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Do copied dungeons/locations completely ruin immersion for you?


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#51
MerlinJ120

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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 an issue,and it does impact the immersion, but it doesn't ruin the game. Look, half of the posters here are trolls, some are just ranting kids and the others wanted a clone of DA:O.

It has it's issues but it's still an enjoyabe game, that could have been great if it wasn't rushed out the door. DO NOT let these forums ruin your enjoyment of it. DA:0 was the best game I ever played, but this is still a good game that with some TLC with patching and DLC/mods can be very good.

Modifié par MerlinJ120, 21 mars 2011 - 06:39 .


#52
Salaciouschicken

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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.

There literally are about 4 dungeons that repeat throughout the entire length of the game about 10 times each. Even plot important missions will use the same dungeon that you've seen dozens of times before. This is pathetic on part of Bioware.

#53
UltimoCrofto

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They ruin it for me it it's relentless and done out of pure laziness. Of course, we'd all prefer dungeons, interiors, and exteriors designed and crafted individually by developers, to maintain atmosphere and keep variation going. However, I can accept that level of attention takes a lot of time, so am willing to see developers make use of copy & paste or back-tracking now and again, but to do it as the basis for most of the game is wrong.

Of course, having a healthy development cycle usually means you don't need to cut corners so much. ;o)

#54
Aumata

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Yeah it is immersion breaking. I got sick of seeing the same dungeon that when I got to the second act and did Bow boy quest, I got caught off guard by the layout in the dungeon then I saw the map and realize that it was the same map with different paint of coat. Which is a shame because I only notice it cause I did the same dungeon a million times.

Actually it is one of the biggest gripes with the game, that and Kirkwall doesn't feel like a city for only having so few areas.  It is a city state, you can have towns and other areas surrounding Kirkwall.  I really don't see how you could have screwed that up.  Could have literally been like DA:O maps only in a smaller area with a lot of differences, and that cause as a country you really only visted a few places in Ferelden, DA2 could have easily reach if not beaten the map places.  Rush game is a rush game.

Modifié par Aumata, 21 mars 2011 - 06:47 .


#55
gonzalovm

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yes

#56
JamieCOTC

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There were times when it bothered me ... a lot, mostly when playing outside the main city. I liked the city itself, but when the sewer looks exactly like the area above it, the game does break immersion. The repetitive nature of the maps also give the game a "cheap" appearance, making the game look more like an expansion than an all out sequel.

#57
Leanansidhe

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Nope. I play BioWare games for the story, not the stupid maps. People seriously need to get a grip. If something so minor ruins your "immersion," than driving down the same street every day to go to work must drive you mad.

Modifié par SKRemaks, 21 mars 2011 - 06:59 .


#58
Rawgrim

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It didn`t too much when I first played the game, but when I re-play it its deffinatly ruining things.

#59
MonkeyLungs

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If you expect varied maps and well constructed plausible gameworld you need to get a grip!

Oh yeah and the maps in games are 'stupid'.

I thnk Bioware really should just start making interactive machinima 'films'.

#60
Heinrich843

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SKRemaks wrote...

Nope. I play BioWare games for the story, not the stupid maps. People seriously need to get a grip. If something so minor ruins your "immersion," than driving down the same street every day to go to work must drive you mad.


Side quests shouldn't be a drive to work.

OT:

Sort of. The sheer lack of meaningful dialogue between companions or lack of plausibility of a lot of it left me quite aware that I was watching a video game movie. The reuse of dungeons was just another drop in the bucket.

Maybe they should let us pick up any bodies we killed after years, and give them to some random for a sovereign.

#61
Edli

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SKRemaks wrote...

Nope. I play BioWare games for the story, not the stupid maps. People seriously need to get a grip. If something so minor ruins your "immersion," than driving down the same street every day to go to work must drive you mad.


How is that minor? You may play it only for the story but believe it or not there are those who like combat and exploration too. Plus don't you think that immersion plays a big role in the story part?

#62
TJSolo

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I am one of the odd players that like exploring, loot, and customization alongside the story.
Yeah I know I am in for a short ride because a large(not minor) chunk of mechanics that I like are for reason being fazed out of BW games.

#63
Cyocide

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I really love the game... but I had to put it down.

Partially due to bugs, the Isabella thing is absolutely unreal and has me living in perpetual fear. Also, between the same places over and over, Bioware's (still strange, albeit improved) autosave system and the 6+ enemies simply *appearing* on a regular basis, I just can't take it.

A good example of the above is in the Deep Roads, that area where you kind of have to zig-zag through as you get closer to the Ogre, if you hold your ground right when you spot enemies you pretty much get spawned on. It happens again 5 minutes later near that door that won't open cuz its gonna be used on a "different" map. Its survivable of course, but its so surreal, because the first game at least had those animations to show 'em come from the ground or whatever.

It absolutely excels in dialogue and the little touches. The combat on Nightmare can be satisfying and visceral when it all comes together. The game does so much to pull me in with a personal story but then just drops the ball and passes out on areas that Bioware normally only stumble at worst. Its still a good game, it just had so much more potential with perhaps a little more time.

Don't get me wrong, when a patch is released that addresses some of the bugs, I fully intend to finish where I left off, it's just hard to keep going as it stands. Tycho hit it right on the head today with "Dragon Age 2 is clearly the middle child".

Despite that, however, I look forward to eventually completing it.

#64
Niarviel

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I can understand if they looked similar, but all the caves look EXACTLY alike. I can imagine going to the same cave location as never changing but i think all those caves should look different from one another.

I can understand the houses looking the same it is a city after all but the sewers should be similar not exactly the same. And maybe more sewer like...they feel like dungeons rather than sewers, which is...good i guess?

#65
Freeway911

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I hated the recycled maps. I can understand having to do something in Low Town or something like that the map being the same. But going through the same door over and over being told it is different or going through a different door and finding the same layout constantly was insane. The sad thing is the only map they should have recycled they didn't but since this is in a no spoiler zone I have to keep that one to myself.

#66
Alex Kershaw

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Yeah - a major issue but unfortunately not the only major issue

#67
KnightCommander

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Copied maps was the most frustrating and biggest letdown for me for this game..

#68
DJBare

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SKRemaks wrote...

Nope. I play BioWare games for the story, not the stupid maps. People seriously need to get a grip. If something so minor ruins your "immersion," than driving down the same street every day to go to work must drive you mad.

Good for you!, I play the games for both, I can only speak for myself when I say it's not a minor thing to see the exact same cave a dozen times over, oh yeah and a copy of Hawkes first home used for a quest, they did not even move the box that was sitting left of the door as you entered, the table was also in the exact same place, the only thing that was missing was gamlin <_<

Modifié par DJBare, 21 mars 2011 - 08:15 .


#69
rubydog1

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Going by how long my butt was glued to my seat for hours while playing DA2 this past weekend, no, it didn't seem to bother me a whole lot.

#70
Korusus

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It should only bother you if the knowledge that the cave that was "built by smugglers", and the cave filled with ancient spiders, and the mine with the workers all look exactly the same.  Or if it bothers you that a sewer looks like the warehouses which also look like an entire district of Kirkwall which is also the same as the one and only tavern.  It will only hurt immersion if you recognize that the mansions look like the palace which looks like the chantry which looks like the brothel.  Or that the Fade is just a normal another area copy-pasted which is itself a copy-paste filmed with a foggy lense. 

And it should only hurt immersion if you don't mind the same parts of those dungeons are always where the enemies will spawn...always...without exception.  And that you will have to fight wave...after wave...after wave...after wave of mostly the same 4 sets of enemies (mercenaries, undead, spiders, fade demons) over...and over...and over again.

#71
RPGamer13

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What is this word you speak of? I cannot even type the word because I don't know what it means and don't believe in what people want you to think it means.

It is just boring to go through the same layout over and over and over again.

What they should have done: blocked off more areas that open up later in the game and lead to a map or area of the map you haven't gone through before.

#72
Nathan Redgrave

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Houses and other man-made structures with similar layouts are fine--to be expected in the real world, actually. Multiple caves and caverns, or other natural formations, that happen to have the same exact layout? Now that's just stupid.

#73
Anubisan

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I have enjoyed DA2, but the constant re-use of maps definitely damaged the immersion for me. I can understand using the same map for a cave twice when it is the same cave, but I think using the same cave map for multiple (supposedly different) caves was really a poor choice on Bioware's part. And this was done with multiple maps throughout the game...

Additionally, I can't remember playing a Bioware game with this many loading screens... it felt like most of the game took place on the very small world map and waiting for the game to load the zones. The zones themselves were also extremely narrow and it is really impossible to just wander off in any direction (other than the one we are intended to follow) or explore much of anything.

The game left me with the distinct feeling that Bioware just really didn't put as much effort into this game... which is really heart-breaking for me considering the fact that Bioware is my favorite game company.

Modifié par Anubisan, 21 mars 2011 - 09:07 .


#74
MingWolf

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I can live with going through the same corridors and hallways once or twice. However, going through them 10 or more times completely breaks any immersion whatsoever. Always seeing the same corners... the same flight of stairs, the same rafters.... Okay, I know the first Mass Effect did this, but it felt a little different then. I prefer to have a little bit of exploration in an RPG like Dragon Age. I think why it never bothered me in Mass Effect was because they kept it at a smaller scale, with less story actually taking place in these repeated areas. That, and you can fill that exploration fancy by driving around in the Mako.  The Citadel, and some of the core quest areas are fleshed out uniquely as well.

I prefer being able to explore in an RPG adventure type game. Maybe thats just me. I would much rather have tilesets than recycled dungeons using the same art.

Modifié par MingWolf, 21 mars 2011 - 09:10 .


#75
Nathan Redgrave

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DJBare wrote...

oh yeah and a copy of Hawkes first home used for a quest, they did not even move the box that was sitting left of the door as you entered, the table was also in the exact same place, the only thing that was missing was gamlin <_<


Stock hovels are actually quite realistic; the issue of the table and box being unchanged, less so. On my own street, most of the houses are the same model as my own, and the only reason they're different from mine is 'cause my father added a lot to our second floor (formerly an attic) and knocked out the wall that used to seperate our dining room from our computer room.

Places like the Blooming Rose and the Harriman Estate handle this better--same building layout, but with differences in atmosphere and such. Feels less cheap and more realistic.

Modifié par Nathan Redgrave, 22 mars 2011 - 09:51 .