What Can Dragon Age Learn From The Witcher?
#1
Guest_EntropicAngel_*
Posté 01 février 2013 - 05:23
Guest_EntropicAngel_*
I'm a little wary of making this topic, as I know how...rabid our TW fans are. However, I think we can put our feelings aside and look at this: what can Dragon Age learn from the Witcher? I want to list a couple of things that stood out to me in the Witcher, from which DA could learn.
1. Plot
In the first Witcher game (some spoilers here), the game starts out with a mysterious attack by an unknown mage and a known but not common group of attackers. The game's main plot involves Geralt chasing down leads to track down both the mercenary group that attacked, and the unknown mage.
This is very, very different from the standard Bioware plot--Collect X allies by doing favors for them, and then run to a central place to defend against attack, and, while you're at it, kill the big bad. It had a far more..."mystery" feel to it, something that I greatly liked.
In addition, there are subplots that have this theme. One in particular: Geralt has acquired a small group of people he works with, when he finds out that one of them must be a mole. There is a quest that involves Geralt going to each of them and trying to find out if they are the traitor. An investigative type of plot. I liked it a lot, personally, and would love to see more of this in DA.
2. NPCs
This is a lighter one. The DA series has had a disproportionately low number of NPCs in common areas like towns--and, upon thought, this is also a problem Mass Effect has had. The Witcher had no such problem. There were many, many NPCs, walking about and talking.
One reason I suspect Bioware has less is because their NPCs are very scripted: they either don't move at all, and just make hand gestures, or walk a very obvious path that's reminiscent of old stealth games. The Witcher does not do this--they have fairly random walking patterns. This makes it more chaotic, sure--but it allows you to have more activity wihout doing as much work as you would trying to script their actions down to their hand movements.
3. Maps
I wasn't sure how to descibe this one, initially. At first I thought about going with the open-world nature of them, with the wilderness areas. But then I got to thinking about them, and what made them stand out. What makes them stand out, to me, is that it's a 3D environment, not just a backdrop. Dragon Age Origins had the Brecilian Forest, with large clearings surrounded and separated by a backdrop of trees, rivers, etc. DA ][ didn't have any forest areas, but the few areas where there ARE things like trees and water, the allowable path is clearly demarcated from them.
In The Witcher, the player moves freely through the forest. You are not restricted to a well-beaten path. The walls are on the objects themselves, not invisible at the edge of the path to prevent you from going further.
Thinking about this idea, it isn't just in the forest--the cities allow you more freedom, too.
[and as an aside, another point: the cities. The Witcher (the first game) only has one real city to speak of, that I know of, but the buildings feel organic and authentic. It isn't a giant wall of buildings: they are different sizes, or will have a small courtyard here and there.]
There is a mild aspect of three dimensions in the sense of levels, between street heights, or say at a beach where the height drops to the water but a bridge goes over this area.
The big thing for this one, though, for me, was the trees and the fact that you aren't restricted to the paths. It isn't a toy box with lots of engaging painting on the sides. It's a box with all of the pieces inside the box with you.
I open this up to you folks: what do you think Dragon Age could learn (that would benefit it) from The Witcher?
#2
Posté 01 février 2013 - 05:26
1) Is exactly the same as Mass Effect 1.EntropicAngel wrote...
The Witcher is an RPG game series made by a Polish company named CDProject. It is based off of a book series, I believe titled the same. It has gained recent notoriety.
I'm a little wary of making this topic, as I know how...rabid our TW fans are. However, I think we can put our feelings aside and look at this: what can Dragon Age learn from the Witcher? I want to list a couple of things that stood out to me in the Witcher, from which DA could learn.
1. Plot
In the first Witcher game (some spoilers here), the game starts out with a mysterious attack by an unknown mage and a known but not common group of attackers. The game's main plot involves Geralt chasing down leads to track down both the mercenary group that attacked, and the unknown mage.
This is very, very different from the standard Bioware plot--Collect X allies by doing favors for them, and then run to a central place to defend against attack, and, while you're at it, kill the big bad. It had a far more..."mystery" feel to it, something that I greatly liked.
In addition, there are subplots that have this theme. One in particular: Geralt has acquired a small group of people he works with, when he finds out that one of them must be a mole. There is a quest that involves Geralt going to each of them and trying to find out if they are the traitor. An investigative type of plot. I liked it a lot, personally, and would love to see more of this in DA.
2. NPCs
This is a lighter one. The DA series has had a disproportionately low number of NPCs in common areas like towns--and, upon thought, this is also a problem Mass Effect has had. The Witcher had no such problem. There were many, many NPCs, walking about and talking.
One reason I suspect Bioware has less is because their NPCs are very scripted: they either don't move at all, and just make hand gestures, or walk a very obvious path that's reminiscent of old stealth games. The Witcher does not do this--they have fairly random walking patterns. This makes it more chaotic, sure--but it allows you to have more activity wihout doing as much work as you would trying to script their actions down to their hand movements.
3. Maps
I wasn't sure how to descibe this one, initially. At first I thought about going with the open-world nature of them, with the wilderness areas. But then I got to thinking about them, and what made them stand out. What makes them stand out, to me, is that it's a 3D environment, not just a backdrop. Dragon Age Origins had the Brecilian Forest, with large clearings surrounded and separated by a backdrop of trees, rivers, etc. DA ][ didn't have any forest areas, but the few areas where there ARE things like trees and water, the allowable path is clearly demarcated from them.
In The Witcher, the player moves freely through the forest. You are not restricted to a well-beaten path. The walls are on the objects themselves, not invisible at the edge of the path to prevent you from going further.
Thinking about this idea, it isn't just in the forest--the cities allow you more freedom, too.
[and as an aside, another point: the cities. The Witcher (the first game) only has one real city to speak of, that I know of, but the buildings feel organic and authentic. It isn't a giant wall of buildings: they are different sizes, or will have a small courtyard here and there.]
There is a mild aspect of three dimensions in the sense of levels, between street heights, or say at a beach where the height drops to the water but a bridge goes over this area.
The big thing for this one, though, for me, was the trees and the fact that you aren't restricted to the paths. It isn't a toy box with lots of engaging painting on the sides. It's a box with all of the pieces inside the box with you.
I open this up to you folks: what do you think Dragon Age could learn (that would benefit it) from The Witcher?
Saren Attacks humans, shepard finds out and that he's with the geth etc.
#3
Posté 01 février 2013 - 05:26
#4
Posté 01 février 2013 - 05:27
Personally, I'd rather say what CDProjkect could learn from Dragon Age, such as "let us make our own characters" and "there are perspectives that exist aside from the straight male one."
#5
Posté 01 février 2013 - 05:29
Why are everybody in America so afraid of nudity and sex?
#6
Guest_EntropicAngel_*
Posté 01 février 2013 - 05:30
Guest_EntropicAngel_*
Xilizhra wrote...
This is going to be painful, rest assured.
Personally, I'd rather say what CDProjkect could learn from Dragon Age, such as "let us make our own characters" and "there are perspectives that exist aside from the straight male one."
I dislike them as much as you do, Xil.
But it would be foolish to say that they cannot learn from each other. If not what to do, then what not to do.
#7
Posté 01 février 2013 - 05:32
The Witcher does it's own thing and has its own pitfalls and problems that Dragon Age doesn't have, despite both occupying the "dark fantasy" zeitgeist at this point.
I say let them continue that way.
#8
Posté 01 février 2013 - 05:34
Johnny Shepard wrote...
Well, sexy sexscenes, for starters. And daring to show nudity. The whole "everybody has underwere on them when they have sex" thing is just silly and makes the sexscenes silly.
Why are everybody in America so afraid of nudity and sex?
I know some people find the whole 'fade to black' thing dumb, and also that they wear their underwear, but I really prefer it that way. I think I'd feel uncomfortable if there were to be Witcher-style sex scenes in dragon age. It's not about being afraid of nudity, I'd just feel uncomfortable, and this would lessen my enjoyment of the game as a whole.
Modifié par Windninja47, 01 février 2013 - 05:38 .
#9
Guest_john_sheparrd_*
Posté 01 février 2013 - 05:39
Guest_john_sheparrd_*
#10
Posté 01 février 2013 - 05:50
LinksOcarina wrote...
Honestly, nothing.
The Witcher does it's own thing and has its own pitfalls and problems that Dragon Age doesn't have, despite both occupying the "dark fantasy" zeitgeist at this point.
I say let them continue that way.
This
I like both actually for different reasons. As for nudity, big deal, does not bother me, as I can see more skin at a beach (even if some of them do look like beached whales). The whitcher maps remind me more of NWN actually. If BW was to do anything, eh, I guess it would be to stop dumbing the game down and nickle diming players with armour packs that should of been the game to begin with... I like to collect flowers, leave and body parts
Modifié par Wompoo, 01 février 2013 - 05:52 .
#11
Guest_Erik Lehnsherr_*
Posté 01 février 2013 - 05:54
Guest_Erik Lehnsherr_*
#12
Posté 01 février 2013 - 05:57
In regards to NPCs, fluid movement and walking around didn't always strike me as essential. A shopowner will, oddly enough, spend most of their time at their shop. An official will spend most of their time at their office. A guard will spend most of their time either in their area of patrol or the barracks. Having schedules where we have to hunt people down because they go to X pub at Y time of day or else we have to break into their house to give them their requested quest trinket isn't a high point of gaming. Wouldn't be against it, but not necessarily for it. I'd rather their be more NPCs with deeper conversation. Whether that's just about their lives, backgrounds or homelands, and nothing quest related, is fine (or even better). Beats having everything of lore interest confined to the Codex.
I agree 100% with the maps. Bioware is often accused of having corridor level design, always has been. Having more organic boundaries, not just set paths, would be a huge help. I'm not sure if this was tied to their level creation tools with the Lyrium engine, but I hope they will have more options with Frostbite2.
#13
Posté 01 février 2013 - 05:59
I have some reservations with the way it was executed from a narrative perspective (and just minor ones), but the concept itself I find fascinating.
#14
Posté 01 février 2013 - 06:05
#15
Posté 01 février 2013 - 06:10
However, I would love to see Bioware implement more branching story alteration (like the second chapter of TW2). I would also like to see weather effects in a DA title, because it makes the game world seem more dynamic and alive.
Modifié par arcelonious, 01 février 2013 - 06:24 .
#16
Posté 01 février 2013 - 06:19
#17
Posté 01 février 2013 - 06:19
Side quests: In the Witcher, side quests often involve characters that are either part of the main plot, or at least loosely connected to it, or somehow interesting/unusual in their own way, for example Kalkstein, Carmen and Vincent, the fisstech-addicted city guard and so on, so even during side quests you get to interact with interesting people. Dragon Age's side quests seem to be limited to involving rather faceless NPCs whose main purpose of existence seems to be said side quests, like the Chanter's Board, the Irregulars and the Collective in Origins, or, even worse, the nobodies that only spawned to accept DA2's fetch quests without as much as a real conversation. The Witcher's side quests almost all served to strengthen story and narrative, as opposed to being simple, quick gold and XP-grabs in DA.
(Yes, I know the Witcher had the contract board, but even the contracts were often given by main plot characters).
Day/night cycles: The world of the Witcher felt much more alive to me simply because I could watch the sun rise and set. There were people running for shelter when it started to rain. Watching the sun set in Vizima was gorgeous even in the older first game. Manually selecting day/night in DA2 gave me a unwanted "theme-park" feeling.
Overall, these things served to improve my immersion in the world of the Witcher, and I'd love to see something similar in Dragon Age.
Oh, and I can't leave without mentioning this:
Post launch support: Games and preferences aside, this is where CDP:R reigns unchallenged. Their support for their products is nothing but stellar, from regular patches to a massive free enhanced edition with additional quests and even purely cosmetic improvements like patching in frigging livestock in Lobinden. I found that really impressive customer service.
Modifié par Gileadan, 01 février 2013 - 06:24 .
#18
Posté 01 février 2013 - 06:21
Modifié par slimgrin, 01 février 2013 - 06:22 .
#19
Posté 01 février 2013 - 06:30
#20
Posté 01 février 2013 - 06:30
Modifié par Dave of Canada, 01 février 2013 - 06:30 .
#21
Posté 01 février 2013 - 06:37
Dragon Age is far superior to either Witcher game.
#22
Posté 01 février 2013 - 06:42
While I'd love to see the branching storytelling taking place as well, it does seem (from an outsider perspective) to be essentially incompatible with save imports down the line.Allan Schumacher wrote...
Experimenting with branching narrative would be the biggest (and probably most challenging) one that I would like to see. This is more from the second game obviously.
I have some reservations with the way it was executed from a narrative perspective (and just minor ones), but the concept itself I find fascinating.
#23
Posté 01 février 2013 - 06:43
Other than that, nothing in TW really bowled me over, certainly nothing I thought was better than anything DA was already doing (I've only played about 30 minutes into the second one, and that was quite a long time ago now).
Modifié par nerdage, 01 février 2013 - 06:44 .
#24
Posté 01 février 2013 - 06:46
Xewaka wrote...
While I'd love to see the branching storytelling taking place as well, it does seem (from an outsider perspective) to be essentially incompatible with save imports down the line.Allan Schumacher wrote...
Experimenting with branching narrative would be the biggest (and probably most challenging) one that I would like to see. This is more from the second game obviously.
I have some reservations with the way it was executed from a narrative perspective (and just minor ones), but the concept itself I find fascinating.
True to an extent.
Although The Witcher 2 still reconciles its plot in the final chapter, you just know different things and so forth depending on who you side with in Chapter 1.
It'd depend on what we do for story continuation for characters between games.
#25
Posté 01 février 2013 - 06:50
2) Don't do anything that resembles the Witchers combat.
3) Sex cards are not a great idea.




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