Edit: The interactivity between the DA team and fans is really encouraging to see. No market talk or fancy words just a nice little chat...
Modifié par Savber100, 12 janvier 2012 - 09:53 .
Modifié par Savber100, 12 janvier 2012 - 09:53 .
Il Divo wrote...
Mike Laidlaw wrote...
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.
Hearing a Bioware dev say this brings a tear to my eye. Dark Souls caught me completely off-guard with how well-designed the game is. If you guys are looking to steal gameplay/combat ideas from anywhere, I'm hoping it's this game. It's been a long time since I played a game where every small victory felt incredibly satisfying.
Mike Laidlaw wrote...
As to my thoughts on why I would prefer a "night guy" over "the store closes and you have to wait is because I tend to see four ways to deal with the latter:
So, they're all fine, I just happen to prefer 4, because I happen to consider it the least disruptive to immersion.
Largely an academic discussion at the moment, but since someone asked, there you go!
Modifié par DreGregoire, 12 janvier 2012 - 09:59 .
JohnEpler wrote...
I don't think it'd be a stretch to suggest that certain vendors (like you said, in an alley or similar) might keep irregular hours. I think the primary concern is not 'let's make sure that the experience is exactly the same in the daytime or the night time', but rather 'let's make sure that the player has access to similar experiences regardless of the time of day'. Night time should be different from day time - in game play as well as in general atmosphere. However, there's a distinction to be made between 'it's night time, so everything is closed and all you can do is wander around the town, gazing forlornly into closed shops with your face pressed up against the glass' and 'it's night time, so certain services are located elsewhere and the general feel of the town is different'. I think the latter adds to immersion while avoiding certain pitfalls associated with hard 'IF YOU ARE NOT HERE AT THE RIGHT TIME THEN YOU ARE SOL' limits.
That's not to say there aren't games where the latter is appropriate (anything that mixes survival horror and open world seems like an ideal place to force you to spend the night outside, in a sleeping bag, holed up in a tree because oh my god the monsters might eat me), but the things you gain from this sort of thing have to be measured against the downsides of such an approach.
JohnEpler wrote...
One of the neatest things that Dark Souls did was create a world that felt like it got bigger the further you progressed into it. All the shortcuts and various ways to get from point A to point D without having to go through points B and C were neat.
I've always liked open world games that don't feel entirely 'open world'. STALKER (yes, I'm talking about STALKER again, take a drink) was zone-based, but each zone was, itself, very 'open' and allowed for a lot of exploration. Call of Pripyat reduced the number of zones but made each zone a lot bigger, and that's probably my favourite 'exploration' mechanic I've seen thus far. While Dark Souls was one contiguous 'zone' (well, minus a few exceptions such as going from Sen's to Anor Londo, which required a cut scene), it felt less sprawling and more connected - something I thought was to its benefit.
Modifié par Il Divo, 12 janvier 2012 - 10:09 .
JohnEpler wrote...
I've always liked open world games that don't feel entirely 'open world'. STALKER (yes, I'm talking about STALKER again, take a drink) was zone-based, but each zone was, itself, very 'open' and allowed for a lot of exploration. Call of Pripyat reduced the number of zones but made each zone a lot bigger, and that's probably my favourite 'exploration' mechanic I've seen thus far. While Dark Souls was one contiguous 'zone' (well, minus a few exceptions such as going from Sen's to Anor Londo, which required a cut scene), it felt less sprawling and more connected - something I thought was to its benefit.
DreGregoire wrote...
In regards to the closing of a store I think it's important to mention that this makes it possible for other interaction with the same building, structure, or character. For instance, breaking and entering and lockpicking for thieves and joining the merchant at a tavern or at their home for further conversation. I actually have used the wait much less in Skyrim than I did in Oblivion because there were just so many more things I could do while I waited for the store to open, or I would go to sleep because everybody kept telling me I looked sick. LOL!
And Like others have said I have no trouble with the concept of knowing what my character is doing while waiting. We won't go where my mind goes some of the time. LOL!
Edit: However, if rogue skills are going to be scaled down like they were in DAII then I guess it doesn't really matter to the Devs of DAIII *shrugs*
Modifié par Gotholhorakh, 12 janvier 2012 - 10:21 .
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Ringo12 wrote...
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Hawke? Worst character ever.
Modifié par Ponendus, 12 janvier 2012 - 10:15 .
Ponendus wrote...
Ringo12 wrote...
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Hawke? Worst character ever.
I quite liked Hawke. It is a matter of opinion of course.
When compared to Geralt, I would take Hawke any day. Geralt is a terribly unlikeable protagonist in my opinion, and the sole reason I couldn't bring myself to go much further than 10 hours into TW and TW2 (I tried! I promise I tried!!!).
Ponendus wrote...
Ringo12 wrote...
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Hawke? Worst character ever.
I quite liked Hawke. It is a matter of opinion of course.
When compared to Geralt, I would take Hawke any day. Geralt is a terribly unlikeable protagonist in my opinion, and the sole reason I couldn't bring myself to go much further than 10 hours into TW and TW2 (I tried! I promise I tried!!!).
Modifié par Gotholhorakh, 12 janvier 2012 - 10:26 .
Ringo12 wrote...
I understand but what I hate about Hawke is how unimportant of a character he/she is. If you remove Hawke the story could easily have gone on. You also have no impact on the game. Look at Mass Effect, Shepard is central to the game and story. It wouldn't be Mass Effect with out Shepard but it would be Dragon Age 2 withou Hawke.
Ponendus wrote...
Ringo12 wrote...
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Hawke? Worst character ever.
I quite liked Hawke. It is a matter of opinion of course.
When compared to Geralt, I would take Hawke any day. Geralt is a terribly unlikeable protagonist in my opinion, and the sole reason I couldn't bring myself to go much further than 10 hours into TW and TW2 (I tried! I promise I tried!!!).
Sylvianus wrote...
Can we all stop the dramatic part about bioware games ? They never said they were going to copy a game, they never said they would sacrifice their way. Even after reinsurance in this topic, you continue to claim or imply that they think to do that.
alex90c wrote...
Ponendus wrote...
Ringo12 wrote...
Ponendus wrote...
I hope they do not take away from it how to create the most unlikeable protagonist in RPG history. :-)
Hawke? Worst character ever.
I quite liked Hawke. It is a matter of opinion of course.
When compared to Geralt, I would take Hawke any day. Geralt is a terribly unlikeable protagonist in my opinion, and the sole reason I couldn't bring myself to go much further than 10 hours into TW and TW2 (I tried! I promise I tried!!!).
Geralt is meh, but Hawke made me want to just ... whack my own character with a spade.
Having to control a passive failure is not my idea of a fun game.
Modifié par Am1_vf, 12 janvier 2012 - 10:59 .
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?
Shadow of Light Dragon wrote...
I'm curious if the limit is there for the sake of 'Look, see, you can't carry absolutely everything' token realism.
Ponendus wrote...
Shadow of Light Dragon wrote...
I'm curious if the limit is there for the sake of 'Look, see, you can't carry absolutely everything' token realism.
I think there is some value to that though. If the token realism were removed and backpacks unlimited, then there would be no realism wouldn't there? I'm not sure how else to have realism in inventory, possibly the 'encumbered' method that games like the Elder Scrolls uses is the closest I can think of, but that only is realistic for weight and not for space. Then if we want realistic space use, we will have to use tetris-style backpacks and they make me shudder. I'm not sure there is a middle ground. It's an interesting thought.
Modifié par Am1_vf, 12 janvier 2012 - 11:52 .
Mike Laidlaw wrote...
As to my thoughts on why I would prefer a "night guy" over "the store closes and you have to wait is because I tend to see four ways to deal with the latter:
1. You have to wait for time to pass. Perhaps you go do something else, perhaps you just stare at the screen, but time? It moves on its own.
2. You have to go somewhere to make time pass. Perhaps an inn, where you sleep and it becomes morning.
3. You "wait" and time passes around you. (as seen in skyrim/Fallout)
4. The store or service you need doesn't close, but who you deal with changes in some way (aka: "the night guy comes on shift" or "an alternative, nearby service opens up, offered by another guy...in an alley or something")
They all have perfectly valid rationales in a scheduled game.
1 is realistic, and borders on simulation, but may significantly impact the "flow" of your gaming if you absolutely need to interact with that service to progress.
2 maps well to our real world experience, in that to "advance time" we need to, typically, go to bed, but asks the player to travel, and potentially area-transition.
3 is exceptionally convenient in that you don't have to move/load, but breaks some degree of immersion in that you wonder if your character was standing perfectly still for that entire period of time.
4. Ensures the service is available and doesn't require travel time/loads, but does make less sense in a medieval world than it does in our night-shift society.
So, they're all fine, I just happen to prefer 4, because I happen to consider it the least disruptive to immersion.
Largely an academic discussion at the moment, but since someone asked, there you go!
Modifié par google_calasade, 12 janvier 2012 - 11:57 .
Am1_vf wrote...
I would pick the inventory from The Wicher 1: Three slots for big weapons, two on the back and one in the belt; one for a small dagger or something; and a bunch of slots for tiny things like stones, jewels, ingredients and stuff carried in the bags. I think something similar was used in some other game before but I can't remember it.
edit: I don't expect many people to like this but it is still what I would prefer.
For those who want to carry more weapons or more armor to sell it would be nice to be able to buy a packmule like in Dusgeon Siege, and that would explain better the cost than buyng backpacks.
Modifié par google_calasade, 13 janvier 2012 - 12:06 .
Shadow of Light Dragon wrote...
Actually, while inventory is on my mind and realism getting in the way of fun is being discussed, what purpose does limiting inventory serve in Dragon Age? Having backpacks as expensive and/or rare luxury items makes as much sense as a diamond taking up as much room as broadsword. definitely not advocating slotted jigsaw inventories, but I'm curious if the limit is there for the sake of 'Look, see, you can't carry absolutely everything' token realism.