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.

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 .