Frostbite 2? Really?
#76
Posté 17 septembre 2012 - 04:39
#77
Posté 17 septembre 2012 - 04:39
#78
Posté 17 septembre 2012 - 04:41
John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
The thing is, though - this is not a sign that we're shoving everything into overdrive action mode. We're working with the creators of this engine, and we've been building our changes from the ground up. This means that we don't have limitations in terms of things like customization that are imposed on us by the way the engine was originally created. Gameplay demands can drive changes to the engine, versus the engine limiting what we can do in terms of gameplay.
Hope that's a bit better of an explanation.
I appreciate you saying this and I am actually glad that you have a new engine to work with.
#79
Posté 17 septembre 2012 - 04:42
Cstaf wrote...
John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
The thing is, though - this is not a sign that we're shoving everything into overdrive action mode. We're working with the creators of this engine, and we've been building our changes from the ground up. This means that we don't have limitations in terms of things like customization that are imposed on us by the way the engine was originally created. Gameplay demands can drive changes to the engine, versus the engine limiting what we can do in terms of gameplay.
Hope that's a bit better of an explanation.
No John, we got that sign a long time ago.
If you'd like to participate in a constructive fashion, you are more than welcome to do so. You don't have to be positive, just polite and attempting to engage in actual discussion.
If you'd like to try and win 'points' in some bizarre game in which you are the only participant, I suggest you go elsewhere. Thanks.
#80
Posté 17 septembre 2012 - 04:43
#81
Posté 17 septembre 2012 - 04:44
John Epler wrote...
Cstaf wrote...
John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
The thing is, though - this is not a sign that we're shoving everything into overdrive action mode. We're working with the creators of this engine, and we've been building our changes from the ground up. This means that we don't have limitations in terms of things like customization that are imposed on us by the way the engine was originally created. Gameplay demands can drive changes to the engine, versus the engine limiting what we can do in terms of gameplay.
Hope that's a bit better of an explanation.
No John, we got that sign a long time ago.
If you'd like to participate in a constructive fashion, you are more than welcome to do so. You don't have to be positive, just polite and attempting to engage in actual discussion.
If you'd like to try and win 'points' in some bizarre game in which you are the only participant, I suggest you go elsewhere. Thanks.
I am sorry for being rude. On my third day without cigarettes so im not on my best behaviour. Be grateful you are not my wife
Modifié par Cstaf, 17 septembre 2012 - 04:44 .
#82
Posté 17 septembre 2012 - 04:45
Cstaf wrote...
John Epler wrote...
Cstaf wrote...
John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
The thing is, though - this is not a sign that we're shoving everything into overdrive action mode. We're working with the creators of this engine, and we've been building our changes from the ground up. This means that we don't have limitations in terms of things like customization that are imposed on us by the way the engine was originally created. Gameplay demands can drive changes to the engine, versus the engine limiting what we can do in terms of gameplay.
Hope that's a bit better of an explanation.
No John, we got that sign a long time ago.
If you'd like to participate in a constructive fashion, you are more than welcome to do so. You don't have to be positive, just polite and attempting to engage in actual discussion.
If you'd like to try and win 'points' in some bizarre game in which you are the only participant, I suggest you go elsewhere. Thanks.
I am sorry for being rude. On my third day without cigarettes so im not on my best behaviour. Be grateful you are not my wife!
Quite alright! I'm trying to cut back on caffeine so I am not at my most polite either, for which I apologize.
#83
Posté 17 septembre 2012 - 04:45
Wulfram wrote...
So, does that mean we'll get better hair?
Good one.
List so far:
- Better hair
- An improved way of storing weapons that can't be described using the word "floating."
Modifié par Upsettingshorts, 17 septembre 2012 - 04:46 .
#84
Posté 17 septembre 2012 - 04:47
#85
Posté 17 septembre 2012 - 04:48
John Epler wrote...
If you'd like to participate in a constructive fashion, you are more than welcome to do so. You don't have to be positive, just polite and attempting to engage in actual discussion.
If you'd like to try and win 'points' in some bizarre game in which you are the only participant, I suggest you go elsewhere. Thanks.
Is it at all possible to have two separate "gameplay modes"? You know, have one be faster paced, slightly easier, very actiony.
And then have the other be slower paced, more strategic. Obviously a bit harder, and maybe a little bit more isometric?
Would that be too much work to have two separate gameplay modes or is it viable?
#86
Posté 17 septembre 2012 - 04:48
Ridable horses?Upsettingshorts wrote...
Good one.Wulfram wrote...
So, does that mean we'll get better hair?
List so far:
- Better hair
- An improved way of storing weapons that can't be described using the word "floating."
#87
Posté 17 septembre 2012 - 04:48
Xewaka wrote...
Ridable horses?
Let's just start with "horses."
Also bow-strings.
#88
Guest_Guest12345_*
Posté 17 septembre 2012 - 04:49
Guest_Guest12345_*
Anyway, I am hoping to see a BF/DA cross promotion that lets me fly a helicopter into war with the Qunari.
#89
Posté 17 septembre 2012 - 04:49
#90
Posté 17 septembre 2012 - 04:50
Let's not get carried away.Xewaka wrote...
Ridable horses?
Free-roaming camera.Upsettingshorts wrote...
List so far:
- Better hair
- An improved way of storing weapons that can't be described using the word "floating."
#91
Posté 17 septembre 2012 - 04:51
The discussion about customisation was great and the idiology of bigger better world, better impact of choices, better (depth) to customisation nad discussions going on about adding more in depth crafting that have gone on here. I believe you really did listen to all the feedback and while few things will remain in regards to VA instead of silent protaganists, the comparing combat between DAO and DA2 in order to provide a blend of best aspects from both all sounds good. I am guessing isometic or zoom will still be limited in DA3 compared to DAO but with Frostbite 2 you may find ways to do better.
I have high hopes for DA3 once more, I think it might well be a game I very much enjoy. I just hope you continue to discuss with us direction on elements and be open to such discussions rather than merely informing of choices already set in stone. I still have concerns but I am hoping you prove me wrong and put them to rest over following year through discussions and information released.
Modifié par Dragoonlordz, 17 septembre 2012 - 04:59 .
#92
Posté 17 septembre 2012 - 04:52
John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
The thing is, though - this is not a sign that we're shoving everything into overdrive action mode. We're working with the creators of this engine, and we've been building our changes from the ground up. This means that we don't have limitations in terms of things like customization that are imposed on us by the way the engine was originally created. Gameplay demands can drive changes to the engine, versus the engine limiting what we can do in terms of gameplay.
Hope that's a bit better of an explanation.
so is the 'awesome button' being taken out? Please?
#93
Posté 17 septembre 2012 - 04:52
Sylvius the Mad wrote...
Free-roaming camera.
My list was more "things BioWare has been doing - much to my frustration - for years now" and less "things BioWare has done before and ought to put back in" but yes.
Vilegrim wrote...
so is the 'awesome button' being taken out? Please?
I think the expiration date on being flippantly critical of that ill-advised marketing gimmick was many, many months ago.
Modifié par Upsettingshorts, 17 septembre 2012 - 04:53 .
#94
Posté 17 septembre 2012 - 04:52
#95
Posté 17 septembre 2012 - 04:53
Aargh12 wrote...
As soon as an RPG developer talks about engine you know that the game will have little content. Good RPGs with cutting edge graphics (technically, not art desing) - does that even exist?
I believe Skryim would disagree with you.
#96
Posté 17 septembre 2012 - 04:55
#97
Posté 17 septembre 2012 - 04:56
#98
Posté 17 septembre 2012 - 04:56
#99
Posté 17 septembre 2012 - 04:57
That said, using the Frostbyte Engine 2 is a step in the right direction.
The only problem I see is the possibility that the higher graphical fidelity will equal less content.
CDPR could pull it off only after 4 years of development.
If DA3 comes out "late 2013" that will be less 2 1/2 years... After ME3, I would hate the whole thing to get botched.
Modifié par Savber100, 17 septembre 2012 - 04:59 .
#100
Posté 17 septembre 2012 - 04:58
Yes, in addition to better... stuff.Wulfram wrote...
So, does that mean we'll get better hair?





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