What Say You On Travel/Exploration? Triggering Cutscenes To More Depth
#1
Posté 21 janvier 2010 - 10:27
I think it could serve as possibly opening up more dialogue and cutscenes— or if you rather skip the on foot and just use quick travel [the current use] and take a chance that a battle might open on your way but still quicker nonetheless, would have been nice.
I felt like there wasn't much to the map and I really wanted to go look around more, perhaps, triggering something by location, enemy, or an item. Or even something reminiscent to one of your companions, like a memory from their past.
Which would have opened up more depth to each one. And the idea of those scenes being opened up only by this way of traveling and exploration appeals to me.
As one member pointed out how Duncan is referred to you as a mentor but yet you never actually got to know him. It would have been great to go fight alongside him to a point to hear him give me advice and in doing so, open up more depth to him. That way when he died it would have actually moved me to be saddened by his loss.
I would have definitely liked exploring more but it would have been kick butt if we got to open up more moments between companions. I think everyone really appealed to the growth of relationships in this game. And explorations could serve as a great springboard for greater relationship depth and enjoyment.
#2
Posté 21 janvier 2010 - 10:29
#3
Posté 21 janvier 2010 - 10:30
#4
Posté 21 janvier 2010 - 10:31
#5
Posté 21 janvier 2010 - 11:04
#6
Posté 21 janvier 2010 - 11:09
You hit the nail on the head. Dragon Age was already five years in development with a great deal of intensity in the final three years. The point becomes cost. You have to pay for development which includes voice acting, artists, designers, programmers etc. The publisher (EA) eventually will want a return on its money.
The more locations or cutscences you have the more it will cost. I am sure some things were cut out of the game to get it on store selves to generate revenue. At the end of the day the game has to make money. It cannot make money if you keep trying to add new features that you think your audience will want and it never hits store selves.
Much like the decisions in DA BioWare had to make a decision on what to include and leave out to get the game out. I am sure EA helped them make that decision.
#7
Posté 21 janvier 2010 - 11:11
That said though, I would have really liked the Deep Roads to have been just one big place you navigated through. It would have been cooler to stumble on places like the Dead Trenches that way. But, c'est la vie.
#8
Posté 21 janvier 2010 - 11:16
Realmzmaster wrote...
@SusanStoHelit,
You hit the nail on the head. Dragon Age was already five years in development with a great deal of intensity in the final three years. The point becomes cost. You have to pay for development which includes voice acting, artists, designers, programmers etc. The publisher (EA) eventually will want a return on its money.
The more locations or cutscences you have the more it will cost. I am sure some things were cut out of the game to get it on store selves to generate revenue. At the end of the day the game has to make money. It cannot make money if you keep trying to add new features that you think your audience will want and it never hits store selves.
Much like the decisions in DA BioWare had to make a decision on what to include and leave out to get the game out. I am sure EA helped them make that decision.
Damn...ain't that the truth. Especially after Duke Nukem Forever, no developer/investor will ever trust that a game company is honestly working on their game past five years. Heh. Five years is long enough anyway, but it's fun to think of an RPG that is 10 years in development...which would probably be a pretty bad idea, but still, fun to think about.
Modifié par TyroneTasty, 21 janvier 2010 - 11:17 .
#9
Posté 23 janvier 2010 - 03:15
I like the idea of having more battles between long distances.
It would have been nice to fight alongside Duncan to build a feeling for his character more so we could mourn his "death". Otherwise, in our codex he should just be a recruiter not a mentor.
Modifié par fightright2, 23 janvier 2010 - 03:20 .
#10
Posté 23 janvier 2010 - 03:38
#11
Posté 23 janvier 2010 - 03:41
The Gay Warden wrote...
So you wanted for it to literally take us two weeks, or more, in-game time? That's stupid.
Eh, I think the point trying to be made is "We don't care how big it actually is, we just want some sort of world to wander through!"
Look at the Elder Scrolls series. Those nations are supposed to be massive, yet you can walk across them in less than a day.
#12
Posté 23 janvier 2010 - 03:43
#13
Posté 23 janvier 2010 - 03:51
#14
Posté 23 janvier 2010 - 03:52
The Gay Warden wrote...
I get the Elder Scrolsl thing, but if she's suggesting that we actually spend two weeks in real life trying to get from the Circle to Orzammar, I say that's idiotic.
I say I'd cry. For two weeks.
#15
Posté 23 janvier 2010 - 04:03
But in Oblivion we don't have companions, with great dialogue and good voice acting, we don't have romances and friendships, we don't have fascinating and complex cultures, with codex entries about history, and religion, and so on. There is some of that stuff - but it's bare bones. That's where the developers of that game cut costs and make things manageable.
Let's not get into an EA hate-fest. All game developers have to be realistic and make money. They each (the good ones anyway) have their areas of expertise. Bioware excels at relationships and stories and all that wonderful stuff that boils down to great writers. They do the other stuff, too, but that is their field of excellence imo. And I'm not sorry for it a bit. They lead the pack by a very long distance in the thing they excel at.
If I want to explore an open world and ignore the story if I choose, I play Oblivion or Fallout 3 or something for a while. If I want humour, and a complex story, and interesting dialogues, and fascinating characters, I play DAO (or NWN, ME, JE, or whatever).
You can't have the best of all possible worlds - because we don't live in Paradise. Alas.
[Edited for stupidity: typos, grammar, formatting.]
Modifié par SusanStoHelit, 23 janvier 2010 - 04:07 .





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