Open World for DA3 Inquisition! What do you think...?
#126
Posté 14 octobre 2012 - 04:11
Second is from Guild Wars.
#127
Posté 14 octobre 2012 - 04:13
#128
Posté 14 octobre 2012 - 04:16
Due out in late 2013, Dragon Age III: Inquisition will run on a new engine, with the team at BioWare using DICE's Frostbite 2 as a foundation. This engine will allow the company to build a "more expansive world" with improved visuals, more "reactivity" to player choices, and deeper customization options.
"more expansive world" with improved visuals... then my question will be... how expansive the world will be...? <_<
#129
Posté 14 octobre 2012 - 04:27
Tiguaje wrote...
From Gamespot:
Due out in late 2013, Dragon Age III: Inquisition will run on a new engine, with the team at BioWare using DICE's Frostbite 2 as a foundation. This engine will allow the company to build a "more expansive world" with improved visuals, more "reactivity" to player choices, and deeper customization options.
"more expansive world" with improved visuals... then my question will be... how expansive the world will be...? <_<
Nobody can answer that except Bioware. I think a Skyrim world is completely unrealistic.
Something like Borderlands 2 is very much doable, IMO. That or they could go to the persistent world design from Dark Souls, which has a fantastic world.
Bioware is still going to want narrative to play a major part in their game. Being too open would be a massive challenge. Especially all the resources they'd have to devote. Unless EA is just going to give them however long they want with the game...which I seriously doubt. Deadlines have to happen...
I think the only truly "open" game I've played with a good narrative is Red Dead Redemption and even I wouldn't call that game's writing "great".
Modifié par deuce985, 14 octobre 2012 - 04:29 .
#130
Posté 14 octobre 2012 - 04:31
You mean seamless? Persistent usually refers to the world being active even when the player isn't around, e.g. MMORPGs.deuce985 wrote...
Something like Borderlands 2 is very much doable, IMO. That or they could go to the persistent world design from Dark Souls, which has a fantastic world.
The interconnectedness of Dark Souls' world truly is phenomenal. I think ALL game developers should look at it and see what insights they might be able to take from it.
#131
Posté 14 octobre 2012 - 04:49
Tiguaje wrote...
Whaaaaaaaaaaaaaaaaaat are THOSE?
That last one....it.....OMG!
I NEED INFORMATION NOW!
#132
Posté 14 octobre 2012 - 04:50
#133
Posté 14 octobre 2012 - 04:51
#134
Posté 14 octobre 2012 - 04:55
Persephone wrote...
Whaaaaaaaaaaaaaaaaaat are THOSE?
That last one....it.....OMG!
I NEED INFORMATION NOW!
DA2.
Guild Wars 2.
DA2.
#135
Posté 14 octobre 2012 - 05:02
Dave of Canada wrote...
Persephone wrote...
Whaaaaaaaaaaaaaaaaaat are THOSE?
That last one....it.....OMG!
I NEED INFORMATION NOW!
DA2.
Guild Wars 2.
DA2.
The last one is DAII? What did I miss?
Thanks for the info!
#136
Guest_Rojahar_*
Posté 14 octobre 2012 - 05:02
Guest_Rojahar_*
#137
Posté 14 octobre 2012 - 05:04
Persephone wrote...
Tiguaje wrote...
Whaaaaaaaaaaaaaaaaaat are THOSE?
That last one....it.....OMG!
I NEED INFORMATION NOW!
Dave of Canada wrote...
First is DA2's Deep Roads concept
art, the third one was from a video which demonstrated their initial
ideas for what they wanted to do.
Second is from Guild Wars.
#138
Posté 14 octobre 2012 - 05:04
Rojahar wrote...
Too bad DA2 wasn't anything like some of the concept art.
I esp. like that third screenshot. Way more options and...I dunno...it has an atmosphere I can't quite describe. The whole interface is much more lovingly crafted.
#139
Posté 14 octobre 2012 - 05:26

#140
Posté 14 octobre 2012 - 05:27
Not that talking about it will do much good now, really. I think the team's already developed their levels and are probably in the finalizing stages of development now.
#141
Guest_Nizaris1_*
Posté 14 octobre 2012 - 05:49
Guest_Nizaris1_*
Tiguaje wrote...
What is that????
Alien????
#142
Posté 14 octobre 2012 - 07:21
You have $10. Mechanics cost $2. Great graphics costs $5. Great writing costs $3. Open world costs $3.
"But... but that works out to $13! I only have $10"
Yes. you do. Now you understand why Bioware will never make an open world game. Stop asking.
#143
Posté 14 octobre 2012 - 09:17
#144
Posté 14 octobre 2012 - 10:38
#145
Posté 14 octobre 2012 - 10:59
- There are tons of games (not only RPGs) that shows that you can have a beautiful, well crafted and meaningful story settled in an open word.
- The quality of the writing do not depend and it's never influenced by the game's structure (let's try to stop talking about "structures" as "genres": it's like saying that Moby Dick is a first person narrative
- Open word and Bethesda are not the same thing. Most CRPGs of the 80's, long before TES, were open world games (Ultima, Wasteland, Bard Tales, etc.). A lot of action games are open world and use different storytelling tecnique than Bethesda. Bethesda's weaknees in the main story department since Morrowind is not the open word's fault, but bethesda's writers fault.
- I agree with Crusty: Bioware completely ignores the fine art of crafting a living world. And let's not talk about rushed development cycles or lack of resources. Just look at TOR. Having said that, I don't see the harm if they start trying harder since I've come to the conclusion that Open Worlds are the natural evolution of western CRPGs.
- BG1 and half of BG2 (wich is bigger than any SP game on the market in the current days) have a "semi open world" structure and both main stories were great. Maybe they are just trying to replicate that formula and it would be a good thing in my book. It's not that hard and everything after those games has been a step backwards in that field on Bioware's part (due to the limited capabilities of the consoles when Bioware made the big shift).
- I think that if we want to mature as a fanbase we should start to question and criticize the supposed identification of good game stories with Bioware. I mean, if you analize their succesful games, with the only exception of ME2, they always told the same epic story about the hero's journey over and over again and the sign on the walls seem to point that they will return to that format in DA3. So, at the end, even if the main story is sacrificed a bit for some exploration and side questing, it's not that we are loosing the next Tolstoj...
- Since Mr Laidlaw is involved I assume that it's just teasing for not that much. Been there, done that...
PS: When I read in that tread that some people do not want an open world becuase it would affect romances, I wanted to die.
Modifié par FedericoV, 14 octobre 2012 - 11:06 .
#146
Posté 14 octobre 2012 - 11:11
astreqwerty wrote...
NO i cant shout that hard enough...what have gotten into ur minds people?dont we have enough sandbox games where story devlopment is non existent?
FO:NV, Red Dead Redempition, Mafia, Batman Arkham City, GTA IV are all open world games with better main stories than most Bioware's games of late or the ultralinear Uncharted-s.
Btw, don't confuse sandbox with open world. Gameplay and setting are not the same thing.
#147
Posté 14 octobre 2012 - 11:12
Something like the Witcher 2..
A 'close'' world ... DA:O .. DA2 .. Mass Effect series .. Baldur gates ... Every zone is opened by your quest progression and every new district is a new loading screen. New district will open has you progress through the story and serve no other purpose for when you need to go there to kill BOB the bandit.
There`s no openness at all and everything is cloistered and npc serve no other purpose of standing at the same place for the entire game.. Unless the story change..
Open mean .. Everything is connected (city , village , dungeons) etc and is part of the bigger world.
Modifié par Suprez30, 14 octobre 2012 - 11:12 .
#148
Posté 14 octobre 2012 - 11:30
Open world as in RDR or Arkham games? Maybe, those were excellent games that still had strong stories and NPCs; but all those games also have a completely set protagonist working with a fairly limited skillset (not a tradeoff I would like to make in a CRPG) - also no companions/squad based gameplay, and just one type of environment to explore (Cities in AC and GTA, Wild West desert type area in RDR and the Asylum grounds in AA). The advantage of a world map is that we can explore different areas of an entire continent or world - snowy mountains, forests, cities, ruins. Deep Roads, swamps etc. But without the eventual travel-tedium that I always end up encountering in a sandbox environment.
Edit: The 'semi-open' idea of the above poster sounds very appealing.
Modifié par AllThatJazz, 14 octobre 2012 - 12:06 .
#149
Guest_sjpelkessjpeler_*
Posté 14 octobre 2012 - 11:33
Guest_sjpelkessjpeler_*
It has been done in much older games that looked amazing too btw. TEWR gave an example which certainly in terms of the openess is great.

Although a closed environment, being able to walk through the whole city (on the streets) without loading screens, gives the open feel to the world.
#150
Posté 14 octobre 2012 - 11:36





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