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Who would have known that Dragon Age would look so beautiful...


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#1
DragonAgeLegend

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I would have never thought that Dragon Age would ever look much better than DA2, I was expecting the next DA game to be using the same engine and assets. Low and behold they announced they would be using Frostbite instead, this is one of the best things they ever did. 

 

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#2
Dai Grepher

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Yeah, but not enough cityscapes though.
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#3
thats1evildude

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It is pretty nice, isn't it?



#4
PapaCharlie9

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Dude, you ain't seen nothin yet. Check out this thread:

https://forum.biowar...eenshot-thread/
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#5
DragonAgeLegend

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Yeah, but not enough cityscapes though.

Agree with you there, REALLY hope DA4 has some more cities. I loved Kirkwall, would have loved to see more in DAI but alas. 



#6
Dai Grepher

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Yep, especially if Tevinter is the destination. Even if BioWare has to resort to skyboxes and veneers, I want to see a large and detailed city with great towers, and intricate aqueducts, and fantastic architecture. As it stands, Denerim is the most detailed city of the Dragon Age series. You could see Fort Drakon from almost every map within Denerim, and other than that there were decent stone buildings and estates in the backgrounds. Even if DA4 doesn't have a GTA style sandbox type city, it should at least be broken up into sections and have nice backgrounds.
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#7
Fiskrens

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Just think if DAI could have gotten Ansel support...

#8
nightscrawl

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Yes, the environments are top-notch. I think it's a gorgeous game to walk around in. Frostback Basin in the Jaws of Hakkon DLC is probably the most lovingly crafted map in the entire game. It's enormous and has a lot of variation and different levels; really awesome. There are also a couple of scenery moments in the Deep Roads in the Descent and Trespasser DLCs that are just jaw droppingly amazing.


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#9
KaiserShep

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My one gripe with the background is the lack of a properly animated sky. I don't need a day/night cycle, but it's always nice when the background looks more dynamic. 


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#10
wicked cool

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Was it the engine or was it old gen. Would have loved to see what more they could have done.

#11
Biotic Apostate

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My one gripe with the background is the lack of a properly animated sky. I don't need a day/night cycle, but it's always nice when the background looks more dynamic. 

There was a presentation a Frostbite dev gave (I don't remember, where the link was, the twitter thread?), and he spoke about upcoming games, including Andromeda, that have an ultra realistic cloud, atmosphere, and day/night cycle system. He spend a lot of time talking about dynamic cloud shading, and how different atmospheres (with a lot of pollution, or those on different planets) can be represented using the algorithms they came up with. It was really impressive. They assured that they found a sweet-spot between visual quality and resources needed to drive this.


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#12
DragonAgeLegend

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Yep, especially if Tevinter is the destination. Even if BioWare has to resort to skyboxes and veneers, I want to see a large and detailed city with great towers, and intricate aqueducts, and fantastic architecture. As it stands, Denerim is the most detailed city of the Dragon Age series. You could see Fort Drakon from almost every map within Denerim, and other than that there were decent stone buildings and estates in the backgrounds. Even if DA4 doesn't have a GTA style sandbox type city, it should at least be broken up into sections and have nice backgrounds.

While Denerim was very detailed, I think Kirkwall was the most detailed since we were there almost the entire game haha. Since we are going to Tevinter (most likely) I really hope we actually get to go into the city. When I heard about going to Val Royeaux I was expecting a large city, lots of people, merchants, beggars, street performers, etc. We got none of that, it was the smallest areas in the game. I was very disappointed by it. 

 

I want Tevinter to be much larger, I love Tevinter and I can't wait to actually be able to play in it. The architecture especially is going to be very unique. 



#13
DragonAgeLegend

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My one gripe with the background is the lack of a properly animated sky. I don't need a day/night cycle, but it's always nice when the background looks more dynamic. 

Yes! This sticks out to me so much, the clouds never move! Very immersion breaking. 



#14
Dai Grepher

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Was it the engine or was it old gen. Would have loved to see what more they could have done.


It may have been the engine, or laziness. The oldest gen console Inquisition had was PS3, which is capable of good graphics. So I don't think it was that.
 

While Denerim was very detailed, I think Kirkwall was the most detailed since we were there almost the entire game haha.


Perhaps. Each has their pros and cons.
 

Since we are going to Tevinter (most likely) I really hope we actually get to go into the city. When I heard about going to Val Royeaux I was expecting a large city, lots of people, merchants, beggars, street performers, etc. We got none of that, it was the smallest areas in the game. I was very disappointed by it.


Me too. It was even featured in one of the trailers, as if we would see a great deal more of it. Yet we didn't even much more in Trespasser. It was basically a reused map of Halamshiral with a few small areas added.
 

I want Tevinter to be much larger, I love Tevinter and I can't wait to actually be able to play in it. The architecture especially is going to be very unique.


That is the hope. BioWare has been known to be lazy however.

I think they should look to Castlevania Lords of Shadow 2 for an example of how to build a decent looking city with great architecture and inspiring scenes.

#15
Biotic Apostate

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It may have been the engine, or laziness. The oldest gen console Inquisition had was PS3, which is capable of good graphics. So I don't think it was that.

Inquisition was on both PS3 and Xbox360, neither of those is capable of good graphics by modern standards.


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#16
Dai Grepher

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But they are capable of showing buildings. I think that was the only criteria being discussed in that side conversation. PS3 is good enough to show buildings and backgrounds.

#17
Biotic Apostate

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But they are capable of showing buildings. I think that was the only criteria being discussed in that side conversation. PS3 is good enough to show buildings and backgrounds.

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.



#18
BSpud

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It may have been the engine, or laziness.

 

Helpful tip to all gamers: Professional AAA devs don't ever not do something out of laziness. Laziness is just not a factor.


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#19
Biotic Apostate

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Helpful tip to all gamers: Professional AAA devs don't ever not do something out of laziness. Laziness is just not a factor.

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.


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#20
Rawgrim

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The people who did the graphics in this one, and the whole "geography" of each area deserves a medal. The Storm Coast, in particular, was a joy to explore.


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#21
DragonAgeLegend

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The people who did the graphics in this one, and the whole "geography" of each area deserves a medal. The Storm Coast, in particular, was a joy to explore.

Yes! I love it, very immersive with the rain and sounds of wildlife. 



#22
Dai Grepher

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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.
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#23
Biotic Apostate

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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?

As always, I don't know, if you're facetious or just uneducated. DA2 was nowhere near the graphic levels of DAI. Frostbite can render cities just fine, but it's far more advanced than what Lycium/Eclipse could manage. Kirkwall recycled just few low resolution assets. I think it's safe to say that Val Royeaux had far more polygons used for both the buildings and the NPCs, than the entirety of Kirkwall.
 
Then you have to add lightning effects, particles, reflections, shadows (all of which are far more advances, and thus power hungry, then they were in DA2). Compare
Kirkwall_chantry.jpg
 
dragon_age_inquisition___val_royeaux_1_b
 
Kirkwall is full of flat, low res textures. You can clearly see where they are being reused. The polygon count on that tower in the centre of Val Royeaux is already higher than a whole district in Kirkwall.
 
Supporting the previous generation was a huge mistake. By the time XBO and PS4 came out, the old consoles were prehistoric, and dragged the entire industry down. Even with a decreased resolution, smaller textures, some of the effects turned down, a larger Val Royeaux would run like crap on the older consoles.
 

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.

It's not laziness, only someone, who has zero understanding of video game development would say that. Every asset, every area, every tiny detail needs work, and someone has to be payed for the work. This industry has already normalised year long crunches, constant overtime, and mediocre pays. If the devs weren't passionate about making games, most of them would leave for better paying jobs.


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#24
Fiskrens

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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.

That's not laziness, I'd say it's a decision to make the game more user-friendly. The game assumes that someone in the party has the ability to set the pit on fire, and simplifies the process. Personally, I'd hate if the game forced you to pick up a torch/switch to a party member that has a fire spell (or even worse: force you to change party if no one was available). Pressing the action button works just as well.
 

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.

Ideas are scrapped all the time, and never due to laziness; I dont' think I've ever worked in a software development project where all features that were intened made it through. I can almosty assure you that "everything" has been put into this game already. The road from idea - often implemented well enough to be shown in a demo - to fully functional is full of pitfalls that force to change, and sometimes be removed completely. They might not pass one of the (often many) testing phases, there might be an integration problem with other game features, the list can go on.
 

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.

That's because they still remember the mess left from DAO's many possible endings. Well done, I'd say.

So: please don't speak so detrimental of a process you apparently know so little about.

#25
BSpud

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Not only was the premise ripped directly from Captain America: The Winter Soldier as Weekes shamelessly admitted in a past conference

 

Okay, so you don't know how writing/creating works, either.

 

Another helpful tip: it wasn't original in CA, either.

 

So what, you're saying it's time or monetary restraints?

 

Resources, budget, staff size, deadlines, and technical difficulties (sometimes you got to cut your losses even if something is fixable/achievable given enough time) are the major factors.