holey moley what a great game, sad that its over but had a really amazing time with it.
Looking forward to the Awakening expansion, and when the second one comes out. Now that I'm done what are some of the better dlc for this game, and I'd like to hear how every ones end game was and how they felt about the overall game.
the better question what am i supposed to do with myself now
Dragon Age: Origins
Game » consists of 20 releases. Released Nov 03, 2009
Dragon Age: Origins is an epic fantasy role-playing game featuring a rich story, personality-driven characters, and tactical, bloody combat. It is considered a spiritual successor to the Baldur's Gate series.
Just finished (possible spoilers)
" Loghain and Morrigan fucked so she could make a demon baby out of the dragon demon guy. And they showed this the laziest way humanly possible. Seriously, 2010 and people are still doing 5 sentence endings with still pictures. "
The reason they did the credits as such was to make it modular; different conclusions for each character would be offered to each player depending on their decisions throughout the game. It was also a throwback to RPGs of old. It would've certainly been nice if Bioware did an FMV for each possible ending, but then again they probably don't have spare millions of dollars and man-years just lying around. So if by "laziest way humanly possible" you mean "practical and reasonably effective solution" then fine.
@sagesebas: I enjoyed Awakening more than DAO (I felt it was a tighter, more consistent experience and also gave the player more freedom in terms of character customization), so I think there's still a lot to enjoy after completing DAO.
No I mean, other games have had as many divergent options and covered the endings. So its lazy. Other people have been less lazy. You want to call every lacking feature a streamline and every lazy copout practical, that's your prerogative. There are about 8 thisrthat choices in the game that are significant enough to adress at the end, that's 16 scenes. Dear god it would take a decade, 16 short in game cutscenes? Fire Emblem is practical, Suikoden is practical. Here, a montage would be practical. Individual scenes ideal, a montage practical. They went with lazy. Again, people can like a game and not think its perfect." @ryanwho said:
" Loghain and Morrigan fucked so she could make a demon baby out of the dragon demon guy. And they showed this the laziest way humanly possible. Seriously, 2010 and people are still doing 5 sentence endings with still pictures. "
The reason they did the credits as such was to make it modular; different conclusions for each character would be offered to each player depending on their decisions throughout the game. It was also a throwback to RPGs of old. It would've certainly been nice if Bioware did an FMV for each possible ending, but then again they probably don't have spare millions of dollars and man-years just lying around. So if by "laziest way humanly possible" you mean "practical and reasonably effective solution" then fine. "
If you played it, you will recall that Mass Effect 2 was also absent of variable cutscene endings (well it had 1, if you count the brief scene of the body count). Both games probably had budgets in the tens of millions of dollars as well as several years of development as well as extremely numerous in-game cutscenes throughout the game, so making a few extra clips at the end wouldn't be a problem from a technical standpoint. Given the aforementioned, and given that their attention to detail is almost unparalleled, it is far more likely their ending was a design decision rather than a result of laziness. How you can have even the slightest notion that people who make MMO-scale single player games are "lazy" in the first place is beyond me.No I mean, other games have had as many divergent options and covered the endings. So its lazy. Other people have been less lazy. You want to call every lacking feature a streamline and every lazy copout practical, that's your prerogative. There are about 8 thisrthat choices in the game that are significant enough to adress at the end, that's 16 scenes. Dear god it would take a decade, 16 short in game cutscenes? Fire Emblem is practical, Suikoden is practical. Here, a montage would be practical. Individual scenes ideal, a montage practical. They went with lazy. Again, people can like a game and not think its perfect. "
They most likely didn't because such a thing would be incoherent; a bunch of random, unrelated cutscenes mishmashed together wouldn't provide any better of an ending than tasteful concept art and text. The only way they could've done convincing ending sequences with cutscenes would be to make them cohesive, i.e. not a bunch of random clips but a single sequence that forms as an outcome of your actions throughout the game, which would be dozens if not hundreds of possibilities, well beyond the resources of any studio. Therefore being Bioware, and actually caring about things like quality, they probably took the stylistic choice to make it a throwback to classic RPGs instead, as are many of the design and aesthetic decisions in the game, rather than cheapening the ending with a dozen half-realized cutscene sequences.
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