Why Is Kirkwall So Lifeless?
#101
Posté 17 février 2011 - 01:10
#102
Posté 17 février 2011 - 01:10
Yrkoon wrote...
You are expected to do nothing, least of all think.
I'm still offering you a Kleenex for your tears though.
Your the most annoying poster I've seen in a while.. gah..
Modifié par Revan312, 17 février 2011 - 01:11 .
#103
Posté 17 février 2011 - 01:11
You're just twisting my words. You know exactly what I mean.Yrkoon wrote...
Oh great idea there. Bring on the the mimes and the inanimate people things!Blacklash93 wrote...
It is not one or the other. The people on the streets don't need lines. If the engine can handle it, placing a non-interactive NPC in the environment shouldn't take much effort.
It works in AC and GTA. Obviously I don't expect the sheer number of NPC's here at all, but you know what I mean.
Modifié par Blacklash93, 17 février 2011 - 01:12 .
#104
Posté 17 février 2011 - 01:12
Wild speculation on something as of yet unknown (have you played the game?) should not be mistaken for "logic"Blacklash93 wrote...
I guess common logic isn't thinking isn't considered thinking now?Yrkoon wrote...
You are expected to do nothing, least of all think.Blacklash93 wrote...
Yes, a few of the backalley (regular) roads that make up Lowtown. Backalleys have stairs apparently that directly lead up to the front steps of a pub, too. What's supposed to make me think the other sections will be differrent?
Was it too much of a stretch to think that the "backalleys" of Lowtown are actually normal roads?
#105
Posté 17 février 2011 - 01:13
That's not logic?
Modifié par Blacklash93, 17 février 2011 - 01:14 .
#106
Posté 17 février 2011 - 01:15
#107
Guest_Capt. Obvious_*
Posté 17 février 2011 - 01:15
Guest_Capt. Obvious_*
Blacklash93 wrote...
You're just twisting my words. You know exactly what I mean.Yrkoon wrote...
Oh great idea there. Bring on the the mimes and the inanimate people things!Blacklash93 wrote...
It is not one or the other. The people on the streets don't need lines. If the engine can handle it, placing a non-interactive NPC in the environment shouldn't take much effort.
It works in AC and GTA. Obviously I don't expect the sheer number of NPC's here at all, but you know what I mean.
I agree. That's one of the reasons AC2 felt alive. If they didn't put that many people in Venice, I'd feel like nothing was going on.
#108
Posté 17 février 2011 - 01:15
Says who?Blacklash93 wrote...
Backalleys don't have stairs that lead to the front door of a pub.
They aren't. Not in the livestream they weren'tNor are they usually as wide open.
Eh? what shops did you see in the lowtown footage?Nor do they have shops lining them.
#109
Posté 17 février 2011 - 01:16
Blacklash93 wrote...
It works in AC and GTA. Obviously I don't expect the sheer number of NPC's here at all, but you know what I mean.
One of the reasons it works in AC is because that is a substantial part of their game engine. BioWare spends more time on things like dialogue or combat. You get trade-offs.
AC has a notion of a generic character that it loads on the fly as you get nearby. You can see them pop into existence if you are watching. And they disappear from existence when you get too far away. This is a major architectural difference from what BioWare does. This is not a change easily made.
#110
Posté 17 février 2011 - 01:19
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
Sincerely yours
Modifié par Blacklash93, 17 février 2011 - 01:22 .
#111
Posté 17 février 2011 - 01:21
#112
Posté 17 février 2011 - 01:22
Blacklash93 wrote...
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
And here I thought I was going to jump into another angry thread and fight to the death.
#113
Posté 17 février 2011 - 01:22
Slidell505 wrote...
Phoenixblight wrote...
Slidell505 wrote...
Phoenixblight wrote...
They can't exactly do that there are hardware and software restrictions to get the 30FPS. I honestly can't remember a game that had a city that was actually full of people. Hmmm
AC, GTA, RDR, Oblivion, Fallout, I could go on.
AC : I will give you that
GTA: it only seemed like a city because of the atmosphere but there actually wasn't a lot of npcs granted its a lot more Bioware games but still nothing to what a real city would seem like.
RDR: The cities weren't full of people but that was the point its the Wild West.
Fallout: Not really but its a post apocalyptic world.
As a previous poster had said its the engine most likely won't allow enough npcs to be around, it is 5+ years old. Hopefully DA3 uses a new engine. But even so none of Bioware games have had cities that seemed city like outside of cutscenes.
. Also yes, DA desperately needs an engine update. There's no reason DA2 should only look sligtly better than a game from six years ago.
Actually there is a reason 2 years is not enough time to create an entirely different engine. Its kinda why Rockstar spent 100 million dollars in the development of the engine used in GTA and RDR and it also is the reason why there was such a long period between the GTA on the last Gen systems and the newer systems.
#114
Posté 17 février 2011 - 01:23
RinpocheSchnozberry wrote...
Let's turn the question around. Why are real cities so full of people?
Because they're cities?
#115
Posté 17 février 2011 - 01:23
#116
Posté 17 février 2011 - 01:24
#117
Posté 17 février 2011 - 01:25
Blacklash93 wrote...
Dear Yrkoon:
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
Sincerely yours
You're gonna get butthurt over a discussion about whether or not there's enough static NPCs in a city in a video game? Alrighty then.
#118
Posté 17 février 2011 - 01:26
Blacklash93 wrote...
Dear Yrkoon:
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
Some people agree with you. Not to mention you showed considerable restraint in the face of an endless, rude tirade. I commend you sir!
DA2 will be a great game, but like the OP I think AC spoiled me so the cities might seem a bit lifeless. If they don't. more power to Bioware. I also think part of what made AC's NPC crowds so great is that they actually reacted to the player's "high profile" actions. Not that that would be applicable to DA2's gameplay.
My personal ideal would be a number of non-interactive NPCs that would add atmosphere, and well fleshed out interactive NPCs. I suspect Bioware doesn't have the former because their game engine isn't optimized for it and/or as a design choice they didn't want to include non-interactive characters of that type.
#119
Posté 17 février 2011 - 01:27
I realize the DA2 engine might not be able handle it, I'm just worried Kirkwall will end up feeling sterile. I don't want a ton of NPC's for the sake of it. I only want enough to make Kirkwall feel decently populated. I just want Kirkwall to feel authentic since most of the game will take place in it.
And I don't believe being aware of the tech limitations will make it excusable or ignorable, as in something that doesn't detract from the game.
Some people might not value what I do with videogame atmosphere, but I'm sure many others do. I made this topic to express that and maybe bring the issue to Bioware's attention, for whatever good it will do.
Modifié par Blacklash93, 17 février 2011 - 01:30 .
#120
Posté 17 février 2011 - 01:29
#121
Posté 17 février 2011 - 01:29
If it's any comfort to people, Denerim wasn't the best depiction of a city I've seen in a game, but it certainly wasn't lifeless.
#122
Posté 17 février 2011 - 01:30
Blacklash93 wrote...
Back to real discussion:
I realize the DA2 engine might not be able handle it, I'm just worried Kirkwall will end up feeling sterile. I don't want a ton of NPC's for the sake of it. I just want Kirkwall to feel authentic since most of the game will take place in it.
And I don't believe being aware of the tech limitations will make it excusable or ignorable, as in something that doesn't detract from the game.
Some people might not value what I do with videogame atmosphere, but I'm sure many others do. I made this topic to express that and maybe bring the issue to Bioware's attention, for whatever good it will do.
Well, you don't need a ton of NPCs for that. For instance, I thought the environment for Fallout 3 was great, not because of a lively town full of NPCs, but because of the ambient music playing in the background and the sound effects.
#123
Posté 17 février 2011 - 01:31
No, I'm finally moving on from that argument because I'm VERY tired of it.tiktac wrote...
Blacklash93 wrote...
Dear Yrkoon:
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
Sincerely yours
You're gonna get butthurt over a discussion about whether or not there's enough static NPCs in a city in a video game? Alrighty then.
#124
Posté 17 février 2011 - 01:37
JrayM16 wrote...
Blacklash93 wrote...
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
And here I thought I was going to jump into another angry thread and fight to the death.
Well now, I think you can still possibly look forward to a death-match. I'll provide sporks for the combatants - really BIG sporks!
#125
Posté 17 février 2011 - 01:41
AtreiyaN7 wrote...
JrayM16 wrote...
Blacklash93 wrote...
I give up. You win. This is going nowhere. I'm tired of explaining all this to you. I'm bored. Congratulations.
I'm sure you feel really good right now.
And here I thought I was going to jump into another angry thread and fight to the death.
Well now, I think you can still possibly look forward to a death-match. I'll provide sporks for the combatants - really BIG sporks!
Excellent.





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