Continuous world or zones?
#1
Posté 24 octobre 2009 - 06:18
But recently I read something which suggested that DA:O will do just that, which is a lil disappointing.
The article I read was a bit vague about it... of course you can HAVE a world map, and use it for fast travel, even in a game which is completely contiguous geographically... like Oblivion, or WoW. I couldn't tell from what I read whether that was the case, or whether you really will have mostly completely discontinuous overland regions.
Any info on this?
#2
Posté 24 octobre 2009 - 06:19
#3
Posté 24 octobre 2009 - 06:23
Next question: WHY?
I guess the fact that the last few games Bioware made were space operas threw me off... makes sense to have map travel when you're dealing with different planets :/
Modifié par Srikandi715, 24 octobre 2009 - 06:34 .
#4
Posté 24 octobre 2009 - 06:41
#5
Posté 24 octobre 2009 - 06:44
Modifié par ghoulyg, 24 octobre 2009 - 06:44 .
#6
Posté 24 octobre 2009 - 06:52
Next question: WHY?
I can't imagine that there's anybody who thinks that's preferable from the player's perspective,
Suppose we have two distinct areas, quite a distance apart, that look different. We can either
A. Have a "world map" transition that implies some time is spent travelling between them, or
B. Have an artificial-looking and immersion-breaking sudden change between the two areas, or
C. Make a long section between them that gradually changes, and make the player spend the time walking between them (which is boring).
The "World Map" seems like the best solution to me.
#7
Posté 24 octobre 2009 - 06:55
Srikandi715 wrote...
Sigh... ok thanks![]()
Next question: WHY?I can't imagine that there's anybody who thinks that's preferable from the player's perspective,
I prefer zones. I find running for 10 minutes through a pratically empty world(fallout 3/oblivion)inorder reach my quest destination is tedious.
#8
Posté 24 octobre 2009 - 07:03
A. Have a "world map" transition that implies some time is spent travelling between them, or
B. Have an artificial-looking and immersion-breaking sudden change between the two areas, or
C. Make a long section between them that gradually changes, and make the player spend the time walking between them (which is boring).
D. Distribute your game story all over the world, and fill all of it with interesting people to talk to, places to see, things do find and quests to do. Like all the continuous-world games do.
You can't really make the argument that this is somehow impossible, seeing as many very successful games pull it off.
Even games like the Fable series, which have loading screens between zones (as a solution, I assume, to memory management issues on consoles), still have MOSTLY contiguous zones.
In the real world, btw, there are abrupt transitions, and there are gradual ones. The edge of a marsh or of a medieval walled city or of a forest or the boundary between a cultivated area and the wilderness are examples of the former. But game designers can model both kinds, as they've shown again and again.
Karl45 wrote...
I prefer zones. I find running for 10
minutes through a pratically empty world(fallout 3/oblivion)inorder
reach my quest destination is tedious.
If you thought those zones were empty, you weren't looking
Modifié par Srikandi715, 24 octobre 2009 - 07:04 .
#9
Posté 24 octobre 2009 - 07:10
And BioWare doesnt make huge worlds cluttered with tons of "Go Kill X porcupines" quests, they make Story driven games, first and foremost, and the bigger the world, the more quests in the world, etc, the less focus there is on the main story.
And resources arent limitless; neither is disc space.
#10
Posté 24 octobre 2009 - 07:13
It is impossible. Fallout3 map is about size of my town. Ferelden is as big as France. Not to mention that Fallout 3, Oblivion and many other open-world "RPGs" sucked.Srikandi715 wrote...
You can't really make the argument that this is somehow impossible, seeing as many very successful games pull it off.
Modifié par Zagogulina1, 24 octobre 2009 - 07:15 .
#11
Posté 24 octobre 2009 - 07:15
Zagogulina1 wrote...
It is impossible. Fallout3 map is about size of my town. Ferelden is as big as France. Not to mention that Fallout 3, Oblivion and many other open-world "RPGs" sucked.Srikandi715 wrote...
You can't really make the argument that this is somehow impossible, seeing as many very successful games pull it off.
not to mention these games lack the character/story/ lore depth that Dragon Age has.
#12
Posté 24 octobre 2009 - 07:17
You can't really make the argument that this is somehow impossible, seeing as many very successful games pull it off.[/quote]It is impossible. Fallout3 map is about size of my town. Ferelden is as big as France. Not to mention that Fallout 3, Oblivion and many other open-world "RPGs" sucked.
[/quote]
This, pretty much. Except for the fact that FO3 and Oblivion were great.
[quote]not to mention these games lack the character/story/ lore depth that Dragon Age has.[/quote]
That's very untrue. The Elder Scrolls lore and major entities are very deep and developed, there are hundreds of in-game books which contain the lore and information about the gods and kings which are fodder for pages and pages of lore debates on the forums. DA may have an advantage in interesting NPCs, but we'll see. FO3 is a bit of a different case as the FO world is less continuous and draws less from the precedents its predescessors have developed.
Modifié par Twitchmonkey, 24 octobre 2009 - 07:21 .
#13
Posté 24 octobre 2009 - 07:17
#14
Posté 24 octobre 2009 - 09:25
Twitchmonkey wrote...
not to mention these games lack the character/story/ lore depth that Dragon Age has.
That's very untrue. The Elder Scrolls lore and major entities are very deep and developed, there are hundreds of in-game books which contain the lore and information about the gods and kings which are fodder for pages and pages of lore debates on the forums. DA may have an advantage in interesting NPCs, but we'll see. FO3 is a bit of a different case as the FO world is less continuous and draws less from the precedents its predescessors have developed.
Except mounds of the Oblivion lore contradicted itself (such as two books listing certain events at completely different dates) You can tell they were lazy with it and just included it for the sake of having readable books in the game.
Modifié par Ekardt, 24 octobre 2009 - 09:26 .
#15
Posté 24 octobre 2009 - 10:07
Ekardt wrote...
Except mounds of the Oblivion lore contradicted itself (such as two books listing certain events at completely different dates) You can tell they were lazy with it and just included it for the sake of having readable books in the game.
I never said the lore was well-constructed or not contradictory, I'm not hugely into the lore myself, but there is a lot of it.
#16
Posté 24 octobre 2009 - 10:18
I say "empty" because to me having a combat encounter with the exact same enemies i've fought dozens of times before, or finding a cave almost exactly similar to ones i've already explored still means that that part of the world is empty of any meaningful, interesting content.
One day, someone will be able to create a game with a big, open-ended world filled with interesting stuff to do. However, that day hasn't arrived yet, even though Morrowind was fairly close. But then Bethesda went, imho, in a completely wrong direction with Oblivion. Fallout 3 is slightly better in that respect, especially since there's at least a reason for the world being mostly empty.
#17
Posté 24 octobre 2009 - 10:31
#18
Posté 24 octobre 2009 - 10:36
#19
Posté 24 octobre 2009 - 11:13
Games like DA and BG on the other hand force you to zone. You miss out on those wonderful little world discoveries, but if the amount of content is the same, how it makes up for it is that the places you arrive at are jam-packed with stuff to do. You get tons of plot surprises, lots of twists and turns, and at the end of the day while you didn't get to explore the world as much you will have had quite a bit more action and feel like you have accomplished alot more.
As player-made DLC happens, a world like Oblivion becomes wonderfully fleshed out and "real", even if the world seems slightly small. DLC with Dragon Age will allow for some truly great adventures that will zone you to more parts of a larger world and provide you with more "gaming" content. It's kind of like... many people like to eat corn on the cob, but there are some that would rather have it on thier plate. Oblivion is corn on the cob, the act of eating it is part of the fun, whereas DA is corn on the plate... you get right to the corn and aren't trying to gnaw off portions of it. If the content is the same, then think of DA's content as more "concentrated" if that makes sense?
Both games are/will be fun, and I hope both zoned and open-ended worlds will continue to do well and prosper.
#20
Posté 24 octobre 2009 - 11:34
It's all about how they manage the loading. If they keep it as unintrusive as they can, having limited loading screens and short loading times, then it's not going to have much effect on gameplay. That's only something I can evaluate once I'm into the game, though.
#21
Posté 24 octobre 2009 - 11:49
about to have instances linked to "create" a bigger world...
personally it depends how it is done, is it like fallout 3 i'm all for it, but if is the usual climb the pass and you find a door to zone in a forest, cross the forest till a cave and you are in a desert... well imo is quite terrible, better to have a map and to select various areas of interest
i wonder if it will still be possible to do something as in ultima 5... ultima 5 was pretty smart, as the world was huge it was split in many smaller areas (ok nothing new about that), the interesting thing is that when you approached the border of an area it started to load the next area so it was possible to have an huge world whitout loading screens
something like that will be quite nice but, as said, not sure is still possible to do that efficently with the amount of data (and mem leaks
#22
Posté 24 octobre 2009 - 01:20
Srikandi715 wrote...
I'd been assuming that in this day and age, given the amount of memory that's available both on consoles and PCs, and advances in streaming technology, there's no reason to make a game which is organized into lil zones where you have to transition to a world map to travel between them.
Because doing so would be easy and not at all require a significant investment of time and resources.
#23
Posté 24 octobre 2009 - 03:01
#24
Posté 24 octobre 2009 - 03:10
#25
Posté 24 octobre 2009 - 03:25
Games like Oblivion and Fallout 3 have a large staff working with over 40-120 designers on their outdoor areas, while maybe a team of 4-12 writers. This is a huge difference and why the game can manage to build vast, great look outdoor areas, but when it comes to plot, it sort of falls apart. The game requires a lot of investment and in order to turn a profit at being sold for $50 a pop, the game cannot have too many designers working on it for the process of 3-4 years. If they do, they will no longer turn a profit, they will lose their investments and won't be able to eat.
Game Design is a delicate balance, and the Bioware team has had maybe, I dunno, 60-80 people working on it for a duration of 5 years? That's a long time and a lot of mouths to feed and they have way more writers than Bethesda has. They also have more voice-actor talents and more lines than Oblivion and Fallout 3 put together.
In the end, you have to consider they can only afford to feed so many area designers and thus we come to the custom imaginary unit called 'zots'. There simply isn't a good way to have both your open world desires, horses, a great story, 7 origins, unique armor appearances, 12 companions and various other things you want or that is in the game at the same time.
It's like wishing Jesus would give you a hug and then he turns the corner and says "Wish granted!"





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