tmp7704 wrote...
I think this distinction hinges on presumption that in the latter case the deadline is actually calculated reasonably based on the "game we want to make". As opposed to being set in manner which still forces cuts here and there.
Well, of course. This is precisely the issue I want to get at. Certainly if cuts are forced, the deadline is going to make the game worse. But the idea you raised was more interesting, i.e. to what extent does a deadline influence the pre-production. And I think how the deadline is handled affects that.
In any case, there seems to be currently increased focus from the main publishers on maximizing short-term profits through frequent releases of established franchises -- see Bobby Kotick's comments regarding that for the evidence. As such, i'd expect it to be more of the former than the latter.
That's Activision, though. EA seems much more strongly married to the idea of microtransactions.
Shorter is pretty much given with the remarks we got that place DA2 somewhere between DAO and Awakening. Keep on mind this is something that is viewed by some as "reduced content". But i also expect more cuts than that -- through breadth rather than just length. We see some glimpses of it like the lack of suitable dual-wield animation set for warriors being given as reason why that style was removed from the class altogether, no more melee combat allegedly with the same reasoning, etc. This can quite likely extend to other areas like amount of different zones and whatnot... so i'm setting my expectations bar pretty low in this regard..
I am aware that some people think DA:O was the right the right length . I happen to disagree.
I am also aware of the argument for dual-wield animations for warriors, though I personally favoured such cuts to the system, if Biowar was unwilling to switch to an entirely skill based system.
Like I said - I happen to thing there are low value resources that ought to be cut, i.e. multiple areas along a particular quest path (e.g. the deep roads) and what I find to be filler content (e.g. the endgame alienage).
As for the "main plot of DAO being basically none" ... well, that's bit disingenous, isnt it? Pretty much every main plot of large works can be dismissed in such manner if only one is willing to simplify it enough, and once you simplify it enough then everything can be "too long for so little of plot". Lord of the Rings is just two hobbits on a fetch quest, e.g. That it takes three books to wrap it up is quite outrageous.
No. The main plot, just like in ME2, was get the army ready to beat the Blight. After Ostagar, we could have had a 10 hour game, a 500 hour game, or a 40 hour game (by increasing the number of allies we added, the hoops we had to jump, etc.). The truth is, the content between Ostagar and the Final Battle at Denerim is 'worldbuilding flavour' and does not deeply develop the issue of the blight.
ETA:
Contrast this to Jade Empire. You can absolutely condence Tien's Landing. But you can't cut the Imperial City (prior to the Imperial Palace) and retain the same narrative structure. That's what I mean by areas being superflous to the plot or not.
I happen to actually agree about LoTR, as it turns out. This is the fundamental hierarchy that lots of western fantasy has worked under effectively its entire existence (that, as well as try to return the status quo) which I think are elements that ought to die in fire.
Modifié par In Exile, 15 janvier 2011 - 08:13 .





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