^^This very much. Since in DAI they want to cover a large area of Thedas, I would be worried that the sense of scale can be lost. I know that it might not matter for those who fast travel (if they included this option) but I avoid it and therefore I am quite sensitive to the scale of the map. I liked how they did that in DAO but I would like to see even more freedom in completing maps, since they could be pretty linear in places.Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
DA: Inquisition trailer "Fires above" discussion thread
#301
Posté 11 juin 2013 - 04:40
#302
Posté 11 juin 2013 - 04:49
Ihatebadgames wrote...
Oh dear!is right,an the trailer looked so promising.I think Bio and MS forgot the K.I.S.S. rule.(Keep It Simple Stupid)Vilegrim wrote...
oh damn, just watched the interview and they mentioned 'actiony combat' I hope far, far less so than most MMOs or DA2...
Interview. You will be the inquisitor. Actiony combat (but with some tactical aspects..), 'fade breach in the sky' ,'blurring the line between single player, multiplayer and cooperative play; '
Gone from 'Morrigan! Mage Templar war! Qunari invasion! YESS...to oh dear..
I don't want all those extra people to be in my game.Now we know why they need the extra year.Mage attacks templars,templars attack wardens,wardens attack mages,all on line and multiplayer...what a mess.
Yep. If SP is mixed with MP or some other crap then I will pass this game. And the whole franchising. ME3 and DA2 was enough that for me.
#303
Posté 11 juin 2013 - 04:51
1) Was initially disappointed during the press conference because Aaryn mentioned fall 2014 before playing the trailer. After having a chance to rewatch it a few times, I'm very excited --> huge leap forward in graphical quality and realism. Looks like it might be possbile to have true day/night (a cool aspect of the BG games) and weather coming, as well as maybe real-time environment destruction. It also looks like they've backed off the excessively anime-ish/cartoony style of DA2 a bit which just by trying to judge the looks of the armor and weapons we got which is a HUGE relief to me.
2) Yesterday Aaryn confirmed that we'll be playing the inquisitor and that and seemed to imply that the Mage-Templar war will serve as a backdrop to the fade breach in the sky with is just fine with me as I was never super excited by that plotline in the past games.
3) They've kept the Inquisitor's identity blurred so far rather than forcing a character like Hawke on us which is great news.
4) BasilKarlo is dead wrong on the graphics issue -- rendering real game assets in the engine means they must be using in game models and filming them with the camera kind of like all those floating camera images generated for skyrim. I don't think this is any different than filming cutscenes within the game. However, I think there's no guarantee that the fidelity is this good during actual gameplay, especially since it'll depend on what systems we're all running.
5) I agree with the others that I was unhappy to hear Aaryn talk about action oriented combat, and if you look at the Dragon Age website, it refers to DA:I as an "action RPG" which is not encouraging for my particular preferences. However, it's always been clear that they wouldn't be going back to Origins style and I suppose that's ok as it was flawed too. Just please, don't make it as much of a chore as DA2 to fight through trash mob after trash mob, and make the animations more realistic. If rogues doing backflips all over the place and again I'll be hugely disappointed. Not to mention how much more boring mage powers were in DA2.
6) That "blurring the lines" question is nothing to worry about. The interviewer asked him about that because other developers had been talking about that (was it Titanfall that made a big deal about it? I can't remember). Anyways, Aaryn confirmed that the single player story is the focus that everything stems from so nothing has changed on that front and theres nothing to worry about IMO.
7) I wonder what they mean by open world. They've already confirmed that it won't be like Skyrim exactly, but if it really is just larger and more open levels as they mentioned I wonder if that really counts as "open world". It is a step in the right direction if we're not railroaded down a single path along levels that are built to simply give the impression of space like in DA:O and that we can really explore. I also don't think open world has to mean continuous levels, or nonlinear story -- I would consider the original Baldur's gate to be "open world" as you could explore all the adjacent maps with relative freedom of direction. Even BG2 Chapter 2 where you could travel through the various districts of Athkatla and the surrounding areas doing quests in your own preferred order.
Modifié par nihiliste, 11 juin 2013 - 04:55 .
#304
Posté 11 juin 2013 - 04:53
Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
This is what I'm hoping they mean. Kirkwall could have worked as a sandbox the game took place in one city of course it would take time to get somewhere but DAI seems more like DAO. Fast travel with the occassional interuption for an ambush or discovery would give the world scope without killing the momentum of a quest.
#305
Posté 11 juin 2013 - 04:57
Did I saw that correctly that the door had a big gryphon on it? At least the the guys before the door were wearing helmets with stylized wings on the side.
#306
Posté 11 juin 2013 - 04:57
Ser Bard wrote...
Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
This is what I'm hoping they mean. Kirkwall could have worked as a sandbox the game took place in one city of course it would take time to get somewhere but DAI seems more like DAO. Fast travel with the occassional interuption for an ambush or discovery would give the world scope without killing the momentum of a quest.
Yes I think it may be something like this but I also think a key aspect is that most of those levels in DA:O were essentially long winding paths surrounded by images of an environment that you couldn't really interact with. If within each level we can explore every inch of what we see and interact with the environment (since we know frostbite allows for environmental destruction an interaction), I would consider that a good thing.
#307
Posté 11 juin 2013 - 05:06
nihiliste wrote...
Ser Bard wrote...
Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
This is what I'm hoping they mean. Kirkwall could have worked as a sandbox the game took place in one city of course it would take time to get somewhere but DAI seems more like DAO. Fast travel with the occassional interuption for an ambush or discovery would give the world scope without killing the momentum of a quest.
Yes I think it may be something like this but I also think a key aspect is that most of those levels in DA:O were essentially long winding paths surrounded by images of an environment that you couldn't really interact with. If within each level we can explore every inch of what we see and interact with the environment (since we know frostbite allows for environmental destruction an interaction), I would consider that a good thing.
I'm not very familiar with the games that already use frostbite but it would be nice to use the enviroment more to our advantage even if it was only on the Skyrim level of hiding in shadows and setting a room on fire.
#308
Posté 11 juin 2013 - 05:07
Oo, I forgot about desctructible environments on frostbite. That would be neat if we could find alternative routes this way. When it comes to choice in completing levels I quite enjoyed that in Dishonored (though admittedly some levels were better than others). And I missed the comment that they are not making open world a la Skyrim.nihiliste wrote...
Ser Bard wrote...
This is what I'm hoping they mean. Kirkwall could have worked as a sandbox the game took place in one city of course it would take time to get somewhere but DAI seems more like DAO. Fast travel with the occassional interuption for an ambush or discovery would give the world scope without killing the momentum of a quest.
Yes I think it may be something like this but I also think a key aspect is that most of those levels in DA:O were essentially long winding paths surrounded by images of an environment that you couldn't really interact with. If within each level we can explore every inch of what we see and interact with the environment (since we know frostbite allows for environmental destruction an interaction), I would consider that a good thing.
#309
Posté 11 juin 2013 - 05:08
Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
I agree that transitions can help with a sense of scale. Unless we went with a more uniform setting, I think it'd be a negative to have very different climate setting all within the same map.
The sense of scale was part of the motivation for still having separate levels.
#310
Posté 11 juin 2013 - 05:10
2) Hope Morrigan has a substantial role in the actual game.
3) Really, REALLY hope we're given a reason to "stand against" the darkness. If the world has too few good things and people worth preserving or fighting for, I'm not interested.
#311
Posté 11 juin 2013 - 05:11
Thanks for commenting! That's great then. All fears perished :happy:Allan Schumacher wrote...
Wulfram wrote...
My impression would be that the "open world" will more end up being that, say, DA:O would have had one big Ostagar area, one big Denerim area, one big Brecilian forest area, one big Deep Roads, rather than splitting them up into bits. Which wouldn't have major pacing issues or really cost very much more zots.
Though I personally wouldn't want that. I think the area transitions can help give a sense of scale, by implying that there's more stuff that was simply skipped over because it wasn't really relevant to the story.
I agree that transitions can help with a sense of scale. Unless we went with a more uniform setting, I think it'd be a negative to have very different climate setting all within the same map.
The sense of scale was part of the motivation for still having separate levels.
Edit: Ok, maybe not all cause I'm still curious about individual levels, but I assume that both, openness and scale, indicate they will be more complex than in the previous installments.
Modifié par neonmoth, 11 juin 2013 - 05:15 .
#312
Posté 11 juin 2013 - 05:14
#313
Posté 11 juin 2013 - 05:52
#314
Posté 11 juin 2013 - 05:52
#315
Posté 11 juin 2013 - 05:56
Yeah, it's a copy of Hard in Hightown II, from MOTA.Legenlorn wrote...
Hmm did anyone notice the picture of a guy (prob male) on a book at the strategy table with Cassandra?
#316
Posté 11 juin 2013 - 05:57
R2s Muse wrote...
Yeah, it's a copy of Hard in Hightown II, from MOTA.Legenlorn wrote...
Hmm did anyone notice the picture of a guy (prob male) on a book at the strategy table with Cassandra?
Ahh thx
Modifié par Legenlorn, 11 juin 2013 - 06:01 .
#317
Posté 11 juin 2013 - 06:06
IanPolaris wrote...
lecho_himself wrote...
The trailer looked good but considering what I've seen, this whole epic war concept, I don't really see how can BioWare do this NOT involving PCs from previous parts. Particulary The Warden.
Especially if the Warden romanced Morrigan and went through the Elluvian with her. Kind of hard in that case to exclude the Warden, but not all Wardens did this (in fact I expect only a minority did).
-Polaris
First playthrough, romanced Morrigan, did exactly that!
Hopefully they'll at least mention what happened to the Warden, if he doesn't appear...
Not having played DA2 yet, I can't say what I think about this whole "play as another PC every game" shtick. Especially since I'm used to playing Shepard in ME
I like the trailer though. Don't see how Morrigan got uglier, though...
Modifié par BlueDemonX, 11 juin 2013 - 06:06 .
#318
Posté 11 juin 2013 - 06:14
#319
Guest_Puddi III_*
Posté 11 juin 2013 - 06:15
Guest_Puddi III_*
#320
Posté 11 juin 2013 - 06:52
#321
Posté 11 juin 2013 - 06:59
Killdren88 wrote...
What I wanna know is what role will Morrigan's child will play if you took the Dark ritual option.
Both of them, Morrigan and the child. Her because she is awesome, a great charcter. The Child because the potential of that decision should really be investigated.
#322
Posté 11 juin 2013 - 07:21
#323
Posté 11 juin 2013 - 07:41
#324
Posté 11 juin 2013 - 07:43
Nina88 wrote...
I thought the trailer looked amazing, and am very pleased to see Varric and Morrigan again, both looking great. Very excited about the game already - thanks BioWare for taking your time to make it as right as you can.
Wonder what nick name Morrigan gets from Varric. That is of course if they even interact anyway.
#325
Posté 11 juin 2013 - 07:51





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