Cowabungaa said:
Thanks for the response being professional. Allow me to retort some of the points and concede some due to the late hour that i write.
For the dialogue wheel and the voiced protagonist, I think we'll have to agree to disagree (whatever that means) on those issues. But i do think i have a way to explain it using this quote from you.
Cowabungaa said:
A mute protagonist doesn't work very well in a modern, character driven RPG.
Times have changed. The style in which RPGs are created and written is different than it was. HOWEVER, my big argument is that dragon age: origins was a great game because it was created with the old school style in mind. While you do not feel that your character in DAO was as fleshed out as in DA2, i did and I think that they should have continued the style of the previous game instead of completely changing it to resemble another rpg series they are doing (mass effect). That is why i think the voiced protagonist and dialogue wheel did not work in the game.
As for the writing and plot, i will argue till I'm blue in the face about this. Dragon Age 2 did not have good writing. The excavation had little to do with the qunar and both had even less to do with the mage uprising. You might not have liked the 'cliched' simply plot of the first one, which is fine, but you have to realize why they used that simply plot. In the first game, they wanted to explain the entire world set to the player. They wanted to explain how magic worked, how it was treated, how elves were treated, how religion was viewed, how dwarfs lived, what the grey wardens were, and what the deep roads and blight was. In order to do that, they decided to keep the main plot VERY simple to not confuse the issue. That being said, i think that simple plot was done perfectly.
In dragon age 2, you are given a plot that is not good. What is the artifact that you found in the deep roads? I am still not entirely sure what it was or how it mattered to the game. They could have told the exact same story without ever finding it. That is bad writing. They present a plot point in finding this artifact thing and being betrayed, only to not really ever address what the artifact is and not really resolve the consequences of being betrayed (you got to tie it up in a short side quest at the end of the game). Poor writing. The qunar should not have been in this game. They did nothing but simply distracted from the overarching main plot, which i guess was with Anders and the Templars. I can go on and on. Meredith was introduced too late in the game. You could call the arch demon and Loghain, simple antagonists, but at least you were introduced to them in the beginning and were with them throughout the story. You don't even interact with Meredith till the very end of act 2.
That and the pacing sucked. In the first game, you are introduced to your character well before you become a gray warden. You get to see who your character was before their life went to hell. In DA2, you are just thrown in running away from darkspawn. How am i supposed to care about a 'home village' that was never introduced in the plot. Here is the best example that I can explain. At the beginning of the game in DA:O, you fight that ogre at the top of the tower in order to signal a charge to save the king. This boss fight against a single foe is probably one of the best boss fights i've played in a long while, because of the pacing of the game. You had played your character a good deal of hours before reaching that point to take on such a scary opponent. You fought through your origin, survived becoming a gray warden, and struggled to complete your task of lighting the tower. Once you kill the ogre there is a feeling of accomplishment that you had progressed and become stronger. That is good writing. In dragon age 2, you fight an ogre less than half an hour into game play, on top of a hill in the middle of no where. The accomplishment holds little value both in the plot and in gameplay, and there is no feeling of importance. This is how the writing is poor.
That and you can go into how the game just skips ahead years for no real reason other than convenience. How the game seems to think that it can just kill characters left and right to produce some sort of emotional investment in the game. I can overlook the combat, the voiced protagonist, the wheel, everything, if they just did a good job writing the plot.