berelinde wrote...
The Witcher 2 is a PC-only game.
i travelled through time and space to bring you this!
Modifié par Dragoonlordz, 10 octobre 2012 - 08:03 .
Dragoonlordz wrote...
I have long asked Bioware to go down the route of 'living world' principles in their games and put as much time and effort into the world, setting and enviroments as they do with characters. If they spent as much time on the world, enviroments, living world effects (weather, non-static NPC's/enviroments and wildlife, day and night cycles etc to name a few) as they did with the companions then the games they make would be vastly better.
Modifié par deuce985, 10 octobre 2012 - 07:28 .
Wulfram wrote...
They should definitely do more to fake a living world, but that doesn't mean they should have day/night cycles.
Adding some through traffic to populated areas and signs of people doing their jobs would be good. You don't need to go to the lengths of Skyrim with everyone having a schedule, just have people walk past you with signs of purpose, maybe occasionally stopping by a merchant for a bit.
As stated on these forums and in interviews, you guys have stated you wanted a more cinematic experience. Surely that goes hand in hand with visual aspects such as weather system, wind and day/night cycles. All of these things increase the cinematic feel of a game. Ditto with NPC reactions to your presence and actions. I can understand that different developers start at different point with different goals but they should look at each other for things they could do better.
Those things I mentioned would make your titles better especially in a cinematic way imho. Other companies are seeing what it is you have done yourselves and that is why I gave the example of Rockstar, Bethesda, Eidos and Cryptic all implementing and improving, trying to do such things as choices/conseqeunces cause/effect systems because you did so well developing them to create a demand for such things on a bigger scale.
You can't sit back and not take note of what others are doing just because you scored a point with that system to be honest. Your stories aren't the greatest thing in gaming but the combination of your choices systems that is used to tell the story is what made you special and not the story on its own imho. Now they are trying to create such systems themselves you cannot afford to surely count on just that gameplay mechanic to keep you ahead of the rest. I am of the firm belief it is far more advisable to watch what the others are upto and try to implement the 'best' features and add it onto you own titles which might on top of that have its own special features. Tweaking the engine over time to always improve it add more stunning visuals and realism which immerses the player in that world of which you create. How can anyone seriously argue that such immersion is a bad thing for a game?
I cannot agree to any actual reason why a developer would purposefully decide against trying to build such immersion in the worlds you have created with such features that have a great affect on the aforementioned immersion. If you truly held BG as the benchmark of RPG quality then why did you move to 3D or continue to evolve the engines and visual quality of your games from back then. The same reason you evolved your games from then is the same reason you should try your best to evolve such features as the ones I have mentioned.
Bioware really has no more of a trump card than just that. Other games do specific things such as good group party combat and deep emotionally involving background and storyline for the companions in the game with or without the system I just mentioned. The fact other titles are beginning to try to emulate and incorporate such systems is a good thing and Bioware pushed it that way to a large degree with their titles. But as time progresses and the other developers get better at adding such systems Bioware can't afford to sit on it's bum and rely just on that.
Biowares stories rely on that system to tell their stories and that imho is what makes them special, the story alone or combat alone is by far not what makes their games a cut above the rest.
Just imagine how much more you could of enjoyed the game (if) a gentle breeze could blow through the grass and you see it's affects, a wind blowing through your hair and it reacting accordingly, NPCs that react not only to your presence and actions but also the weather, the weather system itself ever changing and in a immersive realistic way, NPCs that go about their lives whether you interacted with them or not and even a day and night system that changes with world and people within it acting accordingly.
The Witcher 2 titles has such things and Bioware should look at them and see if they can add any of those aspects to their own titles. How much better would the experience and immersion of been for you if they had that in DAO or DA2? It is not about whether you gleamed enough immersion from a game without it to enjoy the game. Always try to make their games better and better should be the approach and such systems do add to enjoyment and immersion in the worlds of which either company create.
My point and I feel it is a valid one is when a rival company within the same genre as Bioware (RPGs) comes up with a new mechanic or system, Bioware should examine and try to incorporate the best of those things into their games not just dismiss just because you have other things that make your games good, you should add such things to your already existing systems to make your games even better both in realism and immersion. Add such things to what may already be a great game taking it to a new level.
Modifié par Dragoonlordz, 10 octobre 2012 - 08:34 .
Wulfram wrote...
I can't comment on The Witcher 2 because I never got very far in TW1. But it doesn't seem like it's doing anything notably different from Skyrim. Where, for me, it only serves to highlight how small and fake the environment really is.
Modifié par Dragoonlordz, 10 octobre 2012 - 08:59 .
Modifié par Wulfram, 10 octobre 2012 - 09:07 .
Wulfram wrote...
Things I think will improve the atmosphere, I support. But for me, stuff like in Skyrim makes the game worse. Not by taking away resources from other parts of the game, but by being bad in and of themselves.
The time compression necessary to make Day/night cycles at all relevant kills my suspension of disbelieve. The elaborate time schedules still have NPCs acting more fake than a simple script that has a generic NPC spawn at one point and leave at another. My time is wasted tracking people to their bedchambers so I can wake them up, deliver their item and leave. The NPCs randomly die and no one cares, nor do they mention the dragon that just killed her. Cities are turned into hamlets to accomodate this stuff.
For all the flaws of Denerim and even Kirkwall, they were far more believable as cities than anything in Skyrim or Oblivion. Because they never claimed to be anything more than a small slice of a great city.
Modifié par Dragoonlordz, 10 octobre 2012 - 09:43 .
Dragoonlordz wrote...
I think your position is merely you want conveiniance but at the cost of believability.
Wulfram wrote...
Dragoonlordz wrote...
I think your position is merely you want conveiniance but at the cost of believability.
No, my position is that I want more believability, not less.
Reactions from NPCs in the area of a fight, that's good. Having NPCs appear to be travelling somewhere or doing something rather than just standing around, that's good. Having a lot more people in cities, that's really needed.
Immersion breaking stuff like Day/Night cycles or tiny Skyrim "cities" are what should be avoided.
Present a convincing snapshot of a small part of a great city. Don't turn a great city into a village carrying out a horribly fake facsimile of their whole lives.
Modifié par Dragoonlordz, 10 octobre 2012 - 10:55 .
Modifié par Wulfram, 10 octobre 2012 - 10:59 .
Guest_sjpelkessjpeler_*
Brockololly wrote...
I would hope they have dynamic weather and a day/night cycle in DA3. Along with as many other things they've previously avoided in Origins and DA2 due to lack of resources or engine issues, like cloaks, capes, bowstrings and horses (even if they're not able to be ridden).
Weather and day/night cycles add to the atmosphere and authenticity of a world. And recent BioWare games have been lacking in those atmospheric details.
Wulfram wrote...
1. I don't have to deal with the immersion breaking sped up time that's inherent in a day/night cycle. If I go away for half an hour and forget to pause, it won't suddenly be midnight.
2. I don't have to deal with
silly, unrealistic behaviourcaused by the time schedules. No one suddenly walking off, no having to follow people to their bedrooms to deliver quests.
3. There's no pretence that the small areas we see are supposed to be the entire city - which is inherent in the idea that people need to have a place to go to sleep or to work - when they're just as static as in Bioware games. This means that the city doesn't have to be shrunk to absurdity
Modifié par Dragoonlordz, 10 octobre 2012 - 11:55 .
Modifié par KiddDaBeauty, 11 octobre 2012 - 12:52 .
Wulfram wrote...
I've explained repeatedly. The dragon age approach is superior for me because
1. I don't have to deal with the immersion breaking sped up time that's inherent in a day/night cycle. If I go away for half an hour and forget to pause, it won't suddenly be midnight.
2. I don't have to deal with silly, unrealistic behaviour caused by the time schedules. No one suddenly walking off, no having to follow people to their bedrooms to deliver quests.
3. There's no pretence that the small areas we see are supposed to be the entire city - which is inherent in the idea that people need to have a place to go to sleep or to work - when they're just as static as in Bioware games. This means that the city doesn't have to be shrunk to absurdity
As I've also said repeatedly, there are certainly improvements that could do with being made, like making people react to fights, adding through traffic and generally adding more people. But that does not mean adding day/night cycles or the rest of that stuff.
edit: I like Skyrim, despite the day/night cycle. Fortunately, a pseudo viking setting doesn't really depend on having credible cities.
Modifié par slimgrin, 11 octobre 2012 - 12:57 .