I... | |||
Will play | 9 | 18.00% | |
Will not play | 26 | 52.00% | |
Will play on sale | 12 | 24.00% | |
I don't like Dragon age. | 3 | 6.00% | |
Total: | 50 |
EnricoPallazzo said: |
Like the biggest stand out artificial flag in the reviews. They all complied to EA's script, they all must of had a nice cheque.
Dante9 said: Actually diverse things like the elves, dwarves and qunari are just humans with accessories here, it's unimaginative and stupid because these people don't have the capacity to see beyond their personal circumstances in the real world. |
Yes, that modern trend of treating different species as "humans in rubber masks" is terrible worldbuilding and pandering to current trends.
This is example of good worldbuilding, from TTRPG "Into the unknown" (it's combination of D&D 5e and OSR (Old School Renaissance) principles):
"Demi-humans are not merely different cultures wearing rubber masks with pointy ears. They are different species, in-human. The way they perceive and think about life, the world and morality are not just different from human thinking, but in a way alien to them in origin, nature and outlook.
Elves are not just long-lived forest humans who like arts, archery and magic. They are creatures of Faerie, embodied nature spirits to whom magic is as natural as dancing and who frequently fail to grasp the many implications of time passing. They have a morality more aesthetic than ethical. Nor are dwarves just short dour miners with a Scottish accent. They are of stone, their affinity with it is familial and their character is moulded as firmly from it as stone. Dwarves are not known for changing their minds often. They chip stubbornly at all aspects of life until it slowly reveals its intended shape, one grain at a time.
To demi-humans, the defining racial trait of humans is diversity, which, in their eyes, make humans a rather confused species. That humans could want and do such myriad and vastly different things to each other is to demihumans a cause of human inequality, and hostility. A weakening of their strength and purpose as a species. Mankind, unsurprisingly, beg to differ. Not to say all elves are just the same. But, unlike humans, they have more shared traits in common and tend to get along better with each other than humans do. These traits are not just in their character. They are in their nature."
Not to say that you can't make worldbuilding however you like - but when it's done like it's done with a lot of modern fantasy games/worlds, where every species/culture boils down to "humans in rubber masks", it indeed takes away so much of actual diversity.
Random_Matt said:
Like the biggest stand out artificial flag in the reviews. They all complied to EA's script, they all must of had a nice cheque. |
And these aren't the only ones either. I thought this might be a coincidence but after seeing I've seen more just worded differently.
I liked Eurogamer once upon a time. Seems worse now since IGN bought them out.
EnricoPallazzo said: |
I also see that phrase in 'hit 'n run' You tube comments on reviews. Social media bots. Or just blind fans repeating it.
Random_Matt said: I liked Eurogamer once upon a time. Seems worse now since IGN bought them out. |
Same. I had an account there for 17 years, cancelled it last year after they, Eurogamer of all places, banned me for being too critical of them. Or rather I got put on some 'terror' watch list so every comment I tried to post was put on hold for moderation, not to show up until 48 hours later. Can't have a conversation that way.
They alienated their fan base (lot of people left) while the quality or articles and reviews have gone down the drain. That's been going on since they stopped using scores, or rather got bought by ReedPop in 2018. DF was still good until they lost the plot as well, with the sale to IGN about.
pokoko said: Hyper-simplistic writing is sweeping the industry. Writing without depth, where the story, the plot, and even the dialogue are a shallow facade stretched over the bones of the game. The modern approach seems to be that nothing really matters in the game-world. There is no serious attempt at continuity or consequence. When it comes to conversation, they toss aside actual human speech and instead pound the point home with the verbal equivalent of a giant squeaky hammer. The story can be extremely convoluted but it doesn't have to make any sense. Plot holes are ignored, plot points are dropped, and the direction is fixed to one outcome even if they obscure it with the illusion of choice. Why, though? Why is this the trend? Emil Pagliarulo, the lead writer for Bethesda, said: "We're going to write the great American novel. It's gonna be this thick, and on every page will be written comedy and tragedy and it will be wonderful, it'll be amazing. And you're gonna give this book, this great American novel, to the player and what are they gonna do with it? They are gonna rip out every page and make paper airplanes out of them. And they are gonna throw them around. And they are never gonna see your story. Because, the story is there but they are going to spend 30 hours making shacks. They're going to spend 20 hours looking for bobbleheads. But that's okay, we know that going in. That's the jagged pill that we swallow when we do this." I think it's clear that this philosophy has pervaded the industry. (This is NOT a post about Emil Pagliarulo, btw) Is it correct, though? Probably, to a degree. A lot of people likely just see the wordy bits as rest areas between game-play. Does that mean that writing should then be aimed at the lowest common denominator?  Because it looks like that is what BioWare is doing in order to be accessible to as many people as possible. They have points that they want to emphasize but they aren't subtle about the way they do it and they don't really care about how they get there or how they move to the next point down the line. And, to be real, I'm sure that it's a way easier, cheaper, and allows the developers to be much more flexible during development. Is this the future of gaming? |
Yeah, seeing the reviews so far this seems to what is going on with Dragon Age and also with a lot of other games of big studios. And it is frustrating. It is possible to do better: Baldur's Gate 3 encourages the players to build paper planes with their story, at each point you can make ridiculous decisions. Yet they still maintain to strive for a good writing. Sure, you can circumvent it and make your own fun (as a lot of people do), but you also can play serious and follow the story points. And I would say the story matters so much more because you have the freedom to rip it apart if you want. It also enables multiple playthroughs, as you can enjoy a good story only so often, but once you followed it, it can be a lot of fun to subvert it with your actions. Many big companies seem to lack the courage to allow for that.
Leynos said: Nothing reflects this more to me than DmC. Before launch and post launch both from the devs and and journalists insulted fans of DMC then when DmC rightfully failed. Journalists then acted like children and insulted DMC fans some more. I won't turn this into a DmC thread but oh boy that was one of the biggest publishers did not read the room and just insulted people der no white hair when that was never a real issue. This keeps happening and publishers practically never learn and take the wrong lessons. Capcom did and we got DMC5 but that is a rare win in these situations. |
Games failed often in the past as well. But the difference is, that back then the blame was always put at the creators, the publisher or devs. Nowadays it is common to blame the customers for failures. Well, in a way this rings true: a failure comes down to a lack of buying customers. But in the past that meant back to the drawing board to capture audiences better in the future. Now there is no room for failure in corporate plans. Studios get shut down often after one failure. Firewalk (makers of Concorde) were the latest victim. I say a failure is a good learning experience, let them try again. If they keep failing, then pull the plug. But even for successes often a big part of the staff is let go, just to rehire when the next project spins up. This does not help to build a good team.
HoloDust said:
Yes, that modern trend of treating different species as "humans in rubber masks" is terrible worldbuilding and pandering to current trends. This is example of good worldbuilding, from TTRPG "Into the unknown" (it's combination of D&D 5e and OSR (Old School Renaissance) principles): "Demi-humans are not merely different cultures wearing rubber masks with pointy ears. They are different species, in-human. The way they perceive and think about life, the world and morality are not just different from human thinking, but in a way alien to them in origin, nature and outlook. To demi-humans, the defining racial trait of humans is diversity, which, in their eyes, make humans a rather confused species. That humans could want and do such myriad and vastly different things to each other is to demihumans a cause of human inequality, and hostility. A weakening of their strength and purpose as a species. Mankind, unsurprisingly, beg to differ. Not to say all elves are just the same. But, unlike humans, they have more shared traits in common and tend to get along better with each other than humans do. These traits are not just in their character. They are in their nature." Not to say that you can't make worldbuilding however you like - but when it's done like it's done with a lot of modern fantasy games/worlds, where every species/culture boils down to "humans in rubber masks", it indeed takes away so much of actual diversity. |
Yeah, I like deep world-building with a lot of thought going into it. And it enrages me if so many saying: why do you care about X, it just fantasy, so we can do whatever. But that just means no one cares about the world anymore - so why should fans?