How to build player excitement
#1
Posté 01 septembre 2013 - 05:07
It is cool to see less small environments a more open world exploration and resource management reminescent of bioware classics like baldurs gate 2.
"What we want to do is say, stop thinking about the encounter. Don't think, if I can just get one guy to the end of this fight everyone will magically come back to life. We want you to think more about the adventure. We want you to think about the long term."
Since the game word is bigger. I thought of a good way to make the game less mundane then encounter after encounter like past dragon age games is putting in difficult enemies that spawn in areas like you would find in rouge games. These enemies are more powerful then their standard counterparts but dissapear and get replaced by weaker versions of themselves if you return to fight them far later in the game. The reward for killing these powerful enemies is a slightly more gold then they would normally recieve. So not to pressure the player in having to dispatch these enemies.
What ideas does the community have for the new dragon age?
#2
Posté 01 septembre 2013 - 05:13
As far as the larger areas. They need to have things that make going off the main path and exploring worthwhile. I saw one video that said caves are strewn about the areas, so I'm assuming Skyrim type cave diving is a possibility.
#3
Posté 01 septembre 2013 - 05:14
#4
Posté 01 septembre 2013 - 05:16
Aaleel wrote...
The one thing I'm hoping for and I hope they do it with this new engine is better cities. Lively, bustling cities, and quaint small villages and towns.
As far as the larger areas. They need to have things that make going off the main path and exploring worthwhile. I saw one video that said caves are strewn about the areas, so I'm assuming Skyrim type cave diving is a possibility.
That would be great, but my only concern from PAX is this. There is footage of the Inquisitor leaving what appears to a be a city, and I only saw four NPCs, one of which was a merchant, doing the same merchant animations from the past two games and the other three were a guard and two residents(?). They were all just so static, and it was really jarring after seeing such beauty in the other parts of the footage,
#5
Posté 01 septembre 2013 - 05:21
#6
Posté 01 septembre 2013 - 05:26
I don't think improving cities is part of DA:I though. They have a lot on their plate already and it might not be a priority.
#7
Posté 02 septembre 2013 - 12:54
I suspect its still snooze city at Gamefaqs, Neoseeker, and other sites.
A better is question is how is the EA marketing department going to handle this after criticism for DA2 and ME3.
#8
Posté 02 septembre 2013 - 07:41
Now I have a sudden urge to play a kleptomaniac mage.
#9
Posté 02 septembre 2013 - 07:42
Karach_Blade wrote...
I would love to see farms, villages....the people you are working to protect.
Now I have a sudden urge to play a kleptomaniac mage.
you don't always play a kleptomaniac mage... or the other classes for that matter?
Modifié par n7stormrunner, 02 septembre 2013 - 07:44 .
#10
Posté 02 septembre 2013 - 07:49
Elfman wrote...
That would be great, but my only concern from PAX is this. There is footage of the Inquisitor leaving what appears to a be a city, and I only saw four NPCs, one of which was a merchant, doing the same merchant animations from the past two games and the other three were a guard and two residents(?). They were all just so static, and it was really jarring after seeing such beauty in the other parts of the footage,
It's difficult to create farmworker AI. I'm sure that by release date we'll see NPCs that look more like worker ants, but YMMV a lot on what exactly it takes to make the world look functional and living.
#11
Posté 02 septembre 2013 - 01:32
I have Oblivion but haven't gotten very far into it but I don't recall seeing a lot of people .
I'm not near a city though so there may be more people in the vicinity of the cities.
#12
Posté 02 septembre 2013 - 01:45





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