The Capital of Orlai is a couple courtyards and some shops, eh? I expected atleast two or three Kirkwall sized cities in the game.
#26
Posté 30 décembre 2014 - 07:37
- ThirteenthJester13 aime ceci
#27
Posté 30 décembre 2014 - 08:13
To each their own. I've played enough Assassin's Creed games to get my fill of medieval old-timey cities. I look to Dragon Age to explore unknown lands, wilderness, snow capped mountains and well... slay some damn dragons. DA:I delivered that on all fronts.
VR served it's purpose. It was designed in a very confusing manner with fast travel being the only way to get upstairs. I could've done without that, but I'm sure this was a concession for Xbox 360 and PS3 consoles.
Denerim wasn't much more than a central hub with compartmentalized areas that one could get to only on the world map. No surprises here.
- ThirteenthJester13 aime ceci
#28
Posté 30 décembre 2014 - 08:30
I guess the issue here is about resources.
DAI is a huge game.
Adding two or three Kirkwall-sized cities would take the resource equivalent of building 4-6 regions.
Instead of 10 open-world regions, you might have 2 (small) cities and 4 regions.
Some may have liked that, but ultimately it's BioWare who build the game.
Well they worked 12 months on DA2 (DAO Awakening March 2010; DA2 March 2011), while they worked 44 months (3 years 8 months) on DAI. They had the time imho...
- ThirteenthJester13 aime ceci
#29
Posté 30 décembre 2014 - 09:18
(sigh)
DA2 - complaints of the game in a City...
DAI - focus more on wilderness.
Result: complaints of not being in a City.
*sigh*
People pointing that the supposedly huge capital is disappointing - dumb fanboy comes and twist it into "people complaining not all the game is a city".
- Jorina Leto, TehMonkeyMan et ThirteenthJester13 aiment ceci
#30
Posté 30 décembre 2014 - 09:30
Shame you can't see more it's freaking huge though when you look out.
#31
Posté 30 décembre 2014 - 09:31
I don't want to be "that guy", but VR would have been ideal for a classy whorehouse.
- ThirteenthJester13 aime ceci
#32
Posté 30 décembre 2014 - 09:56
Why not both?
The complaints at DA2 weren't directed at being in a city, they were directed at being trapped in a city with identical rooms... among other things. I don't think anyone had an issue with what Kirkwall could have been, we just didn't like how everything was repetitive. Even then, we did get to go out to Sundermount / The Wounded Coast occasionally.
Designing a city is really hard. Cities are busy and filled with people. Look at ACII for example. Well done cities (IMO) but the game focused heavily on it. If DAI has story DLC maybe we could get a city zone.
#33
Posté 30 décembre 2014 - 10:01
Why are cities any more difficult to make than open areas?
Is it because they have buildings that, if made accessible, present too many 3D features? Like overlayed planes I mean...
- ThirteenthJester13 aime ceci
#34
Posté 30 décembre 2014 - 10:20
(sigh)
DA2 - complaints of the game in a City...
DAI - focus more on wilderness.
Result: complaints of not being in a City.
The complaints on DA II mainly were because they used one dungeon layout for 30 different quests.
- Jorina Leto, TehMonkeyMan et ThirteenthJester13 aiment ceci
#35
Posté 30 décembre 2014 - 10:23
Bioware stated at the beginning of DAI's development that they were focusing more on wilderness/open terrain than cities with this game.
No, they said that a few months before release. Also, look at the art book. They had something big planned, but for some reason it was never realized.
- TehMonkeyMan et ThirteenthJester13 aiment ceci
#36
Posté 30 décembre 2014 - 10:32
While the game is solid, I believe there was a lot left behind due to time constraints, including a fleshed out capital city. But even with the time constraints, I think they could have been more creative with backdrops to give the illusion of the massive city that is VR. At least get a view of the white tower in the background.
#37
Posté 30 décembre 2014 - 10:37
Why are cities any more difficult to make than open areas?
Is it because they have buildings that, if made accessible, present too many 3D features? Like overlayed planes I mean...
The buildings are the easy part. It's populating the city and getting it to feel alive that is the hard part.
#38
Posté 30 décembre 2014 - 11:48
The buildings are the easy part. It's populating the city and getting it to feel alive that is the hard part.
And given how statue-like the NPCs are in Inquisition as it is, I doubt they could pull it off.
#39
Posté 31 décembre 2014 - 12:05
And given how statue-like the NPCs are in Inquisition as it is, I doubt they could pull it off.
Getting natural crowds would be a lot of work. The only game that's ever really pulled it off is AC. Skyrim has worker ants. GTA and its clones are pretty sparsely populated and you can't really interact.
#40
Posté 31 décembre 2014 - 12:07
And given how statue-like the NPCs are in Inquisition as it is, I doubt they could pull it off.
Notice it would make "crowds" much easier to pull off. Putting a lot of statue-like NPC isn't a lot of work.
#41
Posté 31 décembre 2014 - 12:08
Bioware knew Kirkwall is so hard to top so they didn't bother trying to compete!
/s
#42
Posté 31 décembre 2014 - 01:19
Getting natural crowds would be a lot of work. The only game that's ever really pulled it off is AC. Skyrim has worker ants. GTA and its clones are pretty sparsely populated and you can't really interact.
I agree that fully dynamic crowds are very difficult. But most of the NPCs in DAI don't even move around. Even worker ants is better than statues.
#43
Posté 31 décembre 2014 - 01:27
I agree that fully dynamic crowds are very difficult. But most of the NPCs in DAI don't even move around. Even worker ants is better than statues.
I diagree completely. People stand around and talk. That's natural. But worker ant behaviour for me is pure uncanny valley.
#44
Posté 31 décembre 2014 - 01:37
I diagree completely. People stand around and talk. That's natural. But worker ant behaviour for me is pure uncanny valley.
#45
Posté 31 décembre 2014 - 02:16
Well they worked 12 months on DA2 (DAO Awakening March 2010; DA2 March 2011), while they worked 44 months (3 years 8 months) on DAI. They had the time imho...
If you have any inside information to substantiate your assessment of BW's development capability I'd love to hear it.
I imagine the move to Frostbite 3 was a significant time sink, let alone not having every cave or house be the same one.
#46
Posté 31 décembre 2014 - 04:06
If you have any inside information to substantiate your assessment of BW's development capability I'd love to hear it.
I imagine the move to Frostbite 3 was a significant time sink, let alone not having every cave or house be the same one.
no no no no no no, haven't you learned anything? Everyone knows everything that people want in these games are incredibly easy to do and take no time at all, and devs leaveing them out is just because they are either doing it on purpose to punish the players or because they are just bad at their jobs.
#47
Posté 31 décembre 2014 - 04:25
I was also disappointed at this.
#48
Posté 01 janvier 2015 - 11:25
#49
Posté 01 janvier 2015 - 11:37
(sigh)
DA2 - complaints of the game in a City...
DAI - focus more on wilderness.
Result: complaints of not being in a City.
the "pepole" want both, they want the color grey not only black or white.
- ThirteenthJester13 aime ceci
#50
Posté 02 janvier 2015 - 02:01
VR just needed some more zones...i'd rather have city zones with non-accessible backdrops that evoke the feeling of being in an actual vast city (DA:O, BG2, Kotor etc.) than having a fully accessible "capital" of 15 buildings like Skyrim or Oblviion.
Yes, this would have been accessible. Especially if major cities where situated in the middle of a small bit of wilderness that surrounds it or what have you. (In medieval times a lot of major cities had small villages close by where farmers and peasants lived or their may of been a brothel their because perhaps the lord of a City/town and its keep declared it illegal or something. Think vegas 1200s AD. Also in GOT winterfell has a nearby town with a brothel as where as in Kings Landing the brothel is probably closer to the keep. GOT is pretty realistic when it comes to medieval type ****. Im just glad that some of the politics or atleast half are out of the way and the game is turning into bloodsport... I downloaded the taletale series but how about a prequel setting to the GOT in a major RPG. IT could work as an MMO or a Shared world where big battles and duels between to players may take place and you, as a player could have 4 or 5 main characters with the goal of sitting on the throne, destroying the red keep and avenging the innocent blood spilled in it courtyards and gallows, support anothers claim to the castle (and perhaps betray them). IT would be cool if you ha like 3 lives or 9 lives and if you die, you have to join the nights watch. If you die again perhaps you start playing as your next character and all your experience minsus one level get transferred over to reallocate. You could be a SOldier knight or Diplomat, Aristocrat etc essentially making two or three different kinds of games in one....oops ranted on GOT again. End)





Retour en haut







