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Do copied dungeons/locations completely ruin immersion for you?


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#76
AkiKishi

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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.


Your looking at it wrong. It's like driving down the same street making a turn and then finding youself in the same street again, only from another entrance.

#77
conan.cimmerian99

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The repeated dungeon was definitely a great disappointment, and for me that is what really holds DA2 back.

#78
Sacred_Fantasy

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Copied dungeons/locations feel tiresome after 3 or 4 times. But that's not completely ruin my immersion. What completely ruin my immersion are the way the camera switch to third person view every time Hawke talks just to tell me that I need to take out both my eyes to look at my own face every time I talk instead of paying attention to whom I speak to, the non logical story of apostate Hawke where no person in Kirkwall seem to bother about his magic even if he uses blood magic  despite every other apostates fear the templars, the frustration not be able to talk with my companions on street where we have nothing to do and looking at their damn boring cloth over and over for 10 sodding years ( except Aveline ) despite the fact I have tons of unused gears, the silly ending of First Enchanter Orsino and lastly, zero choices to shape different path and endings ( I can sacrifice my Warden, why can't I sacrifice Hawke too? Dragon Age isn't about the characters after all. ).

#79
senjeny

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Korusus wrote...

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.


This.

#80
Tripedius

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Yep, makes a solid 7-8 into a 3-4. That and the generic enemies, loot and things like the same texture for low and dark town. I see the potential in DA2 but they pushed it out to soon.

#81
Maconbar

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Copy/pasted areas impacted but didn't ruin immersion for me.

#82
Wynne

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WoahitsMuna wrote...

YES. Don't get me wrong, i liked DA2 very much, but the copy and paste scenery really made the entire game seem rushed and cheaply done. You get to know the layout for almost every dungeon and cave about 1/3 of the way into the game. And really getting into the world is difficult because how much sense does it make that everything in your world looks exactly the same? It really screams "THIS IS A VIDEO GAME." I loved DAO for that exact same reason you did, and I personally feel that "real life" element and being able to feel like you are in the game, were parts of DA2 that really lacked. So if you are looking for DAO quality immersion, i wouldn't personally suggest the game. As for fast-paced combat and crazy ass monsters to fight, it's pretty good. :)

That's exactly how I felt; this reflects badly on the game. It makes sense to revisit some areas; it makes sense that Varric wouldn't remember the details of every cave and cavern and warehouse and boathouse, but it still feels cheap and reflects badly on an otherwise enjoyable game.

It's nice to not get lost, but there are better ways to help a player find their way around. They could've at least changed textures and objects a little more often. I don't think DA2 was that badly rushed, but it seems clear it was at least somewhat rushed. I think they went for quality of environments over quantity of environments, but I wish there was just a tad more quantity, as I did with ME1's planet interiors.

The immersion isn't ruined for me because of the framed narrative, but the gameplay shines less because of that, and because it seems like everything is undead, demons, dragons, or spiders.

Modifié par Wynne, 22 mars 2011 - 11:29 .


#83
DJBare

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Nathan Redgrave wrote...

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.

I would agree with this on the bases of building construction, but internal decor is a different matter, I seriously doubt your nieghbors living room looks anything like yours.

#84
Shinimas

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Very yes. One of the reasons I can't stomach the second playthrough.

#85
randName

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No, its not a deal breaker, but it weakens it.

& its esp. the case as you enter a Dungeon of spiders and the companions/quest say none has been here forever, and there is a lit fire in one of the rooms. & no explanation given, and then you start seeing that very same room, with the very same lit fire again and again and again; and it always wear down on you.

OR a dungeon in DA2 is always just a mine, and this is the silly part ~ you rarely feel like you are were you are supposed to be, often they could just have had the zillions of spiders, and armoured undead (always the same undead, no old dead miners and so) come at you in a TRON like grid.

Anyway it weakens the immersion in a game that already struggles to immerse me.

But then immersion isn't paramount to a game, but DA2 would benefit a great deal from it.

Modifié par randName, 22 mars 2011 - 11:58 .


#86
Monica83

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yes it brokes my immersion

#87
randName

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DJBare wrote...

Nathan Redgrave wrote...

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.

I would agree with this on the bases of building construction, but internal decor is a different matter, I seriously doubt your nieghbors living room looks anything like yours.


They even coordinate the placement of their clutter and the spiders are all masters of cobweb synchronization.

#88
segatakai

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Yes. Very much so.

Feels like the orzammar-part of origins had twice as many original places to explore.

Now when doing quests or exploring I enter the place I'm supposed to be in, sigh and just run straight through to get it over with. I would want to enter, look around, check every corner for stuff and so on, but nooo.

#89
Warheadz

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Posted Image
Yes. Side quests became a chore unti I stopped doing them in Act III.

In case the image is too small, here's the link.

Modifié par Warheadz, 22 mars 2011 - 02:39 .


#90
head busta 42

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Yes it gets really annoying going through the same places over and over. Most of the game keeps you in one city and you go the same dungeons over and over. You can imagine how frustrating multiple playthoughs will be.

#91
MrWakka

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 They don't ruin immersion, they are boring, tedius and tiresome, which is worse.

#92
Altered Idol

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It doesn't ruin the immersion but with a bit more time and effort, they could have added a bit more variety to them. It just stinks of laziness and I'm a fan of the game.

#93
AkiKishi

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Warheadz wrote...

Posted Image
Yes. Side quests became a chore unti I stopped doing them in Act III.

In case the image is too small, here's the link.


That is just so perfect. It's true about a picture being worth 1000 words.

#94
cephasjames

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Malja wrote...

No. I don't appreciate the recycled maps whatsoever and really don't want to see that happen again. But it's really not that offensive to the immersion for me.

This. I notice it and sometimes it bothers me, but it doesn't completely ruin immersion at all.

#95
cephasjames

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Warheadz wrote...

Posted Image
Yes. Side quests became a chore unti I stopped doing them in Act III.

In case the image is too small, here's the link.

Posted Image

#96
upsettingshorts

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Not really no.  However:

Honestly if they were going to have limited resources for creating areas I would have rather them literally only have say, one cave - and you just keep going back the cave complex for different reasons to accomplish different goals and defeat different enemies. In terms of environment recycling I'm more bothered by the concept that so many different caves and other interiors look the same rather than simply being in a repeated environment in the first place. To that extent, having several quests take place in the Chantry, or the Wounded Coast (exterior) doesn't bug me nearly as much as the fact the caves below Darktown are exactly the same as the caves in the Bone Pit which are exactly the same as the caves accessed via the Wounded Coast.

Modifié par Upsettingshorts, 22 mars 2011 - 03:22 .


#97
JabberJaww

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It was weird, but it didn't bother me... If "immersion" is having fun and enjoying the game then no, it didn't disrupt my "immersion" one bit.

#98
Pandaman102

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No, the hollowness of Kirkwall and complete inability to change the fortunes of the city (not main plot, just how the city changes in response to Hawke's actions - or rather how it doesn't) during Hawke's "rise to power" broke my sense of immersion. The recycled maps just made things horrifyingly boring.

Nathan Redgrave wrote...

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.

No... it's not realistic at all. The earlist form of cookie-cutter style housing didn't appear until the early 17th century in France, a hundred years before the Industrial Revolution and mass produced floorplans for workers' homes really took off. Dragon Age is clearly a medieval setting where the concept of standardized mass production wouldn't have been invented yet.

Building floorplans would have been dictated by what they could fit into the available plot of land, given the available amount of building resources. For it to be truly realistic the building floorplans either have to be all unique or Dragon Age needs to jump forward about 400 to 600 years.

#99
upsettingshorts

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Immersion is 100% subjective (in that what breaks it for some enhances it for others) and it is the vague concept of forgetting you're playing a "game" and instead experiencing the world and its characters.

It's like watching a movie you think is so good that you lose track of time and can't believe it's over (immersed in the story) versus one you think is bad that seems like its taking forever to end (not immersed).

Put that way, I think that if you're deeply concerned about the environment repetition of DA2, the other elements in the game simply weren't drawing you in enough to make you not care.  But that's just my guess, and it may be true for some players but likely not all.

Modifié par Upsettingshorts, 22 mars 2011 - 03:43 .


#100
88mphSlayer

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copy/paste ruins immersion in a very simple way: it's boring, gaming shouldn't feel like working an assembly line