Razh2211 wrote...
blazin130791 wrote...
I miss Minsc and Edwin
I miss Boo, the giant space hamster.
This list is not complete without Lilarcor.
"You know?....a long time ago.....yeah....i was like a......a MOON blade.....hehehehehehe"
Razh2211 wrote...
blazin130791 wrote...
I miss Minsc and Edwin
I miss Boo, the giant space hamster.
Heck, I try not to play it every day, so I still have some time for my family.StrangeCat Productions wrote...
Ok I am loving DA and I try and play once a week at most but there are some things I am wondering about...
I don't care about making own paintings, unless I could sell them for a high price. But I guess a Darkspawn won't hold still for 6 hours until the painting is finished. Besides there is probably not much time to indulge in fine arts while the Darkspawn are overwhelming the country and each day counts?First in Ultima 7 you could interact with everything it made the world that much more alive, I could grab a paint brush and paint a picture if I wanted in some ones house as the person went about there chores. In fact the whole town went about there daily routine during the day and night.
I guess with such a 3D world as in DA:O it would be no problem, once each household has a computer with 20GB RAM, a neat 16-core 4GHz CPU, 80TB HDD, Quad-SLI 4GB Graphics...I can understand fast travel but wouldn't it be cool to include an area as a large area with out the path?
If I want a walk in the park, I open my apartment's door and go out. In games I actually appreciate not to be forced to walk for hours for the sake of going from a to b. In Ultima series up to U VII travelling on foot was much faster than it would be in any full 3D environment.For instance, roaming in a town, then oustide the town there is a field, forest, whatever, but your still your in the area that is still a town. This town happens to have two villages that connect or something but it's still the box on the world map that you can fast travel to as Town X.
Well, if you get close enough for the enemies to notice you, they will charge at you. If they set an ambush or are simply in a room you enter, why should they move before they see you? Still, AI creatures, that actively search for heroes with the purpose of ambushing them will probably be included one day in games. Alas, I can already imagine the flood of "too difficult" posts then.Creatures. Great Creatures yea but every battle that pops up just seems like your going from a to b and over again. Creatures will actually just stand there doing nothing if they don't see you, don't they do something other then stand around.
You can switch the "glitter" off in the options. Just a hint!Do you really have to have everything that you can grab highlighted in Glitter? I remember back in Ultima series you had to check everything. Clues were very subtle (like The Witcher) you had to read a book in a library on the other side of the world to figure out a clue or answer for something some where else. The Witcher had this and so did Dagger Fall.
While some daily routines may be "nice to see" without slowing down gameplay too much, because the smith is out again, the priests hold a sermon, etc... I'd consider the priority of such things rather low. With limited resources this will most likely not be a standard part in modern games. The higher the graphics quality, the more will be expected in comparison to what we'd call real life. Compared to real life any graphics will be limited in detail, will always be a trade-off between beauty and cost. Even the holodeck in Star Trek wasn't perfect. Wish my laptop had a performance anywhere near that...I think the interaction with the world is a little on the lacking side. The story is fantastic but the world interection with the characters is little low. Would have been cool to create a script that makes NPC's do there daily routine like the place is a live.
I think modern games have a stronger focus on graphics and effects. Also physics and other things play a big role. At the same time also modern computers have a quite limited memory and calculation power when it comes to simulate a world with hundreds of intelligent AI NPCs, each with a daily routine, plus handling combat in real-time simultaneously.Dont' get me wrong it's great game, great story, the combat is fantastic! Playing on hard after the new patch has been quite challenging too.
It's not that I am being nit picky it's just I am comparing games that were over 10 years ago to the major games released now and seeing a sort of backwards game desing in some things.
Statisfaction wrote...
Ultima VII was the shizzle, and it's a pretty accurate statement to say that almost every single RPG made after it has been "going backwards". Dragon Age 2 could definately take pointers from Ultima 7 if they're interested in making a cool living world (Oblivion should've taken a couple pointers too... it was a good start, but barely noticable except for the fact that I had to wait 8 hours for my store to open)
If you go into a pub in Oblivion, everyone shows up at the same time, sits down and drinks ale all night. In Ultima 7, everyone has a slightly different schedule, they shout orders at the waitress, she comes around and drops random food, people eat their random food, order more, and it feels alive. Mages didn't just sit in their houses, they bustled around rambling, picking up ingredients, tossing them in their cauldron, then started filling potions up and replacing them on the table. In clothing stores, shopkeeps would pick up a bale of wool, spin it into thread, then use the loom to turn it into cloth, then use shears on it to make clothing or bandages. It was pretty simple loop, but what a friggen rush to be able to cut your own bandages and bake your own bread!
If DA2 can keep their high quality story and characters, but beef up the world so it doesn't feel so dead, it'd be a perfect 10/10. I mean the ability to break into every single house in Denerim to find rough leather gloves and elfroot is excessive and a bit of a waste of time, but NPCs having schedules and interacting with the environment adds so much to a world.
P.S. I want to have Richard Garriot's baby, even if it's not quite right in the head (genetic?)
MerinTB wrote...
1) It's not really backwards. I personally find this kind of argument, the "games 10 years ago did this, we should move forward" to be kind of wrong-headed.
2) D&D more or less created the idea of stats for characters in a game over 30 years ago, should we no longer have stats for characters?
Modifié par Sibelius1, 16 décembre 2009 - 05:35 .
Crawling_Chaos wrote...
Yeah, it would be great to have the ultimate super fantastic bombastic orgasmic epic uber romantic ultra game that has thousands of square miles of explorable land with super-interactive world and ultra realistic hyper AI simulating real life routines, and a grand epic tale like none ever told, and super fluid animations and awesome combat and a huge in depth character progression system.
However, it just isn't financially or physically feasible at his point in time.
Guest_Ethan009_*
Guest_Crawling_Chaos_*
Sibelius1 wrote...
It absolutely is physically feasable, just no one has taken the chance of spending a lot of money and having their game falling between two stools. It is safer (cheaper) to make a specialist product that will definitely have a market than risk mixing 2 sub genres. The irony is, that if DA: O had Oblivion's sandbox features, and Oblivion had DA: O's characters and story, they would both be very much improved and by pleasing fans of both, probably sell many, many more copies.
Same goes for MMO design, Themepark or Sanbox. Why not design a Themebox or a Sandpark?