Dragon Age 3 Vistas and World Environments
#76
Posté 02 octobre 2012 - 03:22
#77
Posté 03 octobre 2012 - 04:44
I want to explore ancient thaigs that have long since fallen into disrepair, carrying an almost ethereal beauty to their now dormant state, where if you stay long enough you can almost hear -- through your own imagination -- the cries of all the people that died in battle against the Darkspawn. For me, the Nabreus Deadlands and the Necrohol of Nabudis accomplished this, though obviously not with the Darkspawn =P.
Zanarkand also did this, in grand fashion.
I want to explore the Frostback Mountains in all of their magnificent, snowy splendor. Not just a minor path that leads to Orzammar. You know what games accomplished a snowy, mountainous, and magnificent area for me? FFX and FFXII. Mt. Gagazet and Mt. Bur-Omisace.
In short, look at FFXII. That is, and forever will be, my go-to game as a reference point on environments. Skyrim comes in second, but in terms of what I think Bioware is trying to accomplish with environments I think FFXII is better at that.
I also want little cutscenes that showcase the areas, and maybe a little exposition made by the companions about the area in question, like how Basch did with the Necrohol of Nabudis/Nabreus Deadlands in FFXII.
And I want music that properly reflects the area. Mt. Bur-Omisace, Mt. Gagazet, Jahara, Zanarkand, Archades, and many other places in both FFX and FFXII -- as well as Kingdom Hearts, Star Ocean:Till the End of Time, and other games -- had music that really fit with the areas.
Traversing the streets of the Imperial City of Archades while having the Theme of the Empire -- of a different sort then you hear in this video -- really helped make the city feel as it should.
Along with it just being an awesome looking city.
Modifié par The Ethereal Writer Redux, 03 octobre 2012 - 05:10 .
#78
Posté 03 octobre 2012 - 07:25
#79
Posté 03 octobre 2012 - 08:29
There ya go. One more FF reference for the table
Modifié par The Ethereal Writer Redux, 03 octobre 2012 - 08:54 .
#80
Posté 03 octobre 2012 - 10:36
The Ethereal Writer Redux wrote...
lol well one thing FF has always -- or not, depending on who you ask I guess -- done well is its environments. FFXIII and Gran Pulse are a good example of that.
There ya go. One more FF reference for the table
want another?
memoria from FF9 (the distorted style would look perfect for the fade)

#81
Posté 03 octobre 2012 - 12:08
#82
Posté 03 octobre 2012 - 05:00
I'd love rain, snow(though I know that'd be harder to do), wind blowing, and things like that.
Bring on that precipitation. Hah
And if it can't be dynamic, bring it on in a place that makes sense, like if we happened to enter a rain forest.
#83
Posté 03 octobre 2012 - 06:06
#84
Posté 03 octobre 2012 - 06:24
It'll be inspired by France, is all.
#85
Posté 03 octobre 2012 - 07:40
LPPrince wrote...
snow(though I know that'd be harder to do),
How so? If you mean from a locations perspective, I agree that it'd have to be in certain areas -- Frostbacks, Ostagar area, etc.
If you mean from an engine perspective, I don't think it would be. Granted, I don't know Frostbite 2's engine capabilities, but FFXII managed to create snowfall/blizzards -- and that was just a PS2 game.
Similarly, FFXII had torrential downpours/normal rain and sandstorms.
FFXII, FFXII, FFXII, FFXII....... =P
#86
Posté 03 octobre 2012 - 07:52
#87
Posté 03 octobre 2012 - 07:57
#88
Posté 03 octobre 2012 - 08:08
#89
Posté 03 octobre 2012 - 09:26
Todd23 wrote...
I want to see kinda' similar (but not the same) aesthetically pleasing scenery, so that the more unique ones stand out. I want to have discussions like: I just stayed in that one thaig and stared at the river.
Places can stand out without mediocrity or similarities within the rest of the locales.
#90
Posté 03 octobre 2012 - 10:23
I mean like (and here me out) Skyrim did it. They had tons of ruins filled with draugr with a familiar feel to them. But place one or two ruins that are incredibly unique and captivating.LPPrince wrote...
Todd23 wrote...
I want to see kinda' similar (but not the same) aesthetically pleasing scenery, so that the more unique ones stand out. I want to have discussions like: I just stayed in that one thaig and stared at the river.
Places can stand out without mediocrity or similarities within the rest of the locales.
#91
Posté 03 octobre 2012 - 11:00
Yeah, that can be done.
#92
Posté 04 octobre 2012 - 06:32
#93
Posté 04 octobre 2012 - 06:35
Mila-banilla wrote...
All these images are so wicked! I don't know why I'm getting excited since some of these aren't even bioware concept art but it would be awesome if they used some of these images as inspiration ^.^
Only ones that are Bioware's are those in the OP.
But yeah, boss images are boss.
#94
Posté 04 octobre 2012 - 07:46
The other thing I thought of is how it would be cool to see locations in the game from elsewhere than being right in the middle of them. Let's say the team is departing Val Royeaux for, I don't know, Cumberland, and there's a vista you can interact with that shifts your camera to a view of dense fog dynamically rolling in from the Waking Sea to settle over the spires of the city. If we're setting up camp in the Frostback Mountains, have someone remark on how we can see the lights of Redcliffe Castle from here and how that wouldn't have happened 15 years ago, before Redcliffe gained in power and prosperity, becoming the Denerim of the West. These kinds of interconnected references would make the game world seem like one huge, alive continent rather than discrete dungeons and hubs that start to get boring after a while.
#95
Posté 04 octobre 2012 - 07:53

#96
Posté 04 octobre 2012 - 08:21
holdenagincourt wrote...
The devil is in the details, as the bromide goes. I would love to hear my protagonist's footsteps splash through puddles in a muddy road, and listen to his image-conscious and slightly vain companion complain that he's muddied her (or his) velvet boots. When running through a forest, make the character stagger backward or even fall to the ground if he runs headlong into a tree, and then show leaves falling around him while the group snickers. Have time pass in the game, and have team members comment on the beauty of the sunset while one of your mages brings up a random bit of lore about witches or demons that appear after sundown in this part of the woods/marshes/whatever. I'm hoping for footprints in the snow, water dripping from the characters' faces when a conversation takes place in the middle of a rainstorm, and reactions from people about interactions with the environment. These sort of banal details really make individuals and places come to life, I think.
The other thing I thought of is how it would be cool to see locations in the game from elsewhere than being right in the middle of them. Let's say the team is departing Val Royeaux for, I don't know, Cumberland, and there's a vista you can interact with that shifts your camera to a view of dense fog dynamically rolling in from the Waking Sea to settle over the spires of the city. If we're setting up camp in the Frostback Mountains, have someone remark on how we can see the lights of Redcliffe Castle from here and how that wouldn't have happened 15 years ago, before Redcliffe gained in power and prosperity, becoming the Denerim of the West. These kinds of interconnected references would make the game world seem like one huge, alive continent rather than discrete dungeons and hubs that start to get boring after a while.
This. SO. MUCH. THIS.
Though I recognise it might be a wish that won't come true. I'm not a game or graphic designer, so I'm not entirely sure how time consuming/budget eating/possibly impossible some of this stuff might be.
#97
Posté 04 octobre 2012 - 06:46
nightcobra8928 wrote...
these would look good for a deep roads like area
I like these. Dark, yet vibrant.
#98
Posté 04 octobre 2012 - 06:49
Dirgegun wrote...
holdenagincourt wrote...
The devil is in the details, as the bromide goes. I would love to hear my protagonist's footsteps splash through puddles in a muddy road, and listen to his image-conscious and slightly vain companion complain that he's muddied her (or his) velvet boots. When running through a forest, make the character stagger backward or even fall to the ground if he runs headlong into a tree, and then show leaves falling around him while the group snickers. Have time pass in the game, and have team members comment on the beauty of the sunset while one of your mages brings up a random bit of lore about witches or demons that appear after sundown in this part of the woods/marshes/whatever. I'm hoping for footprints in the snow, water dripping from the characters' faces when a conversation takes place in the middle of a rainstorm, and reactions from people about interactions with the environment. These sort of banal details really make individuals and places come to life, I think.
The other thing I thought of is how it would be cool to see locations in the game from elsewhere than being right in the middle of them. Let's say the team is departing Val Royeaux for, I don't know, Cumberland, and there's a vista you can interact with that shifts your camera to a view of dense fog dynamically rolling in from the Waking Sea to settle over the spires of the city. If we're setting up camp in the Frostback Mountains, have someone remark on how we can see the lights of Redcliffe Castle from here and how that wouldn't have happened 15 years ago, before Redcliffe gained in power and prosperity, becoming the Denerim of the West. These kinds of interconnected references would make the game world seem like one huge, alive continent rather than discrete dungeons and hubs that start to get boring after a while.
This. SO. MUCH. THIS.
Though I recognise it might be a wish that won't come true. I'm not a game or graphic designer, so I'm not entirely sure how time consuming/budget eating/possibly impossible some of this stuff might be.
The second paragraph might actually be easier than the first.
I know that in Fable 3, you can see the lights of Bowerstone and especially Bowerstone Castle if you swim in the waters surrounding Driftwood.
I thought that was an amazing detail.
#99
Posté 21 octobre 2012 - 04:22







Retour en haut







