But what about something like the art? If we're going to take Goldman's word that the sparse or minimalistic environments were a conscious design choice, then I don't think thats a very good one (unless they went with super stylized visuals or something).
I don't think its a fundamentally bad idea, it just fails when the building blocks that comprise a minimalist environment are weak and unappealing. The modular city idea was efficient but very very obvious without many variable pieces.
Yet his line about lowering the shadow resolution makes me think that perhaps some of the art decisions in DA2 were in part due to technical limitations trying to work within the confines of the engine.
This would be correct for many things, and applies to DA:O as well. Eclipse is supposed to be a nightmare to work with. I am not a tech artist so I can't fathom why the number of props would affect shadow resolution, but it sounds like a bad problem to have. It's not one I've come across yet. But if having less junk laying around would make the game look better in Eclipse, it's not a bad decision.
One would assume BioWare would have fewer technical limitations with DA3, so will they still embrace that minimalist look with their Frostbite powered engine in DA3? Or will they be able to put in some clutter to the environment and not sacrifice the resolution of the shadows? Basically, what is their actual goal with these aspects of the game for the end user?
Frostbite 2 will not have the same problems as DAO or 2, graphically. I doubt they will be hindered at all. As for minimalism, as I said, it can work well and also contain clutter and life and 'soul' (see: portal 2) but its all in the execution.
I expect the result will be better in DA3.
In case you're curious, here's an example of how a 3D artist goes about making a modular environment. This is a strategy used... basically everywhere. It is incredibly un-subtle due to the small number of pieces to each modular set in DA2 but, executed better, its a very expedient way to make environments.
Modifié par Pseudocognition, 11 janvier 2013 - 04:13 .