Inquisition was confirmed in September 2012 and was originally slated for a Fall 2013 launch.
Ah okay so I was right xD
Oh yes I remember watching that E3 presentation and dying when 'FALL 2014' flashed across the screen ![]()
Inquisition was confirmed in September 2012 and was originally slated for a Fall 2013 launch.
Ah okay so I was right xD
Oh yes I remember watching that E3 presentation and dying when 'FALL 2014' flashed across the screen ![]()
I don't think that's true at all. They've repeatedly said throughout the development process and not long after release that more open world-ish, exploration-focused is what they were going for in future titles, which would definitely be a new paradigm for at least DA, if not Bioware games in general. I think maybe (at least I hope) that they may be reconsidering this going forward.
Seven months between DA2's last DLC and Inquisition being announced- so I'm not worried. I am struggling with the grammar of the thread title though. Shouldn't it be "DA4 not greenlit yet?" or something like that.
I don't mind the larger areas, especially since I got so tired of places like the Brecilian Forest, where the main area was divided into dalish camp and two areas of forest, then something along the lines of four sub areas for the temple.
That's a lot of loadscreens, and time wasted between them.
I think they went a little overboard when they realized what could be done, but I don't want to go back to wilderness areas that are subdivided.
And I like in DA:I that they let the world breathe instead of throwing filler people and things in there to be "exciting". It makes it far more "living' if you only vast expanses of trees, shrubs, animals, and such. Not every place has to be filled with people to talk to. I really don't get that need at all, but then tat is something that bleeds into real life when I know people that are absolutely terrified of leaving a city and I am all "whaaaaa?!"
^ThisI don't mind the larger areas, especially since I got so tired of places like the Brecilian Forest, where the main area was divided into dalish camp and two areas of forest, then something along the lines of four sub areas for the temple.
That's a lot of loadscreens, and time wasted between them.
I think they went a little overboard when they realized what could be done, but I don't want to go back to wilderness areas that are subdivided.
I don't mind the larger areas, especially since I got so tired of places like the Brecilian Forest, where the main area was divided into dalish camp and two areas of forest, then something along the lines of four sub areas for the temple.
That's a lot of loadscreens, and time wasted between them.
I think they went a little overboard when they realized what could be done, but I don't want to go back to wilderness areas that are subdivided.
Big areas arent bad. What makes them bad or good is how you fill them in terms of content and immersion.
Have you ever been to a wilderness area? Ever? Because hate to break it to you, but they are trees trees, animal here animal there, and very few hidden magical treasures, milling people waiting to talk to you (maybe shoot you if in certain areas of the Appalahians...) and generally just a vast vista of natural wonder.
I really don't get it... people scream about historical realism over the sexuality and religions of Thedas, but gladly ignore actual natural realism because...reasons.
Have you ever been to a wilderness area? Ever? Because hate to break it to you, but they are trees trees, animal here animal there, and very few hidden magical treasures, milling people waiting to talk to you (maybe shoot you if in certain areas of the Appalahians...) and generally just a vast vista of natural wonder.
I really don't get it... people scream about historical realism over the sexuality and religions of Thedas, but gladly ignore actual natural realism because...reasons.
Have you ever been to a wilderness area? Ever? Because hate to break it to you, but they are trees trees, animal here animal there, and very few hidden magical treasures, milling people waiting to talk to you (maybe shoot you if in certain areas of the Appalahians...) and generally just a vast vista of natural wonder.
I really don't get it... people scream about historical realism over the sexuality and religions of Thedas, but gladly ignore actual natural realism because...reasons.
You miss the idea , it's not about how pretty they were rather than about filling them with plot content , there's several maps that technically we don't need to go to at all.
I really don't get it... people scream about historical realism over the sexuality and religions of Thedas, but gladly ignore actual natural realism because...reasons.
Have you ever been to a wilderness area? Ever? Because hate to break it to you, but they are trees trees, animal here animal there, and very few hidden magical treasures, milling people waiting to talk to you (maybe shoot you if in certain areas of the Appalahians...) and generally just a vast vista of natural wonder.
I really don't get it... people scream about historical realism over the sexuality and religions of Thedas, but gladly ignore actual natural realism because...reasons.
For me it's more about story telling and story content vs. straight up exploration/fetch quests. In DA:O the travel/trekking through the wilderness was implied. I don't need a whole "tecking through the wilderness" simulator -- I want Bioware to focus on the main story beats in the DA franchise. When they announced DA:I I thought they were going for a balance of open-world exploration and a robust narrative. However, the game went way too far in the Skyrim direction. If they want to do the whole open world/exploration thing, I don't want it to come at the cost of story/narrative. Origins isn't the perfect formula either, a balance of the two would be best (although if I have to pick between the two extremes, I'd go with Origins). Basically what the poster above said:
I don't mind the larger areas, especially since I got so tired of places like the Brecilian Forest, where the main area was divided into dalish camp and two areas of forest, then something along the lines of four sub areas for the temple.
That's a lot of loadscreens, and time wasted between them.
I think they went a little overboard when they realized what could be done, but I don't want to go back to wilderness areas that are subdivided.
You miss the idea , it's not about how pretty they were rather than about filling them with plot content , there's several maps that technically we don't need to go to at all.
I'm fine with optional maps you don't actually have to go to as part of the main plot as long as they contain compelling, story-driven side quests and content. Some will argue Hissing Wastes, Forbidden Oasis, etc, all had this. I disagree.
That's not to say they all were lacking in good side-content. I thought Fallow Mire, Exalted Plains (and to an extent the Emerald Graves) did a good job of this. I'd say the Storm Coast falls somewhere in between -- but it worked because it was smaller area-wise.
You miss the idea , it's not about how pretty they were rather than about filling them with plot content , there's several maps that technically we don't need to go to at all.
They are OPTIONAL. And they are filled with lore and history on top of it. Hell, just by their design you get sense of the past. The complaint here is "they showed too much of the world without holding my hand and guiding me to information that is only pertinent to the main plot". These maps are anything but empty, but since they don't meet this odd requirement to have plot related people and items filling it they now are? What?
I mean, I guess that makes ES or Fallout worlds empty since 90 percent of the world usually has no actual ties to the main story. But then, slowly learning that when people ask for more breadth to a world... they really don't want it.
These optional areas have demons, undead, slaves, Venatori, Red Lyrium, rifts, war refugees, and other ties to the main story. Cory need not make an appearance in all to signify his influence.
They could have gone the Diablo 3 route where he hovers around mocking you like a badly written cartoon villain.. that would have made it better!
.... that still pisses me off how badly they screwed up Diablo 3. Why'd I do that to myself.
They could have gone the Diablo 3 route where he hovers around mocking you like a badly written cartoon villain.. that would have made it better!
.... that still pisses me off how badly they screwed up Diablo 3. Why'd I do that to myself.
They are OPTIONAL. And they are filled with lore and history on top of it. Hell, just by their design you get sense of the past. The complaint here is "they showed too much of the world without holding my hand and guiding me to information that is only pertinent to the main plot". These maps are anything but empty, but since they don't meet this odd requirement to have plot related people and items filling it they now are? What?
I mean, I guess that makes ES or Fallout worlds empty since 90 percent of the world usually has no actual ties to the main story. But then, slowly learning that when people ask for more breadth to a world... they really don't want it.
You're overreacting i only clarified the intent of the matter which i happen to agree with , and yes i want them to guide me throw the gameplay as much as they did in origins.
He doesn't, but many of the areas didn't have enough of a strong central plot within themselves. I still think Crestwood was the best, by contrast areas like the Hissing Wastes and the Forgotten Oasis basically just had "Venatori are here looking for *dangerous McGuffin*" and little more to it.These optional areas have demons, undead, slaves, Venatori, Red Lyrium, rifts, war refugees, and other ties to the main story. Cory need not make an appearance in all to signify his influence.
He doesn't, but many of the areas didn't have enough of a strong central plot within themselves. I still think Crestwood was the best, by contrast areas like the Hissing Wastes and the Forgotten Oasis basically just had "Venatori are here looking for *dangerous McGuffin*" and little more to it.
I appreciate the lore and history, But those areas needed stronger story threaded throughout.
They could have gone the Diablo 3 route where he hovers around mocking you like a badly written cartoon villain.. that would have made it better!
.... that still pisses me off how badly they screwed up Diablo 3. Why'd I do that to myself.
Don't forget how he laughs maniacally each and every single time.
Kulle was such a waste of Steve Blum. Blizzard aren't know for their good writing, but Diablo 3 was particularily atrocious.
Don't forget how he laughs maniacally each and every single time.
Kulle was such a waste of Steve Blum. Blizzard aren't know for their good writing, but Diablo 3 was particularily atrocious.
Playing Diablo for the story is like playing DA for collecting shards.
Don´t do that, man.
I'm fine with optional maps you don't actually have to go to as part of the main plot as long as they contain compelling, story-driven side quests and content. Some will argue Hissing Wastes, Forbidden Oasis, etc, all had this. I disagree.
That's not to say they all were lacking in good side-content. I thought Fallow Mire, Exalted Plains (and to an extent the Emerald Graves) did a good job of this. I'd say the Storm Coast falls somewhere in between -- but it worked because it was smaller area-wise.
They were needed to be involved in the main plot.
And more dark medieval theme maps would be appreciated , the game was too bright for me.
Since there making another comic series and have at least another book being written. I'm confident will get DA4. But probably not till 2018 at the earliest.
You're overreacting i only clarified the intent of the matter which i happen to agree with , and yes i want them to guide me throw the gameplay as much as they did in origins.
I don't. Origins is annoyingly linear at most times. The areas just need more sidequests with hands on player interaction. That and they need to actually be compelling stories in themselves.