Do copied dungeons/locations completely ruin immersion for you?
#26
Posté 21 mars 2011 - 05:07
#27
Posté 21 mars 2011 - 05:07
#28
Posté 21 mars 2011 - 05:07
#29
Posté 21 mars 2011 - 05:08
#30
Posté 21 mars 2011 - 05:09
#31
Posté 21 mars 2011 - 05:09
#32
Posté 21 mars 2011 - 05:10
Filament wrote...
senjeny wrote...
How many time does this 'repeat' dungeons happen though?
There's only one dungeon map for the entire game.
When you enter a "new dungeon", some rooms and passages are accessible while others are sealed. Maybe dungeon "A" consists of rooms 1-2-3-4 and dungeon "B" consists of rooms 3-4-5-6.
Yep, it's that bad.
That's not true, there are several dungeon maps. Though it is true that one of the things they do to make the recycled maps "different" is to block off passages with big grey blocks, without even bothering to remove those blocked passages from the map. It's a bit obnoxious.
There's three Kirkwall cave maps you either enter the Tal Vasoth cave map, the Charade map, or the Nexus golem cave map. The changes are just where you enter and what doors will or won't work.
#33
Guest_Puddi III_*
Posté 21 mars 2011 - 05:10
Guest_Puddi III_*
Insom wrote...
Filament wrote...
Well it's no worse than ME1's really, unless you feel ME1's copypasting is justified by the setting.
I didn't find it nearly as bad in ME1. The quests on those planets were mostly throwaway quests anyway.
Well I was just thinking about the volume of recycled content when I posted that. Though it may be true that in terms of ratio, ME1 was better, since ME1 had a lot of unique areas as well (and the recycled stuff was indeed just throwaway sidequests), whereas in DA2 everything takes place in these same recycled areas.
#34
Posté 21 mars 2011 - 05:11
Cuthlan wrote...
While I'm not exactly a fan of it, it doesn't bother me much. Hasn't bothered me in any of their multiple previous games where they've done the same thing.
It's true. This is a recurring thing. My complaint is that for the first few hours I thought DA2 was going to be a great title. On par with ME. But then, as the hours piled up I began to notice the many flaws. The first one (which helped draw my attention to the others) was the repetition of areas.
#35
Posté 21 mars 2011 - 05:13
No the reuse didn't ruin game immersion for me. I was more interested in the storyline and combat than the actual reuse of dungeons. Yes I do think they could have done better with the whole reuse dungeons thing but it wasn't a game breaker for me.
#36
Posté 21 mars 2011 - 05:15
#37
Posté 21 mars 2011 - 05:15
Modifié par Matchy Pointy, 21 mars 2011 - 05:16 .
#38
Posté 21 mars 2011 - 05:19
Winter sounds wrote...
Sounds like a let down. How many time does this 'repeat' dungeons happen though? Hate to compare, but compared to the Mass Effect 1 repeat facilities on planets. For those who haven't played I'm sorry, really appreciate the feedback so please keep it coming.
Damn, don't know how I'm supposed to enjoy this, what were they thinking. Will be good to get a rough on how many times we're talking.
It's kind of the same. You have one big area Kirkwall, like you had the Citadel in ME1, some generic dungeons (not just one, maybe 3), and some special areas/dungeons for important encounters and boss fights.
It's the biggest flaw of the game, but not that catastrophic.
#39
Posté 21 mars 2011 - 05:21
RenownedRyan wrote...
It's a problem to be sure. One that seems to echo across the vast majority of RPG's. In order for side quests to be entertaining and worthwhile, some variation HAS to be implemented.
Which RPG's? I have a decent collection from this gen and have played alot more from the past. I can't think of alot of flat out re-using of the same areas over and over. I'm going to list action rpg's as well because I feel it's relevant.
ME1 - Yes
DA:O - No
ME2 - No
Oblivion - No
Fallout 3 - No
NV - No
Risen - No
Too Human - No
Sacred 2 - No
Borderlands - No
Torchlight - Same-ish tilesets but randomly generated layouts.
D2 - No
DIV2 - No
AP - No
Two Worlds - Alot of the caves were same-ish but massive open world above ground.
Two Worlds 2 - No, even all the dungeons have their own layout.
This just off the top of my head that i rattled off in minutes. In no way is it a comprehensive list. I want to know what other RPG's from this generation of games re-use the EXACT SAME maps over and over.
#40
Posté 21 mars 2011 - 05:25
you have your half dozen zones in kirkwall... then you have the night time version.
and you have to explore both thoroughly in act 1, act 2, and act 3.... but they never really change, its just new enemies and things to loot added to the same city youve already explored multiple times before.
that is really annoying.
out of anything in the game i found overly re-used and done to death it was the city of kirkwall.
the caves and dungeons and things are fine. yes many areas are re-used but usually you will hardly notice because the are using different sections of the huge maps and blocking areas off and so on... so while you might technically be in the same cave it doesnt really seem like it.
however exploring kirkwall 6 separate times is a bit over bearing.
#41
Posté 21 mars 2011 - 05:36
#42
Posté 21 mars 2011 - 05:36
DA2 drags it out quite a bit.
While previous Bioware titles have recycled, I never paid too much attention to it due to only spending an incredibly short amount of time in them compared to DA2. Don't mind spending a couple of minutes in a recycled area to do what I need to do, but when it gets dragged out to 10-20min or more at a time it gets really annoying, especially considering how much time Hawke spends there. Forget Kirkwall, become Champion of the Cave.
@zsom while Citadel and Kirkwall is comparable to a certain extent, ME1 also had a decent amount of new area presented such as Feros, Therum, Noveria, Virmire to help keep it fresh.
DA2= Kirkwall Day, Kirkwall Night, Cave, Underground.
#43
Posté 21 mars 2011 - 05:38
#44
Posté 21 mars 2011 - 05:40
#45
Posté 21 mars 2011 - 05:42
Smertnik wrote...
Not really, I got used to it. At least they're nice to look at and not completely bland like in DA:O.
People can convince themselves of anything.
#46
Posté 21 mars 2011 - 05:50
Err... that is not exactly the truth now... is it. You kind of forgot the deep roads, Sundermount and the wounded coast. These were unique areas just like the main quest planets in ME1. And then you had the generic dungeons: cave, coast, mansion, ruin. And all of them were unique, not like in ME1 where you had the mine and the small building with/without upper level and rooms in the back,and the big building with no upper level, but more rooms in the back to the right.
The number of areas in DA II is not an issue, but the reused areas really look the same. To the last pixel. And it doesn't help that some parts are blocked sometimes.
#47
Posté 21 mars 2011 - 05:52
At first, the repetition in the environments did not seem so bad. However, I am 45 hours in and still going through the same 5 areas I was going through in the beginning. Its one of the worst aspects of the game that most will agree is a huge problem.
#48
Posté 21 mars 2011 - 06:05
BobSmith101 wrote...
InvaderErl wrote...
I didn't like it in Mass Effect 1 and I didn't like it here. I suppose DA2 was a slight improvement in that they at least switched up the layout but yeah... wasn't digging them.
Same. It's worse here because the game takes place over such a small area anyway. At least in ME the plot planets were unique.
Agreed.
#49
Posté 21 mars 2011 - 06:21
MonkeyLungs wrote...
In my opinion Bioware haven't been very good at level design since they moved into 3D (a few dungeons notwithstanding). I'm not sure if it some core design philosophy or if they just hire really bad level designers but none of their 3D games has had such great level design.
the team that made awakening delivered some superb levels. i like every single one. the lighting and the overall mood was very good and felt unique. in da2 there're only 2 places i can remember - the demon's cave on top of sundermount and bonepit's ground. the rest was rather meh and boring...
Modifié par -Semper-, 21 mars 2011 - 06:21 .
#50
Posté 21 mars 2011 - 06:33
-Semper- wrote...
MonkeyLungs wrote...
In my opinion Bioware haven't been very good at level design since they moved into 3D (a few dungeons notwithstanding). I'm not sure if it some core design philosophy or if they just hire really bad level designers but none of their 3D games has had such great level design.
the team that made awakening delivered some superb levels. i like every single one. the lighting and the overall mood was very good and felt unique. in da2 there're only 2 places i can remember - the demon's cave on top of sundermount and bonepit's ground. the rest was rather meh and boring...
the bone pit ground? rly its just a circle with an horizon.





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