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So how does the day/night, weather and atmosphere system work?


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#26
TurretSyndrome

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While I highly doubt there would be dynamic day/night cycle and weather, I would certainly appreciate it. In a world like this, it's something that I expect to see, not something I can only wish for. 

 

Imagine if we visited that place in the trailer with the huge door and the chain, and it was always at night and raining(like it was in the trailer), how boring would it be?



#27
LPPrince

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I'm not saying time should advance when you're not playing it.  Or that there shouldn't be a way to skip through time by resting or when you travel.  Only that time when you're playing the game normally shouldn't advance any faster than it does in real life.  A day shouldn't pass in an hour like in Skyrim

 

Ooooh. Hmm, that'd be interesting. I think that would cause a player to fast forward time a little too much for comfort though. Would require play testing.



#28
TurretSyndrome

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Actually for PC, you can choose how fast time moves in Skyrim. You can set it to an even slower rate than real time. I would like to see an option like that in game for players to set the speed of time than a predetermined one.



#29
Wulfram

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Ooooh. Hmm, that'd be interesting. I think that would cause a player to fast forward time a little too much for comfort though. Would require play testing.

 

 

It might result in less fast forwarding.  Since you'd have more chance of getting what you wanted to get done in daylight done in one go, rather than getting interrupted.

 

Though I guess one thing that ties into this is the scale Bioware are making their areas at.  If the world is 1/1 scale, but the time is compressed then you'd have ridiculously long travel times.  While if time is 1/1 but the world is compressed they'd be incredibly short.



#30
LPPrince

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Now I'm just picturing what would hopefully be beautiful sunsets and sunrises. hah



#31
JeffZero

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I chase those things IRL. The rare chance to see one so breathtaking in video games has always left me floored.
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#32
LPPrince

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I chase those things IRL. The rare chance to see one so breathtaking in video games has always left me floored.

 

Skyrim has always impressed me with those along with its Northern Lights. Hope Inquisition follows suit with its own beautiful atmosphere.



#33
Statare

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Having a completely cyclical day/night system or randomized weather system can actually be limiting from a design/storytelling point of view. Instead of enhancing mood by specific time triggers or weather effects that build atmosphere, you could go through events at any number of times with any number of weather effects. As a result time/weather can become so arbitrary that it really does not effect game-play outside of a few specific events/effects and low-level oohs and ahhs. Or quests become so tied to specific triggers that it is hard to even come across them, let alone manage them. 

 

I can't see a day-night cycle / random weather system working for a story based game covering vast distances, like DA:I, as well as it worked for an open-ended game in a relatively small space, like with Skyrim. Even so, in Skyrim, as a result of the cyclical elements time became completely meaningless and because of this it was hard to remember that a Civil War / Draconic plague was going on. Everything kind of felt like one of those cheesy snow-globes that get darker / lighter on a cycle and have periodic snowstorms when you shake it. The weather/time systems actually ended up discrediting the story part of that game (as terrible as it already was) by making them seem non-urgent, unimportant, and timeless. DA:I would suffer a lot from such an effect. The Veil tearing, and impending demon incursion should feel urgent, and not like a slow moving explosion that actually never advances. As in a novel, time needs to be relative to the story for story-driven games.

 

I have a feeling weather and potentially even time cycles will be linked to story/quest triggers and could even be linked to the fast travel system again, as it was in DA2. 


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#34
Uhh.. Jonah

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Having a completely cyclical day/night system or randomized weather system can actually be limiting from a design/storytelling point of view. Instead of enhancing mood by specific time triggers or weather effects that build atmosphere, you could go through events at any number of times with any number of weather effects. As a result time/weather can become so arbitrary that it really does not effect game-play outside of a few specific events/effects and low-level oohs and ahhs. Or quests become so tied to specific triggers that it is hard to even come across them, let alone manage them. 

 

I can't see a day-night cycle / random weather system working for a story based game covering vast distances, like DA:I, as well as it worked for an open-ended game in a relatively small space, like with Skyrim. Even so, in Skyrim, as a result of the cyclical elements time became completely meaningless and because of this it was hard to remember that a Civil War / Draconic plague was going on. Everything kind of felt like one of those cheesy snow-globes that get darker / lighter on a cycle and have periodic snowstorms when you shake it. The weather/time systems actually ended up discrediting the story part of that game (as terrible as it already was) by making them seem non-urgent, unimportant, and timeless. DA:I would suffer a lot from such an effect. The Veil tearing, and impending demon incursion should feel urgent, and not like a slow moving explosion that actually never advances. As in a novel, time needs to be relative to the story for story-driven games.

 

I have a feeling weather and potentially even time cycles will be linked to story/quest triggers and could even be linked to the fast travel system again, as it was in DA2. 

 

I disagree. I'd much rather have a free, realistic, and dynamic day/night and weather cycle than a set system that may or may not set the "mood." Even then, why have one time of day or weather condition define a scene or mission? If we have random weather effects on top of a day/night cycle, we can experience a scene or mission differently each time. 


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#35
upsettingshorts

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If the game is a sandbox primarily concerned with being a playground in which I experience emergent narratives, I'd rather have a system that simulates (or approximates) weather and time.

 

If the game is more linear, at least narratively speaking if not in gameplay, primarily concerned with its written story, I'd rather have the weather and time predetermined by whatever impacts the scene more.

 

It's for the same reason I wouldn't want to watch a movie in which the weather was randomized via an algorithm.  This scene wouldn't play out the same if it was the middle of a bright, but overcast day, or whatever the system randomly determined it to be in that moment.

 

If a game has elements of both narrative approaches and can implement both weather approaches, then great.


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#36
ReadingRambo220

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Indeed, Ostagar wouldn't have had the same feel with birds chirping on a bright Sunday afternoon.

#37
Wulfram

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Well, there's nothing inherent in a Day/Night cycle that says you can't have some things happen at specific times with specific weather.

 

I mean, the players actions aren't determining when Ostagar happens, after all.



#38
Spectre slayer

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Having a completely cyclical diiay/night system or randomized weather system can actually be limiting from a design/storytelling point of view. Instead of enhancing mood by specific time triggers or weather effects that build atmosphere, you could go through events at any number of times with any number of weather effects.

As a result time/weather can become so arbitrary that it really does not effect game-play outside of a few specific events/effects and low-level oohs and ahhs. Or quests become so tied to specific triggers that it is hard to even come across them, let alone manage them.

I can't see a day-night cycle / random weather system working for a story based game covering vast distances, like DA:I, as well as it worked for an open-ended game in a relatively small space, like with Skyrim. Even so, in Skyrim, as a result of the cyclical elements time became completely meaningless and because of this it was hard to remember that a Civil War / Draconic plague was going on.

Everything kind of felt like one of those cheesy snow-globes that get darker / lighter on a cycle and have periodic snowstorms when you shake it. The weather/time systems actually ended up discrediting the story part of that game (as terrible as it already was) by making them seem non-urgent, unimportant, and timeless. DA:I would suffer a lot from such an effect. The Veil tearing, and impending demon incursion should feel urgent, and not like a slow moving explosion that actually never advances. As in a novel, time needs to be relative to the story for story-driven games.

I have a feeling weather and potentially even time cycles will be linked to story/quest triggers and could even be linked to the fast travel system again, as it was in DA2.

I disagree with this aswell, and we've already seen some of the dynamic, region based weather system in place that Hrungr and I mentioned.

7XnH1j8l.jpg

For instance this is just them running around and if you look to your left there's a dust storm brewing, at somepoint in DAI we will run into full blown sandstorms which will damage us and impede our exploration.

We've seen rain and thunderstorms, lighting, fog etc some of these could enhance the ambiance but there's already one in place that's dynamic and will effect combat and exploration.

Rain, and mud will make us slower, snow will probably do the same while blizzards if there are some would function sort of like a sandstorm.

As for day/ night it could be like dragon dogma with a natural one we could shift with some monsters coming out only at night like the nightmare demon/ creature or the undead, also there isn't a fast travel system like DA2. There's a region travel one with additional mechanics that they haven't talked about yet.

@Mike_Laidlaw @BioMarkDarrah Will there be tornadoes or sand/ snowstorms in @dragonage inquisition?
4:55am - 11 Mar 14

Mark Darrah
@fridaymania @Mike_Laidlaw @dragonage some extreme weather will exist
10:13am - 11 Mar 14

Mark Darrah

@BioMarkDarrah

@Jake_Le_31 @fridaymania @Mike_Laidlaw @dragonage you will not have direct control over the weather

2:36 p.m. Wed, Mar 12

 

Saying it can't work due to the vastness of DAI doesn't make much sense, we'll be seeing different environment types and climates.

I for one like what they're doing, and some people will probably agree with me, also we'll be free to explore these giant worlds they're creating and if you like to explore then the enhanced ambiance works into that like a sandstorm forcing us to seek shelter which kicks off a unique quest line that opens up an area that we could've missed otherwise.
 

If a game has elements of both narrative approaches and can implement both weather approaches, then great.

That seems to be the case, and i'm very happy about it.


Modifié par Spectre slayer, 14 mars 2014 - 02:34 .


#39
Snook

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I just hope it doesn't do what Assassin's Creed does; approaching a mission, it's midnight and raining, after starting said mission, it's suddenly bright, sunny and clear.

#40
Nuloen

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I wonder how biomes will be handled, like if there will be more rainy on coasts and more sunny days on grass plains

I think that weather will change when story will need it and then continue for the rest of day or slowly stop

And i wonder if lighting impact will left something collectible on the ground, like frozen lighting if it will touch ice or somekind of crystal if it will touch rocks or sand roses if there will be lighting storm in desert

#41
Brass_Buckles

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I'm thinking there will probably be a day/night cycle, and weather will be tied to the region it's in.  In cold areas, it's more likely to snow, in warm areas it's more likely there will be rain.

 

I don't doubt that the developers already know that lighting can seriously improve the look of an area, or that a lot of us are suckers for beautiful sunsets/sunrises and some of us may even travel the world specifically to find the best spots to watch those in.

 

I am sure there will also be a way, like in DA2, to change between night/day, even if it's only to "wait" like in Skyrim or Kingdoms of Amalur.

 

It wouldn't surprise me at all if there are certain events that are either triggered by time/weather, or that, when you trigger them, there's a sort of "fast forward with cut scene" and the area is set to the specific time and weather that the developers wanted for that particular story.  Scripted, in other words.  But weather/lighting/time resume as normal once you finish up in that scene.

 

Of course I may be wrong about these things I feel sure of now.  We'll know when they tell us more, is all I can say.



#42
Mockingword

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To aid immersion, the game will use your chosen platform's internet connection to access meteorological data for your area, and alter the in-game time and weather accordingly.


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#43
Hrungr

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To aid immersion, the game will use your chosen platform's internet connection to access meteorological data for your area, and alter the in-game time and weather accordingly.

 

Great, just what I need - Vancouver rain in my games too... :lol:



#44
Azure

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I think I read somewhere that the player gets to control the day/night cycle but I can't remember where. My only worry about it is that they've said everything is dynamic and I'm a bit of a control freak. I don't want to miss something happening because I wasn't in the right place at the right time.



#45
Hrungr

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I think I read somewhere that the player gets to control the day/night cycle but I can't remember where. My only worry about it is that they've said everything is dynamic and I'm a bit of a control freak. I don't want to miss something happening because I wasn't in the right place at the right time.

 

From Spectre Slayer earlier in the thread...

 

Technically what Game informer said was that we can choose whether or not to play it in either day or night, it was on one of the captions for one of the images in the cover story.



#46
Spectre slayer

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I think I read somewhere that the player gets to control the day/night cycle but I can't remember where. My only worry about it is that they've said everything is dynamic and I'm a bit of a control freak. I don't want to miss something happening because I wasn't in the right place at the right time.

 

It was in game informer, I went back and added the image but that doesn't rule out out a natural one being in place. We have no control over the weather that's completely random and some of it sounds like it will be region locked and extreme on some occasions, some things may be event based like Brass, a few others and I mentioned.

From Spectre Slayer earlier in the thread...
 
Technically what Game informer said was that we can choose whether or not to play it in either day or night, it was on one of the captions for one of the images in the cover story.


Yes but they didn't say much besides that nor has there been any articles that say exactly how it works, though the approach could be close to Dragons Dogma or other game like that where we had a natural one we could shift or choose day or night like I mentioned in one of my previous posts in this thread and it looks like brass buckles has a similar idea.

We'll have to wait and see what they say, a few people including me asked them but all they said was they'll discuss it later.

#47
Remmirath

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I hope for a day/night cycle, because choosing between going somewhere in the day and in the night felt rather strange to me in DA II. I didn't expect that it would, but it actually felt much odder than always having the same level of light in the same area. Perhaps because it called attention to it at other times. Also, I find it to be a nice thing when travelling and exploring if it gets dark -- I like ending up travelling in the night sometimes, through choice or coincidence.

There could easily be a general day/night cycle and weather patterns, but still have some areas that always have certain conditions, so maybe that's how things will end up. I think that would probably be best. Presumably there will be some way to rest or wait or such no matter what.

#48
JimboGee

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If it did something useful like giving me a bonus to attacking/sneaking or taking over a fort then I'd be all for it. At the moment there doesnt seem to be much benefit other than some of the quests only being available at night.

 

It was better in Baldurs Gate when I would wait all day in the tavern drinking and then at night send my rogue out to steal...whoops I mean check on the welfare all the houses while people were sleeping. ;)



#49
eyezonlyii

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I'm just now playing Dragon's Dogma and I think the day/night cycles there are appropriate. Not only do they happen at a reasonable speed, but different enemies come out at different times as well. In fact the only thing it's lacking is dynamic weather.



#50
Rotward

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Woo, we get da2's fantastic day/night system back

 

/end sarcasm

 

I didn't think the passage of time in origins could get worse, but boy oh boy did it. When I'm told to meet someone at a specific night, I shouldn't be able to meet them two seconds later. Nor should I be able to have four days pass in a half an hour, and still find them waiting for me "that night." I can't tell if my hawkes jumping forward and backward in time,  or if these people are so desperate that they'll wait for days; both options tear down suspended disbelief. Atmosphere and time should change naturally, not stay still, and not change because hawke or the inquisitor demands it.