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The biggest inspiration DA3 Should Take From Skyrim


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#26
Huntress

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Mermaid Claire wrote...

I think my favourite part of Skyrim is how their bow and arrow combat works. Would love if Bioware takes inspiration from that!


Mine is been able to dual wield swords as a rogue or warrior in Skyrim! Another?  that Mages can use 1 hand sword+ staff like Gandalf!

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Hmm I missed every single DA characters while playing Skyrim.:blush:

Modifié par Huntress, 06 avril 2012 - 02:43 .


#27
Iosev

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Oh yes, speaking of world/level designs, I vaguely remember one of the developers mentioning Dark Souls as a possible source of inspiration for level design. One of the things that I loved about Dark Souls was how interconnected the majority of the game's world felt.

I've often wondered what Kirkwall could have been like if it had been designed similarly to Lordran (the kingdom where Dark Souls takes place). Instead of clicking the world map to travel from Hightown to Lowtown, you had to walk down a massive flight of stairs, that overlooked the ghettos and alleyways. Darktown, instead of being a small, playable area, could have been more like the sprawling areas of Blighttown (minus the framerate drops), underneath the city.

I think the scale of the Dark Souls' interconnected world could be more easily applied to a narrative-driven game than Skyrim's vast open-world.

Modifié par arcelonious, 06 avril 2012 - 03:03 .


#28
Maria Caliban

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Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.

#29
lx_theo

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Maria Caliban wrote...

Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.


I don't see why not. At the very least they should be able to upgrade it to do stuff like that.

#30
tmp7704

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Maria Caliban wrote...

Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.

It doesn't have dynamic loading of "world cells" as far as i can tell. It may be possible to add, but personally i'd rather they didn't -- the whole 'open world' gushing over Skyrim and such is pretty silly when the "worlds" are the size of Disney park rides.

#31
Guest_PurebredCorn_*

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lx_theo wrote...

The biggest inspiration DA3 should take from Skyrim is, of course, the open world style immersion. 

I don't think DA3 should do it exactly like Skyrim though. I believe with how the DA world works in contrast to the Elder Scrolls one, one big area to explore isn't reasonable.

What I think they should do instead is do the open world experience on a smaller scale, but 4 or so times throughout the game. Obviously the story should involve more parts of the world than one. There could be 4 main areas of conflict in which the Main Character travels, each their own open world style setting. 

Skyrim does so much to create tons of things to do in exploration, question and more with the open world style. I think this would help DA3 be a better game if this development route was taken.


I agree. Open world but on a smaller scale so there's some cash for awesome characters and cool story-telling. I like being able to just go and do whatever I want when I start out but after a while it gets a little boring. I would love to see some amazing areas in DA3, where my character turns a corner and there's something breathtaking or unexpected to look at like the giant snow elf statue, Blackreach, or the Temple of Azura, in Skyrim. Being able to just sort of stumble across these things added to the awesome but in the case of the snow elf statue it was part of a main quest. Bioware had a little of that in DA:O and I'd like to see them go back to that.

Modifié par PurebredCorn, 06 avril 2012 - 04:32 .


#32
Servo to the bitter end

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tmp7704 wrote...

Maria Caliban wrote...

Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.

It doesn't have dynamic loading of "world cells" as far as i can tell. It may be possible to add, but personally i'd rather they didn't -- the whole 'open world' gushing over Skyrim and such is pretty silly when the "worlds" are the size of Disney park rides.


Off topic but...did you play Daggerfall?

The open world was something like 160,000 square miles, and you could walk it. There were thousands of towns with unique (randomly generated) NPCs.

It may have been palette swapped, and about on the level of Duke Nukem 3D visually, but goddammit, it was inspiring.

#33
tmp7704

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TommyServo wrote...

Off topic but...did you play Daggerfall?

The open world was something like 160,000 square miles, and you could walk it. There were thousands of towns with unique (randomly generated) NPCs.

It may have been palette swapped, and about on the level of Duke Nukem 3D visually, but goddammit, it was inspiring.

I can't remember exact details but Daggerfall wouldn't run for me. I did play Midwinter though, which was similarly large. That's part of the reason why the more modern and so much smaller renditions feel so silly Image IPB

#34
Maria Caliban

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lx_theo wrote...

Maria Caliban wrote...

Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.

I don't see why not. At the very least they should be able to upgrade it to do stuff like that.

I would assume that an open-world RPG has its own coding issues that BioWare isn't used to dealing with. 'Upgrading' it might take quite a bit of time and resources.

tmp7704 wrote...

It doesn't have dynamic loading of "world cells" as far as i can tell.

That's what I was going for.


It may be possible to add, but personally i'd rather they didn't -- the whole 'open world' gushing over Skyrim and such is pretty silly when the "worlds" are the size of Disney park rides.

Size doesn't matter. It's the experience that matters.

And I've never been to Disney.

#35
the_one_54321

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The biggest inspiration DAIII should take from Skyrim is the silent PC.

#36
lx_theo

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Maria Caliban wrote...

lx_theo wrote...

Maria Caliban wrote...

Can the DA engine support open-world design? All of their RPGs, even their MMO, is broken up levels.

I don't see why not. At the very least they should be able to upgrade it to do stuff like that.

I would assume that an open-world RPG has its own coding issues that BioWare isn't used to dealing with. 'Upgrading' it might take quite a bit of time and resources.



Well, I do get the feeling that they are going to be upgrading the engine anyways. Possibly for next gen hardware. I can't say how much it would effect stuff like that, only that its possible adn would be a good way to expand the exploration and side quest part of the game.

#37
tmp7704

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Maria Caliban wrote...

Size doesn't matter. It's the experience that matters.

When the size negatively affects the experience, it does matter.

#38
lx_theo

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the_one_54321 wrote...

The biggest inspiration DAIII should take from Skyrim is the silent PC.



No, just no. That'd be horrible to go with how Skyrim does silent PC if there is a silent PC at all. 

#39
Maria Caliban

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tmp7704 wrote...

Maria Caliban wrote...

Size doesn't matter. It's the experience that matters.

When the size negatively affects the experience, it does matter.

For a story-based game, a small size positively affects the experience.

#40
the_one_54321

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lx_theo wrote...

the_one_54321 wrote...
The biggest inspiration DAIII should take from Skyrim is the silent PC.

No, just no. That'd be horrible to go with how Skyrim does silent PC if there is a silent PC at all.

Didn't say anything about the "how." Just said that the PC should be silent.

#41
lx_theo

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the_one_54321 wrote...

lx_theo wrote...

the_one_54321 wrote...
The biggest inspiration DAIII should take from Skyrim is the silent PC.

No, just no. That'd be horrible to go with how Skyrim does silent PC if there is a silent PC at all.

Didn't say anything about the "how." Just said that the PC should be silent.


I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

#42
the_one_54321

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lx_theo wrote...
I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

What I hear; "make the game even more expensive to develop, resulting in even greater decrease in content and control than we've already seen."

#43
tmp7704

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Maria Caliban wrote...

For a story-based game, a small size positively affects the experience.

If the obviously artificial scale breaks my immersion in the story this is not positive effect to me, by any means. Quite the opposite. Especially if the game at the same time tries to make vague noises how the "open world" the size of a closet it's set in is supposed to be its compelling point.

#44
lx_theo

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the_one_54321 wrote...

lx_theo wrote...
I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

What I hear; "make the game even more expensive to develop, resulting in even greater decrease in content and control than we've already seen."


What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."

#45
the_one_54321

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lx_theo wrote...

the_one_54321 wrote...

lx_theo wrote...
I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

What I hear; "make the game even more expensive to develop, resulting in even greater decrease in content and control than we've already seen."

What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."

"For the better" is pretty darn subjective. That's purely a personal taste thing, isn't it? Unless you have a hard list of characteristics that improve content, performance, or appreciation of the game, resulting from voicing every line of the PC.

I'm talking about how much this stuff costs the developers, and what they are required to give up in the game if they want to include it.

Modifié par the_one_54321, 06 avril 2012 - 06:39 .


#46
Cultist

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The biggest imspiration from Skyrim should be silent protagonist, but BioWare already failed at this.

#47
lx_theo

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the_one_54321 wrote...

lx_theo wrote...

the_one_54321 wrote...

lx_theo wrote...
I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

What I hear; "make the game even more expensive to develop, resulting in even greater decrease in content and control than we've already seen."

What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."

"For the better" is pretty darn subjective. That's purely a personal taste thing, isn't it? Unless you have a hard list of characteristics that improve content, performance, or appreciation of the game, resulting from voicing every line of the PC.

I'm talking about how much this stuff costs the developers, and what they are required to give up in the game if they want to include it.

It is better for the game. It evolves it. I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place. Silent protagionist cannot emulate any of the big upsides voiced protagionists have.

And your acting like its the equivalent  to the voice acting for an entire game. Its just the player characters. The rest of the game still has all its voicing.There's still just as much writing. Do you really think they could add in any significant amoutn of content for what they spend recording the VO for the PC?

#48
n2nw

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lx_theo wrote...

the_one_54321 wrote...

lx_theo wrote...
I also don't think the PC should be silent. In games that emphasize story like Bioware games, its a bit archaic for my tastes. I rather they imporve upon the dialogue system they put in place in DA2.

What I hear; "make the game even more expensive to develop, resulting in even greater decrease in content and control than we've already seen."


What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."

It's not necessarily for the better (or worse).  I actually discovered that I like hearing my PC (especially since it would be really weird *not* to hear her in the cinematic scenes), but I don't always agree with *how* she says things - inflection makes a big difference.  I have the same gripe with the dialogue wheel.  I want to control what my PC is saying and how she says it, which in turn helps me guide how I perceive my PC, the story, and the characters' relation to each other.

I realize that the developers have their own story and we're just living it out on-screen, but the things above help me to personalize the story to my own character.  In giving voice to the pc (and paraphrasing dialogue options), your character becomes limited to how the developers interpret him or her, and not you.  The PC is then their character which you are guiding, instead of your character that you're developing.

It's a trade-off.  I can live with it, but having more freedom interpreting my character on my own leaves me with the feeling that *I'm* creating and developing my PC and her story, not just reading a book about her and simply following along.

#49
the_one_54321

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lx_theo wrote...
It is better for the game. It evolves it. I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place. Silent protagionist cannot emulate any of the big upsides voiced protagionists have.

And your acting like its the equivalent  to the voice acting for an entire game. Its just the player characters. The rest of the game still has all its voicing.There's still just as much writing. Do you really think they could add in any significant amoutn of content for what they spend recording the VO for the PC?

You're misusing the concept of evolution. Evolutionary changes favor characterstics that perform well. Simply being a change does not automatically imply an improvement, nor better performance. All that has been domonstrated thus far is that voicing the PC offers a change in presentation.

It has been commented, on several instances over time, by developers that voice acting for the PC is one of the larger expenses in a project. Specifically, this has been used as a justification for not including any alternate version of the PC besides male or female human.

#50
tmp7704

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lx_theo wrote...

I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place.

The very lack of voiced protagonist is an upside for some of the players. It's not something that "tweaks and evolving" can address.