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Come to think of it, why aren't there any Desire, Sloth, Gluttony etc Demons in DA:I?


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#26
b10d1v

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The only impact of the engine is creating the character within the world space and Bioware: "only 4-legged and multi legged creatures had to be designed from the ground up", so it comes down to artwork and behavior models for bipedal creatures.  Well, they got angry bears right, maybe too right.

  1. So much focus on Frostbite as the problem when in fact the stunning video effects and living world are its job that it does so well.  So along with it came a few unpleasant surprises -Computational rendering is new to gaming and it offers so much more capability!
  2. Almost nothing on the next generation character controller that was never completed or tested rigorously = dialog problems, character issues, etc.
  3. Little on program management with the constant schedule slips and poor management of know issues, far too many to list here.

There is only one logical conclusion for fault Program management:

  1. Poor forecasting (scope of work per unit time)  The fact that frostbite is revolutionary technology should have been a no brainer that it would come with challenges.  Bioware's newest, greatest challenge, the character controller with all of its "human" simulations showed instability issues very early on, again an enabling technology with a lot of risk!
  2. Poor estimation of related impacts (learning curves and the like)  Even the method of creating characters for DAI is different, for example writers had to wait for their characters to be created "in game" to enter dialog and behaviors.  Left to the very last days - They were still taking comments for behaviors the day of launch!  
  3. Poor understanding of sequential impacts This really echos 2, but has more to do with timely managing resources and planning alternatives.

Any wonder about the source of plot holes and missing things now?  

Any wonder why the management shakeup?


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#27
KaiserShep

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I suppose for the same reason we never encountered an Envy demon in the previous games: the plot didn't call for one, though we did actually get the desire demon. That it doesn't have the same purple female design doesn't really matter, since desire demons are more about what they offer, not what they look like.



#28
AresKeith

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I wonder if the exclusion of so many of the previous models had anything to do with the change of game engine. 

 

It most likely did because they had to rebuild everything from scratch 


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#29
AresKeith

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Why do we assume that the Sloth and Hunger demons weren't the Shades that we see so often in Inquisition? Seems likely to me. Desire demons I think are far more subtle, we see hints that they're around (anybody remember the tower near Sahrnia, I think, where somebody leaves a journal talking about their love for something that sounds suspiciously like a desire demon?) but they're too clever to reveal themselves so openly.

 

They could but then again if they were, the their names would've shown up above them like it did in past games when they used the Shade models instead of having their own models 



#30
KaiserShep

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Regarding models, I wonder what they would've had a sloth demon look like if they bothered to include one. In Origins, it had no unique design of its own, since the only things we ever see is that blightbear (in the Mage origin), an abomination and an arcane horror that you talk to before it starts to shapeshift into every demon in the game.



#31
AresKeith

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Regarding models, I wonder what they would've had a sloth demon look like if they bothered to include one. In Origins, it had no unique design of its own, since the only things we ever see is that blightbear (in the Mage origin), an abomination and an arcane horror that you talk to before it starts to shapeshift into every demon in the game.


They could look at Heroes of Dragon Age for an idea on the model, like they did a couple others

They even had some interesting abomination designs

#32
Kantr

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The only impact of the engine is creating the character within the world space and Bioware: "only 4-legged and multi legged creatures had to be designed from the ground up", so it comes down to artwork and behavior models for bipedal creatures.  Well, they got angry bears right, maybe too right.

  1. So much focus on Frostbite as the problem when in fact the stunning video effects and living world are its job that it does so well.  So along with it came a few unpleasant surprises -Computational rendering is new to gaming and it offers so much more capability!
  2. Almost nothing on the next generation character controller that was never completed or tested rigorously = dialog problems, character issues, etc.
  3. Little on program management with the constant schedule slips and poor management of know issues, far too many to list here.

There is only one logical conclusion for fault Program management:

  1. Poor forecasting (scope of work per unit time)  The fact that frostbite is revolutionary technology should have been a no brainer that it would come with challenges.  Bioware's newest, greatest challenge, the character controller with all of its "human" simulations showed instability issues very early on, again an enabling technology with a lot of risk!
  2. Poor estimation of related impacts (learning curves and the like)  Even the method of creating characters for DAI is different, for example writers had to wait for their characters to be created "in game" to enter dialog and behaviors.  Left to the very last days - They were still taking comments for behaviors the day of launch!  
  3. Poor understanding of sequential impacts This really echos 2, but has more to do with timely managing resources and planning alternatives.

Any wonder about the source of plot holes and missing things now?  

Any wonder why the management shakeup?

what managment shakeup?



#33
Lumix19

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They could but then again if they were, the their names would've shown up above them like it did in past games when they used the Shade models instead of having their own models

True but shades have to be something, they aren't just shades. It's not unreasonable to assume they might be hunger or sloth demons. Especially since sloth demons seem to appear in shade form anyway (at least Torpor did). Similar to the corpses I guess, just putting Devouring Corpse, or Shambling Corpse would have given us a bit of info instead of just the generic Corpses.
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#34
Octarin

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The only impact of the engine is creating the character within the world space and Bioware: "only 4-legged and multi legged creatures had to be designed from the ground up", so it comes down to artwork and behavior models for bipedal creatures.  Well, they got angry bears right, maybe too right.

  1. So much focus on Frostbite as the problem when in fact the stunning video effects and living world are its job that it does so well.  So along with it came a few unpleasant surprises -Computational rendering is new to gaming and it offers so much more capability!
  2. Almost nothing on the next generation character controller that was never completed or tested rigorously = dialog problems, character issues, etc.
  3. Little on program management with the constant schedule slips and poor management of know issues, far too many to list here.

There is only one logical conclusion for fault Program management:

  1. Poor forecasting (scope of work per unit time)  The fact that frostbite is revolutionary technology should have been a no brainer that it would come with challenges.  Bioware's newest, greatest challenge, the character controller with all of its "human" simulations showed instability issues very early on, again an enabling technology with a lot of risk!
  2. Poor estimation of related impacts (learning curves and the like)  Even the method of creating characters for DAI is different, for example writers had to wait for their characters to be created "in game" to enter dialog and behaviors.  Left to the very last days - They were still taking comments for behaviors the day of launch!  
  3. Poor understanding of sequential impacts This really echos 2, but has more to do with timely managing resources and planning alternatives.

Any wonder about the source of plot holes and missing things now?  

Any wonder why the management shakeup?

 

Answer me this lol https://youtu.be/V7fthis6tx4



#35
b10d1v

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what managment shakeup?

Look at the bioblog and news articles concerning EA and Bioware as well as the movement of people 



#36
b10d1v

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Answer me this lol https://youtu.be/V7fthis6tx4

That is a character controller error, the video is passed properly via the game system, but audio is not properly sequenced and sent to the sound system, possibly and "out of range" error.



#37
Octarin

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That is a character controller error, the video is passed properly via the game system, but audio is not properly sequenced and sent to the sound system, possibly and "out of range" error.

 

It's not just the audio, in case you didn't notice though. Anyway, I would happily accept it's just the audio if it didn't coincidentally happen everywhere where there's too much water. For some reason, water (Storm Coast beach, Frostback Basin, the Flooded Cave) throws me into freezes, un-renders and crashes. No idea why, and nobody's telling me.