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Exploding Enemies - Not so unrealistic


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#26
the_one_54321

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[quote]xkg wrote...
Do you mean ... like this ?? :

Posted Image

Posted Image  hehe[/quote][/quote]
That honestly reminds me of F.E.A.R. Except that the dead guys kept their hair and gear and stuff when they exploded. But it was actually really impressive when that game first came out. In 2005.

#27
savagesparrow

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I dunno, I liked the exploding bodies. Reminded me of the exploding meatsacks from Baldur's Gate II (wasn't there even a mod or a bug for BG 2 that let you have bodies explode infinitely until the parts of their parts filled your entire screen up?), which I've always loved because I have a weird sense of humor XD

#28
F-C

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i think its just being nitpicky to care about things like this.

maybe it isnt realistic for bodies to explode from rogues daggers... but neither is merril casting a lightning storm, or anders being able to magically heal wounds.

it just doesnt matter to me. the entire game is unrealistic when you think about it... as are most video games.


you can try to justify it saying its magical weapons, or through the eyes of a story teller, or whatever else... it just doesnt matter.

the developers thought it made the combat more exciting and thats really it.

#29
DocDoomII

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F-C wrote...

i think its just being nitpicky to care about things like this.

maybe it isnt realistic for bodies to explode from rogues daggers... but neither is merril casting a lightning storm, or anders being able to magically heal wounds.

it just doesnt matter to me. the entire game is unrealistic when you think about it... as are most video games.


you can try to justify it saying its magical weapons, or through the eyes of a story teller, or whatever else... it just doesnt matter.

the developers thought it made the combat more exciting and thats really it.


when you play a fantasy RPG, well, a serious one maybe, I'd expect to have normal physics. Magic is usually accepted, and has quite definite and rigorous rules.

But we got nemies that drop from ceiling of closed rooms, or appear out of nowhere. Exploding bodies (9 out of 10), and it doesn't matter what killed them. They just 'dismantle' and explode.

In my book this is stupid, not fun or exciting.

Modifié par DocDoomII, 14 avril 2011 - 11:21 .


#30
Romantiq

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zomg agent 47 reference.

Seriously though, they get their hair cut in an instant might as well include the freaking barcode.

Modifié par Romantiq, 14 avril 2011 - 11:44 .


#31
Mrbananagrabber

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I guess thats why the environment are so bland.

You know what they should do for DA3? Have the story narrated by a retarded 5 years old kid making macaroni art and use MS Paint to draw the characters. Have the same 8 bit tune playing everywhere and have the character shoot lazers through his eyes and fly while wrestling in WWE.

12/10! -Gamespot
Made me shed a tear. Reminds me why I went to the University of Vidya games in the first place - The Escapist
God can now go to bed, DA3 is here -Westboro Baptist Church

#32
Caralampio

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The thing that really turns me off is the mannequin head. It even rebounds like a plastic mannequin head. Oh and the darkspawn cut in half, when the pants remain standing for a few secs. The blood spurts upward from the pelvis, but where's the heart to pump it? And it doesn't spurt like cut arteries (DAO had this so right), but like a fountain, from the whole waist.

#33
Boiny Bunny

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F-C wrote...

i think its just being nitpicky to care about things like this.

maybe it isnt realistic for bodies to explode from rogues daggers... but neither is merril casting a lightning storm, or anders being able to magically heal wounds.

it just doesnt matter to me. the entire game is unrealistic when you think about it... as are most video games.


you can try to justify it saying its magical weapons, or through the eyes of a story teller, or whatever else... it just doesnt matter.

the developers thought it made the combat more exciting and thats really it.


Respectfully, I disagree.

Unless it is explained otherwise, I expect games to follow the laws of physics as much as possible.

True, DA contains magic which is unrealistic - but explained and justified within the context of the world.  That doesn't mean a body should explode from being pricked by a dagger.  That just makes no realistic sense - and is not justified in the game world.

If we were all willing to just throw all concepts of realism away in a game, just because it is a fantasy setting, why is there gravity?  Why aren't our characters (and all other objects in the world) floating with no explanation?  Do you think people would accept this in a game?

Likewise, I dislike it greatly in games (DA2 for one, but many other games are guilty of this as well) where enemies can shoot you from around a corner, or when they start a melee attack animation when you are close, but then you run away and are standing 10 meters away when the animation finishes, and still take the full hit.

Modifié par Boiny Bunny, 14 avril 2011 - 11:59 .


#34
A Crusty Knight Of Colour

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The word you're looking for isn't realistic, but believable.

In a fantasy setting like Dragon Age, magic is believable. You don't have to suspend your disbelief when seeing people use magic.

You do have to suspend your disbelief however, when your stabbing dagger motion makes enemies explode into a dozen pieces, blood flying everywhere.

The thing is that Dragon Age games are 100% serious in the context of the game world and try to be believable when possible, so it's jarring.

I think most of the people who are annoyed about it, wouldn't be annoyed if it only happened from a powerful spell instead of any conventional weapon. That's relatively believable.

Personally, it's a small thing, but it's part of a plethora of design decisions that I either can't agree with, or can't imagine the logic behind it's implementation. In this case, the latter. I'm okay with exploding enemies from spells but why would normal arrows or daggers make people go boom?

Modifié par mrcrusty, 15 avril 2011 - 12:06 .


#35
Veracruz

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Boiny Bunny wrote...

Yes, just blame everything shockingly bad about this game on Varric's narration.

Hehehe...

Enemy waves? A Varric did it.:blink:

#36
Pandaman102

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The argument that people explode, dungeons all look the same, the shallowness of the "pick up and return" quests, and endless waves of teleporting enemies are due to Varric's story telling is a cop out. In none of the interviews did any of the developers even try to hint at such an excuse, so it's purely a fan justification of bad game design.

#37
Melca36

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Pandaman102 wrote...

The argument that people explode, dungeons all look the same, the shallowness of the "pick up and return" quests, and endless waves of teleporting enemies are due to Varric's story telling is a cop out. In none of the interviews did any of the developers even try to hint at such an excuse, so it's purely a fan justification of bad game design.


The Pick up and Return Quests bothered me even more than the exploding bodies.  They destroyed the immersion for me and it made me wonder what type of gamer the developers were pandering to when they came up with them.

#38
Boiny Bunny

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^ To be honest, I agree - I have no idea what kind of gamer would want to play such quests.

I have a friend who is a strictly casual gamer, and somehow ended up with a 360 copy of DA2. He had no idea what was even going on with those 'fetch' quests. There was no explanation or any journal entry beyond a line about where you might find the person to drop the item off to.

#39
Vicious

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It's there because the 'death blow' animations in DA:O locked you into the animation while it was in effect.

So when combat was drastically sped up, anything that locked you into an animation is automatically bad. So no more jumping on Dragons or brutally stabbing enemies with one blade and decapitating them with the other.

Huge step in the wrong direction, imo.

Exploding enemies is, at best, a nod to something in Baldur's Gate which nobody really liked [exploding enemies] and at worst, something thrown in due to the aformentioned deathblow removal because they didn't have the time/inclination to make NEW deathblows or find a way to keep the old ones.


Makes me pretty upset.

#40
Psython

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Agreed, huge step in the wrong direction. I think combat can be fast and frantic while being plausable. Weapons need a feeling of weight and momentum that I feel is lost in DA2. The exploding enemies just seems kind of silly. Its fun in a game like darksiders but in a mature dark fantasy game? Its like physically impossible to chop a man in half with a greatsword even if he is standing still and naked. You might be able to do a leg with a daikatana. With armor on dismemberment should be a rare occurance. Daggers are for slashing and stabby stab but would never dismember. I just want the combat to be plausable and impactful instead of floaty and cartoony.

Well at least the witcher 2 is coming out so probably wont have to bother with DA2 for that much longer.

#41
Mage One

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No, I just think it's the stylistic choice they made. It's a hearkening back to the old Baldur's Gate games where an enemy would do the same thing if you killed them with enough damage or a critical. I though it was pretty ridiculous myself when I saw the pictures of it, but in practice, I find it oddly satisfying. This is a stark contrast to death blows, actually. I really liked the death blows in concept, but in practice, I got really annoyed whenever my character was too busy looking cool brutalizing an enemy to do anything else, like, say, drink a potion.

Modifié par Mage One, 15 avril 2011 - 02:20 .


#42
Tantum Dic Verbo

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Psython wrote...

Agreed, huge step in the wrong direction. I think combat can be fast and frantic while being plausable. Weapons need a feeling of weight and momentum that I feel is lost in DA2. The exploding enemies just seems kind of silly. Its fun in a game like darksiders but in a mature dark fantasy game? Its like physically impossible to chop a man in half with a greatsword even if he is standing still and naked. You might be able to do a leg with a daikatana. With armor on dismemberment should be a rare occurance. Daggers are for slashing and stabby stab but would never dismember. I just want the combat to be plausable and impactful instead of floaty and cartoony. 


Yeah, this is about where I am, too.  I don't necessarily want isometric, graph-paper combat, but 15 foot jumps, exploding bodies, and fountains of blood encourage me to shut things off.  Flashy combat works for me, as long as it all looks like something a human body could actually do.

It reminds me too much of Fallout 3, where I would punch an opponent in the chest AND HIS HEAD WOULD FLY OFF!  RAAAAAAAAAAAAAAARGH!

#43
Roxlimn

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If you want to be a stickler about physics, you might also want to check out Scythe, Whirlwind, MIghty Blow, and Closing Attack are all pretty unrealistic as well. Why focus on exploding bodies? Let's make Warriors and Rogues universally crappier by saddling them with realistic physics.

#44
The Angry One

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You know, the less I have to be reminded that the entire story is the in-universe word of a beer-swilling used car salesmen, the better.

#45
Slayer299

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Story telling by Varric as a reason for the exploding bodies is just silly, I mean did he also come up with the moldy rags or dirty socks we found in the chests we found? The exploding bodies was just a stupid design move to be more 'cool' or whatever flash word ML decides to come up with.

#46
Boiny Bunny

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Roxlimn wrote...

If you want to be a stickler about physics, you might also want to check out Scythe, Whirlwind, MIghty Blow, and Closing Attack are all pretty unrealistic as well. Why focus on exploding bodies? Let's make Warriors and Rogues universally crappier by saddling them with realistic physics.


I absolutely agree with you.  I'd love to see a return to the more realistic Origins physics and combat animations/speeds.

#47
Roxlimn

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Those physics and animations were not realistic either. They were just slower and less theatrical.

Modifié par Roxlimn, 15 avril 2011 - 04:43 .


#48
Boiny Bunny

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Most of the animations in DA:O are very close to realistic. There were some fairly stupid ones, such as the Ogre deathblow - fortunately this doesn't happen often.

But, if you have some examples of seriously unrealistic animations in Origins, I'd be more than happy to hear of them/see them?

#49
Demon Velsper

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Maybe next we can pretend that the recycled areas are a product of Varrics poor memory.

#50
Cataca

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carokube wrote...

 Just thought about this while I was on my second play through and just did the opening scene in Bartrand's mansion for Varric's Family Matters quest.

Maybe enemies are so explody and gory because the whole play through is kind of through the eyes of Varric. The unrealistic aspect of it never bothered me personally, but I know it did some people, and now, thinking of it this way, it bothers me even less.

Maybe there are more quirks of the game that when, applied under this light, make you think twice about them? I know I'm going to be keeping an eye out for them as I continue my game.

I'd love your thoughts on this. 


How do i have to imagine varric telling the story then?

And then there came a wave of spontaniously teleporting enemy templars, they did backflips and stuff. Hawke went to the third from the right and BOOOOM bloody explosion, then the next and BOOOOOM off the limbs go, he uses backstab and BOOOOOOM there is only red fog and limbs. Then he goes to the next one but he doesnt explode, then BOOOOM... and so on

Do you tell anyone a story like that? I think not. Inconsistencies and stupid elements were not implemented as *read between the lines* story element.