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Limits of role playing and NME.


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#101
spirosz

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Seival wrote...


Yes, I played Morrowind and Oblivion. Each game bored me in matter of hours just because of the open world, and how it interfered with role playing and storytelling. Spending so much time on pointless wandering around... After these two games I decided that I will never try to roleplay in games like these again... Well, I might try TW3, and I really hope it will not be Oblivion-like.


So by your logic, if something doesn't interest you it disproves the fact that you can still achieve viable roleplaying experiences?   Great to know.

Also, what's the reason you'll try TW3?  It apparently has everything you dislike - is it because it will be visually pleasing?  Is that the only reason? 

Modifié par spirosz, 07 janvier 2014 - 09:34 .


#102
dreamgazer

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I love role-playing in a sandbox.

#103
spirosz

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dreamgazer wrote...

I love role-playing in a sandbox.


Especially when I hit the invisible walls.  

#104
dreamgazer

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spirosz wrote...

dreamgazer wrote...

I love role-playing in a sandbox.


Especially when I hit the invisible walls.  


YOU CAN'T GO ANY FURTHER. 

#105
spirosz

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Now I'm curious. TW3 apparently will have almost everything Seival dislikes - Exploration/Open World/Booty.

#106
spirosz

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5$ his next avatar will be Letho of Gulet.

#107
AresKeith

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spirosz wrote...

5$ his next avatar will be Letho of Gulet.


His current avatar hardly looks Helghast and more German ****

#108
Seival

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Foshizzlin wrote...

I don't like it when "RPGs" try to give you the illusion of freedom. I wish we'd eventually get an open-world, story-driven single-player RPG, truly open-world.


Anything in a game is just an illusion and have limits. Some of game illusions are so stunning that you start thinking they are not illusions at all. The most recent example of this are K:SF dynamic backgrounds and amazing level of local details. Personally, I prefer to see something like this in most modern RPGs. Truly open worlds actually break the perfect illusion and great immersion level for me, because they are vast and not well detailed in each and every place where you can go. You start to recognize the same rocks, bridges, trees, houses, roads etc. You start to see reusage of 10 times reused assets, and their low detail level becomes really annoying.

#109
CynicalShep

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You haven't actually played New Vegas and Skyrim, have you?

#110
Cyonan

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Seival wrote...

Foshizzlin wrote...

I don't like it when "RPGs" try to give you the illusion of freedom. I wish we'd eventually get an open-world, story-driven single-player RPG, truly open-world.


Anything in a game is just an illusion and have limits. Some of game illusions are so stunning that you start thinking they are not illusions at all. The most recent example of this are K:SF dynamic backgrounds and amazing level of local details. Personally, I prefer to see something like this in most modern RPGs. Truly open worlds actually break the perfect illusion and great immersion level for me, because they are vast and not well detailed in each and every place where you can go. You start to recognize the same rocks, bridges, trees, houses, roads etc. You start to see reusage of 10 times reused assets, and their low detail level becomes really annoying.


Skyrim no longer has low detail when you're running about 20+ graphical mods on an overpowered PC like I am =P

Optimization is terrible for hardware requirements, but it looks pretty damn nice.

Although if you want a RPG game that is a true open world with full freedom, you're pretty much going to be playing D&D rather than any video game that is going to be limited by the nature of current technology.

Modifié par Cyonan, 07 janvier 2014 - 09:55 .


#111
spirosz

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Seival wrote...

Foshizzlin wrote...

I don't like it when "RPGs" try to give you the illusion of freedom. I wish we'd eventually get an open-world, story-driven single-player RPG, truly open-world.


Anything in a game is just an illusion and have limits. Some of game illusions are so stunning that you start thinking they are not illusions at all. The most recent example of this are K:SF dynamic backgrounds and amazing level of local details. Personally, I prefer to see something like this in most modern RPGs. Truly open worlds actually break the perfect illusion and great immersion level for me, because they are vast and not well detailed in each and every place where you can go. You start to recognize the same rocks, bridges, trees, houses, roads etc. You start to see reusage of 10 times reused assets, and their low detail level becomes really annoying.


See, that's fine Seival - everyone has their "immersion-breakers" but I don't think you'll see Bioware doing what you believe is the best for gaming anytime soon, but you're more than welcome to invest yourself in striving to developing something like that, if its something you want to achieve in the future.  

#112
dreamgazer

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So, why isn't a stats-driven character making the choice to explore specific areas of a sandbox, at certain times and under certain conditions, considered role-playing?

#113
spirosz

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dreamgazer wrote...

So, why isn't a stats-driven character making the choice to explore specific areas of a sandbox, at certain times and under certain conditions, considered role-playing?


Apparently.. illusions? 

#114
Seival

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spirosz wrote...

Seival wrote...

Foshizzlin wrote...

I don't like it when "RPGs" try to give you the illusion of freedom. I wish we'd eventually get an open-world, story-driven single-player RPG, truly open-world.


Anything in a game is just an illusion and have limits. Some of game illusions are so stunning that you start thinking they are not illusions at all. The most recent example of this are K:SF dynamic backgrounds and amazing level of local details. Personally, I prefer to see something like this in most modern RPGs. Truly open worlds actually break the perfect illusion and great immersion level for me, because they are vast and not well detailed in each and every place where you can go. You start to recognize the same rocks, bridges, trees, houses, roads etc. You start to see reusage of 10 times reused assets, and their low detail level becomes really annoying.


See, that's fine Seival - everyone has their "immersion-breakers" but I don't think you'll see Bioware doing what you believe is the best for gaming anytime soon, but you're more than welcome to invest yourself in striving to developing something like that, if its something you want to achieve in the future.  


Time will tell. They didn't go with truly open-world in DA:I, meaning they want a number of better detailed instances instead of worse detailed sandbox. And we don't know what kind of environment design are they going to make in NME. I really doubt NME will have open world or Mako-style exploration. I believe it will look more like K:SF with some small amount of vehicle-control missions.

#115
AresKeith

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Seival wrote...

Time will tell. They didn't go with truly open-world in DA:I, meaning they want a number of better detailed instances instead of worse detailed sandbox. And we don't know what kind of environment design are they going to make in NME. I really doubt NME will have open world or Mako-style exploration. I believe it will look more like K:SF with some small amount of vehicle-control missions.


Or maybe their story doesn't require us to travel all across Thedas

So you want NME to be a linear shooter that suffers from pacing? :huh:

#116
Cyonan

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AresKeith wrote...
Or maybe their story doesn't require us to travel all across Thedas

So you want NME to be a linear shooter that suffers from pacing? :huh:


At least it will look really pretty.

Although I'm fairly certain that the spot of linear shooters which look pretty is already being filled by Crytek with Crysis.

Modifié par Cyonan, 07 janvier 2014 - 10:25 .


#117
AresKeith

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Cyonan wrote...

AresKeith wrote...
Or maybe their story doesn't require us to travel all across Thedas

So you want NME to be a linear shooter that suffers from pacing? :huh:


At least it will look really pretty.

Although I'm fairly certain that the spot of linear shooters which look pretty is already being filled by Crytek with Crysis.


Indeed

#118
CynicalShep

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I think open-world environments are a must in modern RPGs. There's nothing wrong with liking interactive movies but I certainly don't want all RPGs to go down that route. I hate being herded and forced to go somewhere by the game's storyline. It's ok if you make a few time sensitive missions that MAKE you go somewhere at a certain time but I prefer to have my options open. Take Fallout 3, which I'm playing ATM. By the time I reached the GNR(which is one of the first main missions) I had sniper rifles, a fatman and a lot of other stuff I would have gotten way later if I was forced to play shiny, "quality" instances. I'd rather have worse graphics and detail than click my way through an interactive movie.

#119
Seival

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AresKeith wrote...

Seival wrote...

Time will tell. They didn't go with truly open-world in DA:I, meaning they want a number of better detailed instances instead of worse detailed sandbox. And we don't know what kind of environment design are they going to make in NME. I really doubt NME will have open world or Mako-style exploration. I believe it will look more like K:SF with some small amount of vehicle-control missions.


Or maybe their story doesn't require us to travel all across Thedas

So you want NME to be a linear shooter that suffers from pacing? :huh:


I want NME to be a heavily story-driven RPG which uses environment design similar to K:SF, has less interactive dialogue options than ME3, and has the same level of visual quality as K:SF.

#120
Nole

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Open world is the key to success. Embrace it.

#121
Seival

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WittingEight65 wrote...

Open world is the key to success. Embrace it.


It may be a key to success, but not to the one I want to see in NME and other BioWare games. I believe that the more story-driven and visually stunning the game is - the less open world suits it.

#122
AresKeith

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Seival wrote...

AresKeith wrote...

Seival wrote...

Time will tell. They didn't go with truly open-world in DA:I, meaning they want a number of better detailed instances instead of worse detailed sandbox. And we don't know what kind of environment design are they going to make in NME. I really doubt NME will have open world or Mako-style exploration. I believe it will look more like K:SF with some small amount of vehicle-control missions.


Or maybe their story doesn't require us to travel all across Thedas

So you want NME to be a linear shooter that suffers from pacing? :huh:


I want NME to be a heavily story-driven RPG which uses environment design similar to K:SF, has less interactive dialogue options than ME3, and has the same level of visual quality as K:SF.


LOL @ bolded part for even thinking that's gonna happen

And the only way for them to use the same visual quality as you view is if they use the same engine, which they aren't

#123
ruggly

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Except Killzone not the kind of game BioWare makes. Nor do I believe they should.

#124
Cyonan

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Seival wrote...

WittingEight65 wrote...

Open world is the key to success. Embrace it.


It may be a key to success, but not to the one I want to see in NME and other BioWare games. I believe that the more story-driven and visually stunning the game is - the less open world suits it.


Star Citizen.

That is all.

#125
AresKeith

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Seival wrote...

WittingEight65 wrote...

Open world is the key to success. Embrace it.


It may be a key to success, but not to the one I want to see in NME and other BioWare games.


This is where it all comes down too