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Dragon Age 2: Night and Day - Cool concept or cold shower?


133 réponses à ce sujet

#101
AlanC9

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In Exile wrote...

I can see why Bioware has gone this route if they feature Kirkwall often; but personally I would rather day or night trigger only when a particular quest requires it.


That wouldn't work well if quest timing is optional. If the next quest I have in an area happens at night, it's impossible to go there in the daytime even if I don't want to do that quest now, or ever.

#102
Maria Caliban

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It's an excellent little feature.

I imagine the average player will use it without thinking about the amount of difficulty/effort a day and night toggle presents in an engine where you need different areas to represent different times of day.

Perhaps in DA 3, day/night toggle will replace origins as the number one kitten punter on the forums.

Ziggeh wrote...

I'm much rather wait in real time.


Hardcore, man. Hardcore.

Modifié par Maria Caliban, 04 janvier 2011 - 08:11 .


#103
Renessa

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lostspline wrote...

I don't mind the toggle in a more narrative RPG like this one.  But, I would hate it in a more simulation RPG like FO or TES.

In my view, a narrative game has the features required for the story whereas a simulation game has the features needed to simulate the world.  In a game like DAO, most houses cannot be entered because the house is not involved in the story . In a game like Oblivion, most houses can be entered because the house exists in the world.


This.

I remember in The Witcher I rather liked the different atmosphere between day and night: Empty streets at night, more lightskirts and cutthroats about etc. On the other hand very often I was just resting with Geralt to skip to a certain timed event, which was boring. Bioware seems to try to find a compromise. Let's see how it works.

#104
Wyndham711

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Sounds like a very nice feature. I've never enjoyed simulated time in basically any game, but I do enjoy the variety that it brings. I've just always wanted the change to be within my control. And now I'm going to get that. Great! :)

#105
blothulfur

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Makes more sense than camping out in the street to sleep for eight hours while passersby tut furiously and exclaim "bloody adventurers think they own the place".

#106
Loc'n'lol

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An excellent decision, IMO. The best of both worlds, and easier to work with as well.

#107
Alexia89

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I dont find pressing wait and having your character stand starring at a wall for 12 hours straight gives more immersion.



Toggle sounds good.

#108
Amfortas

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I think it's a good decision, after all you get twice the content for each location. I would have preferred something like resting in bed to make the time skip though, something a bit more natural than a toggle.

I just hope we don't have to constantly use it.

#109
hexaligned

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It's not going to bother me or ruin my immersion, I assume it's going to be used for certain sidequests, maybe even parts of the story line, but it's essentially the same thing as "camping" which isn't a mechanic I'm unfamiliar with or anything.

#110
Seb Hanlon

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We do, as a matter of fact, support waiting for day/night to transition if you're really committed to the delay. After completing some quests in the daytime, look at your watch (out of game) and make a note of the time. Wait for 12 hours, then resume playing the game -- it is now appropriate to switch the game to Night. Repeat as required.

However, due to packaging constraints, we are unable to include a pocket watch with the game, so you'll have to supply your own.

:innocent:

edit: clbuttic.

Modifié par Seb Hanlon, 04 janvier 2011 - 09:01 .


#111
YoziMaiden

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Seb Hanlon wrote...
pocke****ch


Wow that profanity filter is sensitive.

#112
berelinde

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Seb Hanlon wrote...

We do, as a matter of fact, support waiting for day/night to transition if you're really committed to the delay. After completing some quests in the daytime, look at your watch (out of game) and make a note of the time. Wait for 12 hours, then resume playing the game -- it is now appropriate to switch the game to Night. Repeat as required.

However, due to packaging constraints, we are unable to include a pocke****ch with the game, so you'll have to supply your own.

:innocent:

Forgive the irrelevence of my reply. I just wanted to say that this post gave me giggle fits that lasted more than 2 minutes.

IMO, having the ability to see an area in daytime and nighttime does add to the immersion factor of the game, even if I'm the one deciding that it's time for it to get dark. If it were only a cosmetic issue, it wouldn't matter as much, but I like the fact that the areas are different during different times of the day: different NPCs wandering around, different situations going on, etc.

Plus, it's nice to see the area graphics under different lighting conditions. I did like the camp ambience, but it would have been better to arrive in daylight every once in a while.

Modifié par berelinde, 04 janvier 2011 - 08:16 .


#113
Follow Me on Twitter

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Atakuma wrote...

JrayM16 wrote...

I think it sounds good. Since Bioware game worlds are largely static without player interaction I think it sounds good.

That is my Major issue with Bioware. Their worlds are already so static and mechanical,  a day/night toggle would only serve to decrease what little immersion I had.


Agree with this, still its nice they atleast gave us the feature i suppose. For those that feel like wandering around stealing and pretending they are some illusive bandit.

#114
SandyWB

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I think a day/night toggle is a good thing. I'm really looking forward to seeing Kirkwall in both daylight and moonlight so to speak. Should really add to the mood of the game's various parts.

Obviously, the day we get RPG games like DA2 but with full day/night cycles, and even different weather or seasons the universe will implode because of the sheer awesomeness. Can you imagine walking through Kirkwall in deep snow at one part of the game, in a heavy summer rain at night in another, and watching the city glow at an autumn sunrise in a third. That would be heaven.

#115
druplesnubb

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Ok, I'm trying to see how anyone could possibly think this is bad but I seriously can't come up with anything. Seriously, why are people somehow claiming that being able to walk around in Kirkwall at both night and day REMOVES immersion?

#116
DTKT

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Here is something that I dont understand.



Is there an automatic time transition? As in, time flows freely as you travel around? Or is the "night" state only available through the toggle?

#117
AlexJK

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Seb Hanlon wrote...

... pocke****ch ...


Took me a few seconds of staring to figure out what that was! Clbuttic.

Modifié par AlexJK, 04 janvier 2011 - 08:25 .


#118
Firky

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Seb Hanlon wrote...

However, due to packaging constraints, we are unable to include a pocke****ch with the game, so you'll have to supply your own.

:innocent:


Haha. Swear filter. The only time I've ever heard anyone actually use that word is Lister on Red Dwarf.

I was about to post that at least there is a cloth map to stroke lovingly against one's face (because there was one with the Origins Collector's Edition?) but I googled the Signature Edition and there isn't? Is there a DAII Collector's Edition coming later?

#119
ZerbanDaGreat1

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Wow, what a petty thing to complain over. It seems that with modern RPGs the slightest change that improves gameplay gives 'oldschool' gamers a free pass to whine.

#120
Aldandil

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Firky wrote...

Well, if you tend to tackle one quest at a time, there may be occassions when you go could quite rapidly day, night, day, night, within Kirkwall, instead of tackling other things at your current location "while its still day" as a player might have done in BG2. That's speculation on my part, though.

Well, you could do that in BG2 too. When I got a quest that required coming back at night, I went to an inn and rested. It's pretty much the same thing, but in DAII, I get to make an area transition instead. To me, the difference is irrelevant, since the area transition could very well mean that I go and hang out in my house for a while.

#121
Atakuma

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ZerbanDaGreat1 wrote...

Wow, what a petty thing to complain over. It seems that with modern RPGs the slightest change that improves gameplay gives 'oldschool' gamers a free pass to whine.


Whether it improves gameplay or not is subjective.

#122
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Doesn't hurt gameplay as well, so whats the point of whining about an extra feature?

#123
Atakuma

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Follow Me on Twitter wrote...

Doesn't hurt gameplay as well, so whats the point of whining about an extra feature?

It isn't an extra feature, It's most likely  a requirement to complete (or access) certain quests or even main story segments. Otherwise there wouldn't be much reason to include it.

#124
errant_knight

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I'm not sure I understand. Is there a change in lighting that occurs over time when the toggle is switched to on, or is this more of a 'in my gameplay it is now night--click, lights off?' It doesn't really matter in that any extension of roleplay options is a good thing, in my book, but I'd personally prefer that if the toggle is on, the light changes without further input from me. More natural, you know?

In any case, I don't really understand objections. It's not like you have to use it if you don't want to.

Modifié par errant_knight, 04 janvier 2011 - 09:10 .


#125
Atakuma

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Edit: Snoteye's post was better

Modifié par Atakuma, 04 janvier 2011 - 09:07 .