Showing posts with label Dragon Age 2. Show all posts
Showing posts with label Dragon Age 2. Show all posts

Saturday, March 28, 2015

#84: Dragon Age 2: Pacing and Plot Structure


Some time ago, I played Dragon Age: Origins. Back then, I expressed issues with how it was paced, citing The Fade and The Deep Roads in particular as two segments of bad filler content. Recently, I have revisited the franchise with Dragon Age 2. Despite being in the same series, the two have quite different forms of pacing. Because of their differences, I think that taking a moment to compare the two of them and their structures should be interesting.

With Origins, the plot structure was modular. After the initial tutorial missions, the player is given free reign to take on the four plot branches that compose the middle of the game in any order they choose. Each of these modules has its own plot and locations, separate from the rest aside from one or two instances. At the end of the game, the player's actions in these individual segments will be reflected back in the form of how each faction thinks of them and how much they are willing to help in the grand finale. The result is a fairly free-form gaming experience, within limits.
This structure allows Origins to give each module its own feel, but there is a drawback to this classic role-playing approach. When these sections can be so thoroughly quarantined from the others, it grants the developers freedom to make each part longer than it should be. In particular, the designers have the leeway to create overly long exploration and dungeon locations. Dragon Age: Origins had this problem in spades. Often, any single area could take several hours to complete, more-so if the player is going for total completion. Players could spend entire game sessions feeling that nothing was accomplished in that time. Obvious padding like The Fade and The Deep Roads, during the Circle Tower and Orzammar scenarios respectively, are chief examples of how this structure permitted Bioware to do this.

On the other hand, Dragon Age 2 manages to skirt that pitfall with its narrative structure, yet introduces new ones all the same. Rather than expand on Origin's modularity, DA2 takes a different approach. Players spend all of Dragon Age 2 in the city of Kirkwall, watching it develop over the course of years. Each of the game's three acts details key events of a particular year in Kirkwall's history through the eyes of Hawke, the game's customizable, yet constant, protagonist. With a distinct beginning, middle, and end, these acts serve as the way Bioware chosen to divide the story.
What is neat about this structure is that it forces a more focused plot. Since any given act has to feed into its successors, it cannot afford to tarry around with plot points that may never be touched on again in the future. Gradually, they all, by necessity, get woven together as the story progresses. Combined with the obvious signs of a limited development cycle, this focus carried on into the dungeon-crawling as well. While a single area could take hours in Origins, DA2 takes a more succinct approach. Locations will rarely, if ever, take over a half-hour to complete, which gives a much greater sense of accomplishment when checking the quest log after a long session. Individual plot elements and their handling can be debated on, but there is no denying that the plot structure for Dragon Age 2 lends to a faster pacing than its predecessor.

Having said that, pacing is in more than just a game's narrative structure. Combat also tends to have its own tempo in RPGs like Dragon Age. Origins in particular had a slower, more methodical system. Enemies tended to have a fairly high amount of health, so even fights against small parties could take some time. Unfortunately for Bioware, since skill and equipment setups mattered significantly more than tactical planning mid-battle, conflicts were often decided from the outset.
Rather than go the route of its direct predecessor, Dragon Age 2 takes inspiration from its contemporaries, most notably the likes of Mass Effect 2. As with Origins, equipment and skill setups are important to one's quality of life when going up against enemies. The difference here is that the moment-to-moment action has become equally as important, with an emphasis on faster combat. It can still be said that the player will steamroll most encounters in the game, but it feels more smooth than than of the previous game in the franchise, largely due to its accelerated pace.

Even if the overall combat's pace is improved, there is problem that adversely affects it: Foes have a strong tendency to spawn in waves. When playing Dragon Age: Origins, the types and number of enemies in a given location was usually set in stone. Because players could see what they were about to fight, they could better plan their attack. Even if a single target took some time to beat down, it was possible to guess how long it will take to win.
This is not the case in Dragon Age 2. In most engagements, players will clear out a given set of enemies only to find that another group has spawned in, ready to fight to the death. Typically, any one fight will be composed of three waves in total. Though individual foes, and sometimes enemy groups, can be felled quickly, the fact that more will inevitably appear immediately afterwards makes it more difficult to anticipate how long a given encounter will take to complete. As a result, even if a fight is not long, it can be made to feel long thanks to how many mooks participate in a single battle. Even if Dragon Age 2 is better paced than Origins, this misstep starts to agitate after playing for a long time.


In terms of both story and combat, Dragon Age 2 drastically improves on the pacing of the game that came before. Enhancing the original structure by focusing the overall plot line and streamlining the fighting resulted in a much smoother flow. Though certain elements like the ending and obvious, blatant reuse of assets can be rightfully criticized by detractors, Dragon Age 2 is certainly worth defending in how it gives the player a strong feeling of progress.

Wednesday, March 25, 2015

The Texture Pop: Episode 33: Tactical Puzzle Solving

Sam was completely exhausted when we recorded this episode. Because of that, he had to miss out on the podcast. A shame, because we talk about a lot of topics which call for his input.



0:02:30 Viewer Questions
"Have any of you guys played Ori and the Blind Forest?"
Guess what? Sam did. And next week, he may even talk about it. As someone who hasn't I have to admit it looks really good and I'd love to play it.

Have you guys seen the trailer for Pixels?
I am open to this being a good movie. However, Adam Sandler does not exactly have the best track record. I will be watching how this develops with guarded expectations.



0:12:50 Gaming News
Hideo Kojima will be leaving Konami after Metal Gear Solid 5: The Phantom Pain
Like I said in the podcast, I would say this is the beginning of the end for Konami. Aside from the YuGiOh card game (and video games), they don't have much else. With Kojima gone, I have no idea what Konami is going to do with Silent Hills now, since they just let go of the guy who was supposed to make it. It's not looking good.

PlayStation Vue is Sony's answer to cable.
And it's dumb. With far too few channels at far too great a price, I have no idea how Sony plans to make that work. I'm not even sure who the target market is for this service. It's confusing, to say the least.



0:30:50 Garrett discusses his computer troubles.
Turns out it is an issue with the latest update to the drivers for his graphics card. We've all haad issues like this, and it's good to vent about them when they happen. Also, congrats to Garrett for starting his Twitch channel.



0:39:40 Garrett talks about the rest of his week.



0:44:40 I finished Dragon Age 2.
I wish Sam was here, because it would've been a much more interesting conversation than it was. I like Dragon Age 2 is a good game, but it has a lot of flaws. It's paced so much better than Origins was. At the same time, it's ending is complete garbage.
Where Chris thinks the game is garbage, and Sam likes it, I'm somewhere in the middle. There will be an article about it soon.



0:57:30 I played Valiant Hearts: The Great War.
It's a game worth playing, but it bizarre issues with keeping a consistent tone. The puzzles also really wreak the pacing of the game.
While awkward, the game is still good. I'm also working on an article for this game.



1:06:10 Chris talks about playing Punch-Out, featuring Mr. Dream.
And he talk about that for a bit.



1:20:00 Wrapping Up.
Interactive Friction can be found here.
My Resident Evil 5 article is here.

Monday, March 16, 2015

The Texture Pop: Episode 32: Living Your Anime Life

It's hard to really say what happened this week, I suppose with Sam and I releasing the previous episode, recording Interactive Friction's new season, and doing this episode all in the span of about 4 days, we must have lost track of all the conversations that took place on and off the air. As a result, we did end up repeated a lot of what we said in the last show. Since Chris didn't get the chance to see any of it, I suppose it's all good. The audio this week wasn't that good either, so I sincerely apologize for that.

Also, we had no viewer questions this week. If you have a question, comment, or something you'd like to be read on the air in a hilariously bad/inappropriate accent, you may send it to us at thetexturepop@gmail.com.


0:02:00 Gaming News
Battlefield Hardline doesn't want you to feel bad for killing dudes.
I suppose that I can understand this thought process. AAA gaming tends to, for better or worse, appeal to the most common denominator. Since most people who buy Battlefield: Hardline will be the same types of people who buy other Battlefield or Call of Duty games, EA and Visceral has to assume that they either don't want to, or won't, think about the potential repercussions for their in-game actions.
Having said all that, it is extremely disappointing, and very tone deaf, to make this story about a cop without changing and recontextualizing the gameplay to fit that new environment. Combat between cops and criminals is not the same as combat between military forces and terrorists, so there's no reason whatsoever for them to be so similar. It's a wasted opportunity.

Valiant Hearts director leaves Ubisoft to go into the indie space.
I find this interesting only because this story is becoming more and more common as the years go on. A lot of the people who have spent years working in the industry are getting sick of the way AAA developers are treating them, so they're leaving. In light of the many horror stories we hear from AAA, Now that publishers are becoming less and less necessary in the era where any person can just build a website to sell a game, the dynamic is changing in a good way.



0:19:00 Chris played Dragonball: Xenoverse.
I'm actually oddly interested in Dragonball: Xenoverse, but not enough that I'm willing to purchase it for full price. It looks like it would be pretty fun for a Dragonball fan, but otherwise fairly average.



0:37:50 Chris watched the first episode of Powers on PlayStation Plus.
I don't know much about it, but what Chris said made me interested.



0:46:50 Garrett talks about his week.
But eventually we start talking about movies, specifically...



0:51:35 Garrett watched Lady in the Water
Since movies are notoriously not my strong suite, I've not much more to add.



1:06:30 Sam has played more inFamous: Second Son. *MAJOR SPOILERS*
Because we talked about it after finishing our Interactive Friction recording session, it was difficult to remember what Sam said to me only versus what we spoke of on the air last week.
That said, I still think Second Son is an interesting case study to show just how far we've evolved from the days of moral choice systems. The game is trapped in the past, with no acknowledgement of how both storytelling and game mechanics have changed.
Given what we've said about this game in the past, I believe that Sam's idea of shorter DLCs focusing on a single character and power set would work much better for the game.



1:25:20 Sam played Killzone: Shadow Fall.
I know very little about Killzone, so there's not much to add here.



1:32:10 Sam played Korean MMOs with his anime friends.
Honestly, do I NEED to say anymore? He had to "live his anime life."



1:42:30 I played more Dragon Age 2.
I appreciate the faster-pace in the combat and dungeon-exploration. Compared to Origins, this game is paced significantly better. Having said that, it does have it's issues. We'll probably talk more in the next podcast about this very topic, since I did finish it after this recording.



1:52:00 I played a bit of Papo Y Yo.
I just wish I had more to say about it. It's much the same problem I had with Contrast. It is a good game, but not enough material for discussion.



1:54:30 Wrapping Up.
Garrett recommends Overwolf, which does not sponsor us.
Interactive Friction's Tomb Raider season has begun.
We also did a bonus episode on Blood Dragon.
My Far Cry 4 article is also worth a read.

Saturday, March 14, 2015

The Texture Pop: Episode 31: Why Can't We Just Be Mage Bros

This week is an interesting recording session. Chris could not make it, because he has a new job. The rest of us, however, were more than able to make it. Since it was such a weird week, the podcast was posted pretty late. On behalf of the cast, I would like to apologize to you, the viewers.



0:00:50 Viewer Questions
"What do you think of Anita Sarkeesian's 8 point suggestions?"
Turns out I was wrong about when this came out, because I found an article talking about it as of the time of writing.
At the time of the recording, none of us saw this particular talk, so we tried to get away with discussing this in the general sense.
Now that I have read those points, I don't see the issue with any of them. They make logical sense and the problems they address are real problems.
One of the throughlines I see repeated in comments to these points, and other issues raised by Sarkeesian, is that they tend to think that she wants to apply these points to all games. That is not true. What she wants developers to consider these suggestions and try to incorporate them more often. I also want to point out that the only angry comments we have ever gotten on this show came from the one episode where we defended Anita Sarkeesian when GamerGate was still a thing people cared about.

"What games are you guys looking forward to in the next few months?"
I was pretty nervous when this game came up, because I honestly could not think of anything on the top of my head. We're still in this initial rut brought about by the dawn of new gaming consoles. As a result, the number of new titles, at least in the AAA space, that have my interest is small.



0:18:50 Gaming News
Steam Machines/Controller announcements
The thing about the Steam controller is that it is basically trying to make the keyboard and mouse more viable for a home theater setup. Honestly, I'm not sure how many game will benefit from such a device. Maybe it's just me, but I am fine with the idea of having a KB & M on my lap as I play.
As for the machines themselves, I'm not sure who the target market for them is. For most people, they are better off just upgrading their PCs and home theater setups at the price these machines cost. Even at the lower end, a gaming console is about as good and easier to add to whatever setup you have.

Maxis is shut down by EA.
I don't think anyone is surprised by this announcement, but to do this at the same time GDC is going on is a little painful. EA has been on people's shit list for a long time because of this behavior, so I doubt it will change.



0:27:10 I played a new little game called Hand of Fate.
I have slowly, gradually begun to love this little game. As an aspiring game designer, I think the way it combined so many different mechanics into a cohesive whole is brilliant. It's difficult to explain, but immediate obvious when you start to play and/or watch someone else play.
Just be warned that there are technical issues in the game. It's not perfect, but it's good.



0:35:35 I played Dragon Age 2.
I don't hate the game, but it does have its flaws.
The biggest problem is honestly the combat. I am getting so tired of all the waves and waves of enemies. What I would have done to improve the game is to give each enemy group a leader, with significantly higher stats than the others. Once the leader falls, than the other units will retreat.
Also, Carver and Anders are some of the most irritating people I've ever had in an RPG party. The game isn't the best thing I've ever played, but it's not bad. I can see how fans of Dragon Age could not like it.
I didn't mention it in the cast, but I had a huge problem at first because it felt like I was just doing nothing but sidequests. As the game went on, the game evolved from that, and I began to like it a lot more.



0:53:10 Sam tried a PS2 emulator.
And we had a pretty good conversation about old PS2 games, regional differences, and how different regions respond better or worse to different stimuli.
The Nier comparison shots of the Japanese vs. North American protagonist can be best show off with this image.



0:59:51 Sam got a PS4.
We kinda go rapid-fire through the games he purchases with it.
The other big discussion involves graphics and how technology is improving.



1:10:30 Sam played inFamous: Second Son.
I know we talked a lot about it when I played the games, but I was nice to talk with Sam about it, since he now has the experience that I have from playing.



1:30:30 Garrett talks about his week.
In this segment, we cover:

  • Five Nights at Freddy's 
  • League of Legends 
  • voice acting 
  • music 
  • Cards Against Humanity 
  • shoes 
  • Campbell's soup and other foods 
  • CSI 
  • Hotline Miami 2
  • alcohol
  • watching other people sleep on Skype?
  • consumption of meat




1:59:55 We talk about game engines.
The recent news that Unreal 4 and Source 2 will be free inspired this conversation. For guys like Garrett and myself, who are aspiring game designers, this is a huge boon.
We get into a side conversation about Watch_Dogs and how terrible it was.



2:13:30 Wrapping Up
My Outlast article is here.
Interactive Friction: Far Cry 3: Blood Dragon is here.