Dragon Age Inquisition is 2015’s GOTY
https://basementmtl.blogspot.com/2015/03/dragon-age-inquisition-is-2015s-goty.html
Adam and Sean recently both beat Dragon Age: Inquisition, and felt that a brief discussion of its combat and design
were warranted. Overall, our thoughts are that DA: I offers great, real-time
combat which takes the RPG genre in a positive direction, but wonder why the
designers opted to clutter the final product with too much stuff.
Q1 – What did you think of
the game’s combat? More specifically, having recently completed KOTOR, do you
feel DA: I’s combat demonstrates any evolution in its underpinnings that may
have been present in past Bioware games, but have been more fully realized here?
Adam: The main staying point with the combat in every Bioware game
is how it is turn based; at least, it used to be. They have kept that strategic
mold to the combat in recent years, but seemed to have moved towards a more
action based, real-time combat system.
Having recently played KOTOR, I'm glad they moved away from the D20
approach to combat. I found every other attack I made on an enemy was a miss
and it led to me being frustrated because I couldn't hit anything. In DA: I,
you never miss an attack because of an unforeseen force; rather, if you miss
it's because you physically are out of range. The lack of potions never really
bothered me and I never even increased my limit as I played.
The added emphasis on buffs and shields/armour was an interesting
turn and I think it worked for the most part. I can't speak for the second DA,
but I don't remember that armour system being a part of the original game.
Enemies really abuse it, and it's annoying as all hell! It's like you have to
do 2-3 times more damage just to kill someone. Now I don't know if there is
some easy way to deal with an enemy's armour with like an ability or
something—if there is, I sure as hell never found it—but for me, fighting the
dragon during the last boss fight was harder than fighting the end boss all
together, and that's all just because of the armour. I have no complaints about
the armour on my own character as it does help keep me alive (what with the
lack of potions) but my armour does not build up as fast as an enemy's does.
Sean: To your point Adam, you actually can dispel barriers with a
mage’s titular skill and rend armour using one of several skills if you are a
warrior.
Similarly to yourself, I felt the move from the D20 to the
live-action and the greater emphasis on buffs to be to the game’s benefit.
Character classes felt leaner and more focused than in the previous games in
the series, which combined to make combat feel all around more direct and
visceral. My only complaint is that the AI gambit system (wherein you provided
your AI teammates with specific logical commands, such as heal ally A when
their health falls to B%) has been largely made moot by its over-simplicity,
and that the by consequence, all of your allies behave the exact same way in
combat: Once a skirmish is activated, all members crowd around your target of
choice, and attempt to maul them.
Sadly, this invasive tactic is rendered useless on the Hard
difficulty setting for all but warriors who have swords and shields as weapons.
In other words, my three mages would usually run into close-combat range and
use their staffs to hurl projectiles at enemies standing no more than 2 feet in
front of them. Once I discovered the ability to manually make each party member
hold their position for the entirety of a fight however, this detracting point
became moot.
All in all, the game in its entirety was absolutely amazing, but its
combat system was stellar. It reminded me of Kindgoms of Amalur, but more
methodical. The lack of a more robust AI gambit system (present in DA: Origins
and DA II) would have made the game’s combat near perfect, but as it stands, its
every bit as good as many more action-oriented titles.
Q2 – Whether it's the
inventory, the map or the War Table, DA:I is filled with clutter; every Bioware
game is. With each game progressively getting larger and larger, so does the
amount of clutter. What do you think Bioware can do in the future to help curb
this un-appealing trend?
Sean: I wrote about the issue of maximalism in video games a few
weeks back, specifically tying the trend into DA: I’s own design philosophy. Games don’t inherently
need to become cluttered as they get bigger, although I feel strongly that Bioware
(and indeed, many Western RPGs) often fail to readily convey relevant
information to the player.
As an example, I still have no idea how to determine what a party
member’s approval is of my Inquisitor. Surely there is a way of finding out
this information, but I certainly have no idea where it’s hidden. Not that this
is important, sure. But the argument is that information should be made more
readily available to players, or be stored in logical places for them to find.
Personally, I find the use of infographics to be one effective way
of displaying large amounts of information to the player rapidly. Take the map
in DA: I for instance. It may have been bulging with too much information, but
at least the information appeared sorted in a logical way.
Similarly, I think that the Disgaea
series handles the organization of its maximalism well, despite being filled to
the brink with what I feel is clutter to the point of being distracting. Take
for example the item world, a core mechanic in the series. In order to access
the item world, the player needs to speak with an NPC, who requests the player
choose which item to enter. Beyond a core tutorial which introduces this
feature, the player may forget about and largely ignore this gatekeeper and
thus this element of the game. Therefore, the game’s maximalism is carefully
tucked away, allowing those who choose to invest time into the item world to do
so, while also allowing players who wish to remain stalwart and focused on the
story to do with minimal distraction.
Adam: So it's a problem with feedback then? I also don't know how much any one member of my party feels towards my inquisitor, and that's a problem. You make choices that affect these people (and it shows you straight up if they approve or not) but then it never has a nice little area to display their totals. They might as well have removed this feature entirely because I don't know what it affected even after completing the game.
But we're getting away from the question. Yes proper feedback would
make game mechanics actually relevant, but how do you deal with clutter? Back
in the day when they made KOTOR, they were limited with memory and size. It
kept the scope a lot smaller. I'm pretty sure there are more quests in the
Hinterlands than there is in all of KOTOR. Maybe they have to instill a cap on
themselves?
Considering how far technology has come, you have nearly no limit to
what you can do and add. But if you can do something, should you? The designers
should take it upon themselves to craft a more focused experience. Yes side
quests matter, but what did they do before? They still had them, but just not
an obscene amount of them. Maybe they feel like they have to compete with other
open world games. GTA V for instance had tons of stuff to do, but I still felt
like it was incredibly focused. In DA:I, I felt like I had to force myself to
ignore a lot of the side attractions in an attempt to actually progress in the
game.
I think it all comes down to the designers. Even if the game was
gutted by 50%, there would still be a ton of content. On top of all the random
stuff you can do, there were still very meaningful side-quests you can do for
every member of your party. That doesn't feel like filler. Having to go collect
a bunch of dead bodies at the bottom of a drowned town on the other hand is
just filler. People can mentally restrain themselves from doing a lot of
things, so why can't developers do it too?