The Living World Of DA3
#1
Guest_Nizaris1_*
Posté 13 octobre 2012 - 05:46
Guest_Nizaris1_*
In both DA:O and DA2, all our companions, family members, NPCs (except few) are mannequins and mimes at camp, home, their base.... Make them alive....making them walking, cooking, smiting, juggling, chat with each other then leave... would be nice.
Shops open at approx 8.00 am, close at 10.00pm (except for few shops, depends)
Children going to school, then going home. in holiday they going play kite, hide and seek, have a brawl...
Priests going for shopping, Templar hanging out at tavern then have a brawl, Mages acidentally burn someone hair then a Templar arrest him/her, someone pick a fight on the street, beggars asking for money, a thief thieving, guards arrest thieves, bandits attacking people...
Peoples live a daily life, washing clothes then dry it, took water from well then going home, wood cutter chopping trees, then going to the shop sell it to the carpenter, then the carpenter doing something from it, hunters hunting deers, then got attacked by a bear, farmers working on the field,...
Animals running around in the wilds, the predator hunting the prey...
Trees blown by the wind...leaf fall to the ground...flowers blooming...
NPCs react to surrounding, run away when seeing someone got murdered and report it to the guards, join in a fight to if they favor the main character, ignore main character if they don't like him/her, NPCs greet main character based on the character is good or bad character
Main character or companions may got jailed if doing crime
Create a living world that at least look alive not like in DA:O and DA2
#2
Posté 13 octobre 2012 - 05:58
I haven't seen Bioware comment on any of these threads. Maybe it will be something higher on their agenda later down the road. At least they're improving level design, probably the biggest flaw currently in their games, IMO.
Perhaps it's a safe assumption to think we'll get a more lively world with the new engine? If you're going to "open" your world design up more, then one would think you fill that "open" design in with life. Wouldn't make much sense to run around in a bigger world and have it feel lifeless...just saying. Makes even less sense to use their past design if the game plans to open itself up more.
Modifié par deuce985, 13 octobre 2012 - 06:00 .
#3
Posté 13 octobre 2012 - 06:02
I also think they improved a lot the companions interaction in DA2. In DAO after each mission I just did a grand tour of the camp .. and it's just made the interaction with them feel like a chore. That I was the one having to always trigger every conversation. They also improved this in ME3 and DA2. I talked a lot about this in 2009 on the DAO forum.
Well see how they will manage to pull it off this time.
Modifié par Suprez30, 13 octobre 2012 - 06:04 .
#4
Guest_Puddi III_*
Posté 13 octobre 2012 - 06:05
Guest_Puddi III_*
#5
Posté 13 octobre 2012 - 06:15
Stupid Mage wrote...
no man! bioware no ave the reasorces! bioware no no ow to script this. dis is too complicated for bioware and they no have enough resources or money for this.
Last time I checked, Bioware was an AAA developer with enough money to hire professional voice actors and celebrities for voice acting. So adding scripts which enable NPC's to live a "daily" life shouldn't be too hard for them and certainly wouldn't exhaust their resources.
Stupid Mage wrote...
but only open world sand-box games are s'pposed to ave such things.
The Witcher 1&2 had this feature and yet they aren't open world games. I'm certain there's other games out there that aren't open world or sandbox which have this feature too. Such a feature wouldn't be out of place in a Bioware game because it would give more atmosphere and immersion to the game thus adding to the narrative too especially if NPC's behavior changes based on events within the story.
Stupid Mage wrote...
i'r rather have bioware focus on something else.
I'd rather have Bioware not focus on what you want. This statement can work both ways see?
Either way Stupid Mage you're likely to get what you want. There will no NPC schedules and likely there won't be a day or night system (unless you really count manually changing the time to night or day as a system...) to change NPC behavior.
However there could at least be some scripting which makes NPC's move about and even interact with the environment and others. Static NPC's are the past, even Baldur's Gate and Neverwinter Nights had NPC's that moved. So I'm hoping we see some NPC's viewing the stalls on a market, running about town, stopping to talk to each other (wherein we can get the latest rumors) and so on. Combine that with a few random events (such as guards arresting a criminal) and you'll get the feeling of a world that feels alive.
Modifié par Elton John is dead, 13 octobre 2012 - 06:18 .
#6
Posté 13 octobre 2012 - 06:17
This one went up just a couple days ago.
performancemanager4.successfactors.com/sfcareer/jobreqcareer
Level design appears to be serious business for them. Probably a safe assumption that lively world you want will be done much better in DA3 than the previous two games.
Modifié par deuce985, 13 octobre 2012 - 06:19 .
#7
Posté 13 octobre 2012 - 06:22
deuce985 wrote...
Sometimes I'll browse their career page. I've noticed the past few months they've been hiring A LOT of environmental artists. Two are still up, but they just added a new one.
This one went up just a couple days ago.
performancemanager4.successfactors.com/sfcareer/jobreqcareer
Level design appears to be serious business for them. Probably a safe assumption that lively world you want will be done much better in DA3 than the previous two games.
An environmental artist is one who simply designs the environments. The behavior of NPC's would concern someone in the field of scripting. The environmental artist jobs simply state that Bioware learnt their lesson from DA2's re-used levels and plain generic scenery and won't be making that mistake again. These environments can still end up lifeless if the NPC's with scripts aren't added.
Maybe you're right though about Bioware actually wanting to make the world feel more alive this time and I hope you are right. Is it really too much to ask for NPC's that actually move? And hopefully we don't end up with crowds of NPC's that look like Lowtez Draken again...
Modifié par Elton John is dead, 13 octobre 2012 - 06:24 .
#8
Posté 13 octobre 2012 - 06:27
Elton John is dead wrote...
deuce985 wrote...
Sometimes I'll browse their career page. I've noticed the past few months they've been hiring A LOT of environmental artists. Two are still up, but they just added a new one.
This one went up just a couple days ago.
performancemanager4.successfactors.com/sfcareer/jobreqcareer
Level design appears to be serious business for them. Probably a safe assumption that lively world you want will be done much better in DA3 than the previous two games.
An environmental artist is one who simply designs the environments. The behavior of NPC's would concern someone in the field of scripting. The environmental artist jobs simply state that Bioware learnt their lesson from DA2's re-used levels and plain generic scenery and won't be making that mistake again. These environments can still end up lifeless if the NPC's with scripts aren't added.
Maybe you're right though about Bioware actually wanting to make the world feel more alive this time and I hope you are right. Is it really too much to ask for NPC's that actually move? And hopefully we don't end up with crowds of NPC's that look like Lowtez Draken again...
That's why I've been keeping an eye on that careers page. Best way to see where they're focusing resources without them actually telling us. If they're hiring twenty evironmental artists, then I'm going to use common sense there and say they really want a ton of variety in their environments.
#9
Posté 13 octobre 2012 - 06:46
#10
Posté 13 octobre 2012 - 06:59
Zanallen wrote...
I don't really care one way or another about a living world. Bioware has never done it before. They have no real experience with it. Maybe the new engine can handle that, but I don't know.
It's not a small matter. They'd have to add dynamic day/night at the very least (there's no "time of day" in Origins or DA2). Probably weather. They'd have to add code for NPC's to go in and out of buildings and assign them tons of object traits.
I would have been happy in DA2 if they'd just moved a few things around between acts--maybe pull down a few drapes, add some more rubble in corners, board up a door or block off an alleyway, scoot all those people to the other side of the walk. Maybe add a few patches of snow.
#11
Posté 13 octobre 2012 - 03:54
Or having one of companions gossip about someone/something they just saw. Like with Ariane and your Mabari in the mage tower.
#12
Guest_Nizaris1_*
Posté 13 octobre 2012 - 04:15
Guest_Nizaris1_*
So for a quest that need us to search someone, we don't need to search, we know where they are. For example, Blackstone irregular quest in DA:O that need us to send letters to certain NPCs, they will always be at their stations and never move.
I want to compare with Oblivion, even though there is map marker and compass, those NPCs sometimes are in their home, hanging around in the market, going into the inn eating, going outside taking a fresh air, in the Guilds and so on...they are not standing at the very same place like a statue as in Bioware games...and some quests in Oblivion need us to asking around about the person we are searching for before the map marker appear...so, it at least give an illusion of "searching" for them.
In DA2, for example, Cullen will always be at where he's standing, and so Ser Trask, and those young recruit Templars...they are statues...
#13
Posté 13 octobre 2012 - 04:19
deuce985 wrote...
Elton John is dead wrote...
deuce985 wrote...
Sometimes I'll browse their career page. I've noticed the past few months they've been hiring A LOT of environmental artists. Two are still up, but they just added a new one.
This one went up just a couple days ago.
performancemanager4.successfactors.com/sfcareer/jobreqcareer
Level design appears to be serious business for them. Probably a safe assumption that lively world you want will be done much better in DA3 than the previous two games.
An environmental artist is one who simply designs the environments. The behavior of NPC's would concern someone in the field of scripting. The environmental artist jobs simply state that Bioware learnt their lesson from DA2's re-used levels and plain generic scenery and won't be making that mistake again. These environments can still end up lifeless if the NPC's with scripts aren't added.
Maybe you're right though about Bioware actually wanting to make the world feel more alive this time and I hope you are right. Is it really too much to ask for NPC's that actually move? And hopefully we don't end up with crowds of NPC's that look like Lowtez Draken again...
That's why I've been keeping an eye on that careers page. Best way to see where they're focusing resources without them actually telling us. If they're hiring twenty evironmental artists, then I'm going to use common sense there and say they really want a ton of variety in their environments.
That's pretty sly. What sort of activity have you seen going on?
#14
Posté 13 octobre 2012 - 04:36
#15
Posté 13 octobre 2012 - 04:40
Definitely would like to see a bit of love giving to making the citizens of the world more than furniture.
#16
Guest_simfamUP_*
Posté 13 octobre 2012 - 04:49
Guest_simfamUP_*
#17
Posté 13 octobre 2012 - 04:55
Nizaris1 wrote...
How about this time trade more resources to make a living world in DA3.
In both DA:O and DA2, all our companions, family members, NPCs (except few) are mannequins and mimes at camp, home, their base.... Make them alive....making them walking, cooking, smiting, juggling, chat with each other then leave... would be nice.
Shops open at approx 8.00 am, close at 10.00pm (except for few shops, depends)
Children going to school, then going home. in holiday they going play kite, hide and seek, have a brawl...
Priests going for shopping, Templar hanging out at tavern then have a brawl, Mages acidentally burn someone hair then a Templar arrest him/her, someone pick a fight on the street, beggars asking for money, a thief thieving, guards arrest thieves, bandits attacking people...
Peoples live a daily life, washing clothes then dry it, took water from well then going home, wood cutter chopping trees, then going to the shop sell it to the carpenter, then the carpenter doing something from it, hunters hunting deers, then got attacked by a bear, farmers working on the field,...
Animals running around in the wilds, the predator hunting the prey...
Trees blown by the wind...leaf fall to the ground...flowers blooming...
NPCs react to surrounding, run away when seeing someone got murdered and report it to the guards, join in a fight to if they favor the main character, ignore main character if they don't like him/her, NPCs greet main character based on the character is good or bad character
Main character or companions may got jailed if doing crime
Create a living world that at least look alive not like in DA:O and DA2
This sounds too much like the Witcher games, and Bethesda's world, which was filled with people of no consequence, and a sand box setting.
I would hate to see that in DA 3. That's really not Biowares style.
I have nothing against more enviroments to visit, or more dialogue among companions and various people in the cities, but not to the extent the OP describes it. IMO.
Modifié par schalafi, 13 octobre 2012 - 05:03 .
#18
Posté 13 octobre 2012 - 05:04
#19
Posté 13 octobre 2012 - 05:07
XCelfa wrote...
deuce985 wrote...
Elton John is dead wrote...
deuce985 wrote...
Sometimes I'll browse their career page. I've noticed the past few months they've been hiring A LOT of environmental artists. Two are still up, but they just added a new one.
This one went up just a couple days ago.
performancemanager4.successfactors.com/sfcareer/jobreqcareer
Level design appears to be serious business for them. Probably a safe assumption that lively world you want will be done much better in DA3 than the previous two games.
An environmental artist is one who simply designs the environments. The behavior of NPC's would concern someone in the field of scripting. The environmental artist jobs simply state that Bioware learnt their lesson from DA2's re-used levels and plain generic scenery and won't be making that mistake again. These environments can still end up lifeless if the NPC's with scripts aren't added.
Maybe you're right though about Bioware actually wanting to make the world feel more alive this time and I hope you are right. Is it really too much to ask for NPC's that actually move? And hopefully we don't end up with crowds of NPC's that look like Lowtez Draken again...
That's why I've been keeping an eye on that careers page. Best way to see where they're focusing resources without them actually telling us. If they're hiring twenty evironmental artists, then I'm going to use common sense there and say they really want a ton of variety in their environments.
That's pretty sly. What sort of activity have you seen going on?
Nothing crazy really.
Right now they're hiring:
Junior Analyst
Online Programmer
Cinematic Design(John Epler should be happy!)
Environment Artist
Senior Concept Artist
Senior Environment Artist
The two senior artist positions have been on there for several months. Everything else was just added in the past month. I've seen them adding a few online programmer positions that have obviously been filled and posting new ones. Seems like I've seen mostly Environment Artists and Online positions being handled. Several of their job openings was also giving preference to anybody who made online gaming projects. So yea, we're definitely going to get something online for DA3.
As those positions are filled, they usually put new jobs up. You'll see it happen often as they get in different phases of development. It's interesting to keep a casual eye on.
Edmonton Careers
It's also possible that Bioware could be outsourcing some work to other studios like ME3. Possibly Montreal? They seem to be their MP development house and if you notice, they're hiring a TON of people right now. Mostly in the programming field.
Montreal
Modifié par deuce985, 13 octobre 2012 - 05:10 .
#20
Posté 13 octobre 2012 - 08:34
#21
Posté 13 octobre 2012 - 11:07
simfamSP wrote...
Look, if Fallout one and two can do it, BioWare can. Though their worlds have always been pretty static. It's more of an issue now due to the greater visuals. What's the point of having a life-like model if it just stands there and looks pretty?
Baldur's Gate and Neverwinter Nights did it pretty well. Yeah there weren't NPC's with schedules but at least they moved around. Meanwhile the day and night system of Baldur's Gate made transition and atmosphere in the town feel more realistic due to the fact that less people were out at night time and that the ones that were out were either shady characters or prostitutes which gave a real distinction between night and day in a town in Baldur's Gate.
#22
Posté 13 octobre 2012 - 11:17
#23
Posté 13 octobre 2012 - 11:37
What I did like in the Witcher games: how characters and people would walk around town. Please don't give us another Kirkwall style wax museum in DA3!
#24
Posté 14 octobre 2012 - 12:02
#25
Guest_Nizaris1_*
Posté 14 octobre 2012 - 12:39
Guest_Nizaris1_*
This sounds too much like the Witcher games, and Bethesda's world,
which was filled with people of no consequence, and a sand box setting.
I would hate to see that in DA 3. That's really not Biowares style.
I
have nothing against more enviroments to visit, or more dialogue among
companions and various people in the cities, but not to the extent the
OP describes it. IMO.
What make DA3 living world would be different than Oblivion and Skyrim is Bioware always a team game, meaning we have companions with friendship or rivalry path, romances, Oblivion and Skyrim don't have that. So it is more living world than Oblivion and Skyrim
Oblivion and Skyrim have a very bad Companion/Follower AI, if Bioware can make a living world at least with Oblivion standard, DA3 will be better than Skyrim because of Companions AI in Bioware games is better than Oblivion/Skyrim
Skyrim is a great vast world that look living, but the game mechanic and many things kill it. Followers only follow you and they do their thing with no tactic at all in combat, they also have lack of dialogues, like a programmed robot. Edit : Not to mention the very unfriendly controller for PC
so IF Bioware can somehow assimilate without changing the identity of Bioware games, at least with Oblivion living world standard, DA3 would be a great game.
Modifié par Nizaris1, 14 octobre 2012 - 12:41 .





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