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Why is Bioware so against open world or "sandbox" games?


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#26
Iwasdrunkbro

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astrallite wrote...

The most obvious answer is the engine can't handle it. If you notice all of Bioware's games are segmented into small maps. None of their previous engines have handled large areas well and the current engine is really just an progressive extension of Aurora.


Im curious now, which engine will TOR be using?

#27
upsettingshorts

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The most obvious answer is that it is antithetical to their priorities, namely - telling a story.

One could just as easily go to the Bethesda boards and ask why they're so against having a strong narrative.

They're basically different genres.

#28
Dr. wonderful

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VictorianTrash wrote...

Sure, let's go open-world for DA3. We can hi-jack horses, extort small businesses, pick-up Orlesian hookers or a random girlfriend we can entertain at the cabaret... this is sounding really familiar.

:mellow:


Tis, tis tis.

You do know there are Sandbox games where it Not Gta 4 or saints row right?


Image IPB

#29
Lukertin

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astrallite wrote...
The most obvious answer is the engine can't handle it. If you notice all of Bioware's games are segmented into small maps. None of their previous engines have handled large areas well and the current engine is really just an progressive extension of Aurora.

I hope at some point they sit down and make a new engine.  It's kind of disconcerting when I was playing DA2 and noticing how similar parts of the game are to Kotor

#30
astrallite

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Iwasdrunkbro wrote...

astrallite wrote...

The most obvious answer is the engine can't handle it. If you notice all of Bioware's games are segmented into small maps. None of their previous engines have handled large areas well and the current engine is really just an progressive extension of Aurora.


Im curious now, which engine will TOR be using?


Mass Effect series uses the Unreal engine, very efficient and runs well on even entry level machines.

SWTOR uses the HeroEngine, which was developed specifically for MMOs.

Both of these are 3rd party engines. The in-house engines Bioware has used have all suffered terribly when attempting to render far-distance. Even the fastest gaming computers these days sputter when you try to play any Aurora-derivative based game in a larger area.

The engine was just flawed from the beginning in 2001 and they've just sh!tstacked additional features onto it and continued to change the name but it has some serious fundamental flaws involving occlusion culling.

This basically describes the current state of Bioware's evolution of the Aurora engine:

Image IPB

Modifié par astrallite, 20 mars 2011 - 09:47 .


#31
Dr. Impossible

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Iwasdrunkbro wrote...

1: The world around you is dead.

The main reason why games like Oblivion do so well is because there is a living, breathing world that is open to the player from the moment the disc loads up. It keeps the game interesting and makes people want to actually go out and explore this virtual world to see just what it holds. Humans by our very nature are curious and that thirst needs to be sated to keep people entertained longer than what is permited or even designed by the developers.

Whether or not the world is dead depends on how dynamic or static it is. It has little to do with whether the game's overworld is seamless or not (in Oblivion, dungeons and settlements are not a seamless part of the overworld).

Rockstar doesnt have the writers that Bioware does (yes thats a compliment)... but nor should they! They have mastered their own little niche and really paved the way for games like Oblivion, Fallout 3 and New Vegas. How so?

GTA III was released in 2001. Elder Scrolls Arena and Daggerfall were released in 1994 and 1996.

GTA 3 was really the game that gave Rockstar the name that they have today. Its equal to what Doom is to Call of Duty when talking about an open world "sand box" game. Why was it so successful? Because it gave the player, really for the first time, the freedom to break off from the main story of a game and do whatever the heck they wanted.

No, there were plenty of games before that let you do that to varying degrees. Many of them make GTA III seem like a scripted corridor shooter in comparison.

2: There is NO Freedom!

Depends on the design, and not on whether the overworld is seamless or not.

We play Bioware games because of the seemingly endless outcomes that any one decision could have on the world around us. Bioware, much like Rockstar, has become masters of their niche. The dialogue system that they use is unique to them and a few other very poorly designed RPGs.

BioWare's games don't have "seemingly endless outcomes," and there is nothing unique about choosing responses from a list.

Regardless, the point is there is only so much FREEDOM that those choices can include. For instance, you have maybe 4 possible outcomes for any given dialogue yes? Well, what happens when the player has exhausted those 4 options (which many players do on a single play through by reloading saves)? In an open world he/she would go out and explore.. but if you're still using a system that doesnt allow that the game is basically done until DLC or mods are introduced.

What happens when the player has explored every area? And why exactly do you think exploration is impossible in a game where the overworld is not seamless?

#32
Iwasdrunkbro

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Dr. Impossible wrote...
GTA III was released in 2001. Elder Scrolls Arena and Daggerfall were released in 1994 and 1996.

No, there were plenty of games before that let you do that to varying degrees. Many of them make GTA III seem like a scripted corridor shooter in comparison.


Okay let me rephrase that. GTA 3 to the open world sandbox  is more like what Goldeneye was to the FPS.

#33
Dr. wonderful

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Iwasdrunkbro wrote...

Dr. Impossible wrote...
GTA III was released in 2001. Elder Scrolls Arena and Daggerfall were released in 1994 and 1996.

No, there were plenty of games before that let you do that to varying degrees. Many of them make GTA III seem like a scripted corridor shooter in comparison.


Okay let me rephrase that. GTA 3 to the open world sandbox  is more like what Goldeneye was to the FPS.

GTA 2 and GTA was Open world too.

#34
MistySun

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I have always said over and over again why dragon age 1, 2, 3 4 etc can't have an open world like Drakensang, Oblivion, The Witcher,  where you can break off from the main campaign and EXPLORE the world around you.
All you can do is go from one place to the next via a jump on the map when you should have the opportunity to walk from one place to the next and EXPLORE.
Surely even in Dragon Age times there were ruins, caves, dungeons etc...forests, mountains, rivers, lakes, that players could go to and EXPLORE.
IT MAKES THE GAME MORE FUN.
Yes?  

#35
Dr. Impossible

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Iwasdrunkbro wrote...

Okay let me rephrase that. GTA 3 to the open world sandbox  is more like what Goldeneye was to the FPS.

GTA III has no relation to the Elder Scrolls games or Fallout 3/New Vegas. And I don't know what you mean by your Golden Eye comparison.

#36
Dr. wonderful

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Dr. Impossible wrote...

Iwasdrunkbro wrote...

Okay let me rephrase that. GTA 3 to the open world sandbox  is more like what Goldeneye was to the FPS.

GTA III has no relation to the Elder Scrolls games or Fallout 3/New Vegas. And I don't know what you mean by your Golden Eye comparison.

she/he meant that it bought the FPS into the light.

#37
AkiKishi

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Bioware has always favoured a strong narrative over open exploration. BG II's chapter 2 is about as sanbox as it get for them.
It's easier to tell a story in a linear fashion, too much straying and it's quite easy to "lose the plot".
This happened to me in FFX. First time I quit after a couple of hours because I could not get into it (my first JRPG), the second time I got to the non linear bit and I just got overwhelmed by the non lineraty and number of side quests, hows that for ironic.
Sandbox games don't really need a story, it's like an optional feature in most cases. Bioware games, the story is generally the best part. The two don't really compliment each other.

#38
Goldfinger168

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Whether or not the world is dead depends on how dynamic or static it is. It has little to do with whether the game's overworld is seamless or not (in Oblivion, dungeons and settlements are not a seamless part of the overworld).

This really. Oblivion's world feels really dead and stagnant to me.

Open worlds really have little intrisic value and most of the time they're just not worth building an engine for.

#39
JamesMoriarty123

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In all fairness, Bioware games deliver a much stronger narrative than say, Oblivion. Bethesda make open world games, Bioware don't. It's a different style and I actually PREFER a non-open world. Sure it gives you the illusion of freedom, but open world doesn't really mean freedom.

In Oblivion most of the time I was so bored just walking around going into identical ruin after ruin until I went a picked back up the main storyline.

#40
Lukertin

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JamesMoriarty123 wrote...
In Oblivion most of the time I was so bored just walking around going into identical ruin after ruin until I went a picked back up the main storyline.

Did you get bored of closing identical oblivion gate after identical obvilion gate?

#41
Iwasdrunkbro

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Dr. Impossible wrote...

Iwasdrunkbro wrote...

Okay let me rephrase that. GTA 3 to the open world sandbox  is more like what Goldeneye was to the FPS.

GTA III has no relation to the Elder Scrolls games or Fallout 3/New Vegas. And I don't know what you mean by your Golden Eye comparison.


Doom and Wolfenstein are really the great grand daddys of the FPS but it wasnt really until Goldeneye that it was done the way that modern FPS are created. The multiplayer for one has been seen time and time over in modern FPS and its almost entirely directly taken from Goldeneye. So while Doom and the like really created the genre, Golden was the game to really give it its modern feel.

Now with this sub genre (that really can apply to any genre) of games with open worlds yes there were games before GTA 3 that really nailed that but it was that spark that Rockstar gave this sub genre with its release that really moved it into the more modern GTA 4 and Oblivion type games. Now its different though as opposed to how the FPS evolved with Goldeneye because the thing that GTA 3 really did was show people that this open world thing would be successful and it has been no matter which genre you apply it to.

Oblivion and GTA 3 have no direct ties other than they are both world games but its that spark that really lit the fire with GTA 3's release. Goldeneye on the other helped mold the entire FPS genre into its current nature.

#42
BeljoraDien

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MistySun wrote...

I have always said over and over again why dragon age 1, 2, 3 4 etc can't have an open world like Drakensang, Oblivion, The Witcher,  where you can break off from the main campaign and EXPLORE the world around you.


The Witcher had a lot of extra stuff you could do, but it wasn't 'open world' in the sense that I understand it. It used BioWare's Aurora engine even.

If we're meaning 'open world' to mean like in Baldur's Gate where you could basically go exploring the world, but that world was divided into sectors, I'm all for that.

#43
TwistedComplex

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Open world isn't as good for telling a story

Linear gives them more direction

#44
Iwasdrunkbro

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TwistedComplex wrote...

Open world isn't as good for telling a story

Linear gives them more direction


I simply cannot understand why throwing a bigger explorable world on top of an already great script makes the story any less than it would be. All you're doing is making the world larger. Nobody in this thread is asking to trade in the story for exploration.

#45
chinoyray

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IMO... all of the repetition and change of model for DA2 is because a 23GB PC game won't fit in a single DVD for the PS3 or Xbox 360.

Dragon Age: Origins (including all DLC) is 23.4GB
Dragon Age 2 is just 6.15GB

See what consoles can do for a good PC game?

It's all about the money and selling more copies.

Modifié par chinoyray, 20 mars 2011 - 10:09 .


#46
Dr. Impossible

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Iwasdrunkbro wrote...

Doom and Wolfenstein are really the great grand daddys of the FPS but it wasnt really until Goldeneye that it was done the way that modern FPS are created. The multiplayer for one has been seen time and time over in modern FPS and its almost entirely directly taken from Goldeneye. So while Doom and the like really created the genre, Golden was the game to really give it its modern feel.

Goldneye was not nearly as influential as Quake and Half-Life. Or even Halo.

Now with this sub genre (that really can apply to any genre) of games with open worlds yes there were games before GTA 3 that really nailed that but it was that spark that Rockstar gave this sub genre with its release that really moved it into the more modern GTA 4 and Oblivion type games.

Oblivion is simply a continuation of what Bethesda started in 1994. GTA has nothing to do with it.

#47
AkiKishi

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Iwasdrunkbro wrote...

TwistedComplex wrote...

Open world isn't as good for telling a story

Linear gives them more direction


I simply cannot understand why throwing a bigger explorable world on top of an already great script makes the story any less than it would be. All you're doing is making the world larger. Nobody in this thread is asking to trade in the story for exploration.


Try reading a book, then every 50 pages go read another book.

Or look up a few posts for what I said about FFX.

#48
AkiKishi

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chinoyray wrote...

IMO... all of the repetition and change of model for DA2 is because a 23GB PC game won't fit in a single DVD for the PS3 or Xbox 360.

Dragon Age: Origins (including all DLC) is 23.4GB
Dragon Age 2 is just 6.15GB

See what consoles can do for a good PC game?

It's all about the money and selling more copies.


Xbox, you have a point. PS3, do you know what the capacity of blu ray is ? Thought not .

At least get your facts right before you start "hating".

#49
Iwasdrunkbro

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Dr. Impossible wrote...
Goldneye was not nearly as influential as Quake and Half-Life. Or even Halo.


Quake would really be your only arguement here because it was released a year before Goldeneye (I believe). Again, that is purely an oppinion on which of the 2 had more influence. I would still argue Goldeneye. Half-Life and Halo were released after Goldeneye (again if memory serves correctly regarding to Half-Life).

Oblivion is simply a continuation of what Bethesda started in 1994. GTA has nothing to do with it.


Again, I understand that Oblivion and GTA have nothing in common aside from them both being open world games. But you really cant sit there and say that GTA 3, as big as it was at the time, had no impact on future sand box type games. Its impossible.

#50
TwistedComplex

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Iwasdrunkbro wrote...

TwistedComplex wrote...

Open world isn't as good for telling a story

Linear gives them more direction


I simply cannot understand why throwing a bigger explorable world on top of an already great script makes the story any less than it would be. All you're doing is making the world larger. Nobody in this thread is asking to trade in the story for exploration.


Because you spend more time making a massive world rather than expanding on the story

In an open world game, there's a very small chance that you will explore everything, in a linear game, the game developers know that chances are you will see most if not all content, and they can build the story around that