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The Capital of Orlai is a couple courtyards and some shops, eh? I expected atleast two or three Kirkwall sized cities in the game.


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#51
ThirteenthJester13

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the "pepole" want both, they want the color grey not only black or white. 

50 different shades of gray to be precise.



#52
ThirteenthJester13

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IN San Andreas, there was a large wilderness AND THREE cities that were big enough and perhaps bigger than a Medieval city that existed in a game. Kirkwall is HUgE but we only get to see the main part of lowtown, hightown, the docks, and darktown. That's all i wanted from Val Royeau and other cities but unbroken if possible. If not **** it.

 

Ad when it comes to INteriors, AC UNITY does a gran ol job on making interiors available all over the place and some even strategically placed so that the Illusion of an fully accessible city was their. In the Witcher 2, the last ity you go to, in the third act (totally forget the name) has two or three loading screens but its still rather large. There are 3 areas in which 3 different army's are camped, underground sewers to explor with secrets. 3 very big secrets in fact. A bazaar/market. Aandoned areas where gragoyles and harpies attack. plus the area outside the cathedral and the cathedral itself. Most of that city i in Ruins but its their and every door can be opened save for maybe a couple in each city you explore.

 

DA4 and any major RPG of 2015 or ateast 90 percent of the games need to be next gen only cuz peole are expecting next gen experieces for a damn year now. Watching previews for DAI and other vids i thought, even up til i bought the game, that it was Next gen only.Same with UNITY. They made two AC games, one for both genes and antoehr for last gen...WTf. I thought they made ROGU because UNITY was going to be next gen only.

 

And another thing about interiors. Small buildings could be entered without loading screens and then larger or medium buildings could have loading screens like te withcer 2. Yea its a bit annoying waiting 5 seconds just to exlore a small house but in the end its so worth it.



#53
ThirteenthJester13

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(sigh)

 

DA2 - complaints of the game in a City...

DAI - focus more on wilderness.

 

Result: complaints of not being in a City.

Dude i didn't say i wanted to be in a city the entire time. My favorite area so far is the Hinterlands. Im just saying that the combination of wilderness and large accessible or large zone-layout type cities that you could enter via the wilderness would of been cool. Sign... And i liked DA2. Thought the whole thing being in Kirkwall sucked (reminded me of GTA like if the whole game was gonna be in this city then why didn't they make it a fully accessible open world city like Grand theft Dragon Age)



#54
ThirteenthJester13

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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.

The story of Watchdogs,, Destiny, and a few other games that had Something Big planned or atleast implied then planned on comingout begore release to say well, we were going to do this awesome game but then saw that it was just tooo hard and we didn't have the resources (profit margins) to pull it off. Still fans will be pleased (Fans will just except the shortcomings and emjoy everything that was promised and actually delivered... which was a game on a disc that you could play. Still love Inquisition. Still waiting on the complete and udder heartbreak of TW3 Wild Hunt disappointing all my very reasonable expectations, or redeeming my faith.

 

I hate destiny.



#55
SirGladiator

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It was definitely disappointing just how tiny and meaningless Val Royeaux turned out to be.  Obviously the other areas of the game were generally quite awesome, and super fun, but it sure would've been nice if VR had been nicer.  Of course, there's always room for DLC, so who knows, maybe it'll still be cooler yet :) .



#56
Kaibe

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Bioware knew Kirkwall is so hard to top so they didn't bother trying to compete!

/s

There was a city AND a cave. The best of both worlds.

#57
Lebanese Dude

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Dunno where those expectations came from.

#58
Uccio

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Origins: Denerim and Orzammar, still better than Val Royeaux. Heck, even Redcliff could compete with that.

#59
ThirteenthJester13

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This. I remember playing KOTOR with the backdrops in the major cities. It did its job. It felt like an epic, large citadel, but I wasn't overwhelmed as a player and it saved the programmers a lot of resources. Great for immersion!

Kotor had the coolest cinematic ish combat system where in between turns you and your enemy clashed sabers like a real sword fght. If only their was a way to pull thi off in real time combat. Even if using a tactical cam and slowing down or pausing combat to not only manage units but micormanage single unit sword play. If two fighting solders stuck at the same time maybe their swod would clash and clah and clah until a successful parry and/or counter .



#60
Lebanese Dude

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Origins: Denerim and Orzammar, still better than Val Royeaux. Heck, even Redcliff could compete with that.

These comparisons are inane.

The DAI zones and dungeons are more vibrant, alive, and generally significantly larger than any zone in DAO.
The cities in DAO served as quest hubs and zones themselves, and were instanced (several mini-zones) and definitely not open.

Comparing in vacuum gets you nowhere. If you want more urban environments then that's a fair request, but keep DAO out of it.
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#61
ioannisdenton

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Me too BUT i don t mind it much cause i got some really immersive enviroments to explore. You cannot have them all. I am extremely happy i got DaI as it is.



#62
Aren

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As i had spent a lot of time contructing the perfect facial features for my characters and deleting over 12 ames before playing ive just now finished ALL known quests and side **** in hinterlands as well as the stuff outsde the hinterlands in other locals but ws expecting Val Royeau the capital to be atleast the size of Kirkwall city lmits from DA2 with some interior locations, its own side quests and secret areas to find, districts to discover and people to meet and what not, They have about two of those things on a very small uneimpressive scale.

 

IMO a better design choice would to of placed cities or towns or villages (FUlly accessable ones that are made to scale) in the middle of smaller outdoor hubs like for example: If They put Haven in the middle of a open area hub about the size of 3/4s the Redcliffe region. That way you fast travel to the region in qhich the city is in before you visit for the first time and get to approach it from a distance and take in all its ****** GLORY BUT SORRY DA FANS!!!!

 

And then god said, Let their be The Wild Hunt, and he saw that it was good.. (it better be or im going back to crack smoking and 2 dollar alleyway favors as those are the funnest times you can have besides video games and if the Witcher is yet another even mild dissapointmnt im gonna hurl.)

 

 

Apologiez for my incessant rants involving the witcher in a Bioware DA forum but im just expressing myself in my own way.

 

Discuss the Thread Topic>>>>>>

Good point, big size for the city especially for Val Royeaux and less for these giant area that have many fetch quests.

But in the end DAI still remains a great game, problem is in fact VAL royeaux i remember Leliana in DAO and her entusiasm regarding Orlais, maybe Loghain was right Orlesians are not so great afterall.


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#63
Uccio

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These comparisons are inane.

The DAI zones and dungeons are more vibrant, alive, and generally significantly larger than any zone in DAO.
The cities in DAO served as quest hubs and zones themselves, and were instanced (several mini-zones) and definitely not open.

Comparing in vacuum gets you nowhere. If you want more urban environments then that's a fair request, but keep DAO out of it.

 

Why should I? Being a base for quests or have connected mini-zones makes no different. It all happens in one city you see. Disagree on the lively part too, unless you count the number of motionless and immovable characters. Those could be just plain decorations though.



#64
TevinterSupremacist

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Indeed, your designs must reflect the lore/story. You can show us the capital of Orlais, or if you think people didn't like big cities due to DA2 -lol, as if Kirkwall was well designed or as alive and interactive a large city should be and feel- you can decide to not show it. But if you DO decide to show it, you have to do justice to it.


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#65
Lebanese Dude

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Why should I? Being a base for quests or have connected mini-zones makes no different. It all happens in one city you see. Disagree on the lively part too, unless you count the number of motionless and immovable characters. Those could be just plain decorations though.

 

I'm not going to argue the vibrancy of the zones. The ambient dialogue, environmental effects, creature/humanoid interactions, deliberate use of weather and lighting, and world connectivity speak for themselves. That you are actually claiming that they are not vibrant simply because some characters in zones don't have jobs (most actually do, just not the ones that have ambient conversations) while discounting everything else is unworthy of you.

 

If they wanted to make a city, they'd have to make it right. Even if you had 5 areas like DAI's Val Royeux, what purpose would they serve? Would they offer some aspects of exploration or are they simple quest hubs? What areas would they choose? Why? These are all questions that you must ask when designing a zone.

 

DAI is an pseudo-open world game. They would inevitably be required to design a proper open city. Some games are based on the goings-on of one city. DAI is based on the events that involve two entire countries. It is much more proper to focus on the rural areas rather than urban ones that inevitably demand more resources due to their concentrated nature.

Urban areas DEMAND much higher objects per square meter than their rural counterparts. Otherwise you're left with vast expanses of nothingness in the middle of a supposed center of civilization. That's just bad design.

 

So focusing more on cities would require a significant resource shift in both zone and story design since the game's events would have to be more involved in the city.

 

They have already created several city areas for the use of dungeons and certain quests (Valammar, Winter Palace, etc..). That's enough and fits with the theme of the game.

 

Anything more is essentially asking for a different game. 

 

Like I said earlier, asking for more urban areas is fine. Implying that the process involved in designing rural areas being the same as those of urban ones is misguided.

 

Frankly, I prefer that you only get a small areas to visit. At least DAI is not trying to fit an entire urban city into the size of a thimble like some games do. TES games and MMO come to mind.