Yes, 'capable of showing buildings.' It's that easy. A big city with their methods of rendering, plus all of the NPCs would bring the last gen to its knees. Frostbite in that configuration scaled terribly to last gen, so they could either make a big empty city devoid of any detail, or a small one and put more NPCs. They chose the second option.
Yeah, NPCs. Most of which didn't even have the animations sequenced to the proper voices. Again, laziness. Copy/paste a bunch of NPCs. Randomize them to make it seem spontaneous. Toss in voices at random. Who cares if male characters sound like females or vice versa? And who cares if you run into NPC clones every few steps?
Keep in mind, DA2 was on last gen, and it managed to pull off buildings just fine, and that was on a last gen engine. If Frostbite couldn't render cities, then why did BioWare use it? To have an excuse for their laziness in not making cities?
Helpful tip to all gamers: Professional AAA devs don't ever not do something out of laziness. Laziness is just not a factor.
So what, you're saying it's time or monetary restraints? Sometimes it is, but I'm talking about basic gameplay elements. There are many examples in Inquisition where you can tell they cut corners. Remember how we were promised we would be able to burn the red templar boats as a matter of strategically affecting the region? This was dropped from the game because they were too lazy to implement it. They had the burning activation already implemented, as we saw in the Exalted Plains if you hit the haystacks with fire. They ignite. BioWare simply didn't connect this function to the features they promised. Same with the corpse pits. We were told that burning the boats would not just be a button press, we would have to use a fire spell or a fire bomb to ignite them. Yet the corpse pits were ignited via the "interact" button. BioWare was just too lazy to program the game to recognize when Immolate was used on the pit to conclude that part of the mission.
And there are little things like that all throughout the game.
Don't get me wrong, I love Inquisition. I'm just pointing out that BioWare only did enough work to make the game passable. When it was released it was barely functional. They had to release at least two patches to fix the major errors.
It's just a couple of buildings, how hard can it be?
/s
Honestly, people calling the devs lazy should see how much work has to go into every single detail. How many hours it takes to animate a simple scene.
I don't dispute that they put a lot of work into it, but that was for money. Financial gain is a good motivator. They made a video game, because that is the business they are in. The laziness is in not putting everything you could into the project. Phoning it in. Not doing your best. Scrapping ideas instead of developing them.
Trespasser is a prime example. Not only was the premise ripped directly from Captain America: The Winter Soldier as Weekes shamelessly admitted in a past conference, but the premise overwrote every player's intentions for the Inquisition, including disbandment. The story makes all players' Inquisitors to grow the Inquisition into a formidable military force, and at the same times lowers their intelligence to the point where spies can infiltrate it from every direction. They did this to funnel every type of Inquisition into one central point, rather than make a DLC that would continue each type of Inquisition and reflect the choices of the players. And to top it off, Trespasser was short. There is no excuse for the minimal amount of work they put into it.
At least you could explode the gaatlok with fire and lightning.