dissapointed with lack of open spaces and fluidity of environment transition.
#76
Posté 28 novembre 2009 - 02:35
Different departments do different things.
#77
Posté 28 novembre 2009 - 07:07
fro7k wrote...
I don't understand why people think making the locations larger has to mean the story gets neglected.
Precisely.
Infact, it would be interesting to find out what bioware think about this.
#78
Posté 29 novembre 2009 - 11:18
#79
Posté 30 novembre 2009 - 01:09
Trade offs: copy more story, most players wouldn't notice anyway. Hell&Heaven, we only want good vs. evil. so there ya go...
#80
Posté 30 novembre 2009 - 01:14
More dialogue! More choices! More cutscenes featuring Dog and Sandal!
#81
Posté 30 novembre 2009 - 01:48
Does my voice count?
#82
Posté 30 novembre 2009 - 02:02
I DO however want them to fix the lazy level designing in some of the areas (like repeat areas in Denerim) as they had a similar problem with Mass Effect. On the one hand the story levels in that game were pretty good, but the side quest ones were all generic. DA is very similar in that regard.
Also on another point brought up there are open world games with fantastic stories, look at GTA 4, I thought Morrowind had an excellent story (not so much for the crappy stories in Fallout 3 and Oblivion however), but those games are on one extreme. They have enough experience to improve on some of the level design to make them feel a bit less constrained.
#83
Posté 30 novembre 2009 - 02:06
dont get me wrong, i love morrowind/oblivion and it is and will be the best game in its kind... thats right .. in its kind and u cant compare DA:O to oblivion. The game is completely in the style of a turn-based party rpg. and its simply the best in its kind.
i would love some more places to visist, but heck it will come with dlc... and greater area's mean more heavy work for ur pc
#84
Posté 30 novembre 2009 - 02:11
Boeresmurf wrote...
Why always compare DA:O to oblivion.
dont get me wrong, i love morrowind/oblivion and it is and will be the best game in its kind... thats right .. in its kind and u cant compare DA:O to oblivion. The game is completely in the style of a turn-based party rpg. and its simply the best in its kind.
i would love some more places to visist, but heck it will come with dlc... and greater area's mean more heavy work for ur pcwe dont want that do we
Well, some people (like me) would want is some improved textures so you can oogle certain curves better (drools as he looks at Morrigan and Leliana)
Modifié par SirSick, 30 novembre 2009 - 02:12 .
#85
Posté 30 novembre 2009 - 02:12
SirSick wrote...
Boeresmurf wrote...
Why always compare DA:O to oblivion.
dont get me wrong, i love morrowind/oblivion and it is and will be the best game in its kind... thats right .. in its kind and u cant compare DA:O to oblivion. The game is completely in the style of a turn-based party rpg. and its simply the best in its kind.
i would love some more places to visist, but heck it will come with dlc... and greater area's mean more heavy work for ur pcwe dont want that do we
Well, some people like me would want is some improved textures so you can oogle certain curves better (drools as he looks at Morrigan and Leliana)
#86
Posté 30 novembre 2009 - 02:13
#87
Posté 15 décembre 2009 - 09:45
Think about the kokari wids or lothering... its the most open spaced place in the world... its why i loved the brecilian forests.. if the game had more places like this it would be brilliant.
#88
Posté 15 décembre 2009 - 11:11
To start with, Dragon Age: Origins is a great game.
That said, the game can be improved without chopping it up and feeding it to my dog. The map(s) and travel can be improved and/or expanded. Arms, armor, and accessories can be reworked or expanded. Characters and origins can have more depth. These three examples are the ones I'll focus on, though I'm sure others can come up with more eloquent ones.
My first thought is focused on the areas and terrain of the game. The current ones are good, funneling you towards the destination while gives a backstory as it were. The impression that Denerim is large is very good, reinforced by the travel system and the explorable areas. However, Denerim can be, in my opinion, expanded while retaining it's 'essence'. You can increase the size of the travel map, including more explorable areas, or use a scaled walk/run system of travel with connections between the various areas.
The world map can be treated the same. Switch to a walk/run system here as well, expanding or localizing random encounters, so that you get the impression that time elapsed while you traveled. Take those portals you walk through and replace them with a stretch of road leading out of town. Nothing drastic, just a brisk 5 minute jog with a couple of travelers and a few darkspawn along the way.
Also, the areas themselves could be expanded, like the Korcari Wilds. To me, the Wilds are already big and tedious for such a small part in the story. However, such things like side quests and encounters with Chasind would give it this extra edge. Another thing is, it feels like you aren't actually searching for anything, just going from A to B. My suggestion would be to keep the current area, but add in surrounding terrain, back areas that turn you around like clockwork so you get the sense you ARE in uncharted wilderness.
The second example is the uniformity of the items and such. Dragon Age has a comprehensive bank of items, both standard and unique. The material system is especially interesting, but, smiths and merchants don't have the same styles or SOPs as the rest. I mean, a smith in Redcliffe is going to forge a different looking sword a different way than a smith in Denerim. My point being, the game could use more models, textures, and diverse naming conventions.
Lastly, the origins of the PC are great, but could be expanded, adding a little flavor, as it were. An example would be the Dalish elves, noble wanderers trying to escape the oppression of - Sorry, got off track there.
Another idea would be to add a random encounter-type scenario into the travel to Ostagar. Encounter with darkspawn, encounter with bandits, a small town, an inn, etc. Something you can use to develop your character further or to gets a firm grip of the backstory and lore. Again, 5-10 minutes worth, nothing really serious.
I realize I'm rambling a bit off topic, I think, so I'll stop here. Now, before you get the scissors out, this is just a rant about how the game's future sequel(s), DLCs, and mods could be improved. I'm using Dragon Age as a backdrop because, guess what, those sequels aren't out yet... I can ramble for hours about what I love, like, and adore about Dragon Age, but I'd probably be thrown into a padded room again...I hate the color white.
Another note, I know there's restrictions to what BioWare can do vs. what the consumer can run and all that stuff. I also know that if it's more complicated than point, click, and pray, it'd be easier to get the correct answer out of a log than me. So if any expert/professional programmer or whatever they're called can point out flaws and reasons not to do it, go right ahead.
Now I'll just slink off and wait in the background.





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