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Make taverns more interesting


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#26
LolaLei

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That would be awesome, I always wanted to be able to get drunk with my companions in them, or get into a bar room brawl etc... i guess something akin to Mass Effect but in keeping with the Dragon Age universe.

#27
GreenSoda

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ReggarBlane wrote...
...
Stuff that makes it alive.
...

I think much of the input here can be summed up with this...but isn't that the general problem of Bioware games ? They never seem to want to put the necessary resources into actually creating a living world / cities etc. NPCs are always standing in the same spot for the whole game...etc.

I actually remember a dev arguing the very point that the resources for that are "better spent elsewhere".

Modifié par GreenSoda, 02 juillet 2012 - 06:46 .


#28
Kidd

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A tavern should be the new "party camp" I think. To paint the idea with DA2 characters and ME3 design (characters stand in a different place when they're open to a new, proper talk), imagine having Isabela usually standing by the bar as if ordering or talking to the bartender - facing the room with her back to the bar if she has anything new to say. Merrill could be sitting nearby, close to Isabela yet by an unpopulated table, shifting to anxiously walking back and forth lost in thought when she has something to say.

Varric would be sitting by another table, one full of people he can tell stories to. If he has a new talk, perhaps he'd call for Hawke when she enters the tavern and raise his arm for attention before resuming his idle sitting animation by the table. Fenris? Usually standing all slouched up against the wall behind where Aveline is sitting, brooding and lonely. When it's time for new cinematic dialogue, he would get up next to Isabela by the bartender.

I dunno, I quite liked the visual in my head, there =)

Modifié par KiddDaBeauty, 02 juillet 2012 - 09:15 .


#29
deuce985

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KiddDaBeauty wrote...

A tavern should be the new "party camp" I think. To paint the idea with DA2 characters and ME3 design (characters stand in a different place when they're open to a new, proper talk), imagine having Isabela usually standing by the bar as if ordering or talking to the bartender - facing the room with her back to the bar if she has anything new to say. Merrill could be sitting nearby, close to Isabela yet by an unpopulated table, shifting to anxiously walking back and forth lost in thought when she has something to say.

Varric would be sitting by another table, one full of people he can tell stories to. If he has a new talk, perhaps he'd call for Hawke when she enters the tavern and raise his arm for attention before resuming his idle sitting animation by the table. Fenris? Usually standing all slouched up against the wall behind where Aveline is sitting, brooding and lonely. When it's time for new cinematic dialogue, he would get up next to Isabela by the bartender.

I dunno, I quite liked the visual in my head, there =)


This is basically what I was talking about earlier in the thread about Bioware's engine stunting their creative design. Now, one can argue a dev's creativity doesn't come from engines. True, plenty of games are innovative with no budget. The point I'm making about the engine is they can help Bioware open their creative vision up more.

This is a perfect example of what I'm talking about. Ambient environments should be something important in the DA universe but it's obviously not something Bioware puts high on their list.

When you sit back and read lore, then experience a world alive, doesn't that flesh it out even more in your mind? Immerse you more? I know it would for me. A tavern like you mentioned where it's so vibrant would be amazing...

I love your baby Asari avatar btw. :P

Modifié par deuce985, 02 juillet 2012 - 09:50 .


#30
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deuce985 wrote...

KiddDaBeauty wrote...

A tavern should be the new "party camp" I think. To paint the idea with DA2 characters and ME3 design (characters stand in a different place when they're open to a new, proper talk), imagine having Isabela usually standing by the bar as if ordering or talking to the bartender - facing the room with her back to the bar if she has anything new to say. Merrill could be sitting nearby, close to Isabela yet by an unpopulated table, shifting to anxiously walking back and forth lost in thought when she has something to say.

Varric would be sitting by another table, one full of people he can tell stories to. If he has a new talk, perhaps he'd call for Hawke when she enters the tavern and raise his arm for attention before resuming his idle sitting animation by the table. Fenris? Usually standing all slouched up against the wall behind where Aveline is sitting, brooding and lonely. When it's time for new cinematic dialogue, he would get up next to Isabela by the bartender.

I dunno, I quite liked the visual in my head, there =)


This is basically what I was talking about earlier in the thread about Bioware's engine stunting their creative design. Now, one can argue a dev's creativity doesn't come from engines. True, plenty of games are innovative with no budget. The point I'm making about the engine is they can help Bioware open their creative vision up more.

This is a perfect example of what I'm talking about. Ambient environments should be something important in the DA universe but it's obviously not something Bioware puts high on their list.

When you sit back and read lore, then experience a world alive, doesn't that flesh it out even more in your mind? Immerse you more? I know it would for me. A tavern like you mentioned where it's so vibrant would be amazing...

I love your baby Asari avatar btw. :P


This has been suggested in another thread and for me this would work perfectly. It has been tipped on in DA2 in cinematics and some quests, but to have some real influence in the story and to have your companions there would be great imo. Companions sitting/walking there and to have some kind of 'camp fire' conversation like in DAO.

(hope I expressed myself right here... Posted Image)

#31
Kidd

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deuce985 wrote...

This is basically what I was talking about earlier in the thread about Bioware's engine stunting their creative design. Now, one can argue a dev's creativity doesn't come from engines. True, plenty of games are innovative with no budget. The point I'm making about the engine is they can help Bioware open their creative vision up more.

This is a perfect example of what I'm talking about. Ambient environments should be something important in the DA universe but it's obviously not something Bioware puts high on their list.

When you sit back and read lore, then experience a world alive, doesn't that flesh it out even more in your mind? Immerse you more? I know it would for me. A tavern like you mentioned where it's so vibrant would be amazing...

I love your baby Asari avatar btw. :P

I don't think the DA engine is a limit at all for things like this. Of course, I wouldn't know for sure, but this would simply require animations and 3D models. I don't think what's holding the DA engine back is the handling of those two areas. Could be wrong, of course.

At the same time I'm worried they'd go overboard with it. I don't need random NPCs to have busy schedules and whatnot, the little immersion it'd add isn't worth the resources it would hog. But more than we've got now, yes, certainly. Especially for something like the party camp/tavern hang-out, which is an important part of the narrative since we talk to our companions a lot there.

And thanks, I love child Liara too ^^ So adorable I just wanna put her on my lap and hug her tight =)

#32
LolaLei

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I like the idea of the tavern being the home hub, but perhaps they could only be found hanging out in the tavern at night instead (where you'd have general/personal conversations, access your storage, sleep, etc.) Then during the day your companions can be found chilling out in the city (for example), during which time you can check in on them and they'll tell you a bunch of different stuff about their surroundings etc, but if they want to have a heart-to-heart with you (kinda like the ME3 play-dates) Bohdan could say something like "Serah/Messere, *insert companion name here* wishes to speak with you in private. He/she will be waiting for you up on the city walls/by the docks/in the brothel/etc in the morning/afternoon/tonight, to which you would meet them and get a sweet little cutscene where you'd get to know your companion better/flirt/be given one of their personal quests/etc.

#33
Jerrybnsn

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A special table just for the heroes where the wenches knows everybody's name and they are all glad you came. Just like Cheers!

#34
LolaLei

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Jerrybnsn wrote...

A special table just for the heroes where the wenches knows everybody's name and they are all glad you came. Just like Cheers!


LOL!

#35
ladyshamen

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LolaLei wrote...

I like the idea of the tavern being the home hub, but perhaps they could only be found hanging out in the tavern at night instead (where you'd have general/personal conversations, access your storage, sleep, etc.) Then during the day your companions can be found chilling out in the city (for example), during which time you can check in on them and they'll tell you a bunch of different stuff about their surroundings etc, but if they want to have a heart-to-heart with you (kinda like the ME3 play-dates) Bohdan could say something like "Serah/Messere, *insert companion name here* wishes to speak with you in private. He/she will be waiting for you up on the city walls/by the docks/in the brothel/etc in the morning/afternoon/tonight, to which you would meet them and get a sweet little cutscene where you'd get to know your companion better/flirt/be given one of their personal quests/etc.


Approve 100% :o

#36
Jonathan Seagull

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WotanAnubis wrote...

You know what a tavern's good for?

Hanging out with the crew.

The tavern would make a great setting for party interaction. Whether it's getting together to booze, to play cards or just to get together.

I mean, in Dragon Age 2, we're supposed to believe that Hawke's crew is a group that hinges on more than just Hawke (Varric talking to Aveline about business; Isabela cheating on cards with Merrill), but there's never really a moment when you or Varric just goes 'hey, let's all go hang out at the pub for the evening'.


This is something I'd love to see.  Using DA2 as an example, I would have loved to have the ability to initiate a get-together at the Hanged Man and decide who would attend.  Let's say I invite Varric, Fenris, Aveline, and Sebastian.  If Fenris is my love interest, maybe he automatically sits next to me.  Then proximity could be sorted based on friendship/rivalry values.
Perhaps I could ask Varric to tell us a story.  The companions can engage in banter with each other.  Maybe references could be made to things I've done.  "I still can't believe you just handed Isabela over to the Qunari."  And I could respond, further clarifying my character's personality and motivations.

#37
deuce985

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sjpelkessjpeler wrote...

deuce985 wrote...

KiddDaBeauty wrote...

A tavern should be the new "party camp" I think. To paint the idea with DA2 characters and ME3 design (characters stand in a different place when they're open to a new, proper talk), imagine having Isabela usually standing by the bar as if ordering or talking to the bartender - facing the room with her back to the bar if she has anything new to say. Merrill could be sitting nearby, close to Isabela yet by an unpopulated table, shifting to anxiously walking back and forth lost in thought when she has something to say.

Varric would be sitting by another table, one full of people he can tell stories to. If he has a new talk, perhaps he'd call for Hawke when she enters the tavern and raise his arm for attention before resuming his idle sitting animation by the table. Fenris? Usually standing all slouched up against the wall behind where Aveline is sitting, brooding and lonely. When it's time for new cinematic dialogue, he would get up next to Isabela by the bartender.

I dunno, I quite liked the visual in my head, there =)


This is basically what I was talking about earlier in the thread about Bioware's engine stunting their creative design. Now, one can argue a dev's creativity doesn't come from engines. True, plenty of games are innovative with no budget. The point I'm making about the engine is they can help Bioware open their creative vision up more.

This is a perfect example of what I'm talking about. Ambient environments should be something important in the DA universe but it's obviously not something Bioware puts high on their list.

When you sit back and read lore, then experience a world alive, doesn't that flesh it out even more in your mind? Immerse you more? I know it would for me. A tavern like you mentioned where it's so vibrant would be amazing...

I love your baby Asari avatar btw. :P


This has been suggested in another thread and for me this would work perfectly. It has been tipped on in DA2 in cinematics and some quests, but to have some real influence in the story and to have your companions there would be great imo. Companions sitting/walking there and to have some kind of 'camp fire' conversation like in DAO.

(hope I expressed myself right here... Posted Image)


You mean similar to how DA2 did it where they were in their own little location, doing their own little thing but gather them all together in the pub? And not make it scripted like DA2 where you only really talk to them when the quest comes up? So, you go to the tavern, which is the party camp similar to DA:O? But you can talk to them when you want and not on a schedule? Am I reading that right?

#38
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Yep, exactly like that. Companions gathered in the pub/tavern and you as a PC can talk to them whenever you want in that point of the game. Just some immersion and influence to add to the gaming experience and some influence on it. As the party camp in DAO.

#39
wsandista

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I think Pubs should have more to do. TW2 is brought up quite a bit because they handled them perfectly. You have ways to make money(dice, fistfights, and arm wrestling), vice(prostitutes and booze), and information/quests. If DA3 did this(well) then it would be awesome.

#40
deuce985

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sjpelkessjpeler wrote...

@deuce985

Yep, exactly like that. Companions gathered in the pub/tavern and you as a PC can talk to them whenever you want in that point of the game. Just some immersion and influence to add to the gaming experience and some influence on it. As the party camp in DAO.


I'm pretty sure I saw David Gaider talk about this at PAX. He mentioned this is definitely something they want to bring back from DA:O. He didn't promise party camps specifically but maybe something like taverns.

I'd personally like to see party camps come back around a campfire. I don't know why but when a game has a campfire, it seems to relax me. I really loved that in DA:O. Makes me feel like I'm really around a campfire and talking to buddies. It just has a very trainquil feeling surrounding it.

Assuming DA3 takes place across multiple countries, I could see Bioware doing both. When you're on the road, you can use the party camp. When you're in the city, you can use the tavern.

Something they can borrow from Mass Effect 3 is how the party members moved around on the Normandy and interacted with each other. I really loved that banter...it made the Normandy crew feel more genuine.

Found it: www.youtube.com/watch

Skip to 14:55, David talks about it on there.

Modifié par deuce985, 02 juillet 2012 - 11:40 .


#41
LolaLei

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I recall David Gaider or Mike Laidlaw saying they could do something a lot better than both DA2 and DA:O in terms of companion interaction within a home hub/campfire setting.

#42
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deuce985 wrote...

sjpelkessjpeler wrote...

@deuce985

Yep, exactly like that. Companions gathered in the pub/tavern and you as a PC can talk to them whenever you want in that point of the game. Just some immersion and influence to add to the gaming experience and some influence on it. As the party camp in DAO.


I'm pretty sure I saw David Gaider talk about this at PAX. He mentioned this is definitely something they want to bring back from DA:O. He didn't promise party camps specifically but maybe something like taverns.

I'd personally like to see party camps come back around a campfire. I don't know why but when a game has a campfire, it seems to relax me. I really loved that in DA:O. Makes me feel like I'm really around a campfire and talking to buddies. It just has a very trainquil feeling surrounding it.

Assuming DA3 takes place across multiple countries, I could see Bioware doing both. When you're on the road, you can use the party camp. When you're in the city, you can use the tavern.

Something they can borrow from Mass Effect 3 is how the party members moved around on the Normandy and interacted with each other. I really loved that banter...it made the Normandy crew feel more genuine.


I think that if the party will travel across Thedas more in DA3 (and it has been indicated on several occasions Posted Image) the combination between tavern and campfire interaction would be absolutely awesome. Of course I can only speak for myself on this matter, but just the feeling of doing things when I want in a game (at certain points of course) gives a great gaming experierence for me. This includes overall bonding but also LI's that can be adressed to in the game.

Do not know how it was handled in ME...haven't played it Posted Image, but get what you mean by your reply.

#43
LolaLei

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sjpelkessjpeler wrote...

deuce985 wrote...

sjpelkessjpeler wrote...

@deuce985

Yep, exactly like that. Companions gathered in the pub/tavern and you as a PC can talk to them whenever you want in that point of the game. Just some immersion and influence to add to the gaming experience and some influence on it. As the party camp in DAO.


I'm pretty sure I saw David Gaider talk about this at PAX. He mentioned this is definitely something they want to bring back from DA:O. He didn't promise party camps specifically but maybe something like taverns.

I'd personally like to see party camps come back around a campfire. I don't know why but when a game has a campfire, it seems to relax me. I really loved that in DA:O. Makes me feel like I'm really around a campfire and talking to buddies. It just has a very trainquil feeling surrounding it.

Assuming DA3 takes place across multiple countries, I could see Bioware doing both. When you're on the road, you can use the party camp. When you're in the city, you can use the tavern.

Something they can borrow from Mass Effect 3 is how the party members moved around on the Normandy and interacted with each other. I really loved that banter...it made the Normandy crew feel more genuine.


I think that if the party will travel across Thedas more in DA3 (and it has been indicated on several occasions Posted Image) the combination between tavern and campfire interaction would be absolutely awesome. Of course I can only speak for myself on this matter, but just the feeling of doing things when I want in a game (at certain points of course) gives a great gaming experierence for me. This includes overall bonding but also LI's that can be adressed to in the game.

Do not know how it was handled in ME...haven't played it Posted Image, but get what you mean by your reply.


A change of scenery is always welcome, the more opportunity for party banter and companion interaction the better.

#44
Jerrybnsn

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As long as they don't do it like they did in DA2 where there was no just interacting multiple time, but you were set up for the companion quests once or twice. I really liked the just talking with companions that Origins allowed you.

#45
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wsandista wrote...

I think Pubs should have more to do. TW2 is brought up quite a bit because they handled them perfectly. You have ways to make money(dice, fistfights, and arm wrestling), vice(prostitutes and booze), and information/quests. If DA3 did this(well) then it would be awesome.


Erm, did not want to bring up the witcher (again) but think that wsandista is right here......Posted ImagePosted Image

Pubs/taverns could be ALL of it; giving quests, freedom of talking to companions and getting some exp.points while doing it. Winn winn situation and still reusing environments here maybe.....Posted Image?

Edit: do not want to make things too expensive at the cost of halla babies being born/dying......(reference to Brushyourteeth)

Edit 2: 'winn winn situation' is a phrase that Cruijff uses too.....copyright issuess going on here? (hope not Posted Image)

Modifié par sjpelkessjpeler, 03 juillet 2012 - 12:18 .


#46
Irku

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I. minstels playing songes (or if its a port like tavern have saliors singing pirate-like songs/ warriors chanting a song of valor if it was a mead hall. Have npcs singing along, banging their mugs and stomping their feet.)

II. Multiple drinking games/quest. (in games with drinking quest there are usually only one so having a few would add more story. And if you do them all your playable character could have an "Ohh I need to quit drinking" moment as he/she is hungover.

III. Have npcs do stuff: Telling stories, drinking themseves, talking to other nps and not just standing around waiting for your character to talk to them.

IV. Bar fights

V. Gambling

VI. Show effects of drinking heavily. (ex: blurry screen, stumbling, akward dialogue)

In all I would just like them to be more intersting than what they have been in other games.

#47
Arthur Cousland

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GreenSoda wrote...

ReggarBlane wrote...
...
Stuff that makes it alive.
...

I think much of the input here can be summed up with this...but isn't that the general problem of Bioware games ? They never seem to want to put the necessary resources into actually creating a living world / cities etc. NPCs are always standing in the same spot for the whole game...etc.

I actually remember a dev arguing the very point that the resources for that are "better spent elsewhere".

The living environments are one of the major draws of the Elder Scrolls games, and the last time I checked, Skyrim was selling quite well.  Why must environments in Bioware games always be a distant last in priority?  They bring the game to life and help greatly with immersion.  In particular, I like things such as bards singing in tarverns, children running around playing, weather effects, and etc.  I like when npcs go on about their daily lives, even when my pc isn't in the area.

I'd also like a "hub", whether that's a tavern or party camp.  I liked that companions had their own "home base", but it would also be nice to have an area where I could equip them and level them up without having to actually put them in the party, and then boot them once finished.

Modifié par Arthur Cousland, 03 juillet 2012 - 02:28 .


#48
LolaLei

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Irku wrote...

I. minstels playing songes (or if its a port like tavern have saliors singing pirate-like songs/ warriors chanting a song of valor if it was a mead hall. Have npcs singing along, banging their mugs and stomping their feet.)

II. Multiple drinking games/quest. (in games with drinking quest there are usually only one so having a few would add more story. And if you do them all your playable character could have an "Ohh I need to quit drinking" moment as he/she is hungover.

III. Have npcs do stuff: Telling stories, drinking themseves, talking to other nps and not just standing around waiting for your character to talk to them.

IV. Bar fights

V. Gambling

VI. Show effects of drinking heavily. (ex: blurry screen, stumbling, akward dialogue)

In all I would just like them to be more intersting than what they have been in other games.


I like these ideas! ME3 actually done the whole waking up after drinking too much thing. The first time you do it you wake up over by Aria in the club and she doesn't appear too impressed, the second time you do it you wake up in an elevator as the passengers look at you in disgust LOL!

Modifié par LolaLei, 03 juillet 2012 - 02:58 .


#49
Irku

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LolaLei wrote...

Irku wrote...

I. minstels playing songes (or if its a port like tavern have saliors singing pirate-like songs/ warriors chanting a song of valor if it was a mead hall. Have npcs singing along, banging their mugs and stomping their feet.)

II. Multiple drinking games/quest. (in games with drinking quest there are usually only one so having a few would add more story. And if you do them all your playable character could have an "Ohh I need to quit drinking" moment as he/she is hungover.

III. Have npcs do stuff: Telling stories, drinking themseves, talking to other nps and not just standing around waiting for your character to talk to them.

IV. Bar fights

V. Gambling

VI. Show effects of drinking heavily. (ex: blurry screen, stumbling, akward dialogue)

In all I would just like them to be more intersting than what they have been in other games.


I like these ideas! ME3 actually done the whole waking up after drinking too much thing. The first time you do it you wake up over by Aria in the club and she doesn't appear too impressed, the second time you do it you wake up in an elevator as the passengers look at you in disgust LOL!


Thank you =3. And I didn't know about the second one in ME3 it sounds funny though. I liked the batarian bartender in ME2 as well, I didn't expect that when I first played.

Modifié par Irku, 03 juillet 2012 - 07:20 .


#50
DarkDragon777

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Why waste time on such useless features when they could be putting resources into improving the narrative?