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Evil Invisible Walls in Dragon Age


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#26
Titius.Vibius

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There is a hole in ostagar where you can pass through a wall and left stuck, I know, I was stuck there, hahaha! Not so cool on the walls.

Modifié par Titius.Vibius, 27 novembre 2009 - 02:43 .


#27
Wolfva2

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This isn't an exploration game, it's a role play game with specific goals. Go figure.



As far as 'exploring' goes...do you REALLY want to enter every house in a city? How rude! And wilderness? Have you ever actually BEEN in a real wilderness? I used to back country camp. For those who don't know, that means you and a backpack with a few sundries off into a wilderness. It's funny, but there are actual trails you can't leave. Why? Because the surrounding area are heavily vegetated, often with thorny vegetation. Or because there's a rock face on one side and a very steep fall on the other. These paths are termed 'game trails' because game, ie. tasty animals such as deer, made them. Heck, I once trailed a bear a half mile up a mountain because I had no choice in the matter. And yes, bears DO poop in the woods. They ate lots of seeds to. ONLY in a computer game can you roam about freely and easily. In real life it's usually to danged difficult to do anything BUT follow the path.

#28
Blakes 7

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While thats true marshalleck, bioware did promise us a spiritual successor to their older style of games

#29
Guest_eisberg77_*

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EDfromRED wrote...

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


Well this RPG was meant for people who enjoy epic storylines, and not so much the exploring.

For exploration, but with lacking to OK storyline and no real character interaction there is Bethesda.
For Epic storyline, interactive Novels, something that actually has some depth to it, and character interaction there is Bioware.

#30
marshalleck

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Blakes 7 wrote...

While thats true marshalleck, bioware did promise us a spiritual successor to their older style of games

which means the spirit of the game remains similar, not necessarily all the features and mechanics

Like it or don't, I'm not trying to convince anyone either way because I don't care. I'm just pointing out that one need not be surprised.

Modifié par marshalleck, 27 novembre 2009 - 02:47 .


#31
Blakes 7

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True but I kinda prefer the older mechanics as do a lot of players it seems

#32
Kimarous

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Why can't I run over ledges to my death? Curse you, invisible walls! :crying:

#33
orpheus333

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Mainly i believe it is too reduce the amount of nothingness that left alot of people feeling abit miffed about Oblivion. It is often directionless and requires alot of motivation to actually asit down and play. Hence why i've gotten rid of it.



Of course it maybe possible in the future with increased budgets to create a sprawling oblivion like world, with the combat. (combat mechanics are really debatable but DA, after going back to the witcher and Fallout for abit a few days ago, has just got incredibly satisfying combat.) and content of Dragon Age. Budget wise it would be a massive undertaking and even if the cash were there would an open world really be conducive to good story-telling. In a more local sense perhaps it would add soemthing for some people to be able to swim, climb or whatever but even still i don't see it as adding to the core experiance and infact it could dilute it with unnecessary player actions.

#34
marshalleck

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andyr1986 wrote...

Mainly i believe it is too reduce the amount of nothingness that left alot of people feeling abit miffed about Oblivion. It is often directionless and requires alot of motivation to actually asit down and play. Hence why i've gotten rid of it.

Of course it maybe possible in the future with increased budgets to create a sprawling oblivion like world, with the combat. (combat mechanics are really debatable but DA, after going back to the witcher and Fallout for abit a few days ago, has just got incredibly satisfying combat.) and content of Dragon Age. Budget wise it would be a massive undertaking and even if the cash were there would an open world really be conducive to good story-telling. In a more local sense perhaps it would add soemthing for some people to be able to swim, climb or whatever but even still i don't see it as adding to the core experiance and infact it could dilute it with unnecessary player actions.


has nothing at all to do with oblivion, it's just Bioware's style as I said earlier

they like to control the flow

#35
Blakes 7

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Exploration doesn't have to entail swimming and climbing you know - I think people mean just having the ability to not do something plot related for a time and discover whats there etc

#36
Guest_eisberg77_*

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Blakes 7 wrote...

Exploration doesn't have to entail swimming and climbing you know - I think people mean just having the ability to not do something plot related for a time and discover whats there etc


Which means that resouces would have been taken away from what we have now, the same resources that gave us an epic storyline, character interaction, ect, to make the world bigger and fill it up with a bunch of stuff to explore for.  Meaning that we would not have the same game, and it would actually be less of what we have now in the epic storyline and character interaction, and who know what else would have suffered.

So far there has not been a sandbox game that has ever come close to the quality and epic feeling with character interaction that Bioware has given us over the years.  Elders Scrolls pales by comparison, the only thing it can do well is exploration, but it lacks depth in everything else, and even then their world has lots of emptiness.

#37
orpheus333

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Oh yeah i know they like to control the flow. Oblivion always comes up in comparisons though. In this thread even. Like i, very badly, tried to say above,,,its about focussing the game down into something that works and is a smooth gameplay experiance with core mechanics that interact together. Instead of alot of, often needless in terms of what the games core mechanics are, world interaction.

Blake is on the ball though i would like to see something more akin to BG1s map...that encourages at least some sort of exploration. It was fun but again it also got boring for lack of content. It seems what people want are huge open worlds, with a huge amount of content.

It would be like get mugged 10 times, finding a 10£ note 4 times, going on a pub crawl and meeting the most interesting people of your life all while getting some milk for a simple cup of tea. It just doesn't work together.

Modifié par andyr1986, 27 novembre 2009 - 03:04 .


#38
Wolfva2

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I'd be all for doing stuff that's not plot related IF the game kept track of the time. So, you go off to explore a pretty little dale somewhere, come back to the story line, and discover the Blight has overrun Ferelden and has crossed into Orlais, Orzamer has been turned into a tomb, the forests have been burned to the ground, the Mages tower is Aboration central, and the Darkspawn have grown fat feasting on the bodies of the people you left to die while you were off galavanting and exploring when you were SUPPOSED to be raising an army to defeat them. At which point the game ends with the cries of the doomed souls you betrayed.



C'mon folks. Early in the game you get to ask Alistair about just...leaving. He gives you the answer. Regardless of how YOU as individuals feel about the situation, your CHARACTER is such that they feel compelled to end the blight. So, whereas you as a gamer might want to run off and explore, your character as a Gray Warden won't. And the game enforces that with 'invisible walls'.

#39
Skellimancer

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Kimarous wrote...

Why can't I run over ledges to my death? Curse you, invisible walls! :crying:


Thats the first thing i tried to do.

#40
Suron

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DA is just about perfect in those terms..sure there could be some more areas...or perhaps larger.



but people already complain places like the mage towere/fade quest is too long....deep roads..same..



could you imagine them being deeper...



and..the big one..



when you have a wide-open type game like Oblivion/Fallout you sacrifice story-focus...you can't deny that..to the point the main story is lackluster (a la Oblivion and you can beat at a VERY low lvl) or like Fallout 3 (which was MUCH better then Oblivion) where you can stumble across a further plotline (finding your father before going to GNR/finding the Dr in the boat town..funny the names escape me...)



I dunno about you but I'd rather not accidently shave several hours worth of play off my game...in order to not do so you NEED some kind of linearity...



as I said..DA, in that aspect at least, is near perfect pacing..etc..for that..tremendous focus on story/lore/immersion



AND people also complain about crap loot in DA...Oblivion was WORSE...by FAR...there was NO POINT in stumbling into some random cave..as you'd still only find items of your lvl..and they all ended up looking the same (even worse then DA's)



So as said..I'd rather keep DA the way it is rather then sacrifice the above for a more open ended world...



you can't even compare Oblivion/Fallout 3's main campaigns to DA...DA's is MILES above either



(and btw I love all 3 games I'm citing..I've put countless hours into Oblivion AND Fallout 3...more then DA actually..but that doesn't change facts about DA being more focus'd and having a much more vibrant world/setting and story)

#41
Raxxman

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I just feel the game could of been designed to work perfectly without resorting to invisible walls, not every part of the game has them, and the ones that are their just smack of being lazy, as opposed to anything else.

#42
addiction21

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DAO is a waffle.



Oblivion is a pancake.




#43
Dark83

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Dammit, stop using Oblivion as an example, it's a crappy example, since it was limited by the consoles. Morrowind is a far better example of an open world, given that the entire gameworld is one giant continuous map.

#44
DragonRageGT

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I hated Oblivion's invisible Walls a whole lot more!!!!

#45
StuartMarshall

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I agree in some respects. If I'm walking forward in a straight line and the smallest of grass slopes is to my right, but I run into an invisible wall when I move that way - forcing me to move forward a considerable amount more and do a U-turn to take me to the very place I just tried to get to. I don't find that good at all. I wouldn't exactly call for a fully open world but the linearity and forced paths of DA:O is one of it's main weaknesses, IMO. I now know exactly where everything is, where mobs will be, etc. I love the game but after two playthroughs can't see myself playing it for another 6 months as everything will feel alike.

#46
MartinJHolm

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EDfromRED wrote...

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.

Why would you even compare DA to those in the first place.

DA is like BG, BG2, NWN, NWN2 - STORY DRIVEN RPG not a sandbox RPG where you can go wherever you want.

Btw. many invisible walls are there because you aren't supposed to go there yet for storyline reasons.

Modifié par MartinJHolm, 27 novembre 2009 - 09:30 .


#47
MarloMarlo

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EDfromRED wrote...
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.

And we all know that the problem with the dwarf part of the game was that it wasn't long enough. Yes, more areas in Orzammar, with packs of trivial deepstalkers to annoy you every five seconds. The next DLC should be named "The Deepstalker Houses." It fills Orzammar with way more than a dozen enterable dwellings, filled with dwarves that for some reason collect packs of Deepstalkers. The story can be related to that nug guy who ran out of nugs and needed you to find more for him. Will you rescue the nugs from the deepstalkers, or allow an upstart noble house to use all of the city's supply of them to raise herds of deepstalkers to sell for meat when Orzammar runs out of nugs and must turn to a new source of meat. Many hours of entering dozens of dwellings and discovering the truth about the carbon footprint of deepstalker husbandry await!

Modifié par MarloMarlo, 27 novembre 2009 - 09:46 .


#48
Dim67

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I agree with the poster. The areas are way to much boxed in with little arrows pointing the entry and exit. I also miss jumping in this game. It was the same in Witcher and that was 100 times worse even and I gave up on that game because of the funneling.

#49
Red-Cell

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Dragon Age really isn't about explorering especially during a blight that you're trying to evade while gathering allies. It makes sense that you aren't prancing around looking at the sunset and picking flowers.



I agree some areas it would be nice but a lot of the outside areas look terrible and they are so barren it wouldn't have been nice anyway.

#50
PhantoMSouljaX

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Anarchosyn wrote...

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?)..



I found more useful items randomly in oblivion than i do in DA's chest and crate system,yes sir.