Hahaha, I'm laughing my arse off at the Stormcloak sounding dude at 24:52.Wiedzmin182009 wrote...
Digiexpo 2013 - Dragon Age: Inquisition Gameplay
"Mages.. for the win!"
Modifié par Zazzerka, 06 novembre 2013 - 06:33 .
Hahaha, I'm laughing my arse off at the Stormcloak sounding dude at 24:52.Wiedzmin182009 wrote...
Digiexpo 2013 - Dragon Age: Inquisition Gameplay
Modifié par Zazzerka, 06 novembre 2013 - 06:33 .
Yrkoon wrote...
Yep, although this stupid, self-defeating, board-room-pie-chart mindset is hardly limited to Bioware. It's a trend in the industry, and it is what's been ruining the RPG genre for the past few years. Bethesda devs have spouted similar comments, which is why, today, in a game like Skyrim (for example), the player can be the leader of ALL the guilds simultaneously, whereas in previous ES games, becoming a member of one closed off your ability to become a member of the others.BasilKarlo wrote...
Numerous devs from the ME and DA franchises have said that they don't like gameplay/explorable areas being inaccessible to players due to choices because it makes the cost of making those areas/that content less justifiable.
Modifié par RaduM, 06 novembre 2013 - 08:32 .
Indeed, You don't have to convince anyone here of the fact that Publishers simply don't understand what makes a truly special RPG. (and they don't need to, they're not making the game, they're just the funders) But there are at least 1000 rebuttals to the publisher's protest (above), and many of them can flat out disprove the notion that money is being "wasted" in unseeable content at all. But that's a tiresome new debate that's inappropriate for this thread.RaduM wrote...
Well, technically (and I do mean technically as in it relates to the actual nuts and bolts of making a game) the reason why, in general, in gaming, in the past and in the present, it is/was rare to see "true" consequence (entire chunks of the game cut off, others opened up) is that it carries a hefty price. A *lot* of game "length" needs to be sacrificed to give "depth".
And that's hard to justify to the people giving the money (which I remind you, they are not patronizing art, they are investing expecting a profit).
Developer : "So this game will have real consequence, the player's actions will take him/her to completely different places"
Publisher : "What does this mean exactly?"
Developer : "Well, if the player chooses A, he will go to place 1. If B to place 2."
Publisher : "And if he chooses A we won't go to place 2?"
Developer : "Not in that particular playthrough, no."
Publisher : "And how much of the game's content is experienced via choice?"
Developer : "About 50% of the game is made up of experiencing content related to choice"
Publisher : "So the game content is practically divided in 3 : common path that is always experienced, content experienced due to choices, content NOT experienced ... again due to choices"
Developer : "Yes"
Publisher : "So we're providing a budget of X and the player will experience content worth of 2/3 X?"
Developer :"Yes"
Publisher : "So we're practically paying 1/3 X for parts of the game that a player will never see"
Developer : "Well not never, there are multiple playthr-"
Publisher : "Get out."
See where' I'm going with this? "True consequence" means, practically "making stuff that the player, any player, whatever the choice, will not experience". Combine this with the fact that most people do not do multiple playthroughs and "will not experience" turns to "will never experience".
If somebody were to give Bioware *patronage* (like nobles back in the day would offer patronage to artists) and let them just go loco, we might see that. But given that the people that put forward the cash for the game to be made in the first place expect a profit... It's practically impossible to justify "true consequence" unless somebody at EA truly and genuinely likes Bioware's games... as in more than just as cash-cows.
Modifié par Yrkoon, 06 novembre 2013 - 10:38 .
Ukki wrote...
The discussion option looked dreadfully like ME3 with only two choises.
Ukki wrote...
The discussion option looked dreadfully like ME3 with only two choises.
Guest_Lady Glint_*
I'm aware of that. It wasn't a complaint on my part, I was simply wondering if anyone else noticed.BasilKarlo wrote...
BeadyEyedTater wrote...
Maybe I'm just seeing things, but I
swear it looks like they tweaked Cassandra's face a bit. She looks a
little different in this video than in the PAX videos.
Laidlaw has said that appearances will be continually tweaked throughout development. Morrigan and Varric have also been tweaked since their initial reveals.
Ukki wrote...
The discussion option looked dreadfully like ME3 with only two choises.
BasilKarlo wrote...
Ukki wrote...
The discussion option looked dreadfully like ME3 with only two choises.
-Soldiers stay with their wounded outside the village, offering no support for the village or the stronghold
-Soldiers leave their wounded and defend the village, offering no support for the stronghold
-Soldiers leave their wounded and defend the stronghold, offering no support for the village
Three options.
Reznore57 wrote...
I think you can save everyone , Stronghold and village , though it's supposed to be really hard.
Maybe if the Inquisition has a good military stronghold nearby?
And you send agents doing military and security stuff...you get a longer timer?Or a fourth option ?
In the demo we saw the Inquisition was already settled in Crestwood.
In the desert area , once you take the place ...well you can decide what your strategy for the place is.
BasilKarlo wrote...
You can probably save both by just sending the troops to the village and beating the Red Templars at the stronghold very quickly.
Modifié par sandalisthemaker, 06 novembre 2013 - 08:27 .
sandalisthemaker wrote...
I'm thinking the way to save both would be to manage your strongholds well. A little meter can be seen in the demo that shows the stronghold's remaining strength. A stronghold well-maintained by the player may be able to take more damage in situations like the Templar attack, allowing more leeway when deciding to help the villagers.
A player that doesn't devote effort into building/maintaining their strongholds could have less time before the stronghold is destroyed, making the decision to help the villagers result in ensured destruction of the stronghold.
Fast Jimmy wrote...
sandalisthemaker wrote...
I'm thinking the way to save both would be to manage your strongholds well. A little meter can be seen in the demo that shows the stronghold's remaining strength. A stronghold well-maintained by the player may be able to take more damage in situations like the Templar attack, allowing more leeway when deciding to help the villagers.
A player that doesn't devote effort into building/maintaining their strongholds could have less time before the stronghold is destroyed, making the decision to help the villagers result in ensured destruction of the stronghold.
So, basically, "do all the side quests, upgrade all the things" and you'll get the rainbow and unicorn endings? Seems like 90% of RPGs in the history of the genre, honestly.
Nothing wrong with that, but I simply feel it isn't a choice for players, just built in rewards for completionists (like myself).
Modifié par Jonathan Seagull, 07 novembre 2013 - 12:01 .
Perhaps. But I'm hoping that maintaining strongholds well won't make it a surfire rainbow and unicorn ending. Although, if anything, I'm hoping it is more difficult to save the village than to save the stronghold (if the player tries to do both).