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A thing to learn from Skyrim?


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#51
giveamanafish...

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I agree OP, Bethesda worlds feel much more alive to me since the NPCs have their own lives and schedules and react to the things happening around them. In DA:I they were statues :/ another thing BioWare could learn from Skyrim (and The Witcher 3) is that persistent ambient music is a good thing <3. The near constant silence with only the sounds of my footsteps and the occasional bird made me crazy.

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I have to disagree. I find it much more immersive to mostly just have ambient sounds. In fact, it would be neat if sometimes gameplay relied a little on ambient sounds. As in suddenly the birds stop singing, indicating a possible ambush or the presence of something that might require investigation. I realize this would be a problem for hearing impaired people but its possible to have dialogue or special subtitle cues. 

 

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On the general topic. In all my hours in Skyrim, I never paid much attention to the npcs or just found because of the limited dialogue and the restricted number of actual characters that I exhausted my interest after two or three encounters. There is a reason that "....then I took an arrow to the knee" is something of an internet meme. 

To get true realism in npc behaviors it would take a massive amount of resources even without voice actors. More effort could be applied here by Bioware, but to me it is a secondary issue.



#52
Nefla

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I have to disagree. I find it much more immersive to mostly just have ambient sounds. In fact, it would be neat if sometimes gameplay relied a little on ambient sounds. As in suddenly the birds stop singing, indicating a possible ambush or the presence of something that might require investigation. I realize this would be a problem for hearing impaired people but its possible to have dialogue or special subtitle cues. 

 

Many games have separate sound sliders for overall sound, sxf, voices, and music so someone like yourself who doesn't like ambient music could just turn it off and people like me don't have to go mad from countless hours of being alone with footsteps. (and not even anyone to talk to since I had the party banter "bug" where I only got banter one every 4-6 hours)

 

The NPCs are a big deal to me and the general lack of them in DA:I was one of the things that made the games world seem so dead to me.



#53
WidePaul

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I'd settle for being able to push through groups of people if necessary rather than being forced to go around the immovable roadblocks that they tend to be.
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#54
Wulfram

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I'm sorry what? A 24 hour day isn't realistic?


But it's not a 24 hour day, is it? It's a 1 hour 12 minute day.
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#55
Estel Lavellan

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While I wouldn't mind schedules and day/night cycles I don't feel DA:I needs it. Reason is the way I play Bethesda RPGs differently than I would a BioWare RPG, I don't like to compare them either. In Elder Scrolls I would make a character with a certain preference to adventuring and who and what he would interact with. Completly ignoring a huge portion of the games content and when I feel that character has done what he set out to do, I retire him for good. Like my Dawnguard Crusader whos main goal was to root out vampires in Skyrim, that gave me 40-50 hours of gameplay. My last DA:I character had 165 hours played doing everything.

 

When playing Skyrim I follow day/night cycles trying to find an inn before nightfall, renting a room and buying food and drink before retiring to bed, maybe talk to the inn patrons if I feel like it. Wake up and visit the market and unload some of my stuff I picked up from adventuring, maybe pick up a quest or two before heading out again. When I play DA:I the exploring and fighting is mostly about gaining more levels and loot/craft so I can handle the combat in the next part of the story better instead of doing my own thing like in ES or Fallout. Good thing I like the classes, combat and exploring what there is in DA.

 

I want BioWare to continue to make BioWare type games and Bethesda to do the same as I love them both. Afterall, Bethesda has over 20 years of experience of making the games they do, and simply adding a large open world doesn't make DA more like Skyrim and nor should they aspire to.

 

There's a lot of beauty in that kind of roleplaying you were doing with Skyrim. It feels as if you actually belong - as a hero who leads a life within Tamriel. But that's also what I'd like to bring into bioware games, making the characters more human and the world more immersive.



#56
Estel Lavellan

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A little OT:

 

It's sad that trolls have made "Witcher 3" a volatile buzzword on these forums. There are so many things that Witcher 3 did right and there is so much potential for constructive criticism and feedback when we compare it with DAI. Witcher 3 really set the bar for AAA RPGs in many areas, and it's the best game I've played in the past 5 years. I would love to see more civil "let's take x and y from Witcher but not z" discussions around here.

 

On topic:

 

I've loved every Elder Scrolls game since Morrowind, but I have to admit that IMO the less things taken from Skyrim, the better. DA and ES are different breeds of RPG. IMO focusing on the Skyrim-y stuff meant less focus (or the appearance of less focus) on the DA stuff in DAI, taking more from Skyrim could be more damaging than it is helpful. I'm prepared to eat my words if Andromeda changes my mind on the subject, but for now I think DA should look at its best parts before looking at Skyrim's best parts.

 

DA's best parts have always been stable though - good writing, tight storyline, well-built universe. In this regard other RPGs are all miles behind bioware, and it's not likely to lose this advantage anytime soon (look at how Assassin's Creed's writing is going). Inquisition just proves that Bioware is actually getting even better at writing characters, and since the whole franchise was built on its writing I don't think it'll go away in the face of any amount of change. 



#57
fizzypop

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Well Runescape was the start of MMORPGs for my generation...damn now I feel old.

Mine was everquest. Did I just show my age?



#58
fizzypop

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But it's not a 24 hour day, is it? It's a 1 hour 12 minute day.

It simulates a 24 hour day. Being obtuse only makes you seem stupid.



#59
ApostleinTriumph

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Do you get to the cloud district very often? ;)

 

Even though these cycles seem (to me) somewhat more immersive at first glance they rather quickly get seriously repetitive.

 

I help my father in more ways than people realize. :)

 

Serana was my favourite follower in Skyrim. No other NPC interacted with the environment like her. She sat down on chairs, cut wood, worked on grinding stones and did whole bunch of other stuff. She made the world more immersive, and all the other npcs had a daily routine, which was great.

 

I think what DA should do is to decide which way they want to go. Because DA2 was in the opposite end of the spectrum: Too few and small environments, not much variety. DA:I is in the other end, many different zones and they are all pretty large. I think there needs to be a middle point between these two.



#60
Heimdall

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I'm not a big fan of day/night cycles, that said I would like to see Bioware create more areas with characters move around on a schedule and interact with the environment, whether that means a blacksmith hammering at his anvil or a fisherman angling on a pier.

 

I'd rather have a well done, living, urban area than a pretty forest of static people.  Much as I like a pretty area to explore, I don't think Inquisition needed so many of them.  It could have a used a few smaller but more populated areas.



#61
theflyingzamboni

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A really recurring problem with RPGs is that some characters happen to just exist for the benefit of talking with the playable protagonist, like an interactive lamppost or something. 

Wait, you're using Skyrim as an example of NPCs NOT behaving like lampposts?  :lol:  Sure they don't move, but at least BioWare characters don't have the personalities of lampposts.  :P 

I agree with your point, but better to use Witcher 3 as an example. The characters in that game are all doing something AND have more personality than than damp rags.


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