RightSeival wrote...
Story-driven game needs only great storytelling
Wrong., which is impossible without great visual part nowadays.
RightSeival wrote...
Story-driven game needs only great storytelling
Wrong., which is impossible without great visual part nowadays.
Seival wrote...
I said it many times already, I'm not suggesting to turn DA:I into B:TS. BioWare simply has no firepower for that yet.
dreamgazer wrote...
Seival wrote...
dreamgazer wrote...
Simply put: I don't want Dragon Age: Inquisition to be anything, whatsoever, like Beyond: Two Souls.
I said it many times already, I'm not suggesting to turn DA:I into B:TS. BioWare simply has no firepower for that yet.
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Disagreed. I want my games to still feel like games, especially RPGs.
And I definitely don't want BioWare to use their "firepower" towards what you're proposing.
Seival wrote...
Story-driven game needs only great storytelling,
which is impossible without great visual part nowadays.
Seival wrote...
dreamgazer wrote...
Seival wrote...
dreamgazer wrote...
Simply put: I don't want Dragon Age: Inquisition to be anything, whatsoever, like Beyond: Two Souls.
I said it many times already, I'm not suggesting to turn DA:I into B:TS. BioWare simply has no firepower for that yet.
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Disagreed. I want my games to still feel like games, especially RPGs.
And I definitely don't want BioWare to use their "firepower" towards what you're proposing.
Well, let's wait till the release, and see which path did BioWare choose during development. I will play DA:I on PS4, and I hope that will be very exciting
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Seival wrote...
Well, let's wait till the release, and see which path did BioWare choose during development. I will play DA:I on PS4, and I hope that will be very exciting
Guest_Catch This Fade_*
Roleplaying? What's that?Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Greylycantrope wrote...
RightSeival wrote...
Story-driven game needs only great storytellingWrong., which is impossible without great visual part nowadays.
MassivelyEffective0730 wrote...
Seival wrote...
Story-driven game needs only great storytelling,
Correct.which is impossible without great visual part nowadays.
Incorrect, though it is indeed preferable.
Guest_Fandango_*
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Modifié par Fandango9641, 04 décembre 2013 - 10:53 .
Fandango9641 wrote...
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
That's because he prefers to play second rate games masquerading as third rate movies.
Modifié par The Night Mammoth, 04 décembre 2013 - 10:59 .
spirosz wrote...
Fandango9641 wrote...
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
That's because he prefers to play second rate games masquerading as third rate movies.
There is nothing wrong with the PS3, Journey, God Of War, Beyond (Iknowyou'remakingfunofthisIdon'tcare) and many others say hello.
addiction21 wrote...
Seival wrote...
Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Then its not a BIoWare game. Just because its story-driven does not mean those things need to be sacrificed into making it into a HD movie that we go from point to point in a linear fashion with QTEs.
Of you want to play a David Cage game GO PLAY A DAVID CAGE GAME.
Modifié par Seival, 04 décembre 2013 - 11:00 .
Modifié par hhh89, 04 décembre 2013 - 10:59 .
Yeah that's why Ryse is such a big hit...OH WAIT.Seival wrote...
Wise game developers evolve as fast as the technologies and society. You can predict what BioWare games actually are for no longer than several years.
QTEs themselves can form very interesting, diverse, challanging, and exciting gameplay.
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Seival wrote...
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Really?... But somehow, I like roleplaying Jodie much more than roleplaying Shepard.
hhh89 wrote...
Sadly for you, DAI will have a complex crafting system (according to the devs) and non-combat skills, and as far as we know no QTE.
Fandango9641 wrote...
That's because he prefers to play second rate games masquerading as third rate movies.
AresKeith wrote...
Seival wrote...
Sylvius the Mad wrote...
The design you are describing is incompatible with roleplaying.Seival wrote...
I'm suggesting to get rid of plans to make excess things in order to focus on the characters and main plot quality. Story-driven game doesn't actually need side quests, or dialogue options most of the players will prefer to ignore (like neutral responces in Mass Effect for example). Story-driven game doesn't need too many fully voiced characters or too many "investigate" dialogue options. Story-driven game needs only great storytelling, which is impossible without great visual part nowadays.
Really?... But somehow, I like roleplaying Jodie much more than roleplaying Shepard.
>implying you can actually roleplay as Jodie
Seival pls