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Evil Invisible Walls in Dragon Age


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#1
EDfromRED

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  I'm currently having a blast playing Dragon Age, but wish  the developers had opened up the game world a bit more. There are way, way  too  many insidious "Invisible Walls" in that game. The exploration aspects are lacking depth ---literally . The characters are wonderfully deep and well rounded, but Ferelden seems shallow, It feels like I'm being strictly funnelled from place to place. As a result, Dragon Age pales in  comparison to RPG's  like Oblivion & Fallout 3, which give players more free rein to explore as they see fit, hence makeing the world feel more authentic as well.

Modifié par EDfromRED, 27 novembre 2009 - 01:38 .


#2
Skellimancer

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0/10




#3
Sloth Of Doom

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Not the same type of game.





At all.



Also, Dragonage lacks a good amount of guns, I liked all the guns in FO3

#4
Skellimancer

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Sloth Of Doom wrote...

Not the same type of game.


At all.

Also, Dragonage lacks a good amount of guns, I liked all the guns in FO3


V.A.T.S shotgun blast to the face.

Sweet memories.

#5
Skydiver8888

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i am more concerned with the evil VISIBLE apostrophe in your thread title. ugh, get rid of it.



Evil invisible wall's what?



eh, what sloth said. different kind of game.

#6
EDfromRED

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Well just Oblivion then, heck you cannot even walk though some "puddles" in DA while you can swim lakes, oceans, rivers in Bethesdas Fantasy opus

#7
Skydiver8888

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*bangs head on wall*



different. kind. of. game.

#8
orpheus333

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(sigh)



In Oblivion you can also fast travel past all that crap because Bethesda knew they hadn't actually put anything todo in it.

#9
sirchet

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Yes, very different games from very different developers.



But very fun to play, regardless of who made them.



What one may lack, another excels in ... PC gaming has come far and we the players get to reap the benefits. ;)

#10
EDfromRED

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Yah...shallow. DA restricts players to excess, to it's detriment. The glaring example is Orzammar, the greatest city of the dwarves has a less then a dozen enterable dwellings and fewer NPC's then could fit in a short bus.

#11
Raxxman

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That’s a cop out for a dated method of limiting the player.



When you develop a 3D engine you're going to be judged on comparable engines. The landscapes and environments are compared to other games. If Assassins Creed provides a better simulation of a living breathing city than Dragon Age, you can't dismiss it because it's not an RPG, both games try to produce the immersion of a city.



Invisible walls are incredibly immersion breaking.


#12
Pseron Wyrd

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I agree with the OP. And folks, asking for a tiny bit more elbow room is not the same thing as wanting an Elder Scrolls-type sandbox world.  There's no reason to answer with Wow-forum rudeness like "0/10".

#13
anonygoose

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So when they make a game like Starcraft 2, it has to be one continuous map throughout the whole campaign?



Because comparing DA to Oblivion is like comparing Starcraft to Oblivion. They're not similar at all.

#14
Onlyasandwich

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I agree with this. Just a little puddle jumping alone might make me happy.

#15
Tweekle

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Forgetting comparisons to other games, it really is time Bioware started opening their games worlds up.

#16
orpheus333

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In Oblivion The largest city his roughly 6 areas each taking roughly the same time to walk across as it takes me to skip...quickly...from my computer to my cat to show him what an idiot you are being. Also in oblivion the NPCs that actually mean or do anything remotely useful or have any semblance of uniqueness or character i can count simply by looking at the number of games i've thown in the bin in the last 3 years. Its one by the way. You get cake for guessing the right answer.

Whats worse...lifeless shells mincing around pretty but ultimately useless expanses of...stuff or small enclosed spaces with a wealth of character and an underabundance of 'immersion' braking crap.

Infact thats why Oblivion and its engine lent itself so well to Fallout 3. Its the perfect engine for creating nuclear holocaust and making me want to vomit so hard at my monitor it hits you in the face.

Modifié par andyr1986, 27 novembre 2009 - 02:02 .


#17
EDfromRED

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All I'm saying is that I was constantly encountering exploration obstacles in DA that kept me from immersion in the game world. My idea of RPG nirvana would be DA's characters in the Elder Scrolls enviroments


#18
ETSubmariner

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Ignore the rest, vote for the best! Open world environments, yes please. 10/10

#19
F-C

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a twig fell in the path, you are incapable of stepping over that 6 inch barrier, you must find a way around.



thats the only thing that kind of annoys me. i mean at least make it an obstacle that you couldnt just step right over.

#20
EDfromRED

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Dragon Scrolls! : )

#21
Anarchosyn

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I actually find the exploration in DA:O more rewarding than in Oblivion - what with Oblivion's uninspired randomly generated enemies and loot (did you ever really find anything useful in a chest or crate?)..

Modifié par Anarchosyn, 27 novembre 2009 - 02:21 .


#22
Guest_eisberg77_*

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I'm glad that they did what they did, because that means more money and resources went towards the whole purpose of this game. I'm also glad they didn't put visible walls (Obstacles) instead of the invisible walls, otherwise it would really feel cramped with always seeing the Visible walls everywhere.

#23
Statue

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I don't get the impression that the funnelling is from engine limitations - there are some more open areas that don't suffer from any noticeable slowdown or anything.
I think it's just a result of generally restrictive level design. That has some advantages, namely ensuring the player gets to see and go where you need/want them to go, but the trade-off is less freedom and fewer opportunities for exploration off the track, as well as those moments of "hmm, from the look of it, I really should be able to climb that little slope to the side of this path".

#24
marshalleck

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Bioware games have been like this since KOTOR at least. It's just how they roll.

#25
EDfromRED

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It's still a wall even if you don't see it. Epic story, but lackluster game world.