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Exploration: what we want.


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#301
A Crusty Knight Of Colour

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I think interacting with the environment to crazy levels is something that works better in first person games due to the level of control over the character. BioWare doesn't need to allow people to pick up everything in their way and chuck it at people.

Still, specific environmental interactions are a good thing. Especially if you can link them to the party (skills, talents, etc).

The desire for exploration in the case of future Dragon Age games comes firmly from the overwhelming sense of linearity, repetition and lack of player agency you get from the maps and levels in Dragon Age 2. Simply put, it's not interesting or fun to play through because it's not engaging the player on any level. It's why Allan Schumacher addresses the issue of dynamic environmental interaction even as a side issue; it's one way to break up the monotony and give a sense of variety and player agency.

In BioWare's case, I firmly believe that gameplay mechanics for interaction between player and NPCs ought to be broadened significantly, and that would lead to the game being more dynamic from playthrough to playthrough, which gives a little more leeway and variety in level design. The way Stealth is approached (along with the implications for AI), faction mechanics influencing random encounters, law and order in regards to mages and open magic mechanics, etc. Whatever works.

I'd imagine that the "exploration" in Origins was satisfactory for most people. An even smaller landscape would work too, but at the end of the day it has to be consist of maps that are interesting, support the setting or narrative themes and encourage player interaction with the game rather than just being empty/wasted space.

In story based games, exploration is less about the large open world and more about specific locations that enable players to better explore the story, setting or characters in interesting ways as much or as little as they wish.

The Glow from Fallout 1 is a stellar example of exploration in an RPG. IMO. The Witcher 1's Vizima is also a fantastic location. It's not "exploration" in the typical sense, but it stomps on Kirkwall and spits on it's children and is the kind of place (in size and vibrancy) that allows players to explore the setting and gameworld to the point where they don't mind that most of the game is set there.

Modifié par CrustyBot, 19 avril 2012 - 03:07 .


#302
Guest_simfamUP_*

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CrustyBot wrote...

I think interacting with the environment to crazy levels is something that works better in first person games due to the level of control over the character. BioWare doesn't need to allow people to pick up everything in their way and chuck it at people.

Still, specific environmental interactions are a good thing. Especially if you can link them to the party (skills, talents, etc).

The desire for exploration in the case of future Dragon Age games comes firmly from the overwhelming sense of linearity, repetition and lack of player agency you get from the maps and levels in Dragon Age 2. Simply put, it's not interesting or fun to play through because it's not engaging the player on any level. It's why Allan Schumacher addresses the issue of dynamic environmental interaction even as a side issue; it's one way to break up the monotony and give a sense of variety and player agency.

In BioWare's case, I firmly believe that gameplay mechanics for interaction between player and NPCs ought to be broadened significantly, and that would lead to the game being more dynamic from playthrough to playthrough, which gives a little more leeway and variety in level design. The way Stealth is approached (along with the implications for AI), faction mechanics influencing random encounters, law and order in regards to mages and open magic mechanics, etc. Whatever works.

I'd imagine that the "exploration" in Origins was satisfactory for most people. An even smaller landscape would work too, but at the end of the day it has to be consist of maps that are interesting, support the setting or narrative themes and encourage player interaction with the game rather than just being empty/wasted space.

In story based games, exploration is less about the large open world and more about specific locations that enable players to better explore the story, setting or characters in interesting ways as much or as little as they wish.

The Glow from Fallout 1 is a stellar example of exploration in an RPG. IMO. The Witcher 1's Vizima is also a fantastic location. It's not "exploration" in the typical sense, but it stomps on Kirkwall and spits on it's children and is the kind of place (in size and vibrancy) that allows players to explore the setting and gameworld to the point where they don't mind that most of the game is set there.


Great post :)

#303
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Aye, wading through DA2 was like playing D&D in a broom cupboard!

#304
Sylvius the Mad

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Arppis wrote...

Maria Caliban wrote...

Kingdoms of Amalur.

Exploration and open-world, but still small and focused enough that the main plot never falls by the wayside.


I'm usualy fan of the combat system that lets me play the character I created and not being fully in charge of group of jackasses. But I didn't actualy like the combat system of this game, what I saw of it in the demo.

Kingdoms of Amalur has one of the most accessible action game combat systems I've ever seen.

And I hated it.

I suspect I hated it because it was mouse-based.  Keyboard-driven ation combat, like Jade Empire, doesn't seem to bother me at all.  But Amalur, The Witcher, Diablo - all games with combat I couldn't stand.

#305
Dragoonlordz

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CrustyBot wrote...

I think interacting with the environment to crazy levels is something that works better in first person games due to the level of control over the character. BioWare doesn't need to allow people to pick up everything in their way and chuck it at people.

Still, specific environmental interactions are a good thing. Especially if you can link them to the party (skills, talents, etc).

The desire for exploration in the case of future Dragon Age games comes firmly from the overwhelming sense of linearity, repetition and lack of player agency you get from the maps and levels in Dragon Age 2. Simply put, it's not interesting or fun to play through because it's not engaging the player on any level. It's why Allan Schumacher addresses the issue of dynamic environmental interaction even as a side issue; it's one way to break up the monotony and give a sense of variety and player agency.

In BioWare's case, I firmly believe that gameplay mechanics for interaction between player and NPCs ought to be broadened significantly, and that would lead to the game being more dynamic from playthrough to playthrough, which gives a little more leeway and variety in level design. The way Stealth is approached (along with the implications for AI), faction mechanics influencing random encounters, law and order in regards to mages and open magic mechanics, etc. Whatever works.

I'd imagine that the "exploration" in Origins was satisfactory for most people. An even smaller landscape would work too, but at the end of the day it has to be consist of maps that are interesting, support the setting or narrative themes and encourage player interaction with the game rather than just being empty/wasted space.

In story based games, exploration is less about the large open world and more about specific locations that enable players to better explore the story, setting or characters in interesting ways as much or as little as they wish.

The Glow from Fallout 1 is a stellar example of exploration in an RPG. IMO. The Witcher 1's Vizima is also a fantastic location. It's not "exploration" in the typical sense, but it stomps on Kirkwall and spits on it's children and is the kind of place (in size and vibrancy) that allows players to explore the setting and gameworld to the point where they don't mind that most of the game is set there.


One element noticed and I highlighted in what said I think should expand on, it is not just about characters and how they fit into the world that makes RPG's great. The world itself has to also be the focus like have said earlier. Bioware is great at exploring the personalities of the main characters in their stories but almost every time of late they really suffer badly at exploring the world, immersion and the setting of which all has taken a back seat to their companions and characters. All the focus on dialogue systems and equipment, skills and romances... It lacks the one element they seem to fall short on each time which is the world in which takes place, the enviroment and the history.

Small things make a big difference to this element, from wildlife present which makes the world itself feel more alive, the static NPCs they use so often in their games makes the world feel static and lifeless as though everyone and everything is waiting for you to show up and do something and when you leave they cease to exist. When your not there they do not exist and when you are there nothing changes outside the bounds of the few people who talk to. Improvements can be made using such elements as weather systems, reactivity when rains the inhabitants seek shelter from the rain, when it is hot they they seek shade, night and day having an effect and not merely an on and off switch... Knowing that the world is not filled with lifeless static placeholders.

The best games, best RPGs are the ones that have great stories, great characters and a believable world that is ever changing. It has a past, a present and a future, that even though your in the present you find out about the past and your choices affect the future. Any game that has equal amounts of quality in all three becomes a truly amazing game and while Bioware titles have the first two down very well from story and characters, their worlds lack life, lack substance and damage the first two elements.

You place a child in a room, the room is empty and the air is stale but there is a stack of blocks of which the child will be content with those blocks for a very short while. Stick that same child in a park with swings and roundabouts, grass, fresh air, trees and butterflies, maybe even a pond and that child will be entertained for much longer and vastly more so. The park is the world in which the child is present vs the room. Bioware creates rooms and they need to expand to parks. This is probably a poor analogy but the point is not just that they need to create a more open world even if not sandbox but instead filled with more life and more things to keep people invested too, less static and stale.

What would be the point in visiting a museum or art gallery if the only thing on the walls was dry white paint with not drawings, paintings ro sculptures present. No matter how I look at it, Bioware's worlds have always been stale to me, always been lifeless and outside the persona's created of the few main characters required for the main storyline always lacked impact in this one area. This is how just feels to me and it's the one area in need of improvement I feel more than the rest.

Skyrim had NPC's that felt more alive, they had their own agendas or jobs, Witcher 2 had very good weather system in which NPCs sought shelter when rained and both had the element of day and night which had an effect. The one element Bioware seriously need to work on is their worlds from the element of time (past, present and future) all portrayed and feeling like mattered. Their titles lack living worlds, their NPCs are static and lifeless, the world emotionless and non responsive. Variety in locations and such also lacking. Origins did just about good enough job to paint over the cracks in this element (minimum amount) but only just and was still very much lacking. If Bioware learn anything from other titles of late I hope it is that the the immersion in the world your character is part of also must be a priority.

I kind of ranted so not sure if anything made sense, I tend to type as fast as I think and rarely bother checking over what I said; but I think should just about get the gist of what I mean even without me doing such. Whats the point in having a world if you cannot explore it, NPCs and people if they are static and lifeless, equipment you cannot equip, a past you cannot find out about and future that you have no effect upon. Also as a side note, if you rely on story alone then I would rather read a book or go see a movie, the whole point of games is interacting within that world created and the more you can interact the better the 'game' element is.

Modifié par Dragoonlordz, 19 avril 2012 - 09:59 .


#306
CarlSpackler

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Allan Schumacher wrote...

What are people's thoughts on interactivity with the environment?

I'm not the biggest fan of the Elder Scroll games, but it seems like part of what a lot of people like is simply that everything is interactive (spoons, forks, etc.), and when they grab that orange and throw it at the guy's head and he goes "Hey" they laugh and maybe think "cool."

This might be something better suited for an open sandbox game which BioWare's games really aren't, but I was having a talk with a co-worker about Skyrim and was postulating some ideas about what subtle stuff exists that players may not explicitly notice or recognize, but might help them feel more engaged in the game setting.

It's been a loooooooooong time since I last played it, but I was wondering this because I think it is something I enjoyed about the Ultima VII games (among everything else that exists in those games...)


Ultima 7 (both parts) remain the high-water mark for my rpg gaming experience.  A large part I'm sure is nolstalgia, Ultima 7 was my first real experience with a role playing game.  My PC gaming experience prior to that  was largely the Sierra Adventure games (many of which I still revisit to this day.)  The interactivity in the world was amazing, so where the stories and characters (again I can't look at these games objectively.)

That being said I'm with you on the Elder Scrolls, I've never loved one of their games.  I've been very impressed at the world's they've created, the cities and locations, particularly Skyrim was rather beautiful in places and true to form of any Bethesda game I get bored about 15 hours in.  I just don't care about the people within the world.  Conversely there's never been a Bioware game that I haven't finished more than once.  I don't even play games that much any more (wife, kids, job, life, etc) I don't make the time for games that I used to.  It may have taken me five weeks to beat ME3 when a few years ago it would have been about a week but I still love your games.

All that to say that I enjoy the exploration aspect of a bethesda game more than any other feature in their games.  If there was a way to combine that sort of feeling with Bioware's story and character writing, that would be a very special game.

Lastly I'd just like to say that playing DAO for the first time gave me enjoyment with an rpg that I hadn't experienced since U7 part II.  (Now if only you guys could get your hands on U9 and redo that game! ME3's ending was disapointing sure, but I loved the rest of the game, if ever a game needed to be "retaken" it was U9!)

#307
In Exile

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To add a counter-perspective, I really dislike exploration as games like say, TES (any one of them, really) do it.

One, their exploration means walking. Constantly. Contrast that with the AC games, where you've not this really nifty parkour mechanism. It's fun to just jump around buildings in AC. It is not fun to mash "w".

Two, I don't care for sights. I get that some people love looking at scenery. But that's a very specific kind of payoff. And this ties back into my previous point. Mashing "w" is rewarding if you get new sights only if you like those sights in the first place.

Three, rewards, and especially content to walking. If I have to spend a long time just walking to get to some reward, even if the reward is impressive, then it still becomes tedious. If there's frequent combat (even if the combat system is fun), that becomes tedious too. So I think any exploration has to broken up with something. I think party banter is the best way to go, but obviously that costs VO zots.

Anyway, just wanted to break into the echo chamber somewh.

#308
the_one_54321

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In Exile wrote...
To add a counter-perspective, I really dislike exploration as games like say, TES (any one of them, really) do it.

Dude, **** TES. Look back on all the stuff posted about FFXII.

#309
In Exile

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the_one_54321 wrote...
Dude, **** TES. Look back on all the stuff posted about FFXII.


I read the previous few posts about it. I don't get the difference between it and TES. Yes, big world, walk through one end to the other, but that sounds the same, lots of stuff going on, creative ways to get summons, whatever.

It's like trying sell me on a dating sim by telling me it should be like this type of dating sim rather than another type of dating sim. The nuance is lost on me since I don't like the genre, full stop.

Modifié par In Exile, 19 avril 2012 - 10:33 .


#310
the_one_54321

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In Exile wrote...
It's like trying sell me on a dating sim by telling me it should be like this type of dating sim rather than another type of dating sim. The nuance is lost on me since I don't like the genre, full stop.

In any game world, you need to move around and find things. FFXII did that very well. It's not a sandbox game. It just combines size and detail in a great way.

#311
Maria Caliban

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Both exploration and non-exploration games require walking from point A to B. Or flying or riding a horse. At what point does this walking become tedious to you?

#312
the_one_54321

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When there's nothing else to do, while walking, that isn't also tedious.

#313
Atakuma

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I don't really care much for exploration, I just like the world feel like an actual place instead of series of trails.

#314
In Exile

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the_one_54321 wrote...
In any game world, you need to move around and find things. FFXII did that very well. It's not a sandbox game. It just combines size and detail in a great way.


Moving around and finding things isn't exploration. There are two cuts for me. The first is purpose; specifically, in-game purpose. If the game doesn't give me an actual purpose going somewhere other than "loot", then there's a problem. The other is size. Walking around is not fun. There has to be a reward. From what I've read, FFXII's rewards are either scenery (which has 0 payoff), loot or environmental puzzles. Of those, only the environmental puzzles sound interesting, and that just goes back to my original AC point: parkour was fun because it wasn't aimless walking.

Beyond that, whenver anyone says "size", all I hear is "mash w longer". Size (of specific regions, without any beyond walking and contant) is just an outright detractor.

the_one_54321 wrote...

When there's nothing else to do, while walking, that isn't also tedious.


Which is totally true, but that's my point. Looking for things is tedious. And that tends to me the big payoff for a lot of explorers re: games. It's like a fetch quest, except it doesn't even have the pretense of an in-game motive for me to prance around.

Modifié par In Exile, 19 avril 2012 - 11:13 .


#315
Dakota Strider

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It was about 10 years ago when at least one Bioware game had a very good exploration system. In Neverwinter Nights, 1st, 3rd and 5th chapters were mostly city/dungeon type crawls, while the 2nd and 4th chapters were in a much more rural or wilderness setting, and you were not forced into a tunnel style movement path. Things could be found in all corners of the map, and terrain did not feel so much like it was funnelling you, like it does in DA2, but just something for you to negotiate through. Players took the NwN Aurora toolset, and made some very good exploration modules that I experienced as well.
If the outdoor maps in DA2 would have just been wide open, and allow you to move about more, it would have been great. Instead, it felt like invisible walls were always forcing you to go in a limited amount of directions. Also, the lack of being able to use stealth to move about, really takes away from the experience. Its just travel a little ways, until you hit the encounter spot, and poof...you are surrounded by enemies you had no chance to prepare for, or heaven forbid, outflank and ambush yourself.

I will admit, I am a big fan of the Skyrim exploration system. But I would not be disappointed if DA3 was not a replica of that. But, I certainly feel Bioware could return to that direction, as they have done fairly well in the past (with a much more restrictive game engine).

Modifié par Dakota Strider, 19 avril 2012 - 11:43 .


#316
the_one_54321

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In Exile wrote...
There has to be a reward. From what I've read, FFXII's rewards are either scenery (which has 0 payoff), loot or environmental puzzles.

Ah, but there's the rub! Actually, FFXII never sends you anywhere without a direct story motivation, and every region of the game is linked to the others by a series of transitions and by the fact that all are also directly included in the story.

#317
Allan Schumacher

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Ultima 7 (both parts) remain the high-water mark for my rpg gaming experience. A large part I'm sure is nolstalgia, Ultima 7 was my first real experience with a role playing game. My PC gaming experience prior to that was largely the Sierra Adventure games (many of which I still revisit to this day.) The interactivity in the world was amazing, so where the stories and characters (again I can't look at these games objectively.)


No no, this is a completely objective, fair, and in fact correct, assessment of Ultima 7. I don't see any nostalgic lean at all >.>

#318
In Exile

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the_one_54321 wrote...
Ah, but there's the rub! Actually, FFXII never sends you anywhere without a direct story motivation, and every region of the game is linked to the others by a series of transitions and by the fact that all are also directly included in the story.


Which is better than TES, to be sure, but doesn't solve the size+walking problem.

#319
Sylvius the Mad

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the_one_54321 wrote...

In Exile wrote...
There has to be a reward. From what I've read, FFXII's rewards are either scenery (which has 0 payoff), loot or environmental puzzles.

Ah, but there's the rub! Actually, FFXII never sends you anywhere without a direct story motivation, and every region of the game is linked to the others by a series of transitions and by the fact that all are also directly included in the story.

I was recently describing Ultima IV to someone, and I realised the same was true.  U4 is a purely open world, but literally all of it is related to the main quest.  There aren't really any side-quests in U4 - all of the little quests are ultimately necessary to complete the game (and for non-arbitrary reasons).  So there's tons of exploration, but all of it could be done in search of specific quest objectives, and all of those quests are mandatory.

Modifié par Sylvius the Mad, 20 avril 2012 - 12:23 .


#320
Sylvius the Mad

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Allan Schumacher wrote...

Ultima 7 (both parts) remain the high-water mark for my rpg gaming experience. A large part I'm sure is nolstalgia, Ultima 7 was my first real experience with a role playing game. My PC gaming experience prior to that was largely the Sierra Adventure games (many of which I still revisit to this day.) The interactivity in the world was amazing, so where the stories and characters (again I can't look at these games objectively.)


No no, this is a completely objective, fair, and in fact correct, assessment of Ultima 7. I don't see any nostalgic lean at all >.>

I recognise that my fondness for Questron is mostly nostalgia (as it was my first roleplaying game of any sort), but Utlima VII was genuinely great.

Modifié par Sylvius the Mad, 20 avril 2012 - 12:19 .


#321
Meris

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Atakuma wrote...

I don't really care much for exploration, I just like the world feel like an actual place instead of series of trails.


I'd say that every you, the player, has with the game world is exploration, which may be non-linear or not. That could be called 'exploration presentation'.

#322
Maria Caliban

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Atakuma wrote...

I don't really care much for exploration, I just like the world feel like an actual place instead of series of trails.

What game(s) did that for you?

#323
Meris

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Maria Caliban wrote...

Atakuma wrote...

I don't really care much for exploration, I just like the world feel like an actual place instead of series of trails.

What game(s) did that for you?


Open sandboxes in general?

Ops, sorry, thought you quoted me.

Modifié par Meris, 20 avril 2012 - 12:29 .


#324
Realmzmaster

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Sylvius the Mad wrote...

Allan Schumacher wrote...

Ultima 7 (both parts) remain the high-water mark for my rpg gaming experience. A large part I'm sure is nolstalgia, Ultima 7 was my first real experience with a role playing game. My PC gaming experience prior to that was largely the Sierra Adventure games (many of which I still revisit to this day.) The interactivity in the world was amazing, so where the stories and characters (again I can't look at these games objectively.)


No no, this is a completely objective, fair, and in fact correct, assessment of Ultima 7. I don't see any nostalgic lean at all >.>

I recognise that my fondness for Questron is mostly nostalgia (as it was my first roleplaying game of any sort), but Utlima VII was genuinely great.


Questron was fun. Ultima IV  and VII were genuninely special. There was no fluff in Ultima IV. All the quests had meaning and a purpose to making your character the Avatar (the shining example). The character creation system was great and different. 

I like side quests and exploration that ties back to the main plot. I understand why gamers like TES games having played them myself. I still think that Morrowind had a better plot and story than Oblivion and Skyrim. The strength of Morrowind was that it had the open world exploration and a strong main plot. I cannot say the same for Oblivion and Skyrim (IMHO). (The your character is a prisoner start is getting a little old).

Exploration for the sake of exploration is not something I enjoy, but YMMV.

#325
Meris

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Realmzmaster wrote...

I cannot say the same for Oblivion and Skyrim (IMHO). (The your character is a prisoner start is getting a little old).


Tamriel is ever in danger, its because those darn imperials keep locking people up for adventuring, saving damsels and killing evil necromancers. Those amongst Bethesda's fanbase who feel the need to mod-in child killing not withstanding.