What went wrong?
>>341904728
Nothing.
>>341904728
nothing. an improvement from the first game
A combination of three factors, each of them enough to render it worthless.
1. It was awfully designed, indeed the whole design paradigm was garbage ("awesome button")
2. It was made by horrible developers. Bad direction and being rushed is one thing, but a lot of the assets for example are awful and shouldn't pass for a first draft made by a professional. Hell,
3. It was rushed out ASAP, being left half-finished with many unthinkably lazy bits (like constantly recycled areas)
Interestingly, it turned out not being worthless, because now it's a good case study about what makes games bad. Very educational.
It's actually the best Dragon Age game. II offered the best opportunities to kill and oppress magic-using degenerates.
>>341904728
Inability to create something in the constraint of the given deadlines and lack of focused vision for what the game should be.
Also pandering to it's fanbase although that's hardy the first game to do it. Honestly it would have been better if they actually committed to the action combat instead of still trying to keep the classical RPG stuff if that's what they were going for but what they ended up with definitely doesn't work.
EA went full jew. Just like they did with Tortanic, Battlefield, Need for Speed, Command & Conquer and Spore.
If you play DA2, you get to look at a living, moving photograph of EA at the height of its dickery. You could consider Mass Effect 3 to be this too. EA saw Dragon Age was popular and so they insisted on a fast sequel. The marketing for this game was also one of the single worst marketing campaign I've ever seen.
Gaider insisted on being a huge prick throughout the game's development. The actual marketing videos were garbage and misleading on a number of gameplay features.
>>341906980
>DA2 marketing
Remember, this was the screenshot they were the most proud of and wanted people to see first
>>341904728
BioWare
Everything.
Which is too bad because a lot of the base concepts are really something I'd wish for a game to tackle well.
>>341904728
Everything.
>>341904728
Everything.
>The main factor
EA dickery. DA:O subverted their expectations and was a sleeper hit. Marketing told them they needed to capitalize on the popularity and force the game out in under 2 years.
>The other factors
DA:2 highlights the rift split Bioware after EA took over.
First of all, there wasn't even consistant vision from the artists and writers. According to the WRITERS, DA:2 was intended to be a much smaller, low key personal story about a normal person trying to find their place in the world. It's a sad story of powerlessness amists wider political storms and making touch choices for the sake of your family in a urban enviroment.
The ARTISTS designed a character that looked like a gleeful, raving Barbarian with huge spiky armor and covered in the blood of his enemies, depicting him carving through hoards of enemies with ease.
The MARKETING team saw this and forced the DESIGNERS to emulate the art style in the game play.
Basically, the guy in charge of the project is a massive pussy and couldn't control his team or commit to making a thoughtful RPG or brainless action game.