hawke's status.
 

ZippyDSMlee

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Sep 1, 2007
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MisterShine said:
ZippyDSMlee said:
You are asking far to much for an action game to have. :p
DA2 is an action game like WoW is an Action game, and even then only if you play it on Casual (its named appropriately)

Zannah said:
1) The massive disconnection between cutscenes and gameplay
This starts with minor things - why must almost every single weapon in the game look like it was stolen straight from the Ogrimmar auction house for oversized weaponry?
http://en.wikipedia.org/wiki/Zweih%C3%A4nder

In the real world, two handed weapons that were in use could reach up to six feet in total length. I don't think the swords in DA2 even get that long.

A clear case of Reality is unrealistic [http://tvtropes.org/pmwiki/pmwiki.php/Main/RealityIsUnrealistic].

Zannah said:
On that same note, why do all the weapons have to fly half a meter away from the characters back? It doesn't fix all the clipping issues, whereas, in my mind anyway, adding sheath-models to every model of armor would fix both the clipping issues, and the blank floaty weapons thing. And why is no one on the street bothered by me fighting, even when using (blood)magic? Offduty companions participate in combats (good work guys) so it's possible.
This bugs me as well, but is the unfortunate nature of the game because of the fact that the protagonist can be either gender, and the companions are of different body shapes as well, and all of them need to be able to equip the same weapons.

As for the "Why don't bystanders help out?" Well, why WOULD civilians get involved in a fight?Even in Origins, there's only one place in the game where you can get called out for using blood magic, but I haven't played through DA2 as a blood mage yet so we'll see how that goes. Though I too would like some more interactivity based off of spec choices (like why did none of the mages/templars call me out for being a Templar myself?)



Zannah said:
Make the combat skill based, involve the environment (flames, spikes, holes etc). Make the combat hectic, and hard, so every battle even one on one, is a risk. Make the combat avoidable. Most conflicts that don't involve the darkspawn, could be solved by diplomacy, or by talking someone else into fighting for you. Give us that option. On that same note - make magic as powerful as it is in the cutscenes, but make using it risky, both due to the risk of attracting demons in your dreams, and through risk of being discovered by or sold to the templars (Or make me kill/bribe/convince potential witnesses).
Despite what people might say, Dragon Age is an RPG series based off of tactical party play. More environmental factors would be cool, but there are traps in DA2, which you can actually get your enemies to set off. Looks like you just would like the game to swing more towards action than RPG-stat driven, I just don't think that's going to happen. I do however like the idea of more avoidable combat, that was one of my favorite ways to play Planescape: A very smooth talking guy who tried to work out peoples issues rather than beating them until they went away. There are only like 4 or 5 mandatory fights in that game.. I liked that.


Zannah said:
Suddenly, none of the decisions I make matter anymore, to the point where it feels like the game is mocking me.
You're of course referring to

Your sister

I actually think thats a great way of showing Hawke's position in the city of Kirkwall. Namely, she has none. What would your options really have been? Killing the dozens or so templars who would have been there to cart the character off? As for that characters other potential fates, life is full of moments where there is nothing you can do to stop something. Sometimes bad things happen for no reason. You could just as easily say "Well, why didn't Hawke charge the Ogre before it went after her sibling?" And that's a legit question, but sometimes you just have to accept things you can't change, and since DA2 is so much about Hawke's life and relationships, this is reflected pretty well in the game. There's just a point where you have to accept that this isn't DnD, and in order to build a really strong narrative you have to sacrifice some player choice in the name of keeping the story going the way they need it to go.

Overall I thought it was a great post about the persons criticisms, I hope they join us on the Escapist to discuss them some more.
And compared to BG and NWN its a frakkin action game, sorry but watered down is still watered down.
 

MisterShine

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Mar 9, 2010
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ZippyDSMlee said:
~snipped wall of text~
And compared to BG and NWN its a frakkin action game, sorry but watered down is still watered down.
I wouldn't disagree with that, however I'd also say that BG and NWN (mainly because of their adherence to DnD 2nd edition rules) were stupidly and unnecessarily complicated in their gameplay, and making games so we DON'T have to read the 200 page manual for a couple hours so we actually understand how the game works, is a good thing in my opinion.

And if Bioware never makes a terribly thin (in terms of plot and character) game like Neverwinter Nights again, I will be all too happy.
 

ZippyDSMlee

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Sep 1, 2007
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MisterShine said:
ZippyDSMlee said:
~snipped wall of text~
And compared to BG and NWN its a frakkin action game, sorry but watered down is still watered down.
I wouldn't disagree with that, however I'd also say that BG and NWN (mainly because of their adherence to DnD 2nd edition rules) were stupidly and unnecessarily complicated in their gameplay, and making games so we DON'T have to read the 200 page manual for a couple hours so we actually understand how the game works, is a good thing in my opinion.

And if Bioware never makes a terribly thin (in terms of plot and character) game like Neverwinter Nights again, I will be all too happy.
I dunno I found DA:0 to be a joke plot/story/combat wise. Its better than almost anything made today but thats no excuse.

BG was to complicated at times mages were crap due to casting limits, you had ammo for range weapons which made things annoying but the core implementations of gameplay were much more solid than DA, not to mention a much richer and detailed world.

For me having RPGs turned into wonky persudo action titles is saddening Fallout 3 is a fiasco much more so than DA:0, ME2 is pretty bad for what it should have been. I did like the combat in FF12 the environments were great but the skill and equipment systems were trash. FF13 is a joke, I dunno...I'd rather have the game trying to be too complicated for todays mainstream gamers than for it dumbed down for them.

There just seems to be more qaulity in a game when its not as gutted.