Dragon Age™: The Veilguard

Dragon Age™: The Veilguard

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JIK Oct 8, 2024 @ 1:53am
player choice
1 i don't see player choice in RPGs as a bad thing.
2 RPGs that have choices that some cry WOKE are only as WOKE as a player who makes a choice nobody makes them choose the option.
3 Discussions to how WOKE the game is when it has not been released yet don't make any sense
4 Another useless post
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Showing 1-15 of 18 comments
rjewell101 Oct 8, 2024 @ 10:32am 
My Player choice is I'm not buying this Garbage!
JIK Oct 8, 2024 @ 10:13pm 
that is a valid player choice for you as you view it as garbage
JIK Oct 8, 2024 @ 10:33pm 
but if you take it as a game and not a series it looks interesting.
JIK Oct 9, 2024 @ 5:11am 
true in a way that it's a dragon age franchise but it is a stand-alone game that you can play without purchasing the rest i haven't bothered to set worldstage beyond default in games beyond origins as it has had little impact in game. tried a few different ones. player choice regarding good or evil choices and companions are and were more meaningful.
JIK Oct 9, 2024 @ 8:12am 
i didn't say i thought it a good thing but if you play more than once and different classes it's not that revelant
Originally posted by Dragon Master:
Originally posted by JIK:
true in a way that it's a dragon age franchise but it is a stand-alone game that you can play without purchasing the rest i haven't bothered to set worldstage beyond default in games beyond origins as it has had little impact in game. tried a few different ones. player choice regarding good or evil choices and companions are and were more meaningful.

I disagree that this game standing on its own is a thing.

BioWare made the comic strip for the Mass Effect trilogy so people going into ME2 or 3 withot playing the prrevious games could still go through the whole game and story without playing the game and make their choices and have those choices carry over and it wouldn't take longer than 15-20 minutes, depending on which game.

They made the Dragon Age Keep for the Dragon Age games, where people could, without playing the previous games, go through the tapestry and create their custom world-state and have that carry over.

Even if gamers didn't do that, the Dragon Age games also let players pick 3 different world states that were completely different with a summary of who the Warden was, whether they were ruthless or not, and each one had that world state carry over.

Every game made the previous choices and the world state of utmost importance.

This game throwing it all out does not get the benefit of "it's for the benefit of new players". It doesn't get the benefit because all the previous games had ways for new players to just jump in without existing fans being metaphorically slapped in the face.
How long do you think taking player choice into account is practical? After so many games there will simply be too many decisions they'll have to account for.
Originally posted by Dragon Master:
Originally posted by (ADORA)ble 🌈👊:
How long do you think taking player choice into account is practical? After so many games there will simply be too many decisions they'll have to account for.

As long as the series exists our choices should matter and carry over.

In a perfect world I would agree. In a capitalist world that's just not possible. Branching choices become exponentially more expensive with each new release.
Kaltossk Oct 9, 2024 @ 9:27am 
Originally posted by Dragon Master:
Originally posted by (ADORA)ble 🌈👊:

In a perfect world I would agree. In a capitalist world that's just not possible. Branching choices become exponentially more expensive with each new release.

No they don't. It takes 15 minutes of organizing all the major choices in the games, and then organizing them in categories of importance for the current game. The categories being:

1. Main Quest Relevant
2. Side Quest/Companion Quest Relevant
3. Minor Quest relevant
4. Cameo relevant
5. Just talked about relevant
6. Codex Relevant.

Then write the variations accordingly.

It just has to be planned from the start. The choices don't even have to overwrite the story in the current game because it's the story of the current game, but once you have the story then you can take the past choices and see where they apply to the current story and then write them in in an organic matter.

There's nothing about this that capitalism would prevent from happening. It's either BioWare just being lazy, having no real plan, or having an absolute disregard and contempt for choices fans made in the past and want to remove them altogether.

Doing it this way would be a lot cheaper than making a live service game and then changing and starting all over again, which BioWare did.





I do agree with this, This game does unfortunately feel a bit improvised with little planning in advance (based upon what I've seen of it so far), and advanced planning would have had more of an impact on how this game turned out despite whatever the budget of this project was. I think Bioware should be a little less concerned with "Trend-Chasing" and focus on making their titles more in depth personally.

I will still be trying this game out, I hope to be pleasantly surprised by it somehow, but so far what I've seen hasn't been that encouraging - I did enjoy having independent world states that featured a few cameo appearances on occasion.
JIK Oct 9, 2024 @ 9:25pm 
why would anyone enjoy spending time creating backstory from previous games to be perfect when they could actually play the new game with new plot and new choices is beyond me.
Romo Oct 9, 2024 @ 10:36pm 
Originally posted by juulstrup83:
There's a distinct lack of gameplay and class build choices in this game.
sure if you purposely ignore everything theyve shown
JIK Oct 9, 2024 @ 10:40pm 
origins had 3 specialications and 3 basic classes and very few useful skills so i agree with Romo
JIK Oct 9, 2024 @ 11:39pm 
Dragon Master
Inquisition was a HUGE step down in the rpg elements of the game.

as was da2 inquisition had also massive areas with too many little side quests to do but rewarded exploration nonetheless.

origins had 4 abilities per spec and few of them as passive powers not exactly plentiful and choice was to get all that you could get to good ability.
Gloomseeker Oct 10, 2024 @ 6:38am 
Originally posted by JIK:
Dragon Master
Inquisition was a HUGE step down in the rpg elements of the game.

as was da2 inquisition had also massive areas with too many little side quests to do but rewarded exploration nonetheless.

origins had 4 abilities per spec and few of them as passive powers not exactly plentiful and choice was to get all that you could get to good ability.

In DAO you had some flexibility.

You could play a high strength rogue in heavy armour with a shield for instance.

You could focus on the rogue skill tree and skip weapon talents, go to Awakening and continue with high level skills.

Alternatively you could use different classes for different weapon builds like Warrior archer vs Rogue archer.

It was no longer possible in the sequels.
Kaltossk Oct 10, 2024 @ 11:42am 
I do miss being able to mix and match classes like you could in DAO - I also miss the abilities that aided in certain dialogues.

I'm sure the abilities in DAO were a little more separate to classes as well, I seem to remember being able to learn lockpicking or trap disarming regardless of which class was picked initially.
Kaltossk Oct 10, 2024 @ 12:00pm 
Originally posted by Dragon Master:
Originally posted by Kaltossk:
I do miss being able to mix and match classes like you could in DAO - I also miss the abilities that aided in certain dialogues.

I'm sure the abilities in DAO were a little more separate to classes as well, I seem to remember being able to learn lockpicking or trap disarming regardless of which class was picked initially.

No, only rogues got that.

Anyone could learn to pick pockets though as that was in the ability tree where things like herbalism, traps, poison, survival, tactics, or persuasion were.

Rogues got more of these than either warrior or mage did because they got them every 2nd level but warrior and mage got one ever 3 levels. By level 18 a rogue would have had the ability to pick 9 of them (11 if you include the 2 you get at character creator) but warriors and mages would have 6 (8 with the two they could pick).



I must have been misremembering regarding the lockpicking then, trap disarming was though as you said - I think that became rogues only as well in DA2, and possibley DAI as well (Were there traps in DAI? I've forgotten).
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Date Posted: Oct 8, 2024 @ 1:53am
Posts: 18