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What exactly is Bioware looking at?


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#76
XX-Pyro

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EpicBoot2daFace wrote...

Plaintiff wrote...

EpicBoot2daFace wrote...

Plaintiff wrote...

EpicBoot2daFace wrote...

The story in TES is being told over many games. One game's main story is about a specific event. They're all connected, and events are unfolding as is written in the Elder Scrolls.

And the events all unfold the exact same way, every time. It's just a matter of filling in the blanks.

And the faction questlines all play out the same way as previous faction questlines, right down to the player becoming the leader of said faction, after having been a member for all of two days.

Well, it would be kind of lame if it took 50 hours just to become a guild master.

I don't think the player should be able to become a guild master at all. At least not in every single case.

I find that being Dragonborn is enough for me. The guilds are just an easy way for me to boost my stats in one direction or the other. If you're playing a specific build it helps you level up and improve those skills faster.


I think the option of being guildmaster is fine, they kind of screwed up with Skyrim by not even having requirements to enter the guilds really but throwing back to Morrowind and it's predecessors the guilds were very well done. I still enjoyed the questlines of Oblivion's and Skyrim's guilds though, and they definitely felt like they took time in Oblivion.

#77
Twisted Path

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It makes sense in Skyrim since you're a Dragonborn, which means that you're the ultimate Super Mary Sue/Chosen One.

Personally I would have preferred if Skyrim had more choices; the game seems to be designed to let you do just about everything in a single playthrough. I avoided that by setting rules for things that different Skyrim characters I made could do: the mage character was a goody-two-shoes and couldn't join the assassin's guild, the rogue and warrior characters I made were never allowed to cast spells or join the mage's guild, etc., but I certainly hope the Dragon Age team isn't looking to make a game where you can experience everything the first time you play.

I'm just a big fan of choices leading to very different paths, as that sort of thing leads to lots of replayability and makes each character you make seem more unique. I loved Skyrim but it was definitly not a game like that.

Modifié par Twisted Path, 06 avril 2013 - 01:33 .


#78
Allan Schumacher

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That comment mostly relates to "what aspects of Skyrim could work for Dragon Age?" The biggest one is sense of scale.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.

So we aren't looking at doing a sandbox game, but the idea of larger levels and less linearity in the levels is something that we want to do.

#79
Guest_krul2k_*

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yeah bit of exploring never hurt a game tbh ;)

#80
Ziegrif

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Allan Schumacher wrote...

That comment mostly relates to "what aspects of Skyrim could work for Dragon Age?" The biggest one is sense of scale.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.

So we aren't looking at doing a sandbox game, but the idea of larger levels and less linearity in the levels is something that we want to do.


An easy way to make a level very unique is placing items in there that can be picked up and don't look copy pasted. For example you don't find a chest with some armor on it, but you find a Goblin totem with a crucified knight hanging from it and you take the guy down and knick their armor.

Little things like that REALLY make dungeons memorable.

#81
EpicBoot2daFace

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Allan Schumacher wrote...

That comment mostly relates to "what aspects of Skyrim could work for Dragon Age?" The biggest one is sense of scale.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.

So we aren't looking at doing a sandbox game, but the idea of larger levels and less linearity in the levels is something that we want to do.

It's not just Dragon Age, it's every game you guys make. Your level designers need to fall out of love with turning everything into a hallway.

#82
Allan Schumacher

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I agree.

More open exploration type area led to a realization that it's probably more similar to BG1 than Skyrim.

#83
Bayonet Hipshot

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Allan Schumacher wrote...

That comment mostly relates to "what aspects of Skyrim could work for Dragon Age?" The biggest one is sense of scale.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.

So we aren't looking at doing a sandbox game, but the idea of larger levels and less linearity in the levels is something that we want to do.


That is good to hear :o

If you people want to improve the levels, here are a few suggestions coming from Skyrim :-

-Make objects in the level interactable. Not just loot but other object like books or torches or traps or even a dead body. In Dragon Age levels most of the time you just move through it and kill stuff along the way
-Have puzzles. For an RPG game, Dragon Age, both Origins and 2 had very little puzzle. Almost every dungeon in Skyrim have some puzzle of some sort. While most of the puzzles are the same bear, dolphin, eagle, snake in the vanilla game, the Dragonborn DLC gave us a lot more different puzzles. 
-Have deadlier traps and varied traps for dungeons
-Reduce the lighting for dungeons, especially caves, underground, etc. Make them dark and scary. Vanilla Skyrim & Dragon Age was really bad when it comes to lighting in dungeons because you basically could see everything without a torch or a magical light spell which is not very immersive. 

Cheers ! Btw, are you by any chance related to Michael Schumacher ? Always wanted to ask you that. 

#84
Scam_poo

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Jorina Leto wrote...

Chiramu wrote...
polished game.

Yeah sure!


What on earth are you complaining about? For an open-world game on that scale, that's a pretty small list of glitches. I've played over 200 hours of Skyrim and it was impressively polished even on release.

#85
EpicBoot2daFace

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Allan Schumacher wrote...

I agree.

More open exploration type area led to a realization that it's probably more similar to BG1 than Skyrim.

It also has to be worth exploring if it is more open. Otherwise it's just empty space. Awakening had a few areas that were more open, but didn't have much for the player to do.

#86
Allan Schumacher

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I know.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.



#87
EpicBoot2daFace

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Allan Schumacher wrote...

I know.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.

I know that you know, I just want the level designers to know if they ever read this.

EDIT: Why are you guys looking at Skyrim? It sounds like you're not interested in making an open-world game, just a game that is more open. Shouldn't you all be looking at The Witcher 2?

Modifié par EpicBoot2daFace, 06 avril 2013 - 02:15 .


#88
Enigmatick

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Allan Schumacher wrote...

I know.

Dragon Age's levels are typically not very big and open, and as a result are also often quite linear. There often isn't even the ability to explore off a beaten path, much less actually do anything interesting if you can.


Just bring back encounters like Bub Snikts.
Posted Image

#89
Twisted Path

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Allan Schumacher wrote...

I agree.

More open exploration type area led to a realization that it's probably more similar to BG1 than Skyrim.


A funny thing about Skyrim is that a lot of the dungeons in the game are actually super linear. It's something I don't think many people notice since when, how and why you go to those dungeons can vary so much thanks to the open nature of the game.

I'm all for more branching paths, optional areas and mazes and such.

#90
Allan Schumacher

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I know that you know, I just want the level designers to know if they ever read this.


I'm pretty much echoing Laidlaw at this point. Designers know.

EDIT: Why are you guys looking at Skyrim? It sounds like you're not interested in making an open-world game, just a game that is more open. Shouldn't you all be looking at The Witcher 2?


You don't need to copy Skyrim exactly to recognize that there are aspects of it that can be useful in a different game. Skyrim was also an absurdly huge success, so it's a great example of "RPG gamers voting with your dollars." So we will look at it and go "This game seemed to resonate with a lot of fans (including a lot of staff). Are there aspects of it that could work for a BioWare game?"

I actually don't consider The Witcher 2 to be a very open game world, personally. The area around Flotsam is decently open, but I don't feel there's many areas that differ significantly from, say, the Korcari Wilds.

That said, we do look at The Witcher 2 (I know the QA team itself has had sessions in our theater where we looked at both Skyrim and The Witcher 2).

#91
Rawgrim

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Allan Schumacher wrote...

I agree.

More open exploration type area led to a realization that it's probably more similar to BG1 than Skyrim.


Only if there are hamsters involved.

#92
Thetford

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I think openness could have a great impact for interior locations, especially if it switched from 2D layouts (essentially you can see everything on a single top down map) so that every storey is on a separate map level, to 3D layouts with layers that stack on top of each other, even the mahoosive Skyrim likes to keep each floor of a dungeon more or less on a separate map. Interior locales that would be best affected by this would be the Deep Roads and towers.

I'm not sure if I made myself very clear there...

Modifié par Thetford, 06 avril 2013 - 02:27 .


#93
Guest_Puddi III_*

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I hope the areas aren't too big and open. If there's a minimap with a fog of war I will be forced to scrub the entire map down until all the fog is gone, in addition to running back and forth across it to find anything I missed the first time around. Not a big fan of that aspect of games that have this like, say, Torchlight 2.

#94
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haha flament got a wee image of you running around the map like pacman goblin up all the black bits

#95
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Filament wrote...

I hope the areas aren't too big and open. If there's a minimap with a fog of war I will be forced to scrub the entire map down until all the fog is gone, in addition to running back and forth across it to find anything I missed the first time around. Not a big fan of that aspect of games that have this like, say, Torchlight 2.


I would do the same thing, probably for the next five playthroughs because... I'm broken and I can't help myself.

#96
Guest_Puddi III_*

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krul2k wrote...

haha flament got a wee image of you running around the map like pacman goblin up all the black bits

That is exactly what it's like. :lol: ... :(

#97
Elhanan

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NWN1, DA:O, and Skyrim are probably my three top games of this century; certainly have the time invested in them to warrant it at least. If DA:I can take something from these sources for use, then I am aboard for the ride.

#98
David7204

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Am I the only one here that thinks the best Bethesda game for this sort of thing by far is Fallout 3?

They did an outstanding job with the atmosphere, really making an impact by the sheer poverty of the wasteland, by the themes and ruins of America that permeate the world, by the music. It makes it a very impactful experience when the player discovers Oasis, or sees the choppers fly in halfway through the game.

And before anyone says anything, New Vegas did a pretty poor job, I think. They tried to do three things - the glitz and glam of New Vegas, the rugged beauty of the desert, and the desolation of the nuclear wasteland. And they really didn't succeed at any of them. The Casinos feel like retirement homes, particularly when you compare them to Afterlife in ME 2. The desert is just flat and dry and ugly and uninteresting. And you can almost forget that a nuclear war even happened. The ruins don't look majestic, they just look ugly.

Skyrim...eh...I was pretty let down. There's a lot of technology they talked about beforehand that I don't see in the final product at all.

Modifié par David7204, 06 avril 2013 - 02:39 .


#99
Allan Schumacher

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Am I the only one here that thinks the best Bethesda game for this sort of thing by far is Fallout 3?


Fallout 3 is my favourite Bethesda (developed) game. I consider New Vegas a superior game, but its exploration aspect isn't as well done as Fallout 3 (which was carried by its fantastic exploration, in my opinion).

#100
Thetford

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David7204 wrote...

Am I the only one here that thinks the best Bethesda game for this sort of thing by far is Fallout 3?

They did an outstanding job with the atmosphere, really making an impact by the sheer poverty of the wasteland, by the themes and ruins of America that permeate the world, by the music. It makes it a very impactful experience when the player discovers Oasis, or sees the choppers fly in halfway through the game.

And before anyone says anything, New Vegas did a pretty poor job, I think. They tried to do three things - the glitz and glam of New Vegas, the rugged beauty of the desert, and the desolation of the nuclear wasteland. And they really didn't succeed at any of them. The Casinos feel like retirement homes, particularly when you compare them to Afterlife in ME 2. The desert is just flat and dry and ugly and uninteresting. And you can almost forget that a nuclear war even happened. The ruins don't look majestic, they just look ugly.

Skyrim...eh...I was pretty let down. There's a lot of technology they talked about beforehand that I don't see in the final product at all.


I dare you to say that on the Fallout areas of the Bethesda Forum and witness as unholy hell descends on the thread.