Modifié par arcelonious, 01 février 2013 - 06:56 .
What Can Dragon Age Learn From The Witcher?
#26
Posté 01 février 2013 - 06:52
#27
Posté 01 février 2013 - 07:05
Windninja47 wrote...
I haven't played the Witcher so I can't really comment. The only thing I really do know about it is that it has no character creator and also has nudity. I personally would prefer if the DA series kept the CC and lack of nudity.
Give Witcher or Witcher 2 a go - if you like DAO / DA2 and ME1,2,3 you will also like Witcher. And you will be very plesently surprised - its a great game. I highly recommend it
#28
Posté 01 février 2013 - 07:17
Truly grey morality, both in the main quests and side quests. Also decisions with consequences. Not just branching narrative, but differences in how future quests play out based on previous decisions.
Graphics and textures. DA3 probably won't look as amazing as The Witcher 2, but I hope it will be closer to that quality than DA2.
As for textures: The Witcher 1 had better hair textures than DA2.

#29
Posté 01 février 2013 - 07:21
Xilizhra wrote...
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."
This. But I'm hopeful they'll take that lesson into Cyberpunk.
#30
Posté 01 février 2013 - 07:30
arcelonious wrote...
I think branching narratives could work in an import save-oriented series, because the different narratives don't necessarily have to lead to dramatically different consequences in future games. A great element of branching narratives is the different perspectives and experiences that a player can be provided during the playthrough, which in turn can extend replay value. I guess I'm looking at it from a "It's the journey, not the destination" type of perspective.
What do you consider different perspectives? A Codex entry? A rumor given by the barkeep? A small, linear side quest? A cameo? Lines of dialogue with an NPC modified slightly to reflect one thing or another? That's not really perspective, to me. That's just fan service.
Different perspective would be to have the world FEEL different, in a significant way. How a developer goes about doing that is still being defined and figured out, since we are for the first time seeing developers try and carry over not just character sheets or one characteristic like good/evil, but a myriad of choices.
Its a monumental task, one which often involves ignoring choices carried over rather than focusing on them. I'm very curious to see how TW3 turns out, now that they have really unleashed the beast for their branching narratives.
#31
Posté 01 février 2013 - 07:36
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."
This is why love interests will eventually be purged from games. The amount of 'perspectives' you'll need in them will make it so weird that it will burst the immersion. And let's be honest, the true straight male perspective is not Geralt/Triss it would be Triss/Shani as anyone who has spent 5 minutes around Mass Effect/DA communities can attest to.
#32
Posté 01 février 2013 - 07:37
Fast Jimmy wrote...
What do you consider different perspectives? A Codex entry? A rumor given by the barkeep? A small, linear side quest? A cameo? Lines of dialogue with an NPC modified slightly to reflect one thing or another? That's not really perspective, to me. That's just fan service.
Different perspective would be to have the world FEEL different, in a significant way. How a developer goes about doing that is still being defined and figured out, since we are for the first time seeing developers try and carry over not just character sheets or one characteristic like good/evil, but a myriad of choices.
Its a monumental task, one which often involves ignoring choices carried over rather than focusing on them. I'm very curious to see how TW3 turns out, now that they have really unleashed the beast for their branching narratives.
When I talk about different perspectives, I'm talking about the one provided with the branching second chapter of The Witcher 2. The story eventually realigns during the final chapter of TW2, but the second chapter allows for a tremendously different perspective.
Modifié par arcelonious, 01 février 2013 - 07:41 .
#33
Posté 01 février 2013 - 07:45
Fast Jimmy wrote...
arcelonious wrote...
I think branching narratives could work in an import save-oriented series, because the different narratives don't necessarily have to lead to dramatically different consequences in future games. A great element of branching narratives is the different perspectives and experiences that a player can be provided during the playthrough, which in turn can extend replay value. I guess I'm looking at it from a "It's the journey, not the destination" type of perspective.
What do you consider different perspectives? A Codex entry? A rumor given by the barkeep? A small, linear side quest? A cameo? Lines of dialogue with an NPC modified slightly to reflect one thing or another? That's not really perspective, to me. That's just fan service.
Different perspective would be to have the world FEEL different, in a significant way. How a developer goes about doing that is still being defined and figured out, since we are for the first time seeing developers try and carry over not just character sheets or one characteristic like good/evil, but a myriad of choices.
Its a monumental task, one which often involves ignoring choices carried over rather than focusing on them. I'm very curious to see how TW3 turns out, now that they have really unleashed the beast for their branching narratives.
I play SWToR and hear this alot. In my opinion, 'bad' characters should be routinely breaking quests, to the point the game comes unplayable. The closest there ever was to this was Morrowind. It was easy to break the main quest if you were murdering, stealing, etc. That means you couldn't finish the game.
Guess how that went over?
#34
Posté 01 février 2013 - 07:53
That said, I do appreciate the whole choice and consequences, branching plotlines, and reactivity to your character's decision.
#35
Posté 01 février 2013 - 07:57
What do you base that on?jpbreon wrote...
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."
This is why love interests will eventually be purged from games. The amount of 'perspectives' you'll need in them will make it so weird that it will burst the immersion. And let's be honest, the true straight male perspective is not Geralt/Triss it would be Triss/Shani as anyone who has spent 5 minutes around Mass Effect/DA communities can attest to.
#36
Posté 01 février 2013 - 07:59
renjility wrote...
Cities that actually resemble a place that people live in. More lively environments, with day/night cycle and weather.
Agree with the above. Flotsam was very impressive.
#37
Posté 01 février 2013 - 07:59
When I talk about different perspectives, I'm talking about the one provided with the branching second chapter of The Witcher 2. The story eventually realigns during the final chapter of TW2, but the second chapter allows for a tremendously different perspective.
Understood, but then how is that choice reflected in future titles? The branching content merges back to a single narrative in a cool, logical way, but how will TW3 use that choice? Will the choice play out in a way that makes sense, or will it be ignored/swept under the rug?
The DA2 route was more on the side of "sweeping it under the rug." Having random elves killing former-werewolves in a quest that boiled down to a conversation option and then one fight is not exactly what I'd view as world impacting or a good example of perspective.
Modifié par Fast Jimmy, 01 février 2013 - 08:00 .
#38
Posté 01 février 2013 - 08:04
#39
Posté 01 février 2013 - 08:05
#40
Posté 01 février 2013 - 08:06
renjility wrote...
Cities that actually resemble a place that people live in. More lively environments, with day/night cycle and weather.
Truly grey morality, both in the main quests and side quests. Also decisions with consequences. Not just branching narrative, but differences in how future quests play out based on previous decisions.
I think these two pretty much cover what i'd like to see DA take from the Witcher series. Flotsam while being a dirty hole looked way more impressive thanks to people actually doing stuff there, trading, arguing etc. It felt alive and that made me remember Flotsam way more than i would otherwise.
#41
Guest_Erik Lehnsherr_*
Posté 01 février 2013 - 08:09
Guest_Erik Lehnsherr_*
#42
Posté 01 février 2013 - 08:11
Dave of Canada wrote...
Armor design, weapon design, grey morality and branching narrative.
#43
Posté 01 février 2013 - 08:11
I liked TW2, but things like the crappy map, sword path, and forced encounters (usually after long cut scenes) that didn't allow for the use of alchemy could be frustrating.
Modifié par BouncyFrag, 01 février 2013 - 08:21 .
#44
Posté 01 février 2013 - 08:15
Erik Lehnsherr wrote...
Lol Dragon Age is superior, oh you jokers.
Clearly someone who can't bring anything constructive.
I'd like to see Bioware create more believable environments. Flotsam, Flotsam's forest, Vergen and even the camp look amazing and also grounded in reality. I also love the use of color. No more brown and red.
I like the elf hanging from the tree in the Witcher non-humans and humans have a very tense realationship and in Flotsam it's probably worse since it's a backwater town. Use the environments to make the world feel alive, let it tell it's own story the way Flotsam does or even other titles like Bioshock.



#45
Posté 01 février 2013 - 08:16
Fast Jimmy wrote...
Understood, but then how is that choice reflected in future titles? The branching content merges back to a single narrative in a cool, logical way, but how will TW3 use that choice? Will the choice play out in a way that makes sense, or will it be ignored/swept under the rug?
The DA2 route was more on the side of "sweeping it under the rug." Having random elves killing former-werewolves in a quest that boiled down to a conversation option and then one fight is not exactly what I'd view as world impacting or a good example of perspective.
I can certainly understand the difficulty in importing choices that lead to branching conclusions of a game into a future title, but at the same time, I think that there is merit to providing a branching narrative, even if it's consequences do not extend dramatically to a future game.
Not that I don't agree, I also would like to see more dramatic changes in a future game due to a particular choice in a previous game.
#46
Posté 01 février 2013 - 08:36
#47
Posté 01 février 2013 - 08:37
#48
Posté 01 février 2013 - 08:48
Knight of Dane wrote...
What do you base that on?jpbreon wrote...
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."
This is why love interests will eventually be purged from games. The amount of 'perspectives' you'll need in them will make it so weird that it will burst the immersion. And let's be honest, the true straight male perspective is not Geralt/Triss it would be Triss/Shani as anyone who has spent 5 minutes around Mass Effect/DA communities can attest to.
Certainly not on THIS
Today, adult women represent a greater portion of the game-playing
population (30 percent) than boys age 17 or younger (18 percent).
#49
Posté 01 février 2013 - 08:54
Renmiri1 wrote...
Knight of Dane wrote...
What do you base that on?jpbreon wrote...
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."
This is why love interests will eventually be purged from games. The amount of 'perspectives' you'll need in them will make it so weird that it will burst the immersion. And let's be honest, the true straight male perspective is not Geralt/Triss it would be Triss/Shani as anyone who has spent 5 minutes around Mass Effect/DA communities can attest to.
Certainly not on THISToday, adult women represent a greater portion of the game-playing
population (30 percent) than boys age 17 or younger (18 percent).
You know they are including facebook and all those other ****ty games in that.
#50
Posté 01 février 2013 - 08:57
DinoSteve wrote...
Renmiri1 wrote...
Knight of Dane wrote...
What do you base that on?jpbreon wrote...
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."
This is why love interests will eventually be purged from games. The amount of 'perspectives' you'll need in them will make it so weird that it will burst the immersion. And let's be honest, the true straight male perspective is not Geralt/Triss it would be Triss/Shani as anyone who has spent 5 minutes around Mass Effect/DA communities can attest to.
Certainly not on THISToday, adult women represent a greater portion of the game-playing
population (30 percent) than boys age 17 or younger (18 percent).
You know they are including facebook and all those other ****ty games in that.
And ? They still are a great, expanding gamer segment. Teenage fanboys are not the kings of gaming anymore, about damn time!




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