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DA Devs Say They're Learning From Skyrim, but What About The Witcher 2?


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#76
DreamwareStudio

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JohnEpler wrote...

And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.

We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.


Very cool and extremely good to hear. :happy:

#77
Am1vf

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JohnEpler wrote...
And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.

We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.


Well that sounds... great. Thank you. Looking forward to see how it turns out.

#78
andar91

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JohnEpler wrote...

HiroVoid wrote...

google_calasade wrote...

scyphozoa wrote...

TW2 has sold like 300k units, Skyrim has sold 10million+

Don't get your hopes up.


Those are 300K in PC sales.  Digital download sales are not included and that's where the majority of the Witcher sales come from.  From what I read (forget where) TW 2 has sold over 1M.

Of course, that doesn't compare to Skyrim's sales, but then nothing really does.

Once TW series starts moving to consoles as well, it'll probably get a big boost to sales as well.

@JohnEpler I would probably say having NPCS around towns and villages actually moving around and feeling like they're part of the world rather than just being in it would be a good start.  Basically, program them to have their own lives rather than just being part of the scenery.  I feel that's at least one of the major immersions.  I don't know if it would be possible to include with everything else, but I think cutting out on some cinematic scenes for that would be a good exchange.


And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.

We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.


I wouldn't necessarily call this a huge priority for me, but I do recall some hilarious moments in DA2 where I was shooting fireballs and arrows and whatnot at enemies and civilians were standing directly next to the target calmly going about their business. That always made me laugh, but it'd be nice for them to cower or run away or something.

#79
Dormiglione

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JohnEpler wrote...


A lot of game design is understanding how people think. And if you can understand why a particular feature is looked at so positively, you can work backwards and apply those lessons to your own games. Not always successfully, of course, but that's the general idea.


Absolutely, its not an easy task to identify what features are well received when you analyze a game, and its a much more difficult task to apply the feature in the own software / game.

But its always good to hear that you are looking what other games did well.
+20 Appreciation

#80
Mike Laidlaw

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JohnEpler wrote...
And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.

We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.


It's worth noting that I have a deeply allergic reaction to not being able to buy or sell things due to schedules. I don't like it when the "sim" gets in the way of my gameplay. Doesn't mean shopkeepers couldn't leave, but it probably means that there'd be a "night guy" if a shopkeeper went to bed.

Of course, that would be supposing a day/night cycle, and that's just crazy talk. Right?

#81
TEWR

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Some of the things that makes Skyrim so great is that the world not only feels alive with the citizens doing their own things, but that they will recognize decisions made in game, comment on them, and recognize the fact that the Dragonborn is a mage.

That latter part will be especially key for Bioware and DAIII considering DAII's failure in that regard.

@Mike: I wouldn't mind a nightshift manager of certain shops, though Skyrim's wait function was enough for me.
 

Modifié par The Ethereal Writer Redux, 12 janvier 2012 - 06:15 .


#82
addiction21

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Mike Laidlaw wrote...

It's worth noting that I have a deeply allergic reaction to not being able to buy or sell things due to schedules. I don't like it when the "sim" gets in the way of my gameplay. Doesn't mean shopkeepers couldn't leave, but it probably means that there'd be a "night guy" if a shopkeeper went to bed.

Of course, that would be supposing a day/night cycle, and that's just crazy talk. Right?


I will attempt to not read too much into that.

#83
Mike Laidlaw

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Dasher1010 wrote...

I'd personally like to see more branching story paths along the lines of what The Witcher 2 did. There was more than one great RPG than Skyrim this year.


A significant number of the design team have played, enjoyed and considered Witcher 2, Deus Ex: HR and we've even been taking a look at some of the indie titles out there like Avadon (and even Aralon, on the iOs, which is pretty damn good, if you have the hardware).

Some of us have even taken a big 'ol swing through DA:O, DAII and the BG series.

Every RPG has pros and cons, and great ideas. I believe the reason Ray brought up Skyrim specifically is that he's very much a fan of certain elements of "openness" that he may or may not have been exposed to before that interview.

I can say no more.

#84
addiction21

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wrong post

Modifié par addiction21, 12 janvier 2012 - 06:21 .


#85
LobselVith8

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The Ethereal Writer Redux wrote...

Some of the things that makes Skyrim so great is that the world not only feels alive with the citizens doing their own things, but that they will recognize decisions made in game, comment on them, and recognize the fact that the Dragonborn is a mage.


I have to agree. It was nice to see the Dragonborn get recognized for accomplishing certain tasks, and for mastering certain traits or magical skills. In contrast, I wondered why my mage Hawke had no apostate POV. I understand there's a seperate between the story and game mechanics, but it's a little odd when an apostate Hawke's nature as an illegal mage is so invisible that the story almost completely ignores it, such as Sebastian never commenting on apostate Hawke's nature as an illegal mage. And decisions and choices should be meaningful - if Hawke helps the elves in the Alienage by going against a powerful political, it should matter.

#86
Mike Laidlaw

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Mike Laidlaw wrote...

A significant number of the design team have played, enjoyed and considered Witcher 2, Deus Ex: HR and we've even been taking a look at some of the indie titles out there like Avadon (and even Aralon, on the iOs, which is pretty damn good, if you have the hardware).


Oh, and Dark Souls. Dear god, Dark Souls. I think timing the blades in Sen's Fortress may have broken a part of my soul, and I beat Demon's.

And then someone tells me Anor Londo is going to be worse. *sigh*

Still, Dark Souls is an exceptional example of atmosphere, mood and unquestionably clever level design.

#87
TEWR

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Might I also recommend looking at certain elements from God of War 3? While an action-adventure/hack and slash, certain elements from there would definitely be welcome for me to see.

For that matter, perhaps elements from the series itself. I found the puzzles in the series to be very nice. Varying from simple to fairly complex in nature, yet sometimes challenging to properly execute.

As well as how the enemies have certain tactics in God of War 3. Like how Centaurs could command the corpses in there. I'd very much like to see actual enemy tactics be present in DAIII.

Ooh! And perhaps the thing that randomly makes corpses look different, also from GoW3?

EDIT: There are actually many games Bioware could look at. The Final Fantasy series for certain gameplay elements as well could work.

Perhaps it's better if I said nothing. Yea, just ignore my ramblings Image IPB

Modifié par The Ethereal Writer Redux, 12 janvier 2012 - 06:36 .


#88
LobselVith8

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The Ethereal Writer Redux wrote...

Perhaps it's better if I said nothing. Yea, just ignore my ramblings Image IPB


I think it's always better to share your opinion. That said, am I the only person who wants a proactive protagonist?

#89
TEWR

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Nope, I want that as well.

#90
KnightofPhoenix

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LobselVith8 wrote...
I think it's always better to share your opinion. That said, am I the only person who wants a proactive protagonist?


Play Alpha Protocol. Michael Thorton could put all protagonists to shame. I say "could" because it depends on what you make him do.


As for the question the op raised. I could be cynical, but the impression I am getting is that Bioware can afford to compare itself to Skyrim because it can always resort to the card "but we are story focused and do it better than Skyrim." TW2 on the otherhand is a competitor in terms of story and, it seems that Bioware doesn't want to admit that its storytelling and writing is at the very least being rivalled (I'd say being beaten quite decisively).

But that's just my impression.

Modifié par KnightofPhoenix, 12 janvier 2012 - 06:58 .


#91
Asch Lavigne

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They're probably just looking at the skill trees or something. I doubt they're going to turn DA into ES. If they do then they need to stop making DA games if everyone of them is going to be so different.

#92
Zjarcal

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I wouldn't complain one bit if the DA team implemented highly different branching paths like TW2. That is the one aspect that I do feel the DA series could benefit from, by learning from TW2.

Asch Lavigne wrote...

They're probably just looking at the skill trees or something. I doubt they're going to turn DA into ES. If they do then they need to stop making DA games if everyone of them is going to be so different.


I assume you mean the way the TW2 skill trees let you acquire talents without arbitrary restrctions like "requires X number of talents in X tree" or "requires X and Y talent". That would be nice, although it'd hardly be a huge change.

Modifié par Zjarcal, 12 janvier 2012 - 07:11 .


#93
Heather Cline

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I didn't even touch the Witcher 2 because it forced you to play a male role and also the main character had no personality what so ever. He was completely monotone about everything.

#94
Marionetten

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I do hope BioWare learns from the cinematic presentation of The Witcher 2. It was absolutely gorgeous.

#95
KnightofPhoenix

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Marionetten wrote...

I do hope BioWare learns from the cinematic presentation of The Witcher 2. It was absolutely gorgeous.


I am not sure what you mean by "cinematic presentation."
But if you just mean cinematics, then some in TW2 were pretty weak. The Battle of Vergen on Iorveth's path comes to mind. ME2 on the otherhand had excellent cinematics.

#96
Zjarcal

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KnightofPhoenix wrote...

Marionetten wrote...

I do hope BioWare learns from the cinematic presentation of The Witcher 2. It was absolutely gorgeous.


I am not sure what you mean by "cinematic presentation."
But if you just mean cinematics, then some in TW2 were pretty weak. The Battle of Vergen on Iorveth's path comes to mind. ME2 on the otherhand had excellent cinematics.


Aww, I acutally did like the battle of Vergen's cutscenes. Though they definitely don't hold a candle to ME2's cinematics indeed.

If the other poster is talking more about the graphics, that really wouldn't fall under cinematic presentation really.

#97
KnightofPhoenix

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Zjarcal wrote...

KnightofPhoenix wrote...

Marionetten wrote...

I do hope BioWare learns from the cinematic presentation of The Witcher 2. It was absolutely gorgeous.


I am not sure what you mean by "cinematic presentation."
But if you just mean cinematics, then some in TW2 were pretty weak. The Battle of Vergen on Iorveth's path comes to mind. ME2 on the otherhand had excellent cinematics.


Aww, I acutally did like the battle of Vergen's cutscenes. Though they definitely don't hold a candle to ME2's cinematics indeed.

If the other poster is talking more about the graphics, that really wouldn't fall under cinematic presentation really.


Saskia's speech, while excellent in terms of writing, music and delivery (makes the speech in DA:O made by Alsitair / Anora sound lulzy in comparision), was very weak cinematically, with clone NPCs and barely any emotional reaction. Iorveth's apperance and intervention in the battle was also weak cinematically, I thought, though he was still badass (that guy can dress up like a barbie and still look badass). 

#98
Zjarcal

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KnightofPhoenix wrote...

(that guy can dress up like a barbie and still look badass). 


Don't give me ideas man... :whistle:

Tbh I didn't actually notice the clone NPCs during her speech, I'd have to play closer attention.

#99
thats1evildude

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LobselVith8 wrote...

That said, am I the only person who wants a proactive protagonist?


Your definition of "pro-active" roughly equates to "trigger-happy." <_<

Modifié par thats1evildude, 12 janvier 2012 - 07:28 .


#100
DreamwareStudio

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Mike Laidlaw wrote...

JohnEpler wrote...
And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.

We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.


It's worth noting that I have a deeply allergic reaction to not being able to buy or sell things due to schedules. I don't like it when the "sim" gets in the way of my gameplay. Doesn't mean shopkeepers couldn't leave, but it probably means that there'd be a "night guy" if a shopkeeper went to bed.

Of course, that would be supposing a day/night cycle, and that's just crazy talk. Right?


Hopefully not crazy talk, and why would you have a deeply allergic reaction to schedules?  Impatience issue perhaps?  Back to the point...

You say you don't want the "sim" getting in the way of your gameplay whereas I see the "sim" as part of the gameplay.

Being able to do all things at any given point in a game is a little boring and takes away from the overall depth of the game by making the world in which you interact too convenient and one dimensional.  A day/night schedule adds a ton to immersion.

Give me a world that has day/night, where there are business hours, where my character needs to sleep for stamina the next day, for injuries to heal, etc, where the setting in which I find myself is different at night than it is during the day.  The Baldur's Gate series did this correctly.  The Witcher, too.  In both, different monsters appear at night and the ambience of whatever setting in which you found yourself changed considerably.  In BG 2, for instance, being out at night meant not only exposure to vampires but also a greater risk of getting mugged.  It added excitement.  The same goes for the Witcher, except you worried about drowners and the drowned dead.  Having to go out at night in the outskirts of Vizima to light the candles with those hell hounds and ghouls appearing?

Talk about fun!

Likewise, you should not be able to do the same activities in day and night, else what is the point except for the sun downing and the moon rising?  There's no value in that alone besides the aethsetic.

Immerision is about a thousand little things.  Granted, some are inconvenient, even tedious on occasion, but...make too many things too easy or non-existent, and well, you take away from the depth, challenge, and overall enjoyment of the game.

Modifié par google_calasade, 12 janvier 2012 - 07:54 .