Do you think BioWare could handle an Open-World IP?
#26
Posté 14 juin 2015 - 01:17
They've shown they can't do quasi open world well, I shudder to think what it would like as a true open world.
- Lord Bolton et MoonDrummer aiment ceci
#27
Posté 14 juin 2015 - 01:33
Like others have said, Bioware's (and especially Dragon Age's, I think) strength is the main plot and the characters. If meeting those compelling characters was based on chance, like it is in Skyrim, I don't think the game would be very enjoyable.
- Saphiron123 aime ceci
#28
Posté 14 juin 2015 - 01:55
I see your point, and raise you the best game of all time:
Bioware doesn't get what people like about open world games, because open world games are fundamentally inimical to the type of design Bioware pushes forward on.
I'ma happy for you and all, but Saints Row 4 is the best open world game of all time. OF ALL TIME.
- PlasmaCheese aime ceci
#29
Posté 14 juin 2015 - 03:56
I thought they had abandoned their version of Funcoms secret world.
They did but they were working on two new IP's. We haven't received much info on what the other one was, but we know that David Gaider left Dragon Age to go work on it.
#30
Posté 15 juin 2015 - 12:06
Could Bioware do it? Yes
... but Bioware no longer exists.
"Bioware" might be able to pull it off.
The group that gave us DA:2 and DA:I? Never.
- line_genrou et Dutch's Ghost aiment ceci
#31
Posté 15 juin 2015 - 12:11
Could Bioware do it? Yes
... but Bioware no longer exists.
"Bioware" might be able to pull it off.
The group that gave us DA:2 and DA:I? Never.
BioWare still exists, you just don't agree with what they release anymore. It's time for you to move on.
#32
Posté 15 juin 2015 - 02:28
Teddy look at neverwinter -no doubt it could be done, but how well and it seems a valid concern that plot cohesion over many stories would be a challenge. I do believe that the method used for the character controller makes IP complex characters more viable.
Skyrim was pretty dull compared to oblivion until the DLC and quest aware characters and tools came out and some of these have character depth that surpass just about anything. Now it literally bulges at it's borders with quests.
I think the fundamental issue is that ability to do mods w/o a virtual phd and hours of code. I think that is a dream Teddy! -still a good one!
#33
Posté 15 juin 2015 - 08:48
I think they can. DAI map isn't small at all, what just ruins it, and was a bad decision for me : no night and day, no climate change.
U need to feel the time from a point A to B in an open map.
- Teddie Sage aime ceci
#34
Posté 15 juin 2015 - 02:53
I think, they could, but I certainly don't want it to happen. Especially to DA.
#35
Posté 15 juin 2015 - 03:07
- KilrB aime ceci
#36
Posté 15 juin 2015 - 03:21
I fully approve of the game being a sandbox, but it doesn't need to be a continuous open world like a TES game. Something broken up into sections like DAI, BG, or PoE would be fine.
Yeah, i'm fine with the broken up thing, I think the actual content in each zone being more substantial would solve most gripes, maybe adding roads and a reason to use the horse too.
- KilrB aime ceci
#37
Posté 15 juin 2015 - 04:15
I always ignore roads, given the option. As long as we can still wander over hill and dale without regard for the roads, I don't mind if they're there. I actually found DAI a bit too restrictive in terms of where I could go.Yeah, i'm fine with the broken up thing, I think the actual content in each zone being more substantial would solve most gripes, maybe adding roads and a reason to use the horse too.
#38
Posté 15 juin 2015 - 05:40
Hell no DA:I showed they have no idea how to design a good open world
The "exploration" aspect of DA:I was terrible, the open world was big but lifeless and felt artificial, there were no villages or cities (pls don't mention Crestwood or Val Royeaux) and no interesting side quests to do or NPC's to meet instead we had the same old shards to collect and rifts to close (exciting I know)
It had a laughable amount of boring fetch quests and a silly power system (who thought that was a good idea? same with the war table mobile game)
The zones were also completely unconnected from the main story which in turn suffered because of it
Its a shame too because its supposed to be the final chapter set in Southern Thedas (probably the last we saw of many recurring characters like Leliana or Varric) and instead of going out with a bang they went out on a wimper (Mage Templar conflict the best example, lazily solved after all the build up)
Open world just doesn't conform with what Bioware is famous for (story and character focused RPG's) but since they think everyone wants Skyrim in their games now they will keep making cheap knock offs instead of focusing on what they do well
This guy gets it. They took a wonderful story and character heavy series, and made a stupid single player MMO with next to no story out of it.
#39
Posté 15 juin 2015 - 06:09
Bioware strong points is the story and character development. They should stick to that because they tried with DAI to make an open world but didn't find a nice balance between story and making the world feel alive, not static as it turned out to be.
Also, the most important aspect of an open world, which Bioware completely missed, is that to make an open world game interesting, you need to fill with interesting things, interesting side-quests, rewarding loot etc.
They should stick to what they know or maybe hire a lead designer with good ideas, someone who knows what gamers find fun in a open world game. It's not only being open world for the sake of being huge, it's also about what you fill that world with.
- Panda et Sartoz aiment ceci
#40
Posté 15 juin 2015 - 06:49
I always ignore roads, given the option. As long as we can still wander over hill and dale without regard for the roads, I don't mind if they're there. I actually found DAI a bit too restrictive in terms of where I could go.
<<<<<<<<<<>>>>>>>>>>
Agreed.
Humping endlessly over escarpments, hills, forests, swamps, bogs and mountains is restrictive. I mean, who needs roads, when you can hop, skip and jump to your destination.
Large maps, by themselves is not an issue except when the level designers provide empty content for the players. If Bio's large maps (ie: just the size of the maps) were designed to compete with the likes of Skyrim, then they did a top notch job. Unfortunately, these large area, for the most part, have zero population, but with a large number of shards to collect, which gets boring real fast.
A good game with large maps needs to engage the player with purpose. DAI fails in fulfilling that purpose. Providing a small Elf camp, for example, is insufficient. Sprinkling the map with indigenous fauna and some ruins is a start. And, when nothing else is included, to me, it shows laziness in map design. The few area with a population have many NPCs parked and unmoving. Lots of background talk, but repeat themselves endlessly.
A good level design should remember where you've been and what you heard. Town NPCs should be moving around giving the impression of a dynamic breathing locale. Coming back to a town, then, the NPCs would be seen in different places.
Skyhold is a perfect example of static NPC positioning and same background talk. Not very engaging.
Note: I'd like to point out that the artists that worked on the maps did a bang-up job. Graphics and background noise is exceptional good work.
Modifié par Sartoz, 15 juin 2015 - 06:57 .
- line_genrou aime ceci
#41
Posté 15 juin 2015 - 07:33
I always ignore roads, given the option. As long as we can still wander over hill and dale without regard for the roads, I don't mind if they're there. I actually found DAI a bit too restrictive in terms of where I could go.
Roads would be useful for those who need to get from point A to point B more quickly though, or for players who just want to focus on the main content.
<<<<<<<<<<>>>>>>>>>>
Agreed.
Humping endlessly over escarpments, hills, forests, swamps, bogs and mountains is restrictive. I mean, who needs roads, when you can hop, skip and jump to your destination.
Large maps, by themselves is not an issue except when the level designers provide empty content for the players. If Bio's large maps (ie: just the size of the maps) were designed to compete with the likes of Skyrim, then they did a top notch job. Unfortunately, these large area, for the most part, have zero population, but with a large number of shards to collect, which gets boring real fast.
A good game with large maps needs to engage the player with purpose. DAI fails in fulfilling that purpose. Providing a small Elf camp, for example, is insufficient. Sprinkling the map with indigenous fauna and some ruins is a start. And, when nothing else is included, to me, it shows laziness in map design. The few area with a population have many NPCs parked and unmoving. Lots of background talk, but repeat themselves endlessly.
A good level design should remember where you've been and what you heard. Town NPCs should be moving around giving the impression of a dynamic breathing locale. Coming back to a town, then, the NPCs would be seen in different places.
Skyhold is a perfect example of static NPC positioning and same background talk. Not very engaging.
Note: I'd like to point out that the artists that worked on the maps did a bang-up job. Graphics and background noise is exceptional good work.
I actually thought DAI's maps were too crowded with "stuff" and it made the maps feel more cramped; the distance between enemies, objects & camps is pretty short compared to Skyrim or TW3. One thing the latter two games do is have points of interest and a lot of non-threatening empty space in between where random things can be scripted to happen (whether it's emergent gameplay or unmarked quests), DAI doesn't really have a philosophy to where everything is placed other "spread it out". I do think the maps should've had more villages though - there were zero desert villages, the storm coast didn't have anybody as well - also it was weird that not a single survivor was shown in the swamp.
#42
Posté 15 juin 2015 - 07:59
That's the opposite of their function in Skyrim, though. The quickest way from place to place there is rarely along the roadRoads would be useful for those who need to get from point A to point B more quickly though, or for players who just want to focus on the main content.
#43
Posté 15 juin 2015 - 08:03
I'm going to disagree with that. I enjoyed wandering through DAI's areas. If anything, I wish there had been more space between the content (I had a similar complaint about DAO's deep roads - I wanted the same content spread over a larger area).Large maps, by themselves is not an issue except when the level designers provide empty content for the players. If Bio's large maps (ie: just the size of the maps) were designed to compete with the likes of Skyrim, then they did a top notch job. Unfortunately, these large area, for the most part, have zero population, but with a large number of shards to collect, which gets boring real fast.
#44
Posté 15 juin 2015 - 09:21
I'm going to disagree with that. I enjoyed wandering through DAI's areas. If anything, I wish there had been more space between the content (I had a similar complaint about DAO's deep roads - I wanted the same content spread over a larger area).
Even the content being collectibles, chests with bad loot and rifts?
#45
Posté 15 juin 2015 - 09:55
There was a world to explore. The vast majority of the content there should have nothing to do with me.Even the content being collectibles, chests with bad loot and rifts?
#46
Posté 16 juin 2015 - 02:49
No. It's not a talent question. It's an interest and belief question. Folks who don't see the point of a storage chest in your stronghold, don't "get" the appeal of open world games. Bioware doesn't need to be following someone else's vision, they need to rediscover a niche of their own with more to it than something awesome happening.
I know it will be an unpopular view, but I think they also need an IP where the most discussed topics are not variants on "who is romanceable and by whom." It's not that romances can't be fun or draw the player into a story, but when they become too much of a focus--or too frequently the focus--they become a limitation.
#47
Posté 16 juin 2015 - 07:04
The new team at Bioware could possibly do it, they just need far more practice with the new engine. The biggest flaw in their open world was a lack of understanding how the new engine worked and how to best tailor it to their needs. They should have let DA:I simmer a lot longer than it had when they made the switch to the new engine, they put out a product that they 'believed' in but wasn't anywhere near as close to polished as they believed it to be. They should have been given the chance to talk with/work with the guys that were already within EA dealing with Frostbite 3.
The environments could have been better, yes, but they do have merits such as how pretty I though the Emerald Graves was when I started bouncing around it. The problem is there wasn't any real interactivity with people within that environment, and the enemy AI was dumb. A wolf should know "This guy looks way too dangerous for me to bite his ankle, I'm going to do it anyway" It felt more like the few people I did see where as flat as those stripper chicks you would see in the old Duke Nukem games.
The old team that is mostly either gone to different companies or different projects had already proved they could handle quasi open world with Baldur's Gate I and II (with its expansions) and Neverwinter Nights which even had a well created tool kit for people to add to their game experience within that open world; They could have done it given time with the new system quite easily.
They also did SWoToR which I didn't play so I have no basis on whether the open world aspects of that game were any good at all.
#48
Posté 16 juin 2015 - 07:19
The current Unreal Edition can create an open world of 100 km square virtual space. I don't know about the Frostbite engine, but I'm more concerned about content than the size of the level. If it's not worth returning afterwards, then I wouldn't bother at all. Denerim or the Deep Roads are great places to start.
#49
Posté 16 juin 2015 - 07:29
Like others have said, Bioware's (and especially Dragon Age's, I think) strength is the main plot and the characters. If meeting those compelling characters was based on chance, like it is in Skyrim, I don't think the game would be very enjoyable.
This. I play dragon age for dragon age... I have open world games, I just want a highly replayable story with tough decisions and memorable characters.
They didn't deliver that with inquisition, story was secodn fiddle to big empty maps and fetch questing.
#50
Posté 16 juin 2015 - 07:47
BioWare still exists, you just don't agree with what they release anymore. It's time for you to move on.
Does any of the original Bioware gang still actually work for Bioware, and if so, who are they?





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