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Laidlaw: Dragon Age II’s weaknesses “must be improved”

Nirolak said:
They were actually considering moves like dodge rolls and combos, but they took them out of the game because they felt it favored using a single character too much and wanted to encourage use of the entire party.

However, they also took out the overhead camera, which makes it vastly harder to actually use the full party. Realizing this, they added in a lot more tactics slots, once again encouraging you to just use a single character, but now that character didn't have dodge rolls, combos, or any other interesting features while you were controlling them.

By trying to constantly tread the line between party based CRPG and action RPG through reduction, all they managed to do was make something that pleased no one.

That is interesting.

When you think about those details, Dragon Age 2 sounds like a failed Tales game. Man that felt weird to say.
 
Fimbulvetr said:
ME1 failed at gameplay pretty hard.

You meant gunplay. But yes, it was one of their worst systems.

That's not very viable considering their only experience in creating aRPGs is the ME series.

Hire right people

Ugh. ME2's persuasion was horrid, both extremely restrictive yet piss easy to exploit at the same time. Just blindly pick only Paragon or only Renegade choices only and you win everything.

TW2 allowed more choices - being agressive, being persuasive, using axii sign or bribe. There was no paragon or renegade scale. Still it wasn't a central point just an addition, they could expand on that, make it more complex. And yes, this system should be as restrictive as any basic stats-based system where you put your points manually and if you want to succeed you should fill only ONE bar.

Also ME2 persuasion wasn't horrid. I was never able to max out my renegade scale because my character started looking too ugly and I wasn't in the mood to grind for Med-Bay. Also some choices had some real "asshole" feel to them, I find myself reloading because I didn't want to loathe my character. What they forgot to add is some system to counter paragon path. Like if you had too many paragon points you'll encounter much more problems along the way as people know that you're stupid Goody Two Shoes.
 
Chairman Yang said:
Bioware is gutless, stupid, and short-sighted.

They could have made a good-looking isometric engine with turn-based D&D 3.5/4 rules (or something equivalent if they actually cared about and were good at combat system design) and cranked out high-quality, inexpensive-to-manufacture RPGs on a yearly basis. Each of these could have sold 1-2 million+ with the right marketing and branding. They could have easily experimented with new settings and stories to keep things fresh (Dark Sun would be a great idea, like Visanide mentioned once). They could have retained their natural fanbase and had a near-monopoly on the intelligent RPG market.

You say there's no market for isometric TB RPGs? I say you're dead wrong, and any perceived market weakness is because no good developers with a reasonable budget have bothered catering to those customers for years. In the meantime, the best-selling RPGs ever continue to eat Western developers' lunches (I'm referring to Pokemon here).

Instead, Bioware's jumped like a lemming off a cliff and gone for high-risk mainstream dollars. Why? I'd say it's EA's fault, and maybe that's part of it, but the Bioware doctors have been chasing a "broader audience" since the KOTOR/Jade Empire days at least. The fact that a large chunk of the gaming population will never be interested in their games is apparently lost on them, as is the fact that they've squandered their potentially large captive audience. Their cookie-cutter MMO is also extremely risky, and I wouldn't be surprised if it hurts them badly. Maybe that's what they need for a wakeup call.

Bingo.

There's still plenty of us out there. BG2 continues to be a best seller at GOG. DA:O sales were good.

Instead, they just screw it up by trying to un-western-RPG-ofy their games instead, in hopes of being a big seller on a console.

It doesn't have to be huge budget. A good western-style RPG would still sell - just like DA:O did - even on a tighter budget / less snazzy graphics.
 
subversus said:
You meant gunplay. But yes, it was one of their worst systems.
No, I meant what I said.

subversus said:
Also ME2 persuasion wasn't horrid. I was never able to max out my renegade scale because my character started looking too ugly and I wasn't in the mood to grind for Med-Bay. Also some choices had some real "asshole" feel to them, I find myself reloading because I didn't want to loathe my character. What they forgot to add is some system to counter paragon path. Like if you had too many paragon points you'll encounter much more problems along the way as people know that you're stupid Goody Two Shoes.
It really is.

The game basically provides you with a win button with the prerequisite that you decide to mostly be an asshole or mostly be a saint. And honestly there's rarely a difference between the two. At best Renegade gets paid slightly more and Paragon doesn't kill unimportant side-characters that you will immediately forget anyway. I guess there was also that one event during Samara's Loyalty Mission, where the Renegade choice is the stupidest thing any sapient being could possibly do.

Hell I've filled up a good 1/4th or 1/3rd of the Renegade meter and still managed to max out the Paragon meter, so the game still lets me break character and win anyway.
 
Fimbulvetr said:
No, I meant what I said.


It really is.

The game basically provides you with a win button with the prerequisite that you decide to mostly be an asshole or mostly be a saint. And honestly there's rarely a difference between the two. At best Renegade gets paid slightly more and Paragon doesn't kill unimportant side-characters that you will immediately forget anyway. I guess there was also that one event during Samara's Loyalty Mission, where the Renegade choice is the stupidest thing any sapient being could possibly do.

Hell I've filled up a good 1/4th or 1/3rd of the Renegade meter and still managed to max out the Paragon meter, so the game still lets me break character and win anyway.

Actually you cant even do that. If you dont tow the line enough to one side, you cant resolve party conflicts or other high level persuasion checks. At least in the first game you could switch depending on mood or situation.
 
In my eyes, the best plan for Bioware would be, like Nirolak said, find something to focus on.

My advice to them is:

1) Guys, you're absolutely terrible at creating RPG system. Like, horrible. But you did good with D&D. Go back to D&D. They'll make the rules for you. You literally only have to translate them in code, and make them balanced in videogame terms, and you've proved in the past you CAN do it.

2) Change your inspirations. No, it's not God of War. It's Tactics Ogre. If you're using D&D, D&D post 3rd edition (and much more in 4th ed, which is incredibly apt to be translated in videogame form) has been grid based since the beginning. Go full turn based, scrap the stupid pause and play mechanics, work on a western strategy RPG model. You're the only guys in the market doing party based RPGs. We buy shit like DA:O because of that. We'll buy turn based games too.

3) Tactics Ogre/FFT would also serve as the inspiration for something else that would be pretty cool: let us make our characters. MULTIPLE ones. Sure, throw in the interesting "pre gen" characters with a role in the story, and give em unique skills, but let us create at least half of our party. Use the D&D toolset, let us play with it.


And really, that's that. Just make a digital version of D&D. Persuade WotC. It's all there. Imagine being able to put in the 800-1000ish pages of 4th edition player manuals as character options. Something like 20 balanced classes already made for you. You have monsters manuals to inspire from, awesome artists to contact for concept art. You've got nothing else to do than write a story. It's so fucking simple, and it would be a glorious thing. It will sell. I promise you.
 
Fimbulvetr said:
No, I meant what I said.

I thought powers were cool.

It really is.

The game basically provides you with a win button with the prerequisite that you decide to mostly be an asshole or mostly be a saint. And honestly there's rarely a difference between the two. At best Renegade gets paid slightly more and Paragon doesn't kill unimportant side-characters that you will immediately forget anyway. I guess there was also that one event during Samara's Loyalty Mission, where the Renegade choice is the stupidest thing any sapient being could possibly do.

Hell I've filled up a good 1/4th or 1/3rd of the Renegade meter and still managed to max out the Paragon meter, so the game still lets me break character and win anyway.

Every stat check is a win button. Also for me the difference isn't in an outcome only but what is the nature of my choice (being asshole for example) is and what this choice does to me as a character (makes me uglier in the said case).

If we talk about how dialogue choices had gameplay consequences in ME2 then yeah, they pretty much failed at that, but that's not a failure of the system but a failure of design. As far as I know you could lose loyalty of some party members thus making them more likely to die in the final mission, but they could make it much deeper than that.
 
HK-47 said:
Cept 4E forgotten realms is boring. Though I guess simple would be best for Bioware.

Forgotten Realms were boring in all editions. This is Bioware's chance to try something new. I don't dare say Planescape, but Dark Sun, Greyhawk, Dragonlance would work. A setting unreleased in 4E like the last 2 could be perfect, leaving them all design freedom they need. Or even Eberron. Eberron has the potential of being somewhat unique.
 
Bioware has fallen hard. After ME3 I'm done. I still love the Mass Effect series :/ and still think ME2 was great but man it was disappointing.

DA:O was just okay, nothing like KOTOR which I loved. DA2 was bad, I enjoyed it the first time, but the second, i gave up.
 
Ah the Molineaux model:

2010 PR: DA2 is the best thing since sliced bread!

2011 PR: You spent $60 on that shite? DA3 is the best thing since peanut butter cups!

etc.

etc.

Ad infinitum.
 
Could Bioware even use 4E in a videogame? I thoguht Atari had a licensing agreement for so man years. (Although Google shows a lawsuit trying to end that agreement, but that was 2 years ago)
 
You might as well stop talking about Bioware going back to D&D. Atari has the license, and while they're doing next to nothing with it, they show no signs of letting it go, so it's not going to happen.
 
Patryn said:
You might as well stop talking about Bioware going back to D&D. Atari has the license, and while they're doing next to nothing with it, they show no signs of letting it go, so it's not going to happen.

EA could bruteforce it, if they wanted to.
 
Nirolak said:
Honestly I think they should still just go and do this.

Ray and Greg recently revealed that they actually have a bunch of small teams sitting around working on small scale games, but they reason we never hear about anything they make is because Ray and Greg keep canceling their projects in favor of chasing Facebook, iOS, or whatever other new growth market they think they see.

Almost every last BioWare employee who made Baldur's Gate 2 is still at the company, and they certainly hired a lot of people who were fans of the game, so I have no idea what they're waiting for.

EA is dying for more direct to consumer products and just opened a three location mega studio dedicated to PC exclusive strategy games, so I have no doubt they could get it past the greenlighting board.

I am remember reading a blog of a bioware designer(or director?) who recently left Bioware. The impression I got was that he didn't quite like the direction it was going in. Maybe it was a fever dream...

EDIT: I find it fucking hilarious that DDO takes place in Eberron, but you don't even get to visit Sharn. Crazy!
 
Fimbulvetr said:
Don't be silly. It's not like they have awkward, out-of-place motivational speeches near the en- http://www.youtube.com/watch?v=T4hPMer0GbU&feature=related

Oh.... oh my.
Wait, do they actually continually refer to you as "champion" in game?
Christ BioWare likes stroking their player's egos, don't they. Its like the recurring theme of their games, "you are now a completely awesome person straight from the start of the game! "
 
VisanidethDM said:
3) Tactics Ogre/FFT would also serve as the inspiration for something else that would be pretty cool: let us make our characters. MULTIPLE ones. Sure, throw in the interesting "pre gen" characters with a role in the story, and give em unique skills, but let us create at least half of our party. Use the D&D toolset, let us play with it.

At first I was gonna object a bit(even though TO and FF:T are both amazing), but then I realized something like that would totally fit within the context of DA2's ending.
The_Technomancer said:
Christ BioWare likes stroking their player's egos, don't they. Its like the recurring theme of their games, "you are now a completely awesome person straight from the start of the game! "

It's okay though, since you don't join a special group.
 
The_Technomancer said:
Wait, do they actually continually refer to you as "champion" in game?
Christ BioWare likes stroking their player's egos, don't they. Its like the recurring theme of their games, "you are now a completely awesome person straight from the start of the game! "


It's not that. It actually started as a gameplay mechanic: Bioware needed to face the conundrum of having a character the player was creating addressed by NPC both in dialogue and voiced dialogue. So they invented the "title" mechanic you see happening in all their games (the Warden, the Specter, the Champion, the Harper etc) - it gives your character a "name" writers and voice actors can use.

In DA2, you become "the Champion" in the last third of the game, and it's not pushed around much. It's nowhere near as annoying or offensive as the Warden title, which was one colossal player masturbation mechanic. Also, while in DA:O you were given power of life or death over kings simply because you were made Warden and some witch saved you, Hawke gets his Champion title for a reason.
 
VisanidethDM said:
In DA2, you become "the Champion" in the last third of the game, and it's not pushed around much. It's nowhere near as annoying or offensive as the Warden title, which was one colossal player masturbation mechanic. Also, while in DA:O you were given power of life or death over kings simply because you were made Warden and some witch saved you, Hawke gets his Champion title for a reason.
Hm, okay, I'll buy that.
 
The_Technomancer said:
Hm, okay, I'll buy that.

It's one of the things I appreciated as a non-Bioware fan. The "you've joined this superorganization and achieved god-status in the first 45 minutes of the game" thing they got going is terrible. DA2 sort of flips that, because they tell you Hawke is a badass in the beginning and the entire game is the tale of how he became that. It's also something much more simple than the convoluted superorganizations they generally use: Hawke is the champion of Kirkwall cause, durr, he saved Kirkwall. Refreshing.
 
Why don't they name your character and allow you to customize him/her all the way? I don't think that the name matters that much. Appearance, background, origins matter much more. So their excuse "we have to make him human since we need to record less lines" is stupid. And yes, they could find a voice that would fit all races.
 
Chairman Yang said:
The fact that a large chunk of the gaming population will never be interested in their games is apparently lost on them, as is the fact that they've squandered their potentially large captive audience.

It's depressing that apparently everyone except BioWare can see that all the infantile violence, sexuality and moral railroading in the world won't make their games more appealing to a broader audience - or rather to a healthy broader audience. On the positive side, it at least makes 'the mainstream' largely blameless, since they're not interested in the first place.
 
VisanidethDM said:
It's one of the things I appreciated as a non-Bioware fan. The "you've joined this superorganization and achieved god-status in the first 45 minutes of the game" thing they got going is terrible. DA2 sort of flips that, because they tell you Hawke is a badass in the beginning and the entire game is the tale of how he became that. It's also something much more simple than the convoluted superorganizations they generally use: Hawke is the champion of Kirkwall cause, durr, he saved Kirkwall. Refreshing.

It's a shame that Kirkwall itself is about the last place anybody should want to save. What a dreadful setting. I still cringe when I think back on it. I've also not progressed past Chapter 2 because I simply don't want to play that game anymore.
 
VisanidethDM said:
It's one of the things I appreciated as a non-Bioware fan. The "you've joined this superorganization and achieved god-status in the first 45 minutes of the game" thing they got going is terrible. DA2 sort of flips that, because they tell you Hawke is a badass in the beginning and the entire game is the tale of how he became that. It's also something much more simple than the convoluted superorganizations they generally use: Hawke is the champion of Kirkwall cause, durr, he saved Kirkwall. Refreshing.
Yeah, it does seem like DA2 had some good ideas behind it, they just really really failed at them.
I mean, the two that I've heard that I would care about if I played it was the lack of scope/sense of life in Kirkwall and the complete lack of a sense of passage of time.
 
VisanidethDM said:
It's one of the things I appreciated as a non-Bioware fan. The "you've joined this superorganization and achieved god-status in the first 45 minutes of the game" thing they got going is terrible. DA2 sort of flips that, because they tell you Hawke is a badass in the beginning and the entire game is the tale of how he became that. It's also something much more simple than the convoluted superorganizations they generally use: Hawke is the champion of Kirkwall cause, durr, he saved Kirkwall. Refreshing.

It's a shame though that they squander all that on a tale that lacks any sense of dramatic structure. Just witness the sheer amount of people who quit the game after Act II, as it really feels like you've just hit the climax of the game, except that it doesn't end.

It also doesn't help that Hawke does more to cement and establish his character in the time segments you jump over than he does in the segments you play.

There's a germ of a good idea there, but the execution is horrendous.
 
Zeliard said:
It's a shame that Kirkwall itself is about the last place anybody should want to save. What a dreadful setting. I still cringe when I think back on it. I've also not progressed past Chapter 2 because I simply don't want to play that game anymore.

As a Dark Sun fan, I sort of liked the poorer parts of Kirkwall because it somewhat similar to what you could imagine Tyr like. The idea of Kirkwall is also great - it's the realization that stinks.

subversus said:
Why don't they name your character and allow you to customize him/her all the way? I don't think that the name matters that much. Appearance, background, origins matter much more. So their excuse "we have to make him human since we need to record less lines" is stupid. And yes, they could find a voice that would fit all races.

I think it's a compromise due to their storytelling format. Think at stuff like TW2, also. It's much more strict than what Bioware does. If you want full creation freedom, you need to give up on voiceacting and some interactivity in the story.
 
VisanidethDM said:
I think it's a compromise due to their storytelling format. Think at stuff like TW2, also. It's much more strict than what Bioware does. If you want full creation freedom, you need to give up on voiceacting and some interactivity in the story.
Eh, yes to the former, no to the latter, I would think.
I would have no problem giving up voice acting, but thats just me. I prefer imagining good voices over text then hearing a "voice-actor" try to figure out what inflection and intonation are.
 
VisanidethDM said:
It's one of the things I appreciated as a non-Bioware fan. The "you've joined this superorganization and achieved god-status in the first 45 minutes of the game" thing they got going is terrible. DA2 sort of flips that, because they tell you Hawke is a badass in the beginning and the entire game is the tale of how he became that. It's also something much more simple than the convoluted superorganizations they generally use: Hawke is the champion of Kirkwall cause, durr, he saved Kirkwall. Refreshing.

It was also one of the biggest sources of disappointment. The devs kept saying it would be up to the player how they became the "Champion" of Kirkwall, and exactly what being the city's Champion meant.

In practice, (as far as the central storyline is concerned) it was just one linear path.
 
VisanidethDM said:
In DA2, you become "the Champion" in the last third of the game, and it's not pushed around much. It's nowhere near as annoying or offensive as the Warden title, which was one colossal player masturbation mechanic. Also, while in DA:O you were given power of life or death over kings simply because you were made Warden and some witch saved you, Hawke gets his Champion title for a reason.

Too bad some of the other details regarding Hawke's rise to power(his entire first year in Kirkwall) are dubious and you don't really influence anything after becoming the Champion.

subversus said:
Why don't they name your character and allow you to customize him/her all the way? I don't think that the name matters that much. Appearance, background, origins matter much more. So their excuse "we have to make him human since we need to record less lines" is stupid. And yes, they could find a voice that would fit all races.

A much better reason is that the story they were trying for only really works is Hawke is human.
 
The_Technomancer said:
Wait, do they actually continually refer to you as "champion" in game?
Christ BioWare likes stroking their player's egos, don't they. Its like the recurring theme of their games, "you are now a completely awesome person straight from the start of the game! "

Yeah, it's annoying as fuck too. I preferred it when they just addressed your character as "Messere Hawke". Being the so-called 'Champion' didn't amount to much of anything. Your role doesn't change at all in that you still play gopher/errand boy for anyone with a quest marker floating over their head.

Orsino - "Yo, the Champion is here. Let him/her decide."
Hawke - "You're both idiots. I'll be Viscount!"
Merideth - "Ain't happening. Get lost loser!!"
 
The_Technomancer said:
Wait, do they actually continually refer to you as "champion" in game?
Christ BioWare likes stroking their player's egos, don't they. Its like the recurring theme of their games, "you are now a completely awesome person straight from the start of the game! "

Video games as a whole are enraptured with power fantasies.
 
subversus said:
2)Hire better writers. CD Project used people who were writing screenplays for movies and TV series for the past 20 years, why Bioware can't?

Just a warning, here. Usually whenever a game's story/writing is done by a non-game writer, the writing is atrocious. A lot of those kind of writers just can't handle the player-driven direction or branching necessarily.

Truly good game writing needs truly good game writing, not good tv writing.
 
webrunner said:
Just a warning, here. Usually whenever a game's story/writing is done by a non-game writer, the writing is atrocious. A lot of those kind of writers just can't handle the player-driven direction or branching necessarily.

Truly good game writing needs truly good game writing, not good tv writing.

that worked for CD Project.

That all depends on the project manager (the lead designer) who should have enough brains to explain to writers what they need to do, guide them and greenlight their stuff.
 
subversus said:
that worked for CD Project.

That all depends on the project manager (the lead designer) who should have enough brains to explain to writers what they need to do, guide them and greenlight their stuff.

My point is that you have to be very careful with that. A lot of companies just hire a screenwriter, slap "FROM THE WRITER OF BLAH BLAH BLAH" on the box, and hope for the best.

If you hire an -actually good- game writer, you end up with writing that wouldn't work in a movie or a tv show but is perfect for a game. (see; Portal series)

Hiring a novel writer causes it's own problems, as novels are long form and full of descriptions and narration. Games are written in dialogue for voice actors and stage directions for 3D modellers, and is broken up and out of order a lot of the time.

It's like hiring an airplane mechanic to work on a limousine. Sure, airplanes are generally a better accomplishment, but unless you stood over him he wouldn't know much about the power train of a car.
 
webrunner said:
Just a warning, here. Usually whenever a game's story/writing is done by a non-game writer, the writing is atrocious. A lot of those kind of writers just can't handle the player-driven direction or branching necessarily.

Truly good game writing needs truly good game writing, not good tv writing.
How would you define a non-game writer?
Wouldn't working on the script of a game turn every normal writer into a game-writer?
And what good game writers are there anyways?
Except for matsuno I can't think of many... to be honest.
 
Ahoi-Brause said:
Except for matsuno I can't think of many... to be honest.

Matsuno isn't a standard you can enforce. He's one of a kind.


That said, I agree on the point of not borrowing writers from other medias. It's my beef with G.R.R. Martin. He's a TV writer: he absolutely knows how to grip an audience, and leave it hanging, and shock it, and make it come back for more. His prose however is mediocre, and he couldn't write a coherent plot to save his life.
 
webrunner said:
If you hire an -actually good- game writer, you end up with writing that wouldn't work in a movie or a tv show but is perfect for a game. (see; Portal series)

Hiring a novel writer causes it's own problems, as novels are long form and full of descriptions and narration.

I agree. Crysis 2 is a bright example of how horribly a good writer can handle a story in a game.

But that's what a game director for. He should tell the writer how to write a gaming story. Although it should be a good game designer who understands what constitutes a good story for a game.

Ken Levine is the best example for a good gaming writer. He used to write screenplays but he also digs gameplay and all that stuff.
 
Ahoi-Brause said:
How would you define a non-game writer?
Wouldn't working on the script of a game turn every normal writer into a game-writer?
And what good game writers are there anyways?
Except for matsuno I can't think of many... to be honest.

Someone who's writing experience is not in games. Particularly, if the writer's past experience is why he was hired, if that writing was for movies then a good portion of that experience would not only fail to help writing in a game, but result in bad habits making the result worse then if they were less experienced but with more game credits.

As for writers.. Amy Hennig (loK, uncharted), Erik Wolpaw (portal) are other examples.

Erik Wolpaw is a perfect example here, as Psychonauts and Portal were his first two credits as a writer (previous to that he was a Snarky Internet Journalist (tm))
 
webrunner said:
Hiring a novel writer causes it's own problems, as novels are long form and full of descriptions and narration. Games are written in dialogue for voice actors and stage directions for 3D modellers, and is broken up and out of order a lot of the time.

Ungh. When you try to make the wrong kinds of narrative fit into your square, game shaped hole, you get Metal Gear Solid or THE BABY THE BABY THE BABY THE BABY THE BABY.
 
webrunner said:
Someone who's writing experience is not in games. Particularly, if the writer's past experience is why he was hired, if that writing was for movies then a good portion of that experience would not only fail to help writing in a game, but result in bad habits making the result worse then if they were less experienced but with more game credits.

As for writers.. Amy Hennig (loK, uncharted), Erik Wolpaw (portal) are other examples.

Erik Wolpaw is a perfect example here, as Psychonauts and Portal were his first two credits as a writer (previous to that he was a Snarky Internet Journalist (tm))

Wolpaw is over 40 years old, though. No telling what his experience as a writer was prior to OMM (not that he likely wrote novels).
 
Yasae said:
UCpTq.png

Oh wow lol.

Guess he isn't that much popular.
 
Bitmap Frogs said:
Oh wow lol.

Guess he isn't that much popular.
I just checked, that image is legit too. I've never searched the guy or anything related to DA before, and those were the same results I got.
 
Since Bioware wants to balance expanding an audience with maintaining their core, I propose that their next game just ask the player one question when you start: "Have you played a lot of RPGS?"

If the player answers No" they get:

-Big giant question marks over new quests and exclamation marks over turn ins.

-A game where you can mash X and win.

-characters that can only upgrade swords and armor as a set and no other loot.

-an option to auto-select skill tree points.

-dialog trees that clearly indicate the consequences of every answer.


If the play answers "Yes, I have played a lot of RPGs" then the game tells them to return the product to the store and go buy The Witcher series instead.
 
EternalGamer said:
If the play answers "Yes, I have played a lot of RPGs" then the game tells them to return the product to the store and go buy The Witcher series instead.

And what makes this even more sad is that The Witcher series aren't exactly the pinnacle of complexity or a crowning achievement of RPG gameplay.

We're truly fucked, us RPG fans. JRPGs are practically dead, a shadow of their former selves, and WRPGs have been in a downward spiral since the 90s.
 
Archie said:
Could Bioware even use 4E in a videogame? I thoguht Atari had a licensing agreement for so man years. (Although Google shows a lawsuit trying to end that agreement, but that was 2 years ago)

4th edition would be REALLY difficult to turn into a "real-time" sort of game.

A significant portion of the combat is positioning and there's a great deal of strategy around "pushing/pulling/sliding" allies and opponents in order to get to a more advantageous position during the fight.

There is NO fucking way the new Bioware would ever make a turn based game...ever.

The real meat of 4th edition is the way the combat has changed and I don't see any developers really jumping into that any time soon because it would be pretty tough to make something feel like 4th edition without doing a turn-based type of deal.

...and you people that don't like Forgotten Realms can go to hell. You can go to Hell's hell...which is further down n' stuff.
 
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