/goingofftopic
Modifié par Dave of Canada, 26 mars 2012 - 11:32 .
Modifié par Dave of Canada, 26 mars 2012 - 11:32 .
Brockololly wrote...
David Gaider wrote...
Far better for us to show what we mean, as opposed to having people jump to conclusions and react in horror (as Dragon Age and the TES series are fundamentally different in their design goals) and demand explanations we can't really give yet-- and, even if we could, it'd be in words only... and, even though I'm a writer, there's really only so much that words can convey.
I guess the bolded is my question then: What do you see as the design goals of Dragon Age as compared to your perceived design goals of Skyrim or TES games? Certainly there is probably some overlap in the actual goals, but you and Bethesda are simply going about achieving some of those goals in different ways?
Maria Caliban wrote...
He does not come off as a man who knows what THAC0 is and probably can't name the Ventrue clan weakness.
Modifié par Mr Fixit, 26 mars 2012 - 11:48 .
Why does that question make your head explode?Upsettingshorts wrote...
Sylvius the Mad wrote...
Why do you play BioWare games?
ishmaeltheforsaken wrote...
Her initial statement was not about DA or any game in particular. It was simply "Sequels often sell poorly when the original wasn't well received." This is demonstrably true.
Modifié par Joy Divison, 26 mars 2012 - 11:53 .
In a far and gray past, I think it was you who corrected me not generalize. So, since then I am not concerned what others think. What I observe and what I don't like is what I write about. So, I don't care these could have value for "anyone else". Playing games is about fun and that is highly subjective. You may try to turn that around, by stating what I think is not general concensus, but I am not a platform of the geth.Upsettingshorts wrote...
AngryFrozenWater wrote...
I call the phrases, marked by you as strawmen, the end states of trends.
They're biased conclusions based on assumptions that misrepresent positions.
The only end state of a trend here is your having taken consistently refuted arguments and presenting them as though you aren't aware that they've been taken apart and/or numerous times, if not by me personally in threads I clearly remember than by many others - including but not limited to those with BioWare tags - in threads I didn't participate in.
And in doing so, you are being disingenuous. My speculation is that you're so confident in the superiority of your preferences and perspective that you're doing this casually and not cynically. That's some small saving grace, at least.AngryFrozenWater wrote...
Pure speculation of course, although every new BW title seems to move into that direction. Sometimes less can be benificial, but in BW's case it seems less is all they have to offer.
That is because, as you implied, you do not appreciate their value.
It is also because, as I imply, you do not appreciate that they could have value for anyone else unless they are dumb.
I can make the distinction very simple.David Gaider wrote...
The problem is exactly what we refer to by suggesting we don't want to talk specifics until we have something to show.
What do we mean when we say Skyrim is a source of inspiration? Well, clearly we mean that DA3 would be like Syrim in every respect... a copy of the game, its action-oriented gamplay, its single protaganist and story-delivery method and so forth.
Or not.
Far better for us to show what we mean, as opposed to having people jump to conclusions and react in horror (as Dragon Age and the TES series are fundamentally different in their design goals) and demand explanations we can't really give yet-- and, even if we could, it'd be in words only... and, even though I'm a writer, there's really only so much that words can convey.
AngryFrozenWater wrote...
In a far and gray past, I think it was you who corrected me not generalize. So, since then I am not concerned what others think. What I observe and what I don't like is what I write about. So, I don't care these could have value for "anyone else". Playing games is about fun and that is highly subjective. You may try to turn that around, by stating what I think is not general concensus, but I am not a platform of the geth.
Maria Caliban wrote...
Why does that question make your head explode?
Modifié par Upsettingshorts, 27 mars 2012 - 12:05 .
I'd like to see that in dragon age as well, it doesn't need to be exclusive to Bethesda's games. I remember how I was disappointed with DAO, my first rpg game, my first bioware game, when I reached Ostagar and especially Denerim.Upsettingshorts wrote...
In a Bethesda game, you might see a house. There's a good chance of nothing happening there, but you can go inside it because the house exists.
Modifié par Sylvianus, 27 mars 2012 - 12:17 .
Mike_Neel wrote...
What I want is for Bioware and the Dragon Age team to make the game that they want to make. If it's a game I want to play great, if not no harm no foul.
As long as they're enjoying themselves and doing what makes them happy that's what matters most. I won't take it as a personal insult or injury if it's not something I'm interested in.
Modifié par Upsettingshorts, 27 mars 2012 - 12:18 .
Tesclo wrote...
http://www.shacknews...r-opportunities
This is a complete joke. No we obviously do not want a Dragon Age 2 expansion.
Same-sex romances.Sylvius the Mad wrote...
Why do you play BioWare games?
Modifié par Maria Caliban, 27 mars 2012 - 12:24 .
David Gaider wrote...
AgenTBC wrote...
Oh god, please don't use Skyrim as inspiration for future Bioware games. NO NO NO NO NO NO NO.
The problem is exactly what we refer to by suggesting we don't want to talk specifics until we have something to show.
What do we mean when we say Skyrim is a source of inspiration? Well, clearly we mean that DA3 would be like Skyrim in every respect... a copy of the game, its action-oriented gamplay, its single protaganist and story-delivery method and so forth.
Or not.
Far better for us to show what we mean, as opposed to having people jump to conclusions and react in horror (as Dragon Age and the TES series are fundamentally different in their design goals) and demand explanations we can't really give yet-- and, even if we could, it'd be in words only... and, even though I'm a writer, there's really only so much that words can convey.
So I'll just say that's not the entire story and I'd suggest caution before reading too much into that.
Modifié par Dragoonlordz, 27 mars 2012 - 01:31 .
If you mean this as literally as you tend to mean things, then you have never role played in a video game that wasn't also a text based adventure. Graphics based video games do not have 100% autonomy, by definition.Sylvius the Mad wrote...
I disagree. the amount of autonomy a player's character can comfortably have within the framework of roleplaying is zero. The extent to which a player can accept autonomy is the extent to which the player isn't roleplaying.
I would disagree. I think Bethesda's goal is to create a toy. If they wanted to create a world, they wouldn't have action combat. Action combat breaks the setting my allowing real-world variables to influence in-game results.Upsettingshorts wrote...
Clearly I'm not DG and I would like to hear his answer myself but it always seemed clear to me.
BioWare's goal is to tell a story.
Bethesda's goal is to create a world.
And I woukld argue that BIoWare's approach is better. That house you can enter is an abstraction of houses generally. Rather than making you enter 10 houses, they only let you enter 3, and in those 3 stuff happens.Someone on this forums - I forget who - explained it very well.
In a BioWare game, you might see a house. If you can enter the house, it's because something is going to happen there.
In a Bethesda game, you might see a house. There's a good chance of nothing happening there, but you can go inside it because the house exists.
You'll need to connect those dots for me. I don't follow your reasoning.the_one_54321 wrote...
If you mean this as literally as you tend to mean things, then you have never role played in a video game that wasn't also a text based adventure. Graphics based video games do not have 100% autonomy, by definition.Sylvius the Mad wrote...
I disagree. the amount of autonomy a player's character can comfortably have within the framework of roleplaying is zero. The extent to which a player can accept autonomy is the extent to which the player isn't roleplaying.
Modifié par Upsettingshorts, 27 mars 2012 - 12:36 .
Sylvius the Mad wrote...
I would disagree. I think Bethesda's goal is to create a toy. If they wanted to create a world, they wouldn't have action combat. Action combat breaks the setting my allowing real-world variables to influence in-game results.Upsettingshorts wrote...
Clearly I'm not DG and I would like to hear his answer myself but it always seemed clear to me.
BioWare's goal is to tell a story.
Bethesda's goal is to create a world.
I want a world. I would like a game designer to create a world in which I can roleplay. The two things BioWare's worlds have typically done better than Bethesda's worlds are the combat mechanics (BioWare tends not to use action combat), and the background narrative. In BioWare's games, things are happening. You can't really get away from those things happening, so there's always something happening. Bethesda, on the other hands, does let you get away from their story, which leaves you in a world where nothing is happening, and that's not a very interesting world.
In general, I think BioWare does a better job of creating a world than Bethesda does. But BioWare's been getting less and less good at it. But Bethesda's only really reached BioWare's level once (in Fallout 3).Someone on this forums - I forget who - explained it very well.
In a BioWare game, you might see a house. If you can enter the house, it's because something is going to happen there.
In a Bethesda game, you might see a house. There's a good chance of nothing happening there, but you can go inside it because the house exists.
And I woukld argue that BIoWare's approach is better. That house you can enter is an abstraction of houses generally. Rather than making you enter 10 houses, they only let you enter 3, and in those 3 stuff happens.
Except, they're not doing that anymore. Now BioWare only lets you enter one, and only after telling you what's going to happen inside, and there's nowhere else to go.
Let's compare this house implementation between NWN and DA2. In DA2, there are 10 doors, and one of them opens. You came to this area specifically to open that door. There was no other reason to come here. The next time you enter this area, a different door will open, and you will have come here specifically to open that door.
In NWN, there are 10 doors. 3 of them open. Inside, you find one important quest item you'd been looking for, a minor combat encounter, and a quest-giving NPC you hadn't been expecting.
See the difference? NWN (and BG, and KotOR) actually let you discover things. DA2 does nothing of the sort. If ever you enter any area, you know all of the possible things you will find because you were sent there specifically to find them. The earlier games knew what we would find and where, but they didn't pretend to know whether we'd been looking for them or what our opinions of them would be.
But DA2 takes it that one step farther and doesn't just place all of the encounters but also scripts them fully, so that whatever we find the writers have already decided how we'll react.
Additional thoughts on future of such titles as Dragon Age regarding Immersion @ Bioware
As stated on these forums and in interviews, you guys have stated you wanted a more cinematic experience. Surely that goes hand in hand with visual aspects such as weather system, wind and day/night cycles. All of these things increase the cinematic feel of a game. Ditto with NPC reactions to your presence and actions. I can understand that different developers start at different point with different goals but they should look at each other for things they could do better.
Those things I mentioned would make your titles better especially in a cinematic way imho. Other companies are seeing what it is you have done yourselves and that is why I gave the example of Rockstar, Bethesda, Eidos and Cryptic all implementing and improving, trying to do such things as choices/conseqeunces cause/effect systems because you did so well developing them to create a demand for such things on a bigger scale.
You can't sit back and not take note of what others are doing just because you scored a point with that system to be honest. Your stories aren't the greatest thing in gaming but the combination of your choices systems that is used to tell the story is what made you special and not the story on its own imho. Now they are trying to create such systems themselves you cannot afford to surely count on just that gameplay mechanic to keep you ahead of the rest. I am of the firm belief it is far more advisable to watch what the others are upto and try to implement the 'best' features and add it onto you own titles which might on top of that have its own special features. Tweaking the engine over time to always improve it add more stunning visuals and realism which immerses the player in that world of which you create. How can anyone seriously argue that such immersion is a bad thing for a game?
I cannot agree to any actual reason why a developer would purposefully decide against trying to build such immersion in the worlds you have created with such features that have a great affect on the aforementioned immersion. If you truly held BG as the benchmark of RPG quality then why did you move to 3D or continue to evolve the engines and visual quality of your games from back then. The same reason you evolved your games from then is the same reason you should try your best to evolve such features as the ones I have mentioned.
Bioware really has no more of a trump card than just that. Other games do specific things such as good group party combat and deep emotionally involving background and storyline for the companions in the game with or without the system I just mentioned. The fact other titles are beginning to try to emulate and incorporate such systems is a good thing and Bioware pushed it that way to a large degree with their titles. But as time progresses and the other developers get better at adding such systems Bioware can't afford to sit on it's bum and rely just on that.
Biowares stories rely on that system to tell their stories and that imho is what makes them special, the story alone or combat alone is by far not what makes their games a cut above the rest.
Just imagine how much more you could of enjoyed the game (if) a gentle breeze could blow through the grass and you see it's affects, a wind blowing through your hair and it reacting accordingly, NPCs that react not only to your presence and actions but also the weather, the weather system itself ever changing and in a immersive realistic way, NPCs that go about their lives whether you interacted with them or not and even a day and night system that changes with world and people within it acting accordingly.
The Witcher 2 titles has such things and Bioware should look at them and see if they can add any of those aspects to their own titles. How much better would the experience and immersion of been for you if they had that in DAO or DA2? It is not about whether you gleamed enough immersion from a game without it to enjoy the game. Always try to make their games better and better should be the approach and such systems do add to enjoyment and immersion in the worlds of which either company create.
My point and I feel it is a valid one is when a rival company within the same genre as Bioware (RPGs) comes up with a new mechanic or system, Bioware should examine and try to incorporate the best of those things into their games not just dismiss just because you have other things that make your games good, you should add such things to your already existing systems to make your games even better both in realism and immersion. Add such things to what may already be a great game taking it to a new level.
Examples of such features.
Modifié par Dragoonlordz, 27 mars 2012 - 12:54 .
Modifié par axl99, 27 mars 2012 - 12:55 .
Once games crossed the line of only giving you a description about your surroundings and letting you input a description of your actions, the autonomy of the player was decreased. It may have been only some fraction of a percent. But in some way or form, the maker of the game made some kind of decision about your character for you that you would have wanted to make on your own. Because once games started trying to do more than just give you a storyteller description of your surroundings, the limitations of coding and narrative diversity took something away from the player's ability to create and direct a character.Sylvius the Mad wrote...
You'll need to connect those dots for me. I don't follow your reasoning.the_one_54321 wrote...
If you mean this as literally as you tend to mean things, then you have never role played in a video game that wasn't also a text based adventure. Graphics based video games do not have 100% autonomy, by definition.Sylvius the Mad wrote...
I disagree. the amount of autonomy a player's character can comfortably have within the framework of roleplaying is zero. The extent to which a player can accept autonomy is the extent to which the player isn't roleplaying.
Don't care. They already made games that I loved. They can go back to doing that or just count me out. It's not such a huge or hard demand. They did it a few years ago.axl99 wrote...
How can you guys understand just how encumbersome it is to implement every suggestion thtt someone of the armchair designer variety makes about narrative devices and gameplay especially when it's in the middle or the end of a project?
Modifié par the_one_54321, 27 mars 2012 - 12:58 .
axl99 wrote...
How can you guys understand encumbersome it is to implement every suggestion thtt someone of the armchair designer variety makes about narrative devices and gameplay especially when it's in the middle or the end of a project? Forget the beginning of the project where everything is so up in the air that it's difficult to find a direction to work with. It's never as simple as DO THIS, MAKE IT HAPPEN NOW GO.
Having fans actually decide the direction of a game further excaberates the existing issue of how all game approvals are always going to be bottlenecked going up and down the chain of leads and directors and publisher execs.
And as a side note, Witcher 2 has some of the most broken game and story mechanics I've seen for a AAA title despite the sheer breadth of content it has. Don't ever use CDProjeckt as excuse to bash Bioware just because they had a longer production time to polish their game [visually anyway, which is all they can really do, and even then their characters look lifeless].
Modifié par Dragoonlordz, 27 mars 2012 - 01:11 .