Maxor127 wrote:Baldur's Gate was excellent, probably the first more than the second. I don't think Irenicus was anything special. But I thought the games themselves were immersive for their time.
I've often heard that BG2 was better in all ways than BG1. Of course, I'm sure some of that is nostalgia, but my comments about the BG series was directed at those who feel BG was the "end all, be all" of RPG gaming.
You're right, they were good for their time, but holding them up today as showcases for the RPG genre fall flat. That doesn't mean the BG games aren't good in their own right, just that for 2013, they don't have nearly the same impact, despite their importance at the time and to the genre as a whole.
Maxor127 wrote:I like RPGs where I can explore the countryside and cities and talk to tons of NPCs over dungeon crawling. It was little touches like the short spoken lines from NPCs that were just enough to get a sense of their personality.
I like this too. In fact, the relative lack of dungeon crawling is one of the reasons Maia and I like Guild Wars and Guild Wars 2 so much. That game is vibrant, active, busy and always seems alive. You're not stuck in some dark, damp dungeon unless you purposefully want to be, and those dungeons are always optional.
In fact, if Kirkwall had been half as alive as Divinity's Reach or Lion's Arch (both from GW2), I don't think anyone would've complained. Those cities -- and others like it in GW2 -- are bustling metropolises.
Maxor127 wrote:Or how my characters would talk to me or interact with each other on their own instead of me having to go out of my way to talk to them to gain influence with them and progress whatever personal storyline they have.
To be fair, all of BioWare's RPGs have had NPC teammates who've done that. I recall it happening in KoTOR, DA1, DA2, ME1, ME2 and ME3. The BG series did it as well and came before those games I listed, but at the same time, the games I listed improved upon it.
Maxor127 wrote:Or how day and night cycled, and shops opened and closed appropriately. And a lot more of the cities and buildings seemed explorable than games today.
That is a nice feature and although manually choosing if it's day or night in DA2 was convenient, it did lose something in the process. That said, it was nice to not have to race home or to a shop just to make it in before nightfall.
Maxor127 wrote:So basically, I prefer Baldur's Gate-style RPGs over Diablo-esque ones. I'd say Baldur's Gate is the best RPG of that era.
I also prefer BG-style to Diablo-style, unless the game is co-op, in which case a more action-oriented game is usually better. Titan Quest, for instance, is very much like the Diablo games (only improved on every feature in almost every single way), but contains a minor story -- one that won't win any awards, but that's still better than any of the Diablo titles -- and draws from Greek, Egyptian and Asian mythologies.
Maxor127 wrote:I don't see how DA1's combat could be considered bland when you're doing vicious moves like impaling an enemy with your dual-wielded swords and throwing him down onto the ground, and slicing his head off to finish him off, and the finishing animations for killing dragons and ogres never got old. I felt like I was in a living world in Dragon Age Origins.
DA1 didn't lack for finishing moves or blood and gore. That's not what I'm talking about when I called DA1's combat bland or slow and plodding.
I never felt like an active participant during combat in DA1. I basically gave my characters instructions and they carried my orders out. That's fine for a strategy game, but I felt disengaged during combat by doing this in an RPG.
Compare this with DA2, where you're actively in combat, swinging away, dodging, and everything is more up-close and personal. It reminded me more of the combat in the ME series, which I enjoy a lot.
Maxor127 wrote:I felt like I was in an empty box in Dragon Age 2.
How so? DA2 certainly had fewer people, overall, to interact with, but those that you did had more meaningful dialogue and characterization.
I liked my companions a lot more in DA2. They seemed more alive than those in DA1, especially since they had their own specific places to meet, whereas everyone was always grouped together in a camp in DA1. That may have worked for DA1, being a band of traveling heroes, but not in DA2, where you and your companions lived in the same city. It'd be weird if they hung out together all the time.
Maxor127 wrote:I prefer the silent protagonists for these kinds of games, as I'm sure I've said elsewhere because when I make a character, I try to make him look like me, and when I roleplay the character, I pretty much do what I'd do if I were in that situation.
That's a difference in playing style and I've had this argument with people on the BioWare boards before. Basically it comes down to the player "being the character" or "controlling the character." I'm in the latter camp, whereas it;s obvious you're in the former. Neither one is right or wrong, it's just different.
I've never seen myself as the character. Why? Because that's not me and the character has an entirely different background and set of circumstances growing up than I had. So I'm content to control the character and guide him, but I never try to be him.
Maxor127 wrote:And when Hawke speaks, that's not my voice. And when he's having a conversation, I feel like an observer instead of an active participant.
I can understand this.
Maia initially disliked the female Hawke's voice, but I think she grew accustomed to it. I know she really liked female Commander Shepard's voice, as did most people.
Maxor127 wrote:Even dialogue wheel choices for Hawke usually didn't fit my intention because they were so vague. I could try being a friend to Anders, and it would come off as a flirty exchange, and suddenly I'm headed down a romantic path with Anders, and then he eventually makes a move, and I have to shoot him down and get a big influence hit.
I think DA2's major problem with the dialogue wheel (and it's the same for the ME series) is that it doesn't give people enough of an idea of what the character will say or in some cases, actually do.
A better compromise would be to do what they did in Deus Ex: Human Revolution, where you could several choices to say something and it shows a brief blurb of what you'll say. If you hover your mouse over a selection, it'll expand it and show you everything you'll say, word-for-word, if you choose that option.
Oh and yeah, I disliked the fact that I couldn't turn down Anders' affections without taking an influence penalty. That, however, is more a case of poor design/writing than problems with the dialogue wheel itself.
Maxor127 wrote:In the case of the noble family parents getting killed, that probably felt more real to me than DA2's big tear jerker moment.
Considering you don't spend much time with the Cousland family and that your character barely shows any emotion (due to being a silent protagonist), I'm not sure why you feel this way.
I don't think Hawke's response was overly melodramatic considering what happened to
his/her mother. It was sick and demented, and certainly worse than if
she'd just been killed outright, such as what happened with the Couslands.