Fisto The Sexbot wrote...
So you're saying cinematics count as substance.
Duh.
Also, a game having cinematics would not detract from the quality of the models.
Cine artists are not responsible for modeling.
Fisto The Sexbot wrote...
So you're saying cinematics count as substance.
They are? That's great news I must have missed. Thanks.The Teryn of Whatever wrote...
The elves are getting redesigned and thank Christ for that. They were fugly in DA II, I did like the look of the Qunari in DA II, although I wouldn't mind seeing some variation in facial structure. They all basically have the same face...
Fisto The Sexbot wrote...
calypsnex wrote...
Upsettingshorts wrote...
Ooh when do we get to the part in Obsidian's fantastic decisionmaking where FNV's middling Metacritic score resulted in half the company being laid off because Bethesda didn't have to pay them?
(I actually love New Vegas)
That was part of the contract with Beth and Beth also stipulated that they would do the bug testing which likely had a direct impact on the MC score...or that's what I pieced together.
(and I love it too T_T)
(my tears are because that horrible contract and its horrible outcome are the reason Obsidian will never make another FO game)
Is another Fallout game made by Obsidian really off the table?
Upsettingshorts wrote...
Fisto The Sexbot wrote...
So you're saying cinematics count as substance.
Actually, what I was saying is that there is no "cinematics versus substance" fight in which developers must pick a side. It's exclusively fought on message boards by posters like you who think they're championing a cause that doesn't actually exist behind the scenes.
Incidentally, yes, cinematics do count as substance. But that's not relevant to my labeling the "conflict" a false dichotomy.
calypsnex wrote...
Fisto The Sexbot wrote...
calypsnex wrote...
Upsettingshorts wrote...
Ooh when do we get to the part in Obsidian's fantastic decisionmaking where FNV's middling Metacritic score resulted in half the company being laid off because Bethesda didn't have to pay them?
(I actually love New Vegas)
That was part of the contract with Beth and Beth also stipulated that they would do the bug testing which likely had a direct impact on the MC score...or that's what I pieced together.
(and I love it too T_T)
(my tears are because that horrible contract and its horrible outcome are the reason Obsidian will never make another FO game)
Is another Fallout game made by Obsidian really off the table?
It was kind of a disaster for Obsidian.
Fisto The Sexbot wrote...
calypsnex wrote...
Fisto The Sexbot wrote...
calypsnex wrote...
Upsettingshorts wrote...
Ooh when do we get to the part in Obsidian's fantastic decisionmaking where FNV's middling Metacritic score resulted in half the company being laid off because Bethesda didn't have to pay them?
(I actually love New Vegas)
That was part of the contract with Beth and Beth also stipulated that they would do the bug testing which likely had a direct impact on the MC score...or that's what I pieced together.
(and I love it too T_T)
(my tears are because that horrible contract and its horrible outcome are the reason Obsidian will never make another FO game)
Is another Fallout game made by Obsidian really off the table?
It was kind of a disaster for Obsidian.
AFAIK it actually sold well. So maybe Bethesda will be interested in swindling them again for the good of RPG fans everywhere.
Fisto The Sexbot wrote...
Yeah, there isn't... that's why recent BioWare games have had so much substance.
Modifié par Upsettingshorts, 11 janvier 2013 - 12:03 .
Upsettingshorts wrote...
Joy Divison wrote...
While it is true the character modeling for the followers in DA2 was high quality, this came at the expense for the extraordinary low-quality and repetitve modeling of just about everything else in the game
So you're saying DA2 slightly improved upon DAO's extraordinarily low-quality modeling of everything, then?
Modifié par Joy Divison, 11 janvier 2013 - 12:04 .
Modifié par Upsettingshorts, 11 janvier 2013 - 12:06 .
Upsettingshorts wrote...
I wasn't putting words in your mouth.
I was mocking your argument.
It's not really the same thing.
Modifié par Joy Divison, 11 janvier 2013 - 12:16 .
Upsettingshorts wrote...
Since you asked, I posted them back on page 10.
Modifié par Joy Divison, 11 janvier 2013 - 12:49 .
Modifié par Upsettingshorts, 11 janvier 2013 - 12:54 .
Joy Divison wrote...
But you are being selective in your examples and not acknowledging the many more bland and lifeless settings in which a DA2 player will repeatedly encounter. This goes beyond recycled environments. All of the caves, dungeons, sewers, and outdoor enviroments whether it is the Wounded Coast, the Dalish Camp, Lothering, or random insipid sandy environment, are devoid of anything that would make them distinct, let alone remotely interesting (except for maybe the half-sunken ship that never changes in the seven years off the Wounded Coast).
Modifié par Joy Divison, 11 janvier 2013 - 01:19 .
Joy Divison wrote...
And why do you keep referencing DA:O?
Joy Divison wrote...
If your basic argument is the art in DA:2 ain't too bad since it improved on some aspects of DA:O, that's weak.
Modifié par Upsettingshorts, 11 janvier 2013 - 01:38 .
hoorayforicecream wrote...
Is the blandness inherent to the environment visuals, or is it because you've seen them so many times that you've simply gotten tired of them? These two reasons are are not equivalent at all.
I thought Redcliffe in DAO looked bland and uninteresting the very first time I saw it. I thought the caves in DA2 looked pretty good the first time I saw them, especially compared to the fade or the deep roads in DAO. It was only after seeing them again and again and again that I grew weary of them. That, to me, is not an indictment of the art style so much as of the lack of content overall that one can attribute to the 11 month dev cycle.
Modifié par Joy Divison, 11 janvier 2013 - 01:38 .
Upsettingshorts wrote...
Joy Divison wrote...
And why do you keep referencing DA:O?Joy Divison wrote...
If your basic argument is the art in DA:2 ain't too bad since it improved on some aspects of DA:O, that's weak.
You need to take a look at the thread title again.
Edit: I'll clarify since I'm heading out for the night and won't be around to follow-up. I'm okay with improving upon DA2. What I'm not in favor of is returning to anything DAO did. If you're not arguing for a return to DAO, or in favor of DAO's art style, then this thread is not the place to have the argument we've gotten into here.
Joy Divison wrote...
hoorayforicecream wrote...
Is the blandness inherent to the environment visuals, or is it because you've seen them so many times that you've simply gotten tired of them? These two reasons are are not equivalent at all.
I thought Redcliffe in DAO looked bland and uninteresting the very first time I saw it. I thought the caves in DA2 looked pretty good the first time I saw them, especially compared to the fade or the deep roads in DAO. It was only after seeing them again and again and again that I grew weary of them. That, to me, is not an indictment of the art style so much as of the lack of content overall that one can attribute to the 11 month dev cycle.
You bring up two legitimate points. This is what I'd counter with.
I did not simply get tired of the Wounded Coast. The first time I went there I thought it uninteresting and unworthy of a game that had Bioware's name on the box. The same is true for the first quest where you Escape From Lothering. Aside from the Dalish wagons (unfortunately the rest of the camp is bland), I can not think of outdoor setting that could be considered even average by 2011 artistic standards for a high profile company like Bioware. Granted it's been a long time since I played the game, but those enviornments are forgettable not because we frequent them so often, it's because they are uninspiring. Frequenting them so often exacerbates the problem.
If you are going to tell me these artistic problems stem for the 11 month dev cycle, I could agree with that. What I have a hard time reconciling however is why I was charged $60 for a game that lacked content, the same amount of money I paid for Skyrim which is in comparison to DA2, scenery porn. If you'll say it's not fair to compare Skyrim because it took some 5 years to make with DA:2, I will counter by saying since I was charged the same amount, it compels comparison.
Joy Divison wrote...
Bioware: I'd rather you not return to the art style in DA:O excepting the darkspawn and the occasional attention to detail such as the books lying on the Circle Tower floor, the latter being something your marketing staff thought it was such a good idea to exclude they touted it in interviews pre-release. That was a mistake. This does not mean I like DA2's art style. If anything, I found much of it even more uninteresting. Rather than returning to mediocrity, my plea is for you to develop something new.
Pseudocognition wrote...
Source on marketing bragging about removing ambient clutter?
TheBlackBaron wrote...
Honestly, the thing that impresses me the most about the JRPG concept art is the sheath.
Yes, particularly large swords often went into sheaths worn over the shoulder and across the back. No, all weapons do not magically affix to the back like in Dragon Age.
Pseudocognition wrote...
Source on marketing bragging about removing ambient clutter?
Pseudocognition wrote...
Regardless of what marketing said about it, it's unlikely that anyone on the art side of development though omitting a nice scattering of clutter objects would have a positive result.
A new setting yields new scope: as art director on the series, Matt Goldman makes regular reference to a new, ‘hotrodded’ art style. “Marketing told me to say that,” he sighs.
Actually it’s a doddle to see the change between Origins’ muddy, bleary visuals and Dragon Age 2’s stark, highcontrast lines. Clearly the artistic blandness of the first game still rankles for Goldman. “Damn cheese-wheels,” he semimutters, referring to the ubiquitous hunks of Edam deployed around Origins’ dungeons. Put in place solely to fill up space in sparse areas, they – and similar cliche-fantasy ephemera – distracted from the game’s overall motif, softening the point of swordblades with down-home pointlessness. Matt snaps back from his frustrated reverie and explains: “The props are to help give context for what the area is, but overall I’d say Dragon Age 2 is a lot more minimalist looking. The intent is to create a strong personality without getting in your face and without distracting you with all these details that don’t really do anything – they just screw up your path line and make shadows a lower resolution.”
Matt’s background gives him a uniquely artistic perspective: [b]“we’ve stripped off what’s extraneous and as a result made the environments and characters sharper. The environment is basically – in terms of a band – the bassline. You have to lay down a nice thick bassline to set the mood: it’s the backbone of the picture-making, story telling. But if it’s too detailed then you get this disrupting camouflage problem where you can’t tell what’s going on. So by stripping away things and looking for opportunities to create some more dramatic silhouettes, you can focus attention on the character.”
Modifié par Brockololly, 11 janvier 2013 - 02:18 .