EVERYONE IN THE CROWD IS DUPLICATED.
there are 2-3 of every person in the noble crowd and they're just repeated to make the gathering of nobles seem big. So it's 20 people and actually 6 or so individuals with 2-3 clones of each. My question to Bioware is simply, why? Was it that difficult to make a different character for each person in the room?
if you don't believe me/don't remember, just watch
<_<
Something I noticed in showdown with Arishok
Débuté par
sickserb
, juil. 11 2012 07:01
#1
Posté 11 juillet 2012 - 07:01
#2
Posté 11 juillet 2012 - 10:29
#3
Posté 11 juillet 2012 - 01:47
Yes, we believe you. We believe you. As we've all seen it. I can't fix it and it's starting to annoy me. But I skip past this part more often now anyway so I wont have to look at it.
#4
Posté 11 juillet 2012 - 04:24
IN OTHER NEWS, WATER IS WET, SKY IS BLUE.
#5
Posté 11 juillet 2012 - 05:44
It's because the veil is very thin near Kirkwall which is causing the area to have many twin and septuplet births and an exceeding population of evil doppelgangers from other dimensions.
It's so common there that nobody even bothers to mention it any more.
It's so common there that nobody even bothers to mention it any more.
#6
Posté 11 juillet 2012 - 06:05
yeah, you get this same sort of thing in Anders' clinic and a few other places too, unfortunately. 
Any assertion that DAII was not rushed is automatically trumped by that kind of character duplication in the same scene. I refuse to believe that our devs would have let that one slide if they'd had any other choice.
Any assertion that DAII was not rushed is automatically trumped by that kind of character duplication in the same scene. I refuse to believe that our devs would have let that one slide if they'd had any other choice.
#7
Posté 11 juillet 2012 - 06:38
It's called saving resources. By reusing the same assets, they can draw two characters for the RAM cost of one. The ps3 only had 256mb of video RAM to stick textures into, so textures are a scarce resource they want to use where they truly need to - the party members, their enemies and the locale. Background people will be background people =)
#8
Posté 11 juillet 2012 - 08:21
You know what I noticed in the duel with the Arishok? How lovingly crafted those pillars were. Because I spent A LOT of time running around them in circles (when I was feeling saucy, I'd do a figure eight instead).
#9
Posté 11 juillet 2012 - 08:30
KiddDaBeauty wrote...
It's called saving resources. By reusing the same assets, they can draw two characters for the RAM cost of one. The ps3 only had 256mb of video RAM to stick textures into, so textures are a scarce resource they want to use where they truly need to - the party members, their enemies and the locale. Background people will be background people =)
Eh, excuses.
DA2 is equal to and less than DA:O resource intensity and yet there was more of a crowed variety (limited to the game's engine and developer laziness).
OT:DA2 was created by Dr. V. Frankenstein.
Modifié par mad825, 11 juillet 2012 - 08:30 .
#10
Posté 12 juillet 2012 - 01:02
Have you met Mr Bright-Orange-and-Yellow-Suit? He appears in four different bodies, like a Cylon with flaming red sideburns and tash, during Loghain's first Denerim cutscene.
Modifié par Vovea, 12 juillet 2012 - 01:03 .
#11
Posté 13 juillet 2012 - 08:20
Vovea wrote...
Have you met Mr Bright-Orange-and-Yellow-Suit? He appears in four different bodies, like a Cylon with flaming red sideburns and tash, during Loghain's first Denerim cutscene.
It was far less obvious in Origins. I understand about resources and conserving them but it was ridiculous in DA2.
Gamers are NOT stupid. We notice things.





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