why have not you added the day / night cycle?
#1
Posté 15 février 2015 - 12:38
#2
Posté 15 février 2015 - 05:28
- Roses aime ceci
#3
Posté 15 février 2015 - 06:27
#4
Posté 15 février 2015 - 06:47
Bah,they make a game so huge and then do not add something so simple and commonplace.
I've no idea how easy it is to make a day night cycle but it can't be that easy since nothing in game development is as easy as it seems.
Bethesda & Rockstar are the only game developers I can think of that have added day night cycles into their games, so that is not really commonplace.
- uzivatel, b10d1v et Winged Silver aiment ceci
#5
Posté 15 février 2015 - 06:57
Bio devs talked about this when DA:O was in development. My understanding is that they don't think the feature is worth the development time.
the devs who made origin aren't working at bioware anymore. Instead, we have a bunch of devs who favor consoles and crap mmo game design.
- DragonAddict, MeanderingMind et SkyKing aiment ceci
#6
Posté 15 février 2015 - 07:05
the devs who made origin aren't working at bioware anymore. Instead, we have a bunch of devs who favor consoles and crap mmo game design.

Bethesda & Rockstar are the only game developers I can think of that have added day night cycles into their games, so that is not really commonplace.
Oh, GTA V, nothing like racing home at daybreak after a long hard night's work of robbing convenience stores. ![]()
For real, though, I yearn for Skyhold after dark. The constant daylight of quiz HQ feels odd. That once scene at the end makes it look like a totally different place.
- Tex aime ceci
#7
Guest_Aribeth de Tylmarande_*
Posté 15 février 2015 - 07:08
Guest_Aribeth de Tylmarande_*
the devs who made origin aren't working at bioware anymore. Instead, we have a bunch of devs who favor consoles and crap mmo game design.
That is not true. Mark Darrah and Mike Laidlaw were both senior developers who worked on Origins, and they headed up Inquisition as well. Also, David Gaider, the lead writer for Inquisition, was heavily involved in Origins as well (e.g. writing the character of Morrigan). Nice try though.
- Leo, Hexoduen, MoogleNut et 3 autres aiment ceci
#8
Posté 15 février 2015 - 07:08
the devs who made origin aren't working at bioware anymore. Instead, we have a bunch of devs who favor consoles and crap mmo game design.
So true, so very true.
Reason why they left.....didn't like the direction Bioware was taking and Dragon Age series......and they were right and look what we have now.
I do remember reading this a while back as a main reason, so it is true.
- Shelled aime ceci
#9
Posté 15 février 2015 - 07:08
I've no idea how easy it is to make a day night cycle but it can't be that easy since nothing in game development is as easy as it seems.
Bethesda & Rockstar are the only game developers I can think of that have added day night cycles into their games, so that is not really commonplace.
Even if it was complex, have created a game so complex that no cycle n / d lose many points. are many games with cycle n / d, even small SH as animal crossing, Xenoblade, dragons dogma etc.
#10
Posté 15 février 2015 - 07:09
I've no idea how easy it is to make a day night cycle but it can't be that easy since nothing in game development is as easy as it seems.
Bethesda & Rockstar are the only game developers I can think of that have added day night cycles into their games, so that is not really commonplace.
Besides Bethesda and Rockstar titles, the Assassin's Creed games, Dragon's Dogma, Sleeping Dogs, Watch Dogs, Shadow of Mordor, The Witcher 2 & 3, Kingdoms of Amalur, Saint's Row 2 and the Way of the Samurai games all have a day/night cycle too. If you're going to have a vast open world to explore, you have to make it feel alive. It can't be just a big space you can walk around in.
A day/night cycle is one of the things that can help bring these worlds to life, as can dynamic weather effects that can change, larger towns or cities bustling with life, and inhabitants that actually DO something instead of just stand stationary their whole lives.
Inquisition has none of these, which is why the maps feel hollow and barren. They look pretty, but they don't feel like they have a living, evolving ecosystem when compared to other modern open world games.
- fchopin, Dubya75, DragonAddict et 5 autres aiment ceci
#11
Posté 15 février 2015 - 07:10
Besides Bethesda and Rockstar titles, the Assassin's Creed games, Dragon's Dogma, Sleeping Dogs, Watch Dogs Shadow of Mordor, The Witcher 2 & 3, Kingdoms of Amalur, Saint's Row 2 and the Way of the Samurai games all have a day/night cycle too. If you're going to have a vast open world to explore, you have to make it feel alive. It can't be just a big space you can walk around in.
A day/night cycle is one of the things that can help bring these worlds to life, as can dynamic weather effects that can change, larger towns or cities bustling with life, and inhabitants that actually DO something instead of just stand stationary their whole lives.
Inquisition has none of these, which is why the maps feel hollow and barren. They look pretty, but they don't feel like they have a living, evolving ecosystem when compared to other modern open world games.
Truer words never spoken.
#12
Posté 15 février 2015 - 07:13
Very true, but then it's really hard to explore at night. Besides the fact that the game is unreal. second is a serious lack, nowadays it should be mandatory for open world game ..Besides Bethesda and Rockstar titles, the Assassin's Creed games, Dragon's Dogma, Sleeping Dogs, Watch Dogs, Shadow of Mordor, The Witcher 2 & 3, Kingdoms of Amalur, Saint's Row 2 and the Way of the Samurai games all have a day/night cycle too. If you're going to have a vast open world to explore, you have to make it feel alive. It can't be just a big space you can walk around in.
A day/night cycle is one of the things that can help bring these worlds to life, as can dynamic weather effects that can change, larger towns or cities bustling with life, and inhabitants that actually DO something instead of just stand stationary their whole lives.
Inquisition has none of these, which is why the maps feel hollow and barren. They look pretty, but they don't feel like they have a living, evolving ecosystem when compared to other modern open world games.
Already maps are divided, and this breaks the exploration, then are frozen by day or night, it seems really a dead world.
(Sorry for english )
- Tex aime ceci
#13
Posté 15 février 2015 - 09:08
the devs who made origin aren't working at bioware anymore. Instead, we have a bunch of devs who favor consoles and crap mmo game design.
What's your point? DA:O didn't have a day/night cycle either. Bio hasn't done a day/night cycle since NWN.
Not that you were actually right, but even if you had been right it's got nothing to do with the topic.
- uzivatel et blahblahblah aiment ceci
#14
Posté 15 février 2015 - 09:16
A day/night cycle is one of the things that can help bring these worlds to life, as can dynamic weather effects that can change, larger towns or cities bustling with life, and inhabitants that actually DO something instead of just stand stationary their whole lives.
Inquisition has none of these, which is why the maps feel hollow and barren. They look pretty, but they don't feel like they have a living, evolving ecosystem when compared to other modern open world games.
I think you're getting to the core issue. My impression is that Bio isn't really interested in pretending that they're portraying "living, evolving ecosystems." They're more like movie sets; "we want this scene to take place at night, so that's how we'll light it." To the extent that they're interested in day and night, they want to control them rather than let them do what they want.
You can certainly make a case that Bio's house style is a poor fit with open-world, but I don't think it's likely that Bio's going to change their house style anytime soon.
- nici2412, Zatche, blahblahblah et 1 autre aiment ceci
#15
Posté 15 février 2015 - 09:20
The devs who made origins are long gone. Bioware hired all the old everquest developers since they no longer have jobs and were much cheaper, hence why it's all mmo fetch style quests.
#16
Posté 15 février 2015 - 09:31
#17
Posté 15 février 2015 - 10:27
The devs who made origins are long gone. Bioware hired all the old everquest developers since they no longer have jobs and were much cheaper, hence why it's all mmo fetch style quests.
What does this statement have to do with a day/night cycle? DAO did not have a day/night cycle? Bioware controlled day and night in DAO, DA2 and now DAI.
Bioware has not used a day/night cycle since NWN.
Also if I am not wrong most if not all of the writers for DAI (with the addition of Peter Weekes) wrote for DAO and DA2. In fact David Gaider was on the core design team for BG2. and MIke Laidlaw was lead designer on DAO. Mark Darrah was one of the Executive producers for DAO and also AI programmer for BG1 and lead programmer for BG2.
- uzivatel et Teddie Sage aiment ceci
#18
Posté 15 février 2015 - 10:28
That is not true. Mark Darrah and Mike Laidlaw were both senior developers who worked on Origins, and they headed up Inquisition as well. Also, David Gaider, the lead writer for Inquisition, was heavily involved in Origins as well (e.g. writing the character of Morrigan). Nice try though.
DG was the lead on DAO as far as I know.
#19
Posté 15 février 2015 - 10:57
That is not true. Mark Darrah and Mike Laidlaw were both senior developers who worked on Origins, and they headed up Inquisition as well. Also, David Gaider, the lead writer for Inquisition, was heavily involved in Origins as well (e.g. writing the character of Morrigan). Nice try though.
Gaider was the lead writer in all the game of the series.
#20
Posté 15 février 2015 - 11:05
Inquisition has none of these, which is why the maps feel hollow and barren. They look pretty, but they don't feel like they have a living, evolving ecosystem when compared to other modern open world games.
I don't think the maps feel hollow and barren. Does a day & night cycle add something to a game? It depends. Los Santos felt like a different place at night, Skyrim at night felt no different to Skyrim in the day, except the shops were closed.
If BioWare just did a Day/Night cycle without making each seem different then I don't see the point. I like that they made each environment look and feel very different from each other and I don't think that a Day/Night would add to that.
I get that different players look for different things to add depth to a game, I, for example, like that your allies show up in Skyhold as NPCs, so you get the sense that your army is growing throughout the game, however I don't get the expectation of a Day/Night cycle in DA:I.
It's not something that BioWare has really done before, with the exception of NWNs, so why expect that they would add it in the game in the first place, let alone add it in a patch.
- Vader20 aime ceci
#21
Posté 15 février 2015 - 11:06
While I think a day/night system would've been a nice touch, it's definitely not something it needs at the moment. Especially if it took away from already strained development.
#22
Posté 16 février 2015 - 12:57
I've no idea how easy it is to make a day night cycle but it can't be that easy since nothing in game development is as easy as it seems.
Bethesda & Rockstar are the only game developers I can think of that have added day night cycles into their games, so that is not really commonplace.
Arenanet (Guild Wars 2) also.
I would KILL for day/night cycle in DA:I personally. Would add so much to exploration.
- Tex aime ceci
#23
Posté 16 février 2015 - 01:44
I don't think the maps feel hollow and barren. Does a day & night cycle add something to a game? It depends. Los Santos felt like a different place at night, Skyrim at night felt no different to Skyrim in the day, except the shops were closed.
If BioWare just did a Day/Night cycle without making each seem different then I don't see the point. I like that they made each environment look and feel very different from each other and I don't think that a Day/Night would add to that.
I get that different players look for different things to add depth to a game, I, for example, like that your allies show up in Skyhold as NPCs, so you get the sense that your army is growing throughout the game, however I don't get the expectation of a Day/Night cycle in DA:I.
It's not something that BioWare has really done before, with the exception of NWNs, so why expect that they would add it in the game in the first place, let alone add it in a patch.
I think a day/night cycle takes away from the setting because it destroys scope. In the same way that I think a pure open world like in Skyrim actually destroys the scope of the world. The only way to get this right without requiring players to actually use IRL timespans is to use a rush clock. But when everyone moves at the same speed as in IRL but the clock moves 500% times faster, at least for me, that hurts the verisimilitude of the world a great deal.
- phantomrachie aime ceci
#24
Posté 16 février 2015 - 02:59
DAI isn't.
NPCs are static.
There are no crafted torches or light spells.
There are no different mobs/critters that roam/attack/emerge due to day/night.
There's just no benefit unless they wanted to change a lot of the parts of the game.
- nici2412 aime ceci
#25
Posté 16 février 2015 - 03:36
I think a day/night cycle takes away from the setting because it destroys scope. In the same way that I think a pure open world like in Skyrim actually destroys the scope of the world.
You mean you didn't like Skyrim being four miles wide?
- Aimi et Tex aiment ceci





Retour en haut







