devSin wrote...
Upsettingshorts wrote...
You remember the low resolution elves in Kirkwall? The baked-in lighting and shadows? The repeated environments? The levels on rails?
I'll give you the low-poly NPC models and possibly the level design, but static lighting is hardly a unique or even detrimental thing (even ME uses principally static lighting), and I'm pretty sure you don't actually believe the map reuse had anything to do with the engine.
Make fun of the old engine if you want, but there's a lot more going on than the graphics, and that stuff deserves to be respected (and potentially mourned).
It takes longer to build a level when every time you make a change you have to rebake the lighting and shadows, which takes hours. When it takes seconds or minutes there's more you can do. That's my understanding of it.
If the repeated environments in DA2
weren't a result of it being rushed, and therefore a time issue, what was the cause then? Why else didn't they "simply" make more, bigger levels? They...
liked repeated enviornments?
Or you could, instead of taking my word for it, actually watch the seminar video I linked (part 1 of 5, all of which I recommend) where the DICE guy explains in detail exactly what I'm referring to.
What exactly is this "stuff" you think Eclipse did that deserved to be respected (or mourned) that you think Frostbite 2 will be unable to duplicate or improve upon?
Modifié par Upsettingshorts, 16 novembre 2012 - 11:10 .