Mistakes BioWare needs to fix for Dragon Age 3: Inquisition
More dungeons and locations would be a good start
Disclaimer: The opinions and viewpoints expressed by the author do not necessarily reflect the opinions and viewpoints of Neoseeker.
Though not without their staunch followers, BioWare hasn't had the best time keeping the gaming community's favor. Not like they used to, anyway. Community complaints over Dragon Age II, fan rage spawned by Mass Effect 3's surprising conclusion, and the lukewarm reception to Star Wars: The Old Republic -- now free to play with heavy restrictions -- still hang heavily. Now all eyes are on BioWare.
Dragon Age III: Inquisition probably won't be out any time soon. Heck, we've even got rumors of it being for next-gen, and next to no details for the game itself except that it'll run on DICE's Frostbite 2 engine. But you know what? That works out, because the less we know, the more we can hope and dream.
Regardless of how much or little you liked Dragon Age II, anyone can see the game had its share of problems. And here are a few major (if obvious) features we'd really like to see improved.
1. "Haven't we been here before?"
Having more than three locations would be absolutely peachy. In Dragon Age: Origins, players were able to explore a variety of zones, from expansive cities to smaller areas scattered across Ferelden. The game didn't have the open world feel most modern games are so keen to adopt, but every instance was unique to itself and indicative of a particular region, whether you're talking forests, swamps, or farmland. In Dragon Age II, we were restricted to three large zones -- Kirkwall, Sundermount, and Wounded Coast -- that got old pretty fast, despite feeling so much larger than Ferelden did.
In Origins, BioWare never forced exploration in areas that didn't need it. For instance, the player comes across the same patch of forest several times while traveling from one city to another, but this doesn't actually feel repetitive. Why? For one, you're usually fighting when you stumble into these pocket zones. And secondly, they're quite compact, and players aren't made to navigate around some half-empty area over and over again just to get in and out of a single fight. That's right, I'm looking at you, Wounded Coast. You and your random Qunari and spider mobs, winding pathways, and mysteriously closed off caverns. If players are going to have to spend more than two minutes in any area, at least make that area somewhat interesting to look at. Do something other than cut off/open new shortcuts and hope we're not sick of seeing the same zone for the 500th time. Origins' environments felt much more methodical and deliberate, whereas Dragon Age II environments felt superfluous.
2. "This dungeon looks mighty familiar."
Ah, the dungeons. Who can forget this massive disappointment. You could love every other aspect of the game, but seeing the same handful of dungeons over and over again got old pretty quick. You had the generic house, the generic underground lair, the generic cavern... And just to keep things interesting, the level designers would sometimes open up or close off a passage.
See, Origins didn't have nearly so many dungeons as Dragon Age II, but what it did have was longer, more interesting explorable areas (kinda ties into the first point). The Deep Roads, elven ruins, and Circle Tower were all lengthy but were leagues more interesting than the quick 'n' dirty dungeon diving we saw in the second game. Really, this is a simple case of quantity versus quality. The sequel was constantly sending Hawke & Friends (Totally trademarking this.) into some bandit hideout or another, but when those hideouts look exactly the same as, say, a master necromancer's lair, we've got issues. Similarly, every noble apparently lived in the same exact mansion, which is just plain ridiculous.
3. "But I did everything right!"
BioWare games have always been highly regarded in part because their games really gave players a sense of control. Immersion has always been key, and major element behind this is storytelling, and making a game feel so personal we become emotionally invested. I'd argue Origins did this much better than Dragon Age II, namely because the latter kept taking the reins out of the player's hands, making Hawke's story feel, well, rather inconsistent. In some ways, s/he was able to control the fate of the entire party, like Aveline's love life or Isabela's ever-shifting moral compass. But major story events (Massive spoiler alerts!) like what happens to Hawke's mother and the Vicount's son? Completely out of your hands.
Oh, the spoilers are about to get even more massive here, so be warned.

Perhaps most disappointing of all these scripted plot events occur toward the end of Dragon Age II, where Anders goes completely insane and blows up the Chantry regardless of how much effort you put toward talking him down from his possession problem. After that, you're basically forced to choose between him or Sebastian (assuming you got the DLC), a character bought and paid for -- with money. Yet choosing to spare Anders sees Sebastian flip out and leave, again disregarding whatever relationship you and the character might share.
Then there's Orsino, another mage who suffers from poor decision making abilities. AND-... You know what? I think I've made my point here. Dragon Age III needs to give players back control of their fates. Not just the little things either, like who the hell your ally marries (unless it's actually relevant like Alistair and Anora's potential union), but the major world-changing events. The ending, be it good or bad, should feel earned.
4. "I had to use (hated party member) because I played a (class)."
You know what else needs to come back to Dragon Age? Character customization. In Origins, you were pretty much free to change your party members into just about any role. A rogue who started out with a bow could be respecced to dual-wield daggers, and shield warriors could be made into a greatsword-toting powerhouse. What all this boils down to -- aside from being a lot of fun -- is allowing players to fully customize their team comp. Maybe your Warden didn't get along with Morrigan, but you needed an offensive mage. No problem, just respec Wynne for the job.
Dragon Age II did away with this system in favor of something more streamlined, where party members were restricted to one weapon type and combat abilities. Everyone had a unique skill tree no one else had. But as with any BioWare game, you're going to have characters you like and dislike. In Dragon Age II, you sort of had to put up with them depending on your team comp needs. Perhaps the most infamous example is Anders, who grated so many nerves following his 180-personality change between Awakening and Dragon Age II. Unfortunately for the Anders-hating masses, this guy was pretty much the only healer if you happened to lose your sister (which a whole lot of people did).

Okay, so some you might actually prefer the simplified version Dragon Age II had, because it meant your party members were never stuck with mismatched armor. But there's a fix for this! Maybe reskin all armor pieces when they're applied to the character in question (weapons excluded), but keep the item's native stats. There, now you can go back to bringing whoever the hell you want without having to worry about a terrible team composition.
5. "So everyone's sexual preference is 'either'."
Relationships in video games. Kind of a silly notion to many people, but it's definitely picking up in RPGs. In some ways, BioWare's done a pretty darn good job of addressing the real-world issue of whether gay marriage should be allowed. In some games, anyway. Mass Effect, for instance, was pretty good about working sexual identity into character. Dragon Age: Origins even had its share of bisexual and straight characters (though none that were exclusively gay). In Dragon Age II, all of this went out the window in favor of making everyone (who was romanceable) bisexual. The real issue here, however, is that characters would change drastically in demeanor based on your gender, which winds up feeling more like pandering than any respect toward a character's sexual identity.
Not everyone in a game needs to be a romantic interest. Heck, some of the most interesting characters often aren't (to start with). Don't sacrifice the integrity of a character purely for the sake of fan service.
Check out more news, reviews and features from Lydia every day on Neoseeker.com, or follow her on Twitter @RabidChinaGirl.
Sections: Microsoft Consoles, Console Games, PC Games, Sony Consoles
Latest Comments
- Remedy's Sam Lake apologizes to Alan Wake fans, launches Humble Bundle and Xbox LIVE sale [20]
- Nintendo's E3 Nintendo Direct event to go live on June 11 at 7AM PT, prepare your Wii U [18]
- Dead Island studio Techland announces new shooter 'Dying Light,' published by Warner Bros. [5]
- Level-5's LIBERATION MAIDEN lands on iOS, just in case the 3DS wasn't portable enough for you [4]
- Grand Theft Auto V Special and Collector's Editions announced by Rockstar, now available to pre-order [4]
- Trailer for new BlazBlue: Chrono Phantasm is a treat for the fans and shows off new characters [3]
- Xbox One HUD image could be teasing half a dozen unannounced games [26]
- Final Fantasy XIV: A Realm Reborn relaunches August 27 on PC and PS3, Collector's Edition details [2]
Most Comments
- Microsoft's Next-Generation Xbox Reveal: Liveblog and Discussion [298]
- Xbox One lacks backwards compatibility, Microsoft will continue selling Xbox 360 games and console [87]
- Several Pokemon revealed in latest CoroCoro Pokemon X and Y feature, also trainer customization [73]
- Pokemon X and Y welcomes us to Kalos, trailer showcases quartet of recently announced Pokemon [63]
- Xbox One officially announced, here are the facts [61]
- Next-gen Xbox officially set to be revealed on May 21, press invited to event on Microsoft's Redmond campus [53]
Latest News
- Thu, May 23
- Saints Row 4 trailer video series focuses on the completely randomness of Saints Row
- Ninja Theory, developers of DMC: Devil May Cry, tease "something new to show" for tomorrow
- Grand Theft Auto V Special and Collector's Editions announced by Rockstar, now available to pre-order
- Dead Island studio Techland announces new shooter 'Dying Light,' published by Warner Bros.
- Xbox One HUD image could be teasing half a dozen unannounced games
- Nintendo's E3 Nintendo Direct event to go live on June 11 at 7AM PT, prepare your Wii U
- Need for Speed Rivals announced, "destroys" the line between single and multiplayer racing
- Trailer for new BlazBlue: Chrono Phantasm is a treat for the fans and shows off new characters
- Xbox One games confirmed thus far, major publishers like EA, Square Enix and Ubisoft on board
- Mirror's Edge 2 listing briefly appears on German Amazon site, E3 better hurry up
- Destiny 'The Law of the Jungle' live action and cinematic trailer demands attention
- Second Sonic Lost World teaser image appears, six shadowy figures emerge
- Final Fantasy XIV: A Realm Reborn relaunches August 27 on PC and PS3, Collector's Edition details
- Wed, May 22
- Call of Duty: Ghosts video compares graphical improvements between Modern Warfare 3 and Ghosts
- Metro: Last Light DLC summer lineup brings serveral content packs, Season Pass also announced
- No self-published indie titles on Xbox One, indie devs must find a publisher first
- Remedy's Sam Lake apologizes to Alan Wake fans, launches Humble Bundle and Xbox LIVE sale
- Company of Heroes 2 cinematic tells the story of war from a soldier's perspective, previews the campaign
- Best of PlayStation Network Vol. 1 packages four titles including Sound Shapes, Fat Princess, available June
- Mortal Kombat coming to PC on July 3, Komplete Edition packages up all characters and skins
- Crytek's gladiator epic Ryse confirmed as an Xbox One exclusive, more information at E3
- Tue, May 21
- Microsoft's Next-Generation Xbox Reveal: Liveblog and Discussion
- Xbox One officially announced, here are the facts
- EA teasing a new Need for Speed with image of a police supercar
- Check out the Call of Duty: Ghosts reveal trailer and Infinity Ward's behind-the-scenes tech video
Latest Net Reviews
| · | NVIDIA GeForce GTX 780 |
| · | eVGA GeForce GTX 670 FTW |
| · | OCZ Vertex 450 |
| · | Asus GTX780-3GD5 |
| · | NVIDIA GeForce GTX 780 |
| · | OCZ Vertex 450 |


next
1 2
Actually thats not Bioware, that's EA. EA is a parasite that absorbs other smaller, more beloved and innovative companies to the point where it's impossible to differentiate between them. Bioware is sadly another victim. So remember, that's no longer Bioware just another EA subsidiary.
After Axe 's review on Origins I'm definitely going to give the game a try (totally forgot all about it but thanks to this I've been meaning to pick it up). It having gameplay similar to Knights of the old republic is a bonus (even though I'd kill for Kotor 3).
I'd ad some on the new gameplay but in a way those not all that relevant to the argument at hand.
Bioware need give more control of events back to the player and away from their twist and "wow" seeking writers cause they not been making as go "WOW" anymore just "WTF??"
The stories have lately ended up feeling very forced and out of player control. It have no longer been your story to form just their story follow. You just end up with the same fights and conclusion regardless what you do and where whatever difference you have made is just in the minor details not in the main plot.
My personal most hated issue in DA2 being Meredith and
@ Ded Valve
Yeah think it's "Bioware Group" within EA now which includes some more studios than the original Bioware one.
Also an interesting circumstance, both remaining co-founders of original Bioware, Ray Muzyka and Greg Zeschuk ,announced that they will retire the day after DA3 was announced
What is now "Bioware" have basically nothing left of what it once was
Lol yeah most Extended Cut did was to cement some lopeholes further and ad a few new ones.
Leviathan made me just angry, mostly because it could have given almost everything to everyone had its concepts been included from scratch and implemented correctly...
Kind of part of what is the problem here
After I finished the last DA:O DLC (also the very final chapter of the story) I replayed the whole game and expansions from scratch just to get one character to a very specific end scene. Not often one do that for a game one already have 100% and platinum on
I use to love you.
After playing The Walking Dead games I realized that sometimes, if the story calls for it a character might need to die, or an event might need to happen a certain way regardless of the player's input. I think that some games, especially Bioware's game give the player FAR to much control over that happens in the story.
Anthony Burch I think sums up what I'm trying to say a lot better than I could over here:
http://www.destructoid.com/rev-rant-the-wrex-paradox-161493.phtml
I think it depends how these events are implemented in the game. There is a different thing between events that is part of the story that your character can reasonably have little power over and things that you feel you should have (had) power over.
"Bioware" may in DA2 have let you create and play a character in a way that just don't fit into the story they want to tell.
Then is the problem to be addressed your freedom of character or their story?
I don't think many RPG gamers like to see restrictions as to what their character can do or be just so they better fit the story at hand, I think they want more diverse and adoptive stories, I sure do
Has anyone ever made a game in this way? You could have your choices actually result in the game ending in a completely different area, with a completely different final boss, with a completely different conclusion.
Personally I see this kind of story freedom being the next logical step in RPG's that allow your actions to influence the story.
Point being if anyone is to blame for storyline issues its the writers and then the directors for letting it slide. The guys who developed ME1 also developed ME2 and ME3 (mostly anyway), same with DAO and DA2. Now People are quick to blame EA and they are right in a way but it still comes down to the directors. Them leaving may or may not be a good thing depending on how you look at it.
You are correct that many to are too quick to blame EA, the main fault is still at "Bioware" for developing disappointing games imo.
My earlier point was that most key people from Biowares earlier days have left the company so it don't spell that well for the future imo.
next
1 2