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Day/Night Cycle and weather effects


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#51
spirosz

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slimgrin wrote...

Lol...what? It breaks immersion? You are in a fantasy world controlling a bunch of pixels. How can a day/night cycle possibly break immersion? It's like an author writing a story that takes place over a month, but never changing the time of day. 


Simple, for that specific person it breaks immersion.  It's like when people say Jack wearing nothing in outer space breaks their immersion, but doesn't break mine.  

Lol... what?!?

#52
berelinde

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Dunno.I'm used to BG2, which had definite day/night cycles, and all times of day in between. There were times when it was a pain in the toe because you reached an area just as the NPC you had to talk to was leaving, but that kind of added to that all-important immersion (typing that makes me feel like some kind of artiste or something), rather than detracting from it. People don't stand around all day waiting for your character to show up asking where they pawned the Dawn Ring.

You could always set it up so that it's day or night, raining or clear when you enter the area and remains that way until you leave.

Seriously, though, people throw the word immersion around too much.

#53
Guest_sjpelkessjpeler_*

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In DA2 the player can choose if he wants it to be day or night in the area visited. It only takes a hit on a button.
Do not have a problem with that at all, in fact like that. Do not have to wait for time to pass by and the system works very well in the game for me.

If they would do the same thing in DA3, great. What would be greater even is to really see the difference between day and night time in the area visited. And of course some weather changes if requests can be made Posted Image.

#54
Kail Ashton

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only required in an open world scenario and even then it's not super required, biowares got more important stuff to not screw up then this

#55
QueenPurpleScrap

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I didn't mind the toggle between day/night for DA2. Some quests were night time only, after all.

This is low priority for me, but I wouldn't mind if, for the outdoor scenes there was some randomization in the weather. Snowstorms on Sundermount, wind and squalls on the beach, Hubert getting soaked by rain . . .

#56
Guest_IIDovahChiiefII_*

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I would be up for this, if we were able to free-roam.
if not then it can stay the same

#57
Monica21

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I stopped playing the TES series after one really boring Oblivion play-through partly because of the schedules and day/night cycles. It's a resource hog for the development team and really, really difficult to implement if you believe that I saw some guy raking the cobblestone in... uh... one of the cities in Oblivion. He did what his schedule told him to do but didn't go where his schedule told him to go. Maybe the schedules are implemented better in Skyrim but I don't really want BioWare dev team to essentially waste a game and resources so they can get it right for the next game.

If I get a good story, good dialogue, and meaningful choices then I'm more than happy. I didn't get any of that with Oblivion. I just got a bunch of, "Look! Shiny!" I don't need or want things that are essentially distractions. I don't pay attention to NPCs that aren't named. I don't care what they're doing because they're not important to the story or any questline. BioWare is one of the very few companies I count on to give me a good RPG without the fluff.

#58
Kidd

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sjpelkessjpeler wrote...

In DA2 the player can choose if he wants it to be day or night in the area visited. It only takes a hit on a button.
Do not have a problem with that at all, in fact like that. Do not have to wait for time to pass by and the system works very well in the game for me.

If they would do the same thing in DA3, great. What would be greater even is to really see the difference between day and night time in the area visited. And of course some weather changes if requests can be made Posted Image.

Not to mention, since day/night are essentially separate maps, they can get away with some level reuse. Morcha the Bandit won't be out in day time, but at night you will face him and his gang. In the day you talk to Chantry people instead in the same spot, etc. Win/win.

#59
terdferguson123

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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.


This isn't exactly what I meant in my post. I shouldn't have used Skyrim as an example, but I felt more people were aware of it. I want the day/night cycle to be handled similar to how it was in BG2. And that is, if you have to turn in a quest or something, you can only do it at certain parts of the day. This would mean that you don't have to go searching for a particular npc (such as going to their home at night). This is infact similar to how it was in DA2, but, my problem with DA2 is the generic feel of the fast travel to nighttime that they had in the game. It should be more natural, meaning as time progresses throughout the city we should see daytime changes. There of course, must be a time skip mechanic, such as resting, but the key here is the natural evolution of the day. It needs both a skip time mechanic and a natural time mechanic. Not just one or the other.

#60
ammyretsu

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I'd really love to see this. If this wasn't implemented in the game, would I just not buy it? Um no, I'd still buy it. But, if there was a really solid game there and this was an extra feature they had to properly develop and implement within Dragon Age III, I'd be pretty damned happy.

Not sure who else played Final Fantasy XII, but there were season changes in one area of the game that changed the environment/enemies. It was (iirc) a unique area within the game, but the fact I remember it all these years later says something (not just that I'm a bit of a loser).

Modifié par ammyretsu, 16 octobre 2012 - 04:41 .


#61
Reznik23

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Weather would be fantastic.

#62
Rawgrim

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Abit off topic, but has anyone noticed that the only place in DA2 that doesn`t have day\\night cycle is a place called Darktown? Its the only place where there is allways daylight.

#63
Palipride47

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Rawgrim wrote...

Abit off topic, but has anyone noticed that the only place in DA2 that doesn`t have daynight cycle is a place called Darktown? Its the only place where there is allways daylight.


And people walk right through your bandit fights talking about "having to do some shopping upstairs" :blink:

And every noble that you saved in the viscount room was an identical twin of someone. 

Yeah, I'd much prefer they fix that over adding rain, if I had to pick.

I actually liked the DA2 toggle, and the city (well, Lowtown) was actually kinda nice to look at, if you panned out and looked at the background. I prefer not having day/night cycles, and if I felt a quest "should" be a night one (and it was avalable to do day or night), I would just toggle for that time. 

#64
Urazz

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I'm all for a weather system and a day/night cycle if we were in a area for long enough for it to matter like we did in the witcher 2. Otherwise, I'm fine with just specific instances in the game where it is night or there is weather going on in during specific parts of the game.

Modifié par Urazz, 18 octobre 2012 - 12:30 .


#65
Aulis Vaara

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I'm all for this, and for one good reason: Bioware's games are too static. Not just in weather, but in everything. Characters don't move around, and if they do, they usually just vanish after a conversation. They need to learn to make things more dynamic: from randomly generated dungeons, to people who do things other than standing around, and bowstrings.

I know you are focussed on stories, Bioware, but these things are not that hard to program. Focus less on things "looking" perfect, and more on things feeling authentic.

#66
Atakuma

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Aulis Vaara wrote...

I'm all for this, and for one good reason: Bioware's games are too static. Not just in weather, but in everything. Characters don't move around, and if they do, they usually just vanish after a conversation. They need to learn to make things more dynamic: from randomly generated dungeons, to people who do things other than standing around, and bowstrings.

I know you are focussed on stories, Bioware, but these things are not that hard to program. Focus less on things "looking" perfect, and more on things feeling authentic.

So I take it you've programmed  a lot of these types of things.

#67
MattH

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I'd be fine with the day/night toggle again, but weather effects would be really great.

#68
Realmzmaster

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Where do gamers get the idea that day/night cycles, weather effects etc are easy to program? How many of those gamers have actually written even a simple program? Programming is sometime a person has to love doing because it is a long tedious task. One statement out of place in a hundred thousand line program introduces errors that have to be tracked down. Learning a game engine or writing one is a task in itself. It takes a team of programmers, artists, designers etc to make a game. Even a badly executed game involves a lot of programming and work.
Nothing easy about it.

#69
deuce985

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Realmzmaster wrote...

Where do gamers get the idea that day/night cycles, weather effects etc are easy to program? How many of those gamers have actually written even a simple program? Programming is sometime a person has to love doing because it is a long tedious task. One statement out of place in a hundred thousand line program introduces errors that have to be tracked down. Learning a game engine or writing one is a task in itself. It takes a team of programmers, artists, designers etc to make a game. Even a badly executed game involves a lot of programming and work.
Nothing easy about it.


True.

But we're just telling Bioware what we like. If they never move ahead, their games will fall behind the current market. And quite honestly, I think it's time Bioware took a leap forward with their tech. They're really far behind some of the better games on the market in this area. If your games stay static and never move forward, what is the point? Tech advances all the time. You can say, "graphics don't make a game play fun". I really don't agree with that. Because if you have an engine that is amazing in things like texture quality, atmosphere, sound, and lighting, you can create amazing worlds. Seeing as Dragon Age is largely about fleshing its world out, what better way to reinforce the great writing with a lively world? I'd say immersion is important for a lot of people in a RPG(it is for me).

I'm just going to make an educated guess here but probably why they moved to Frostbite. It does so many things well. Dynamic lighting, massive sprawling zones, etc. Most of EA's houses are moving to this engine. Probably because they realize it's superior than almost anything on the current market.

It's possible Bioware's old engine was a bottleneck in some areas they wanted to improve. I don't think it's a coincidence they just decided to up and move to a new engine. I'm guessing they feel like us, some parts of their old engine was just too outdated...

Bioware's writing is great. But I would like to see their games progress in other areas too. Do they focus too much on their writing story/companions? That's the question I have. But I really don't want to lose that quality, so yea...just something they'll have to weigh I guess.

Modifié par deuce985, 19 octobre 2012 - 08:40 .


#70
Sarquindi

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I agree with the OP!  I'm not sure if the day and night cycle would work for Dragon Age, although it would be pretty awesome, but I would love to see some random weather effects.  Maybe it's a sunny day when you go through one area and then maybe it's snowing the next time you make it back there.  Something I also love Skyrim for. Posted Image

#71
Realmzmaster

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deuce985 wrote...

Realmzmaster wrote...

Where do gamers get the idea that day/night cycles, weather effects etc are easy to program? How many of those gamers have actually written even a simple program? Programming is sometime a person has to love doing because it is a long tedious task. One statement out of place in a hundred thousand line program introduces errors that have to be tracked down. Learning a game engine or writing one is a task in itself. It takes a team of programmers, artists, designers etc to make a game. Even a badly executed game involves a lot of programming and work.
Nothing easy about it.


True.

But we're just telling Bioware what we like. If they never move ahead, their games will fall behind the current market. And quite honestly, I think it's time Bioware took a leap forward with their tech. They're really far behind some of the better games on the market in this area. If your games stay static and never move forward, what is the point? Tech advances all the time. You can say, "graphics don't make a game play fun". I really don't agree with that. Because if you have an engine that is amazing in things like texture quality, atmosphere, sound, and lighting, you can create amazing worlds. Seeing as Dragon Age is largely about fleshing its world out, what better way to reinforce the great writing with a lively world? I'd say immersion is important for a lot of people in a RPG(it is for me).

I'm just going to make an educated guess here but probably why they moved to Frostbite. It does so many things well. Dynamic lighting, massive sprawling zones, etc. Most of EA's houses are moving to this engine. Probably because they realize it's superior than almost anything on the current market.

It's possible Bioware's old engine was a bottleneck in some areas they wanted to improve. I don't think it's a coincidence they just decided to up and move to a new engine. I'm guessing they feel like us, some parts of their old engine was just too outdated...

Bioware's writing is great. But I would like to see their games progress in other areas too. Do they focus too much on their writing story/companions? That's the question I have. But I really don't want to lose that quality, so yea...just something they'll have to weigh I guess.


I agree with you. I simply take issue with gamers who think it is easy to program. I am not saying that Bioware should not improve their games in terms of effects. One of my favorite series of crpgs Alternate Reality had all that has been mentioned here including weight requirements and food/water consumption. I would never make the statement that it is easy to program because it is not (and that was back in the 8-bit days when games were programmed in assembly or machine languages). 

#72
Realmzmaster

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If Bioware is going to have a day/night cycle and weather affects then those inclusions should affect the party. Certain stores are open or closed at certain times. Wearing full plate armor in 105 degree heat will have an affect on health and stamina. Trying to cast a fireball in a deluge should be difficult and have less effect. Casting the spell Blizzard in a blizzard will intensify the effects of the spell but can also cause far more friendly fire.

#73
The Hierophant

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Realmzmaster wrote...

If Bioware is going to have a day/night cycle and weather affects then those inclusions should affect the party. Certain stores are open or closed at certain times. Wearing full plate armor in 105 degree heat will have an affect on health and stamina. Trying to cast a fireball in a deluge should be difficult and have less effect. Casting the spell Blizzard in a blizzard will intensify the effects of the spell but can also cause far more friendly fire.

This, and this thread is eerie. Didn't i make a weather thread or something like it a while back?

Modifié par The Hierophant, 19 octobre 2012 - 09:08 .


#74
scootermcgaffin

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Atakuma wrote...

Aulis Vaara wrote...

I'm all for this, and for one good reason: Bioware's games are too static. Not just in weather, but in everything. Characters don't move around, and if they do, they usually just vanish after a conversation. They need to learn to make things more dynamic: from randomly generated dungeons, to people who do things other than standing around, and bowstrings.

I know you are focussed on stories, Bioware, but these things are not that hard to program. Focus less on things "looking" perfect, and more on things feeling authentic.

So I take it you've programmed  a lot of these types of things.

Everyone's an expert programmer when they're talking about things they want to see.