Dragon Age 2
Posted: 2010-07-08 10:47am
http://dragonage.bioware.com/da2/
Rise to power over a decade is the hook.
And it sounds pretty cool.
Rise to power over a decade is the hook.
And it sounds pretty cool.
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
http://stardestroyer.dyndns-home.com/viewtopic.php?f=24&t=143644
Given the millions who bought it last time seemed to enjoy it I doubt the story telling is going to be radically different.General Zod wrote:I'm not even going to give this a rental unless they somehow manage to make it not boring as shit. The first one put me to sleep.
I'm less concerned with the story-telling (which was hilariously cliched), than the gameplay. The combat system is what bored me to tears.Lord Woodlouse wrote:Given the millions who bought it last time seemed to enjoy it I doubt the story telling is going to be radically different.General Zod wrote:I'm not even going to give this a rental unless they somehow manage to make it not boring as shit. The first one put me to sleep.
Which is good news for me, I'm looking forward to some DA with knobs on.
General Zod wrote:I'm less concerned with the story-telling (which was hilariously cliched),
I don't see why that's a bad thing. In any case, I find the combat challenging on the higher difficulties, which is refreshing from Bioware games - which are usually dreadfully easy. Like Mass Effect on Insanity isn't hard, it's just frustrating - because the bad guys get more HP and spam immunity so fights last for ages when they really shouldn't.White Haven wrote:I didn't find the combat so much boring as I did...well...it was Potion Age: Origins. Why don't I just hook myself up to two IV lines, one blue, one red.
To a certain extent I can agree that morality systems in games (not just Bioware) are poorly implemented. Usually you don't get dark side points or whatever if you steal from people or break into their houses. On the other hand, I don't get the nerd rage that gets associated with this complaint. It turns out if you do something selfishly greedy, aggressively violent or downright despicable you get people who disapprove. Oh the horror.Oscar Wilde wrote:Isn't that (and bad morality systems) Bioware's thing?General Zod wrote:I'm less concerned with the story-telling (which was hilariously cliched),
Morality systems in games are a joke when your choices are limited to being a soppy doormat of a sissy or a raging shitcock of an asshole who you want to punch in the face. Most bioware bethesda game writers are blubbering morons who couldn't understand the concept of moral ambiguity or subtlety if it sodomized them with a nailboard.Stofsk wrote: To a certain extent I can agree that morality systems in games (not just Bioware) are poorly implemented. Usually you don't get dark side points or whatever if you steal from people or break into their houses. On the other hand, I don't get the nerd rage that gets associated with this complaint. It turns out if you do something selfishly greedy, aggressively violent or downright despicable you get people who disapprove. Oh the horror.
It always pisses me off when writers give you a sissy or asshole choice and the actual results when you pick them come out a lot mellower than you'd expect. It's like they don't know how to stay consistent or they're trolling you. (Oh wait. . . )Stark wrote:Reversing the good/evil thing doesn't change the forced dilemnas or the simplistic reactions, it just reverses them. Its arguably even worse if there's no way to make an informed decision beforehand.
I agreed that the morality systems in games are poorly implemented. I'm just a bit jaded. When gamers go 'lol where's the moral ambiguity', are they actually looking for moral ambiguity, or do they just want to murder and steal their way through the game without getting a dark side point?Stark wrote:You mean you're forced into false dilemnas with simplistic outcomes, right?
I actually agree. Take my example as well, usually you don't get punished or penalised if you pick pocket somebody or break into their house and steal their stuff. Violence is also something which gets a completely simplistic treatment. It's almost always acceptable to kill the kobold village you happen across in the wilderness, because kobolds are monsters. Of course, these kobolds haven't been hurting anyone, and yet here you come with your heavily armed party and massacre everyone and it's hella cool.Zod wrote:Morality systems in games are a joke when your choices are limited to being a soppy doormat of a sissy or a raging shitcock of an asshole who you want to punch in the face.
I'd like to see options for acting evil beyond "be a raging douchecock". Make the main character capable of being smooth and efficient instead of a saturday morning cartoon villain. I mean for fuck's sake we have saturday morning cartoon villains with wider ranges of evil than most game writers are capable of managing.Stofsk wrote: It's just that when you do act like a fucktard and people in the game disapprove... uh, isn't that a good thing? That at least someone in the game world is going 'lol you're a douche'?
Stark wrote:Reversing the good/evil thing doesn't change the forced dilemnas or the simplistic reactions, it just reverses them. Its arguably even worse if there's no way to make an informed decision beforehand.
See, there are decisions just like that in ME. At one point you have to get a garage pass to proceed in your mission, and there's a bunch of ways to do it:I would love to see more RPGs feature that kind of dynamic, let the arms dealer go and get cheaper weapons or kill him/arrest him instead if you want to be a paragon. Be nice to someone and they give you a 10% discount, or be nasty to them and you only get a 5% instead. At least those sort of consequences make sense. Better than getting a 'dark side point' or whatever.
Renegade responses vary quite a bit, situatuionally. If you want to be smooth and efficient it's sometimes like that, and sometimes you go paragon. The game is to judge which is best for the situation. That's what I do usually - only morons go totally renegade or totally paragon.General Zod wrote: I'd like to see options for acting evil beyond "be a raging douchecock". Make the main character capable of being smooth and efficient instead of a saturday morning cartoon villain. I mean for fuck's sake we have saturday morning cartoon villains with wider ranges of evil than most game writers are capable of managing.
That's ... not what he's talking about. It's not a game mechanic thing, it's a writing thing.adam_grif wrote:All Paragon decision are in a specific place on the wheel and all renegade decisions are likewise in another specific place. It tells you which is which, and you can easily predict what the outcome will be in morality point terms.
The "Paragon" response would be to let the council decide. She's not going anywhere, she's in a cage and can't get out. It's a 5 minute drive to go back to your ship. You can contact the council immediately...Stofsk wrote:Letting the rachni queen go makes perfect sense as a paragon because killing her would be genocide, and genocide is strictly forbidden per the law - which goes perfectly with a 'by the book' approach to things.
He said it's bad when you can't make an informed decision. You do. It doesn't say "DO YOU AWNT PARAGON OR RENEGADE?" it goes "Do you want to kill them or rewrite them?", with the decisions in position so you know which will give you which points.That's ... not what he's talking about. It's not a game mechanic thing, it's a writing thing.
You have no idea what I'm talking about. The VERY EXISTENCE of the 'paragon option' and 'renegade option' is 50% of why ME's conversation/choice/morality system is so broken; the system pressures writing to create two extreme opposed responses.adam_grif wrote:
All Paragon decision are in a specific place on the wheel and all renegade decisions are likewise in another specific place. It tells you which is which, and you can easily predict what the outcome will be in morality point terms.
That would be more the neutral/i don't give a fuck responseadam_grif wrote:The "Paragon" response would be to let the council decide. She's not going anywhere, she's in a cage and can't get out. It's a 5 minute drive to go back to your ship. You can contact the council immediately...Stofsk wrote:Letting the rachni queen go makes perfect sense as a paragon because killing her would be genocide, and genocide is strictly forbidden per the law - which goes perfectly with a 'by the book' approach to things.
I see. Let me repeat myself then, with added emphasis, since you completely and utterly ignored me. Letting the rachni queen go makes perfect sense as a paragon because killing her would be genocide, and genocideis strictly forbidden per the law - which goes perfectly with a 'by the book' approach to things.Of the two choices presented, the PARAGON (where PARAGON = PLAY BY COUNCIL RULES) decision should be "wipe them out", because that's exactly what the council did during the Rachni War. They drove them to extinction, completely and totally, and showed zero mercy.
Killing her as a renegade makes perfect sense because you are placing your actions above the law, which both as a human soldier and as a Spectre you are sworn to uphold.Killing them being renegade doesn't really make much sense, since it has zero impact on your mission. It only makes sense if renegade is "dark side points". It would maybe be renegade if you were ordered not to kill her, but killing her benefited you some way to get the job done at any cost or something.