My last advice about Dragon Age 3:Maps,huge and polished.
Débuté par
meteorswarm
, juin 20 2012 02:51
#1
Posté 20 juin 2012 - 02:51
Huge maps must.Yes.
#2
Posté 20 juin 2012 - 02:54
For me, part of the joy of playing a Role Playing game, is to explore and discover. So while eventually, it would be fine to have a huge detailed map, after I have been everywhere, I do not want much in the beginning, except for key cities, mountain ranges, oceans etc on the map. The rest of it, I hope to be vague, waiting for my exploration to fill it in.
#3
Posté 20 juin 2012 - 08:46
Being able to explore large areas is the best part of any game.
#4
Posté 20 juin 2012 - 10:06
I think most of us would agree.
Dragon Age is too rich of a universe to run around in a single location like Kirkwall and see lifeless citizens occupying it.
The weakest part of Bioware games right now is exploration, level design and discovery. Once they get this formula working right(as they did in Baldur's Gate 2), they will have true masterpieces on their hands.
I liked their attempt in Mass Effect 1 but it wasn't executed right. I'd like to see Dragon Age 3's exploration go back to a formula similar to either Baldur's Gate 2 or ME1(although a much better refined version)...
Dragon Age is too rich of a universe to run around in a single location like Kirkwall and see lifeless citizens occupying it.
The weakest part of Bioware games right now is exploration, level design and discovery. Once they get this formula working right(as they did in Baldur's Gate 2), they will have true masterpieces on their hands.
I liked their attempt in Mass Effect 1 but it wasn't executed right. I'd like to see Dragon Age 3's exploration go back to a formula similar to either Baldur's Gate 2 or ME1(although a much better refined version)...
Modifié par deuce985, 20 juin 2012 - 10:07 .
#5
Guest_sjpelkessjpeler_*
Posté 20 juin 2012 - 10:18
Guest_sjpelkessjpeler_*
Dakota Strider wrote...
For me, part of the joy of playing a Role Playing game, is to explore and discover. So while eventually, it would be fine to have a huge detailed map, after I have been everywhere, I do not want much in the beginning, except for key cities, mountain ranges, oceans etc on the map. The rest of it, I hope to be vague, waiting for my exploration to fill it in.
Yep, agree with that. Things that are important to progress the story should be shown on a map. Would be great though if there are certain roads in the ones displayed, while travelling in there, revealed another one, when a certain road in that area is walked by the player. Exploration and discovery add immensly to RPG experience....
#6
Posté 21 juin 2012 - 08:19
One can hope for non coridor fully exploreable maps(like BG1) with lots of random events. And random encounters like Fallout 1-2/BG 1-2/even DA:O(not so random) while travelling.
But im realist enough to know we wont be getting those sort of exploration from Bioware nowadays.
But im realist enough to know we wont be getting those sort of exploration from Bioware nowadays.
#7
Posté 21 juin 2012 - 10:10
Exploration is always a boon. Especially in rpgs. That's what disappointed me with the Witcher2. You had this cool map with all these towns and places, but you were very, very limited on where and when you could go.
#8
Posté 21 juin 2012 - 11:56
A completely open map? No, because it would compress the world of Thedas too much. They should keep the different areas, like in Origins, but give them a huger scale. So that they don't feel like tube levels. U can have one major path, but there should be completely optional parts in that area, only to be discovered.
Thats what makes RPG's feeling alive, imo. And not every detected cave, place, etc. should give rewards (physical or ep-like). Maybe just a journal to provide a neat little story. Loved that in Skyrim.
Thats what makes RPG's feeling alive, imo. And not every detected cave, place, etc. should give rewards (physical or ep-like). Maybe just a journal to provide a neat little story. Loved that in Skyrim.
#9
Posté 21 juin 2012 - 03:23
Exploration is a blight on story based CRPGs.
Large areas are nice until you actually have to walk through them.
Large areas are nice until you actually have to walk through them.
#10
Posté 21 juin 2012 - 04:09
To some extent, this. I don't want to spend 3 actual hours walking through maps to get somewhere. I really don't want to wind up finding out that I walked 3 hours to get through this map only to get onto another map that is exactly the same as the previous one, only reversed, or flipped 45 degrees. I actually tried to do area lay out in DA's toolset, and it's nowhere near as intuitive as NWN 2's toolset was. But even in 2's toolset, I got a feel for why somebody might make a few large areas and then recycle them.Wulfram wrote...
Exploration is a blight on story based CRPGs.
Large areas are nice until you actually have to walk through them.
#11
Posté 21 juin 2012 - 06:54
meteorswarm wrote...
Huge maps must.Yes.
Define "huge". Also "huge" and "polished" tend toward being mutually exclusive when you add "budget" in there.
Also, keep in mind, the engine they use doesn't stream landscape data (I think, I could be mistaken--it doesn't work the same as the engines for big open-world games, anyhoo), so the bigger the areas are, the slower the game will run. Granted, for people with up-to-date computers this may not be a problem, but for consoles and those of us with older machines, it may be. Also, if they make the areas bigger they may just slap down a ton more pointless combats to fill that space. Ugh.
Personally, I'd prefer they do things like this:
1. Areas should be large and convoluted *enough* to have multiple discrete encounters and cubbies that it's possible to miss. How big this *actually* is depends on a lot of factors.
2. Get rid of the outline mini-map that shows you only the passable areas. This, I think, does a number on the exploration fun.
3. Design areas so it's more VISUALLY obvious where you can and can't go (no invisible walls/impassible knee-high rubble or bushes/trees that look like impassible ones but are, in fact, passible) but that contain areas which are slightly concealed by visual angles or similar.
So, basically, for me, design trumps size any day of the week.
#12
Posté 22 juin 2012 - 06:06
What about buying maps in-game from vendors, and then having the ability to make notes and tags on them yourself? Seems a bit more realistic to me. Just a thought.





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