When Did It Go Wrong: Bioware

Bioware were always going to go downhill once BG got such widespread praise despite not being particularly well written. Why aspire to improve when your current work is already claimed to be some of the best in the genre?

...

I don't give a fuck what anyone says. NWN's modability combined with online play makes it top-tier. It was probably the first game to have a totally customizable server.

Go back to the BioWare forums.

Anyway, Mass Effect 3 was trash long before the ending (see the trial, Galactic Empire Cerberus, the nerfing of the Reapers). The ending was of course shoddy, but that's what you should expect from trying to end a war against an enemy established early on as not beatable in just one game.

What? It's a bad attempt at being a modern clone of Baldur's Gate, but it's the furthest thing from a fucking MMO in existence. Don't bea retard.

I'd say Mass Effect 1 was the last game of theirs I'd consider truly good, despite the shit combat and very binary morality system. Things started to go downhill with ME2 and DA2, DA2 was worse but ME2 was still fun if nonsensical in terms of plot. It started the trend of dumbing down and diversity pandering started creeping in as the old team slowly drained out.

Inquisition is the final result, and I can't wait to see just how bad Andromeda will be when Currynigger finishes shitting it out.

tfw there'' never be Jade Empire 2

The idea for the gameplay was decent. Allowing for a certain amount of automated attacks, but you could pause and essentially play it a bit like a turn based game if you wanted to.

Even the setup for branching the story was decent enough and the way they arranged for party members to have conversations with each other was quite a bit different.

Was also kinda neat having side characters just standing around that had their own conversations.

Shame the game sucked as the writing was complete dog shit.

1. Morrigan and Sten's dialogue was well done.

2. They started to dissapoint the moment after the character generator was finished. ME & DA are the exceptions. If Planescape is included then of course that too.

3. Nothing was memorable about the bad diablo clones that couldn't even get the camera focused on the character, which along with different lookin characters, changed with clothing, is essential for it to be enjoyable. VHS post processing could make them playable now. Grimdark the hell out of it.

4. Hmmn, pressure.
2 Games
Game 1:
Top down Diablo clone with party members set to play as directed by a gambit/tactics system.

Freeroaming talk to everyone.

Very grim. Primarily translucent stained glass blood red, bright white, blacks. Shiny.

Animated landscape at 60fps. Different layers for a 3D look. Complex shadowing.

Series of different attacks. Run button as an auto attack button. Constantly depleting stamina.

Slow depletion of health as time passes. Need to grind simply to stay alive. Grind before big fights, extra abilities by area that are lost outside of it.

Vast areas, some as filler that look the same designed to get the player lost in and keep them lost there.

Good lonely audio. Mist, bogs. Can attack anything and may have to to survive. Others similar, understandable enemies.

Playing weaker, hard mode, with the best gameplay and story. All items built to last and deserve an eternity. Silver. It's made over lifetimes or remains unfinished. Using unfinished things easy mode too.

They're copied, presenting them damns them. Killing the copiers so it's completed a remedial task after using something incomplete. Or complete it yourself, continue it. Take it somewhere dangerous so only deserving adventurers will find it or where things are like it so those goig to the heart of an area find it.

Complex hair strands or clothing to continue to sway as character stops and starts. Grass and other things similar.

Weather effects, lightning. Blue a rare colour. Where there's blue there's green. Which means herds of food. Story of people held and fed upon. Which isn't right. Nor them spreading the blue and green. Without them everything dies, but the rest built off them falsifies it. Other places ritualised, farmers and small towns. Cities looking to make them the same.

Unwelcome problems to a grander world.
Make food live better. Part of expeditions to enable further travel. Move them far away, too far from parasites to venture from the caves they've crawled back to. Too dangerous for the rest to risk themselves, too much where they are to sate them. A couple or an individual can go there out of adventure themselves, and be fed upon by the starving. Seeing immense grandeur, but children fed on too, prized as they mean life. Great blowjobs.

Game 2:
Morrigan and the Player, or Sten and the Player for girls, venture out into the unknown.

Morrigan needing to be kept satisfied she's the only one. Sten from killing everything in sight.

The world just to test their affections. Decide the backstory yourself. Personally wiping out the templars, mages etc for Morrigan being mine. Going on because the rest don't matter. Even a dangeously disaproval warranting happy ending for what was behind, more sensible. A finalle elsewhere. Darkspawn contentedly scouring and flaying templar scum. Leiliana died left with the first town long ago. Homo elf, rescuing her or something.

Zevran. Morrigan dressed up as Leliana seducing Zevran, then switching with Leiliana, losing her virginitiny in epic fashion treated as a better woman. No longer lesbian/french.

Going along doing romantic misdeeds along the way.

Why on earth would it? They had nothing to do with the game at all, besides making the engine.