I was looking at the Dragon Age Keep and I was kind of assessing the amount of work that it took to build. I mean you have
- A Multiplatform Save File Generator
- A server architecture that holds our save files
- User interface animations to tell the story
- Interfacing with EA identit accounts on the EA network
- The ability to automatically import a few files
- Diagnostics and records of our current active game
basically a lot of stuff and it is not such a light system. It holds a lot of features, I then began to assess the amount of plot changing impact that these imports have. I couldn't name a lot and it is obviously difficult to implement diverging decisions in such an open world game. Each divergence will take up resources and I would assume this is the reason why bioware cherry picks the few decisions that can have a huge impact. On the dark side of this architecture, we have decisions that end up very shallow and do not have that much of an impact.
Now for the sake of a healthy debate, my question is. From a cost-beneficial standpoint, do you think it is worth it for bioware to spend time implementing such an architecture? Or should bioware start afresh.
I personally think they should start afresh, mostly because the transition of one engine to another engine can bring about compatibility issues with some of the assets(although this is totally dependant on how unreal vs frostbite differs internally). I think they will spend more time trying to fit these issues and dependencies from the previous games
Dickscuss





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