Frostbite 2? Really?
#126
Posté 17 septembre 2012 - 07:13
#127
Posté 17 septembre 2012 - 07:24
John Epler wrote...
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.
I really think a hug is in order you two.
#128
Guest_KnossosTNC_*
Posté 17 septembre 2012 - 07:35
Guest_KnossosTNC_*
What Bioware will do with the engine, however, does.
#129
Posté 17 septembre 2012 - 07:38
#130
Posté 17 septembre 2012 - 07:51
#131
Posté 17 septembre 2012 - 09:29
Modifié par Captain Eldarion, 17 septembre 2012 - 09:29 .
#132
Posté 17 septembre 2012 - 09:53
I like Bioware because of their games story, not the graphics if I did then I would be playing Battlefield 3.
#133
Posté 17 septembre 2012 - 10:09
#134
Guest_FemaleMageFan_*
Posté 17 septembre 2012 - 10:10
Guest_FemaleMageFan_*
It actually has one of the best physics systems i have seen so far.slimgrin wrote...
I can't believe people are skeptical of this. They're bloody lucky to have one of the most powerful engines out there.
#135
Posté 17 septembre 2012 - 10:11
#136
Posté 17 septembre 2012 - 10:20
Jarrett Lee wrote...
Think of it in terms of "beautiful graphics and physics", not as an FPS engine per se. I've seen what they are doing with it for DA3 and I think you guys are in for a treat. When the time comes that is!
The truth! Besides, most of you PC guys should be thankful such a well optimized engine is being used. Did you know many games (and engines) out there can't get a smooth and constant 60 fps on even the most powerful PCs, simply because their developers just ignore the PC and don't do anything for the CPU end? Meanwhile Frostbite 2 actually does well, even a mid to low ranged CPU won't be bothered at all by say Battlefield 3.
That being said, what are the tools like? And is there any chance of day/night cycles? Last I read it was using Geomerics, which handled dynamic relighting fine depending on what you were using it for, assuming only sunlight was used for GI if I recall. A highly technical question I know, but eh, why not?
#137
Posté 17 septembre 2012 - 10:22
So does this mean you're going to be preserving the capabilities of your dialogue and script systems? Please don't tell me they're going to end up with something like Story Manager.John Epler wrote...
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.
I was terrified of this. I'm afraid you're not going to come away with something that plays and feels like Dragon Age.
I'll trust you because you're all awesome, but all good peoples hang their heads in shame today.
#138
Posté 17 septembre 2012 - 10:23
El Mito wrote...
Never go full retard.Flatrid wrote...
Master Shiori wrote...
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?
Witcher 2 and Skyrim
Skyrim is not an rpg.....
#139
Posté 17 septembre 2012 - 10:23
So does this mean you're going to be preserving the capabilities of your dialogue and script systems? Please don't tell me they're going to end up with something like Story Manager.
I don't even know what "Story Manager" is, so take that for what it's worth.
One of the first orders of business my team was on was providing the writers with writing tools that matched or exceeded the abilities that they had with the DA Toolset.
#140
Posté 17 septembre 2012 - 10:26
#141
Posté 17 septembre 2012 - 10:26
slimgrin wrote...
I can't believe people are skeptical of this. They're bloody lucky to have one of the most powerful engines out there.
Because they're focusing on what it isn't (a description of RPG features) instead of what it can do (make those features better).
Probably due to a lack of familiarity with Frostbite or, well, a lack of imagination.
#142
Posté 17 septembre 2012 - 10:28
It's what passes for plot and story management in the ME engine.Allan Schumacher wrote...
I don't even know what "Story Manager" is, so take that for what it's worth.
And the designers?Allan Schumacher wrote...
One of the first orders of business my team was on was providing the writers with writing tools that matched or exceeded the abilities that they had with the DA Toolset.
Scripting comes with significant overhead, but it puts so much at the fingertips of the people who can best use it, and it's been a hallmark of every true BioWare engine, starting with Mark's work on BG (as if you needed to introduce yourself, sir).
Or are the designers going to have to run back to the programmers and beg for new hardcoded behaviors for their special encounter or their cool NPC?
#143
Posté 17 septembre 2012 - 10:33
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?
Lost Odyssey
#144
Posté 17 septembre 2012 - 10:34
Plus, Frostbite 2 is gonna be insane! They certainly weren't kidding when they said they are gonna have "The most realistic beards"
#145
Posté 17 septembre 2012 - 10:35
And the designers?
Scripting comes with significant overhead, but it puts so much at the fingertips of the people who can best use it, and it's been a hallmark of every true BioWare engine, starting with Mark's work on BG (as if you needed to introduce yourself, sir).
"Designers" is a vague term. If you're referring to level designers, I'm less versed on what specifically they were wanting (I actually worked with Writing and the Programmers on my team). You'll still need to be more specific, however.
Frostbite does have a scripting system.
As for designers running back to the programmers with feature requests, this happened a lot on DAO and DA2 as well. Part of working with something new is they come back with "So, this thing we couldn't do in Eclipse, we still want to do it. Lets see if we can do it now."
#146
Posté 17 septembre 2012 - 10:36
Honestly if you have a very powerful engine in one of your in-house developers it would defiantly save money/time instead of making a completely new one for every single game.
Modifié par Kinkaku, 17 septembre 2012 - 10:39 .
#147
Posté 17 septembre 2012 - 10:36
#148
Posté 17 septembre 2012 - 10:38
Allan Schumacher wrote...
So does this mean you're going to be preserving the capabilities of your dialogue and script systems? Please don't tell me they're going to end up with something like Story Manager.
I don't even know what "Story Manager" is, so take that for what it's worth.
One of the first orders of business my team was on was providing the writers with writing tools that matched or exceeded the abilities that they had with the DA Toolset.
May i please ask you one thing? How hard is to make something like suicide mission(me2) in terms of time, resourses, etc. on frostbite2. To tell the truth i'm exited to hear about DA3 will use it as engine.
Modifié par Dubozz, 17 septembre 2012 - 10:38 .
#149
Posté 17 septembre 2012 - 10:42
Isn't that a non-sense?!
I have no hopes for DA 3... Graphics are not the main essence of a true RPG and a solid story cannot be done in less than 3 years. So I won't buy this product. Sorry for you Bioware, but I won't be fooled again. I am an intelligent being, unlike some of the people who only moves because of great graphics... the ones I call "Awesome" beings.
#150
Posté 17 septembre 2012 - 10:45
What BioWare does with this engine is their thing, Frostbite 2 is a tool and a very powerfull one at that, which opens up many possibilities and is a better base then the engine DA used so far.
That devs under EA can use this engine without licensing fees is a good thing, because they don't have to spend time building their own or enhancing the weak engine of Dragon Age so far (DA looked like a game from 2003).
Using a good engine wont lessen the amount of content, because BioWare does not have to develop the technology first!
Neither will the hardware requirements rise out of a sudden. Remember that this still has to run on the old consoles. Crysis used to run better on my old computer than Dragon Age: Origins or The Witcher 1 while looking significantly better.
When an engine is coded efficiently, it can look and perform better without a need of better hardware, while at the same time offering additional eye candy in the case of better hardware.
I can't believe that some people actually complain about them using a better engine after DA2 looked like a bland brown paste.





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