Alcohol & Smoking in DA:I
#126
Posté 18 janvier 2014 - 07:15
Smoke and drink, even if not 'our' smoke and drink, as well as other substances, have been a fact of Human like for untold generations. We may not all like the people that indulge in them, but there are no lack of people that do so, nor a lack of those that seek new indulgences. As a result, when fantasy or sci-fi adds these elements in, intelligently, and uses them for atmosphere, and even specific purpose, there can be a thematic benefit.
#127
Posté 18 janvier 2014 - 07:18
It also makes the world seem much more dynamic rather than static and dead. which is something I'm glad bioware seems to be improving upon with this gameJanan Pacha wrote...
The little 'substances' added into some fantasy settings may not always be things that, in reality, we would look kindly upon the indulgence in. Still, they add believable layers to a setting. Human beings aren't static molds, and our species in fictional creations, when done well, are not made from a single mold either. Characters of many types are needed - just the same, the world is not one thing, and that extends to the production of things gathered from the world into all the variety of things one might think of.
Smoke and drink, even if not 'our' smoke and drink, as well as other substances, have been a fact of Human like for untold generations. We may not all like the people that indulge in them, but there are no lack of people that do so, nor a lack of those that seek new indulgences. As a result, when fantasy or sci-fi adds these elements in, intelligently, and uses them for atmosphere, and even specific purpose, there can be a thematic benefit.
#128
Posté 18 janvier 2014 - 07:27
darkchief10 wrote...
Janan Pacha wrote...
The little 'substances' added into some fantasy settings may not always be things that, in reality, we would look kindly upon the indulgence in. Still, they add believable layers to a setting. Human beings aren't static molds, and our species in fictional creations, when done well, are not made from a single mold either. Characters of many types are needed - just the same, the world is not one thing, and that extends to the production of things gathered from the world into all the variety of things one might think of.
Smoke and drink, even if not 'our' smoke and drink, as well as other substances, have been a fact of Human like for untold generations. We may not all like the people that indulge in them, but there are no lack of people that do so, nor a lack of those that seek new indulgences. As a result, when fantasy or sci-fi adds these elements in, intelligently, and uses them for atmosphere, and even specific purpose, there can be a thematic benefit.
It also makes the world seem much more dynamic rather than static and dead. which is something I'm glad bioware seems to be improving upon with this game
That's always a plus. Let's call it, "background noise" or "atmosphere". For a non-smoking/drinking example it's like Final Fantasy XII's market in Dalmasca. For whatever problems the game had, that market atmosphere was perfect, the background noise of all these little stands set up, packed together and some bleeding into one another. The merchants and cooks selling their wares, the noise of many voices talking, the little details of steam coming out of boiling pots and people sitting or standing, buying or eating. Conversing.
It was a little too static, the market never changed much, but with more dynamic coming and going it would have been perfect. The first time you walk through that market you're just caught up, and want to sit down and have a bite to eat along with one of the other NPCs, at one of the stands, while people look at items in the stand packed close tot he left of you, and haggle with the merchant at the stand to the right.
Think we go back to our smoking and drinking subject (not present in the FFXII example, but let's just keep with the theme of a crowded alley market of piecemeal stands, packed closely together and busy with merchants yelling out their newest deals, haggling and NPCs buying, walking, selling and eating), and add in the little details of a drunk NPC next to us, guzzling his drink. A merchant smoking a pipe, smoke puffing out his mouth as he talks, a somewhat well off NPC walking by with a cigarette holder between her fingers, stopping at a stand to browse furs.
Little details bring a thing to life. Prevent it from feeling flat and dead. This isn't something 'specific' that I'm asking to see, just a barrage of examples of how details can make a scene pop.
#129
Posté 18 janvier 2014 - 10:55

"fajfka" (in my language,google isnt able to translate it)

long pipe (safe thanks to long stem)("lulka" in my language)[replica of gandalf pipe]

regular unhealthy pipes,produces more smoke than nicotin aerosoil "dýmka"

cigarette holder, it could replace pipes for woman "špička"
Modifié par Nuloen, 18 janvier 2014 - 12:46 .
#130
Posté 18 janvier 2014 - 11:34
Nuloen wrote...
fajfka (in my language,google isnt able to translate it)
long pipe (safe thanks to long pipe)("lulka" in my language)
regular unhealthy pipes,produces more smoke than nicotin aerosoil
cigarette holder, it could replace pipes for woman
All neat, but the "fajfka" is especially beautifully made. As for a translation? I've been able to translate it to five different words:
1. Dýmka
2. Lulka
3. Potrubí
4. Roura
5. Pipe
So, to the best of my knowledge Fajfka is simply the Czech word for pipe, albiet a very, very pretty pipe. As such I'm not sure it's a name for that particular style of pipe, or if that style is simply definitive of "pipe" and thus "fajfka" within a culture or time period frame.
I can say it's a lovely thing, must have taken a good deal of work to craft.
Modifié par Janan Pacha, 18 janvier 2014 - 11:35 .
#131
Posté 18 janvier 2014 - 12:43
I don't personally care about having the option to drink. I can't stand alcohol, it usually doesn't even make it past my throat before it comes back up. Therefore, none of my Inquisitors will drink. Unless I can see a reason for it. (My Shepard in ME3 drowned her sorrows in alcohol whenever she could, for example. After everything that happened, she just had a hard time with dealing...and she had every reason to be miserable.)
It'd be really fun to have a drinking mechanic like in Red Dead Redemption, though. If you drink enough, your character ends up staggering around and falling down like a wet sack. It was always fun to see how far I got before John ended up face-first on the ground.^^
#132
Posté 18 janvier 2014 - 12:50
The Sin wrote...
DinoSteve wrote...
Drinking possibly but smoking? in a game? with the way smoking is looked down upon in society at the minute, I highly doubt it.
I am not asking for cigars...Just pipes. It was very common for people to smoke pipes in medieval times as well as in many fantasy literature. & I don't think smoking some herb-based substance is going to give you cancer.
You know that tobacco is very noteworthy for causing various forms of cancer, right? Well, not "causing", but being a major contributing factor towards said cancers.
Modifié par o Ventus, 18 janvier 2014 - 12:51 .
#133
Posté 18 janvier 2014 - 01:56
J
The little 'substances' added into some fantasy settings may not always be things that, in reality, we would look kindly upon the indulgence in.
Avernum had skribbane, an interesting substance (herb) that gave you stat boosts - but was also addictive.
http://pied-piper.er...et/topic/1/4490
So if you stopped using it, you'd go into withdrawal, and actually lose effectiveness.
A lot of NPCs were addicted to it as well - much as some of the templars appear to be addicted to lyrium.
I have to hand it to Spiderweb, their games will never amaze graphically the way the stuff from big studios do, and you can forget VA and that stuff, but they're clever in other ways.
#134
Posté 18 janvier 2014 - 04:11
#135
Posté 18 janvier 2014 - 04:21
at hanged man on pult near barmanKC_Prototype wrote...
And when could we drink in DA2?
#136
Posté 18 janvier 2014 - 10:34
and then drinking with him, increasing your frienship
#137
Posté 18 janvier 2014 - 10:55
Honestly so what if my Inquistor carved a bone pipe from the corpses of mages and did went about smoking herbs through out the realms of his slaughter and conquest. And i personally found the lack of effect of Alcohol within DA 2 to be somewhat of a let down, considering that you can spend every last copper you get there but you won't as much as even stagger when you should have fallen over dead from liver failure hours before.
#138
Posté 19 janvier 2014 - 02:58
#139
Posté 19 janvier 2014 - 03:02
I want to get a bunch of lyrium, lay a few lines of it across a hooker's back and snort it with some choice guests.
For diplomatic reasons. This is how you get allies.
#140
Posté 19 janvier 2014 - 04:01
Caligula must be your idol:)XxDeonxX wrote...
I want the option to ingest very powerful hallucinogenic narcotics and then go on a mass killing spree throughout thedas while I'm on my high..Maybe cannibalize a bit and bathe in the blood of virgins to keep myself young while I'm at it
#141
Posté 19 janvier 2014 - 04:17
#142
Posté 19 janvier 2014 - 06:25
#143
Posté 21 janvier 2014 - 03:49
#144
Posté 22 janvier 2014 - 04:02
#145
Posté 22 janvier 2014 - 05:07
or if varric gets drunk next day you will find him hidden under your bedBeyond2souls wrote...
I can just imagine my character being drunk and having to control them out of the tavern. And if you don't make it you pass out, and when you wake up you have a piece of gear and money stolen. ^^





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