Why the Ability to Jump Would be a Great Addition to any Future DA Games
#1
Posté 19 juin 2012 - 01:30
I saw this in a different topic recently and thought I'd make a topic specifically about the idea.
What if the ability to jump was added to DA games? Not any insane jumping like the flips and acrobatics introduced in DA2, but something normal like what was found in Xenogears. It would be a great way to make the locations more exciting and could add a new element to combat (and strategy) as well.
The additional features that could be included in exploration would also be exciting and intriguing if they added this. Treasures that require some smart navigation, doors to optional areas and other similar elements could be placed throughout the environments, encouraging more exploration. I mean, they've stated that they're looking to Skyrim for some elements and while I don't necessarily agree with that decision, this could be a great thing to take away from it.
Jumping!
What does the rest of the community think? Is adding the ability to jump a good idea or is it just too ridiculous?
#2
Posté 19 juin 2012 - 01:41
ChaosAgentLoki wrote...
Not any insane jumping like the flips and acrobatics introduced in DA2
this made me laugh so hard rofl
btw i agree
#3
Posté 19 juin 2012 - 01:45
Modifié par Teddie Sage, 19 juin 2012 - 01:46 .
#4
Posté 19 juin 2012 - 02:10
Would your companions mimic your jump every time? Or would it be like Skyrim, where you companion never jumps like you do, and then has to do crazy map-back tracking just to catch up with your character? I see more problems and questions than benefits of being able to leap 20 inches into the air.
#5
Posté 19 juin 2012 - 02:10
I'm open for anything that could possibly improve the games. We'll have to wait and see...
#6
Posté 19 juin 2012 - 02:53
One thing I would like along similar lines depending on how tactical they're going for the next game is to be able to navigate some of these obstacles in a more scripted fashion than jumping over them, perhaps use them for tactical advantage in combat.
As an example; say there's a trellis underneath a balcony, you could have some characters (perhaps not all) able to climb up to collect loot / use the high-ground / sneak into the house / cut the rope suspending a piano hanging above a group of enemies, anyone who's played Desperados: Wanted Dead of Alive should get the idea.
Given that it's scripted it shouldn't do crazy things to path-finding like just jumping over obstacles can, or it should at least be more manageable, and it could help the player feel less confined to The One Floor.
#7
Posté 19 juin 2012 - 05:03
The thing about jumping in video games is it seems like a completely random feature to me. I know most of us aren't BA warriors or anything, but when was the last time you actually jumped in real life? Seriously, I bet most of us couldn't even remember. Jumping just isn't an essential or especially useful life skill.
#8
Posté 19 juin 2012 - 05:22
This morning. I was trying to put my trousers on but I was standing on the end bit...brushyourteeth wrote...
I know most of us aren't BA warriors or anything, but when was the last time you actually jumped in real life? Seriously, I bet most of us couldn't even remember. Jumping just isn't an essential or especially useful life skill.
New gameplay mode right there.
#9
Posté 19 juin 2012 - 05:44
Touchénerdage wrote...
This morning. I was trying to put my trousers on but I was standing on the end bit...brushyourteeth wrote...
I know most of us aren't BA warriors or anything, but when was the last time you actually jumped in real life? Seriously, I bet most of us couldn't even remember. Jumping just isn't an essential or especially useful life skill.
New gameplay mode right there.
#10
Posté 19 juin 2012 - 06:13
#11
Posté 19 juin 2012 - 06:16
brushyourteeth wrote...
The thing is, DA isn't really a classic exploration game. We don't travel vertically, unless it's up set steep path (like Sundermount). If we wanted vertical exploration, I think a better choice would be being able to climb (though I still don't think a feature like this is needed).
The thing about jumping in video games is it seems like a completely random feature to me. I know most of us aren't BA warriors or anything, but when was the last time you actually jumped in real life? Seriously, I bet most of us couldn't even remember. Jumping just isn't an essential or especially useful life skill.
But yeah I agree they could put in climbing but it's not really needed.
Modifié par Viperdev, 19 juin 2012 - 06:17 .
#12
Posté 19 juin 2012 - 06:58
Fast Jimmy wrote...
Honestly, a party based game that has a jump button is not only difficult sounding, but might be a little silly in practice.
Would your companions mimic your jump every time? Or would it be like Skyrim, where you companion never jumps like you do, and then has to do crazy map-back tracking just to catch up with your character? I see more problems and questions than benefits of being able to leap 20 inches into the air.
One solution would be to have jumping in specific places only, where the character will automatically jump over if you command them to go to the other side. You could greatly reduce the number of problematic situations that could happen versus binding a button to jump.
Not that I think it fits into Dragon Age. Dragon Age seems to me to be about magic and politics, not terrain traversal. It could be interesting in a more exploration/survival themed RPG though.
#13
Posté 19 juin 2012 - 07:07
Gravity sucks
#14
Posté 19 juin 2012 - 07:49
Without the over-the-top flips and super-human jumps, obviously.
#15
Posté 19 juin 2012 - 07:55
Jumping outside of combat ala FFX-2/FFXIII-2 what will it really add ? In FFX-2 it was to find treasure and was also a part of certain mini games. In FFXIII-2 it allowed you to get into a better posistion for sneak attacks (which are important for those 5 star ratings).
It's more about what it adds rather than just being able to do it.
#16
Posté 19 juin 2012 - 08:44
ME3 took a step in the right direction with ladders, drop-points, and gaps you had to leap across.
Modifié par Blacklash93, 19 juin 2012 - 09:00 .
#17
Posté 19 juin 2012 - 09:26
Blacklash93 wrote...
I think the point behind it is to make the environments and traversal of them more interesting. RPGs have an awful habit off laying out convinient paths everywhere that require nothing more than regular walking/running even in crumbling ruins and lush forests.
ME3 took a step in the right direction with ladders, drop-points, and gaps you had to leap across.
Yeah, this'd be why I'd want to see jumping added, allows level design to be abit more interesting than what is essentially a flat plane with abit of manipulation. Also since I am a fan of exploration I'd love to see there beinig challenge to said exploration requiring jumping or other navigational skills/abilities/mechanics to do such a thing would be a big plus.
#18
Posté 19 juin 2012 - 10:17
Blacklash93 wrote...
I think the point behind it is to make the environments and traversal of them more interesting. RPGs have an awful habit off laying out convinient paths everywhere that require nothing more than regular walking/running even in crumbling ruins and lush forests.
ME3 took a step in the right direction with ladders, drop-points, and gaps you had to leap across.
But those added very little and you had to give up stuff like being able to holster weapons and have poor animations because it. Really worth the trade off ?
#19
Guest_sjpelkessjpeler_*
Posté 19 juin 2012 - 10:45
Guest_sjpelkessjpeler_*
Pzykozis wrote...
Blacklash93 wrote...
I think the point behind it is to make the environments and traversal of them more interesting. RPGs have an awful habit off laying out convinient paths everywhere that require nothing more than regular walking/running even in crumbling ruins and lush forests.
ME3 took a step in the right direction with ladders, drop-points, and gaps you had to leap across.
Yeah, this'd be why I'd want to see jumping added, allows level design to be abit more interesting than what is essentially a flat plane with abit of manipulation. Also since I am a fan of exploration I'd love to see there beinig challenge to said exploration requiring jumping or other navigational skills/abilities/mechanics to do such a thing would be a big plus.
Agreed. The abbility to jump and climb really adds to the 'open feel' of an environment. Makes exploration a lot more interesting and as is stated above creates more level then just a flat plane.
Looking for the way to enter/leave a certain part of an area is a nice addition in the overall exploration feel for me. If it's just straight forward/left or right it gets boring at some point. DA2 did a little bit in that direction in the wounded coast area. There were some bushes you could go through that were not visible on the map.
Going through a bush and finding a cave behind it that you can explore would be cool imo. Jumping on a ledge and get a overall view or viewpoint over an area would be nice too.
#20
Posté 19 juin 2012 - 10:52
#21
Guest_Begemotka_*
Posté 19 juin 2012 - 10:55
Guest_Begemotka_*
brushyourteeth wrote...
Touchénerdage wrote...
This morning. I was trying to put my trousers on but I was standing on the end bit...brushyourteeth wrote...
I know most of us aren't BA warriors or anything, but when was the last time you actually jumped in real life? Seriously, I bet most of us couldn't even remember. Jumping just isn't an essential or especially useful life skill.
New gameplay mode right there.
LOL.
I would die if I couldn`t jump when stung by a bee.Just sayin`.
#22
Posté 19 juin 2012 - 11:24
#23
Posté 19 juin 2012 - 12:00
#24
Posté 19 juin 2012 - 12:18
This exactly.nerdage wrote...
Seems that would just highlight the level boundaries, make the invisible walls that much more obvious. Not being able to step over a three inch high pile of rocks is one thing, not being able to jump over it is another.
If they are going to stick to their same type of environments and such, the limitations and boundaries of those environments would be highlighted by being able to jump. These environments just aren't very dynamic in general. A while ago there was a thread discussing dynamic changes when you cast mage fire AOE spells and such: burning objects in a room and so forth.
#25
Posté 19 juin 2012 - 03:37





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