Dragon Age 2: Night and Day - Cool concept or cold shower?
#51
Posté 03 janvier 2011 - 10:34
#52
Posté 03 janvier 2011 - 10:35
AlanC9 wrote...
TheMadCat wrote...
That's was one of the things I loved about the Witcher and other games which have done it, the day/night cycle wasn't just a cosmetic function but actually had an impact on the game with certain creatures only spawning on certain cycles. Would love to see DA2 adapat that, just feels like it adds a bit more to the game and atmosphere.
DA2 is going to do that. Why bother with day and night versions unless some things only happen at night?
What does it do in DA2 that's more then cosmetic? Did I miss anything?
#53
Posté 03 janvier 2011 - 10:36
#54
Posté 03 janvier 2011 - 10:37
TheMadCat wrote...
What does it do in DA2 that's more then cosmetic? Did I miss anything?
Why on Earth do you think it would only be a cosmetic choice?
Some quests, some NPCs, and some objectives will only be available at night. The only difference is DA2 does not simulate the transition, like NPCs walking from their day spot to their night spot.
#55
Posté 03 janvier 2011 - 10:42
Upsettingshorts wrote...
TheMadCat wrote...
What does it do in DA2 that's more then cosmetic? Did I miss anything?
Why on Earth do you think it would only be a cosmetic choice?
Some quests, some NPCs, and some objectives will only be available at night. The only difference is DA2 does not simulate the transition, like NPCs walking from their day spot to their night spot.
Because the majority of games which have a cycle only have it their for cosmetic reasons, or in some cases have incredibly subtle effects on the enviorment such as people going to sleep and disappearing from the streets. I didn't see anything in the article that stated BioWare was going to make it more then cosmetic, just the arthor saying there is potential to take advantage of it.
Modifié par TheMadCat, 03 janvier 2011 - 10:43 .
#56
Posté 03 janvier 2011 - 10:43
TheMadCat wrote...
AlanC9 wrote...
TheMadCat wrote...
That's was one of the things I loved about the Witcher and other games which have done it, the day/night cycle wasn't just a cosmetic function but actually had an impact on the game with certain creatures only spawning on certain cycles. Would love to see DA2 adapat that, just feels like it adds a bit more to the game and atmosphere.
DA2 is going to do that. Why bother with day and night versions unless some things only happen at night?
What does it do in DA2 that's more then cosmetic? Did I miss anything?
Way back when, Gaider said that some things would only happen at night; therefore, several areas would have day and night versions, with which one you get being determined by why you were going to the area. I guess the toggle came later.
But even if he hadn't said that, this is a lot of disk space and QA. You really think Bio would have spent that much effort on day/night for pure cosmetics?
#57
Posté 03 janvier 2011 - 10:44
Upsettingshorts wrote...
TheMadCat wrote...
What does it do in DA2 that's more then cosmetic? Did I miss anything?
Why on Earth do you think it would only be a cosmetic choice?
Some quests, some NPCs, and some objectives will only be available at night. The only difference is DA2 does not simulate the transition, like NPCs walking from their day spot to their night spot.
How do you even know that? Did we read different articles?
I'm too am guessing it won't be purely cosmetic, but that doesn't mean I'm going to start spouting speculation as if it were fact.
#58
Posté 03 janvier 2011 - 10:46
AlanC9 wrote...
TheMadCat wrote...
AlanC9 wrote...
TheMadCat wrote...
That's was one of the things I loved about the Witcher and other games which have done it, the day/night cycle wasn't just a cosmetic function but actually had an impact on the game with certain creatures only spawning on certain cycles. Would love to see DA2 adapat that, just feels like it adds a bit more to the game and atmosphere.
DA2 is going to do that. Why bother with day and night versions unless some things only happen at night?
What does it do in DA2 that's more then cosmetic? Did I miss anything?
Way back when, Gaider said that some things would only happen at night; therefore, several areas would have day and night versions, with which one you get being determined by why you were going to the area. I guess the toggle came later.
But even if he hadn't said that, this is a lot of disk space and QA. You really think Bio would have spent that much effort on day/night for pure cosmetics?
Thank you, and again considering many developers have spent that much effort on implementing a full cycle for no reason other then cosmetics, yes,I do think it's incredibly reasonable to think BioWare may have done the same.
#59
Posté 03 janvier 2011 - 10:52
TheMadCat wrote...
Because the majority of games which have a cycle only have it their for cosmetic reasons, or in some cases have incredibly subtle effects on the enviorment such as people going to sleep and disappearing from the streets. I didn't see anything in the article that stated BioWare was going to make it more then cosmetic, just the arthor saying there is potential to take advantage of it.
Those games typically are using dynamic lighting. In DA you have to build the area twice, once per lighting condition. So it's a bunch more work, mostly QA. Edit: and a whole bunch more space since you're doubling the number of areas needed.
Modifié par AlanC9, 03 janvier 2011 - 11:17 .
#60
Posté 03 janvier 2011 - 11:01
AlanC9 wrote...
Those games typically are using dynamic lighting. In DA you have to build the area twice, once per lighting condition. So it's a bunch more work, mostly QA.
I don't know about that, not like they have to rebuild every area from scratch, just need to redo the lighting and sky boxes. Textures, models, any animations, etc can all just be copied over. Implementing a working dynamic lighting system that doesn't completely ruin performance ala NWN2 can be a bit of an effort, both timeconsuming in regards to QA.
#61
Posté 03 janvier 2011 - 11:32
Day and night versions of each area are completely separate. The static level art is obviously pretty similar with mostly just a lighting change, but everything interactive within those areas is different unless we chose to duplicate it. Generally speaking all merchants, NPCs and quests are only in one version or the other. Not all areas have day/night versions: it's mostly major areas within Kirkwall.
Modifié par DavidSims, 03 janvier 2011 - 11:32 .
#62
Posté 03 janvier 2011 - 11:35
#63
Posté 03 janvier 2011 - 11:37
#64
Posté 03 janvier 2011 - 11:38
Pitrus wrote...
I'm too am guessing it won't be purely cosmetic, but that doesn't mean I'm going to start spouting speculation as if it were fact.
It wasn't speculation - was just recalling dev comments from previous discussions. In any case, it was cleared up.
#65
Posté 03 janvier 2011 - 11:53
#66
Posté 03 janvier 2011 - 11:56
They basically thought it odd that the night versions of Kirkwall simply were abandoned with tons of gangs and thugs roaming the streets and no other NPCs, just hordes of grunts to kill.
Modifié par Brockololly, 04 janvier 2011 - 12:01 .
#67
Posté 04 janvier 2011 - 12:05
#68
Posté 04 janvier 2011 - 12:08
#69
Posté 04 janvier 2011 - 12:16
Sounds pretty much like Baldur's Gate 2.Brockololly wrote...
I don't know- a couple weeks ago when all the previews were being released, I think the author of the GameZone(?) preview posted some additional thoughts on NeoGAF and brought up how they thought that day/night button was rather hokey.
They basically thought it odd that the night versions of Kirkwall simply were abandoned with tons of gangs and thugs roaming the streets and no other NPCs, just hordes of grunts to kill.
#70
Posté 04 janvier 2011 - 12:24
#71
Posté 04 janvier 2011 - 12:52
I recall BG2's nights as "lots of enemies and not much else" too. Especially after you side with the Shadow Thieves and a zillion vampires suddenly want to kick your ass. Those fights were really hard because you were still low level.
From my (short) experience with the game, Kirkwall's nights didn't feel overrun with enemies, although I only really switched to night when I had a reason to. As I said in the article, I was getting a real sense that stories could evolve over time. Events that you trigger in one place and time (night or day) seem to trigger new events in other places and times. Some are explicit, some not. I'm guessing the writers will find ways to use this mechanic to get some clever storytelling going, over the course of the game. And, to me, it functioned as a surprising return to "sandbox" style gameplay.
Also, despite the day/night cycle in BG2, the actual change between area was pretty abrupt too, from memory. Wasn't there, like, suddenly a cutscene of the sun rising or setting and then the area changed instantly from day to night? So, suddenly there was a guard on the door in the slums, or whatever. The progression of time in BG2 probably, thus, didn't really do much. Although, followers did leave after a number of days if you weren't completing their quests.
DavidSims wrote...
To be clear, the only day night "toggle" is on the world map, where you choose which version of the zone you wish to travel to. You're not standing around in the middle of a zone, hitting a button and *bam* now it's night.
Yes. My apologies. I probably could have worded that better. "..it is now known that Dragon Age II features a day/night toggle, accessible from Kirkwall’s city map, [as you move between locations]."
To me, even toggling while travelling feels very abrupt, though. There's a little girl inside of me who chucks a tantrum every time RPG mechanics evolve, even a hair. She probably needs a hug. Or a time out.
Edit: @MadCat Also. While I was struck by how this day/night toggle affects immersion and "open world" style gameplay, I didn't really think about day/night as "cosmetic", in this context. (Because it was immediately obvious that it wasn't just cosmetic, I guess.) Continuing with the BG2 comparison, the D'Arnise Keep quest was one that could be done exactly (?) the same whether it was night or day. Same enemies, same trolls, same objective, same everything except for dark/light lighting in the keep's exterior. That's what you mean by cosmetic, right? Kirkwall's day and night do appear to be radically different; different people, different quests etc.
You know what my inner grumpy little gamer girl also needs for immersion? A backpack crammed with food. Hunger pains every time you toggle back to morning, please, with penalties to health and stamina. Oh, and does Kirkwall have public toilets or do you have to go back to your house?
Modifié par Firky, 04 janvier 2011 - 01:24 .
#72
Posté 04 janvier 2011 - 01:15
#73
Posté 04 janvier 2011 - 01:31
#74
Posté 04 janvier 2011 - 01:34
DavidSims wrote...
To be clear, the only day night "toggle" is on the world map, where you choose which version of the zone you wish to travel to. You're not standing around in the middle of a zone, hitting a button and *bam* now it's night.
Day and night versions of each area are completely separate. The static level art is obviously pretty similar with mostly just a lighting change, but everything interactive within those areas is different unless we chose to duplicate it. Generally speaking all merchants, NPCs and quests are only in one version or the other. Not all areas have day/night versions: it's mostly major areas within Kirkwall.
Sounds fantastic to me. Barring any major hiccups, this is a feature I'd love to see in future Bioware games. Your worlds are pretty great, but the static day/night/weather gets err...a bit tiresome, to put it respectfully.
Modifié par marshalleck, 04 janvier 2011 - 01:41 .
#75
Posté 04 janvier 2011 - 01:53





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