Companion models: ME 2 vs DA
#51
Posté 10 février 2010 - 06:46
im sorry but when the best looking chick in the game (besides your char) is a freaking blue skinned tentacle headed alien- thats just plain SAD. and not that shes great, shes the cream of the crap-
me2 does show improvement since kelly is at least decent looking but kelly is not even a real love interest.
#52
Posté 10 février 2010 - 06:47
I was going to suggest this, but breaking the RPG convention that anyone can just slap on any armor without alterations/repair would be a big step.axdorffe wrote...
just an idea but you could do something like have a pre set type of armor appearence for say the different grades of armor on each character and then to not break immersion you could have each companion say something along the lines of "thank you for the armor, ill have to do some work on it though if im going to use it." that way it could fit something more along the lines of the unique companion model only idea with a slight play of variation and possibly color change scheme? i dont know im just suggesting an alternative I am happy the way each system works in both games so no complaining here
I'd love it, though.
#53
Posté 10 février 2010 - 06:52
Helekanalaith wrote...
Now why should you, as the player of the main character, have a say in what other companions should wear?
Going by the same reasoning, why should you have a say on the skills they have? Why should you have a say on what they do? So let's make companions 100% AI controlled, with completely automatic skilling up and absolutely zero imput from the player?
They are their own (completely dull) persons after all no?
I'm sorry but this is an entirely flawed argumeng, and given David's response, i dread the possibility of Bioware actually picking up the bait and deciding that putting less effort in companion visual customization like was done in ME2 is might be a good idea, ending up with extremely flat and uncustomizable characters like the ME2 ones.
No thanks Bioware, no need to make an U-turn back into the stone age of RPGs. Visual customization is exactly one of the aspects that western RPGs have in their favor in the comparison with JRPGs, so much that even JRPGs are looking into it lately, in order to catch up. Mass effect was a mass-ive step back. We can only ope it's an isolated case.
"unique appearences" is just an excuse to be lazy and dedicate less resources to development. I'd say encouraging such an attitude is a very bad idea.
Modifié par Abriael_CG, 10 février 2010 - 06:54 .
#54
Posté 10 février 2010 - 07:08
Yes, I imagine if we did such a thing there would be people all over the forums throwing themselves on their swords in protest. "You can't take away MY FREEEEDDDOMM!"Abriael_CG wrote...
I'm sorry but this is an entirely flawed argumeng, and given David's response, i dread the possibility of Bioware actually picking up the bait and deciding that putting less effort in companion visual customization like was done in ME2 is might be a good idea, ending up with extremely flat and uncustomizable characters like the ME2 ones.
No thanks Bioware, no need to make an U-turn back into the stone age of RPGs. Visual customization is exactly one of the aspects that western RPGs have in their favor in the comparison with JRPGs, so much that even JRPGs are looking into it lately, in order to catch up. Mass effect was a mass-ive step back. We can only ope it's an isolated case.
"unique appearences" is just an excuse to be lazy and dedicate less resources to development. I'd say encouraging such an attitude is a very bad idea.
I think there is such a thing as having an open mind, however. Far be it for anyone to suggest that there's only one way to do an RPG. Ever. And that's the way it was done back in the good old days, and too many darned kids these days just don't appreciate that!
#55
Posté 10 février 2010 - 07:14
While I was disappointed by your teams customisation being a recolour I do like the fact they had unique outfits that suited the character.
My personal idea of a compromise between the two ideas is have two character models for companions with two colour variations of each. While this still limits you to only 4 choices it does allow a fair bit more variety in what your team wears.
I would of course like Legion to lose that giant hole in his/her/its chest.
#56
Posté 10 février 2010 - 07:15
Also: I don't really mind copy-pasting models that much, as long as it isn't used that many times. Honestly its great to see unique models, but it might just be a bit too much work for the developers to give unique models to that many items. I guess if you wanted unique models then they should be given to unique items, and epic items.
Modifié par Randomname1212, 10 février 2010 - 07:20 .
#57
Posté 10 février 2010 - 07:32
David Gaider wrote...
Yes, I imagine if we did such a thing there would be people all over the forums throwing themselves on their swords in protest. "You can't take away MY FREEEEDDDOMM!"
Oh yes, you can. As a matter of fact you can do whatever you like.
Just as much as we can be disappointed about a developer cutting corners in character modeling by making them wear a single outfit (and a recolor of that as a nice, cheap concession) for the whole duration of the game.
because yeah, I'm sorry, but ME2's "streamlining" is just a nicer word to say "cutting corners".
You can also remove dialogue options, branching story, main character customization in order to turn Dragon Age 2 in a Canada-developed JRPG. I'm sure your accountants would be delighted to see the savings coming from such a cut in development resources.
This doesn't mean that it's a good idea to encourage you to do so.
My mind is very open, and that's why I enjoy both western RPGs and JRPGs more or less equally. That said, there are plenty JRPG developers in Japan. We don't really need Bioware to suddenly start doing the same kind of game, when you're well known and proficent in doing something different (and actually pretty rare in the market nowadays), do we?
#58
Posté 10 février 2010 - 07:36
That said, I definitely like the classic RPG(/blue-facepaint
#59
Posté 10 février 2010 - 07:41
David Gaider wrote...
Perhaps, but it doesn't necessarily have to work in the exact same way, either. A set model doesn't have to mean customization is completely removed outside of their look -- and while some people may not like the idea of such a set look all I'm suggesting (as Maria is) is that there are benefits to be had just like there are drawbacks to having companions use generic armor models. Customization is not win/win on all fronts.corebit wrote...
Compared to DA:O and even ME1, ME2 companion customization is NON-EXISTENT.
With all due respect Mr Gaider, Its not unique at all, It's downright lame. You're telling me its a benefit to have less customization in what is supposed to be a RPG from Bioware somehow equals some uniqueness since the companions look the same for the whole game? Sorry I just don't buy it.
Its not the only area of ME2 that seriously took step backwards in customization. The weapon system for example, an hour into the game or less, you have the best heavy pistol in the game, since there's only 1 single upgrade for it. I'm all for streamlining interfaces to make the game tighter, no one really wants to have to medigel 100 items on a regular basis, but to go the complete oposite end of the spectrum and esentially remove 98% of new gear and customization from the game itself, prolly wasn't the optimal way to go about it. There really should be a middle ground that would prolly make most people far more content.
I don't want to scream out its lazy development and cutting corners, but I think you could understand where it might come off that way given Bioware's track record of deep character customization in there titles.
#60
Posté 10 février 2010 - 07:43
Character: But... this is just a brown robe.
Vendor: You get what you pay for.
Character: I paid for Massive Plate Armour...
Vendor: And that is what you got.
Character: No. I got a brown robe. And are those hearts embroidered on the back?
Vendor: Trust me, that is the best protection you can get.
Character: No the best protection I can get is a suit of thick enchanted metal not a frilly tunic.
Vendor: I am sorry, I don't make them I sell them. Take it up to the crafter.
Character: Alright where can I find the guy who makes these?
Vendor: He runs a smithy called, Buyo's Wares. Just 'round the corner.
Character: Alright, see ya.
Modifié par Randomname1212, 10 février 2010 - 07:43 .
#61
Posté 10 février 2010 - 07:49
You claim your mind is open, but it seems there's no middle ground. If we were to undertake such a feature as set companion models, it would no doubt be because the advantages were worthwhile... and that would not mean all customization and dialogue options immediately vanish. It is not one extreme or the other, with nothing inbetween, much as some people would like to claim.Abriael_CG wrote...
My mind is very open, and that's why I enjoy both western RPGs and JRPGs more or less equally. That said, there are plenty JRPG developers in Japan. We don't really need Bioware to suddenly start doing the same kind of game, when you're well known and proficent in doing something different (and actually pretty rare in the market nowadays), do we?
Honestly, if the definition for a "true RPG" is so narrow that every feature of it must be strictly adhered to simply because it's traditional then I don't think it's a very useful genre.
But it's a theoretical debate. I'm not the lead designer and the decision wouldn't be mine, so I'm not going to start hashing it out here. I think there are plenty of players who like RPG's, however, who would be more than happy to see some changes if it meant some improvements in the game overall -- even if that meant having to endure the mass suicides on the forums.
Modifié par David Gaider, 10 février 2010 - 07:51 .
#62
Posté 10 février 2010 - 07:54
#63
Posté 10 février 2010 - 08:08
David Gaider wrote...
You claim your mind is open, but it seems there's no middle ground. If we were to undertake such a feature as set companion models, it would no doubt be because the advantages were worthwhile... and that would not mean all customization and dialogue options immediately vanish. It is not one extreme or the other, with nothing inbetween, much as some people would like to claim.
Honestly, if the definition for a "true RPG" is so narrow that every feature of it must be strictly adhered to simply because it's traditional then I don't think it's a very useful genre.
But it's a theoretical debate. I'm not the lead designer and the decision wouldn't be mine, so I'm not going to start hashing it out here. I think there are plenty of players who like RPG's, however, who would be more than happy to see some changes if it meant some improvements in the game overall -- even if that meant having to endure the mass suicides on the forums.
Yanno, people not wanting to encourage a course of action that would probably be damaging to the overall quality of the game doesn't mean that such change would bring "mass suicides".
I don't think anyone here contemplates self-termination due to their lower enjoyment of their favourite franchise, as displeased as they can be.
While i often agree that some complaints on forums tend to go overboard, massive exaggeration in order to dismiss every kind of complain and criticism as exaggerated is getting a tad old as well.
By the way, I didn't use the definition of "true RPG", i used Western RPG and JRPG. Western RPGs have certain strong points compared to JRPGs (and the other way around), and strong visual customization is one of such points.
The evident effect is that you don't have your characters walking around in the game wearing costumes that you find unappealing. Personally every time i see Jacob's "package" dangling in front of his skin tight spandex suit i feel slightly offended in my fashion sense, not to mention my sense of realism. It's sure extremely smart to go fight battles in hostile environments with just a thin layer of fabric protecting the family jewels...
Tidus' idiotic outfit in Final Fantasy X is a good example of that as well. Hard to identify with a fantasy hero if he's wearing fruity shorts and suspenders...
By allowing customization you simply appease a wider audience, instead of going hit or miss with a preset appearence, that part of your audience might not like at all.
Customization entangles much more than simple appearence. In Dragon Age most characters have several branching roles. Morrigan can become an Arcane warrior. As a an arcane warrior she can and should wear massive armor. It wouldn't make any sense to have her wear her skimpy ultra-deep-cleavage little dress when going close and prsonal with hordes of darkspawn wielding axes as big as her.
On the other hand, she looks damn good wearing plate.
One element that distinguishes western RPGs from JRPGs is an higher degree of realism. In any realistic fantasy world people wear the best protection they find or that they can afford, which, of course, conflicts with the idea of them wearing the same outfit from the first moment you meet them to the end of the game.
The same should have gone with a realistic science fiction world, which should include Mass Effect 2. Too bad that someone decided to cut corners, and Jacob continues to flash aliens with his space package. Got to wonder how erect Jack's nipples get in near-vacuum....
Modifié par Abriael_CG, 10 février 2010 - 08:27 .
#64
Posté 10 février 2010 - 08:34
Sorry, I didn't mean you specifically -- some people do go way overboard on their complaints, but you are correct that stating what you would or would not be interested in seeing is perfectly valid. That said, you did rather imply that any direction away from total customization would make it a JRPG. Which I suggest is an exaggeration. There is lots of room for variation in RPG's, although the prevailing viewpoint on forums tends to lean towards the most extreme viewpoints on that fact and is not really representative. But we are well aware of that, just as I'm sure you all are.Abriael_CG wrote...
Yanno, people not wanting to encourage a course of action that would probably be damaging to the overall quality of the game doesn't mean that such change would bring "mass suicides".
I don't think anyone here contemplates self-termination due to their lower enjoyment of their favourite franchise, as displeased as they can be.
While i often agree that some complaints on forums tend to go overboard, massive exaggeration in order to dismiss every kind of complain and criticism as exaggerated is getting a tad old as well.
#65
Posté 10 février 2010 - 08:45
David Gaider wrote...
Sorry, I didn't mean you specifically -- some people do go way overboard on their complaints, but you are correct that stating what you would or would not be interested in seeing is perfectly valid. That said, you did rather imply that any direction away from total customization would make it a JRPG. Which I suggest is an exaggeration. There is lots of room for variation in RPG's, although the prevailing viewpoint on forums tends to lean towards the most extreme viewpoints on that fact and is not really representative. But we are well aware of that, just as I'm sure you all are.
It would not make it a jrpg, as much as it would make it like a JRPG in that aspect. Mass Effect 2 has actually less visual companion customization than most new generation JRPGs (that very often offer several additional costumes for characters). I'm not surprised that many Western RPG fans are disappointed, given that visual customization is one of the elements they chose western RPGs for.
Sure, there can be a middle ground, but DA doesn't exactly offer an immense wealth of armor models already (expecially in the non-massive armor department), if even less resources would be dedicated to customization in order to give each character their "style" (that is, instead, plenty characterized with dialogue, expressiveness, writing, and such, and yes, you can interpret this as a personal compliment
Now, if Bioware gave each character their initial costume like they did with Morrigan, but still allowed them to wear a wide range of generic armor models, then it would be quite a lot better. But we're talking about putting more resources into it, not less
Modifié par Abriael_CG, 10 février 2010 - 08:46 .
#66
Posté 10 février 2010 - 08:47
Pfft. You mean having my skinny elf-girl rogue be able to switch plate armors at will with Oghren is "realistic"!?Abriael_CG wrote...
One element that distinguishes western RPGs from JRPGs is an higher degree of realism. In any realistic fantasy world people wear the best protection they find or that they can afford, which, of course, conflicts with the idea of them wearing the same outfit from the first moment you meet them to the end of the game.
It's all conventions -- you just like the old-school conventions better. That's fine (I like them when well done), but you can't say it's about realism.
More to the point, Bio games are story-based, and it's only in D&D that your main story about how you get better and better loot. It's truer to that tradition to have a signature weapon/armor, and though it may take a quest to get it, the endless trade-up doesn't really happen after that.
#67
Posté 10 février 2010 - 08:53
flem1 wrote...
Pfft. You mean having my skinny elf-girl rogue be able to switch plate armors at will with Oghren is "realistic"!?
Metal isn't exactly the least reworkable element in the world. A plate armor can be rearranged and modified by a good armorsmith to fit a different person and size. Recycling armor was very widespread in the middle ages.
For sure it's more realistic than having the same person wear the same skimpy dress in battle from the beginning of the game to the end, no matter what they fight or what environment they fight in.
Better loot DOES contribute to the story, because it shows a clear visual progression of a character to match the progression of his influence in the world, and as such in the story.
Alistair speaking boldly at the Landsmeet or giving his inspirational speech before the final battle wearing his lame little initial scale armor would have been an utterly laughable sight.
Modifié par Abriael_CG, 10 février 2010 - 08:57 .
#68
Posté 10 février 2010 - 09:04
flem1 wrote...
Pfft. You mean having my skinny elf-girl rogue be able to switch plate armors at will with Oghren is "realistic"!?Abriael_CG wrote...
One element that distinguishes western RPGs from JRPGs is an higher degree of realism. In any realistic fantasy world people wear the best protection they find or that they can afford, which, of course, conflicts with the idea of them wearing the same outfit from the first moment you meet them to the end of the game.
It's all conventions -- you just like the old-school conventions better. That's fine (I like them when well done), but you can't say it's about realism.
More to the point, Bio games are story-based, and it's only in D&D that your main story about how you get better and better loot. It's truer to that tradition to have a signature weapon/armor, and though it may take a quest to get it, the endless trade-up doesn't really happen after that.
So because its story based as 99% of Bioware games are in the first place, that makes it ok to remove half the elements or streamline them to a point of near non existance, one would generally expect out of a Bioware RPG? I thought the whole EA buyout would give Bioware more funding to really go all out, instead what we appear to be getting is aspects you'd expect to be deep, slowly being scaled back or "streamlined" if you will, for some nonsensical idea that having less options equals some form of character uniqueness. Um yeah ok. Sorry if I don't buy it. It feels much more like a dumbing down of game mechanics to appeal to the general masses and in turn sell more copies, than it does to any sort of unique visual ascetic. Personally I'd hate to see Bioware go that route and really don't think encouraging them to do so is a good thing.
#69
Posté 10 février 2010 - 09:04
I think its much more important to have well defined characters with a specific look then have customisation. Cloths are a big part of how you feel about a character, just as important as hair and the face.
#70
Posté 10 février 2010 - 09:08
Consider this: one of the reasons you don't get a lot of variety in the armor models is because they are required to fit all body types. More concentrated use of armor likely means more variation overall.Abriael_CG wrote...
Sure, there can be a middle ground, but DA doesn't exactly offer an immense wealth of armor models already (expecially in the non-massive armor department), if even less resources would be dedicated to customization in order to give each character their "style" (that is, instead, plenty characterized with dialogue, expressiveness, writing, and such, and yes, you can interpret this as a personal compliment), there wouldn't be much customizability left.
Now, if Bioware gave each character their initial costume like they did with Morrigan, but still allowed them to wear a wide range of generic armor models, then it would be quite a lot better. But we're talking about putting more resources into it, not less
Also, I'm not sure that anyone is necessarily suggesting that the player character themselves be limited to one type of armor or appearance. All I remember Maria suggesting was that the followers could have such -- and she is correct in her assumption that this would likely work to give them a unique look that distinguished them from the player and from other opponents you'd encounter wearing the same armor.
As I recall, part of the benefit is also that the footprint of a model that doesn't use multiple armor "pieces" is much smaller -- which could potentially allow for more creatures on-screen at one time. Which can certainly add more variety to the combats you face, not to mention the environments the party enters.
All I ever suggested was that there were trade-offs with such a consideration, and it isn't solely a "customization vs. appearance" thing, either. If we were to go down that path (and that's if) that doesn't mean we have to do it the same as a JRPG or Mass Effect, nor do I think anyone was suggesting that we should.
#71
Posté 10 février 2010 - 09:14
#72
Posté 10 février 2010 - 09:30
David Gaider wrote...
Consider this: one of the reasons you don't get a lot of variety in the armor models is because they are required to fit all body types. More concentrated use of armor likely means more variation overall.
Also, I'm not sure that anyone is necessarily suggesting that the player character themselves be limited to one type of armor or appearance. All I remember Maria suggesting was that the followers could have such -- and she is correct in her assumption that this would likely work to give them a unique look that distinguished them from the player and from other opponents you'd encounter wearing the same armor.
As I recall, part of the benefit is also that the footprint of a model that doesn't use multiple armor "pieces" is much smaller -- which could potentially allow for more creatures on-screen at one time. Which can certainly add more variety to the combats you face, not to mention the environments the party enters.
All I ever suggested was that there were trade-offs with such a consideration, and it isn't solely a "customization vs. appearance" thing, either. If we were to go down that path (and that's if) that doesn't mean we have to do it the same as a JRPG or Mass Effect, nor do I think anyone was suggesting that we should.
Variation didn't seem to be an issue with NWN or the first ME. Even down to a helmet toggle for ME2, you guys did such great work with facial features in conversations in a game that has alot of said dialog and conversations only to cover the face of Shepard up should one want the benefits of using DLC armor, seems pretty counter intuitive imo. The first time I wore my terminus armor at afterlife on Omega and ordered a drink only to have my Shepard try and drink through her helmet was the first and last time I used any of the dlc armors that I paid for by pre buying the game and buying new in order to get the Cerberus Network free in the first place. I mean really who's great idea was that decision?
Is it a trade off of not having the luxury anymore of long dev cycles now that EA calls the shots? Or is it just a complete 180 in design choices going forward? Because its not really something one would expect from a Bioware game.
#73
Posté 10 février 2010 - 09:32
But beside that, personally I am getting a little tired of all these types of companions like in DAO and ME2. They invade in my game more forcefully that I would like. They are there and I have to speak to them, everything creates this feeling that I have to talk to them and romance them and learn everything about their past and all that (in ME2 actually if you get the companions out of the picture, you are left with like 5 hours of gameplay). I prefer more silent and "simpler" companion like in BG 1 & 2. They felt more "real" for me, but I have to admit that back then I was younger and played the game with more passion that I do now.
#74
Posté 10 février 2010 - 09:50
David Gaider wrote...
Consider this: one of the reasons you don't get a lot of variety in the armor models is because they are required to fit all body types. More concentrated use of armor likely means more variation overall.
According to my experience with 3D modeling (which is just semi-professional, mind you, so i might be wrong) that's not entirely true. 3D models can be adapted pretty easily to different body types. Textures aren't an issue at all since decently clever modeling makes textures 100% compatible regardless of how the model is stretched around.
Also, I'm not sure that anyone is necessarily suggesting that the player character themselves be limited to one type of armor or appearance. All I remember Maria suggesting was that the followers could have such -- and she is correct in her assumption that this would likely work to give them a unique look that distinguished them from the player and from other opponents you'd encounter wearing the same armor.
And that's exactly the problem. Followers shouldn't need unique clothing to characterize them at the expense of customization. In DA:O followers are quite great exactly because they're so well characterized with their expressiveness, dialogue and physical appearence. The fact that they can wear generic armor models doesn't take away at all from their uniqueness. I doubt anyone would ever mistake Morrigan for Leliana, isn't it?
If unique clothing is needed, it means that their overall characterization is kind of lacking. It's not really the case for DA:O.
Also, unique clothing allows you to appease a wider audience. I don't think that element should be discounted.
As I recall, part of the benefit is also that the footprint of a model that doesn't use multiple armor "pieces" is much smaller -- which could potentially allow for more creatures on-screen at one time. Which can certainly add more variety to the combats you face, not to mention the environments the party enters.
Umh... forgive me, but this sounds a tad weird. In Dragon Age (and in most games that have changeable armor) the armor model isn't worn "over" the character body (which would indeed cause an heavier toll on resource to every character) forcing the hardware to load both the character model and the armor model. Each armor piece in DA:O includes the body parts it portrays, and completely replaces the appropriate part of the body. This means that the engine renders exactly the same number of polygons whether the armor piece is interchangeable or fixed.
All I ever suggested was that there were trade-offs with such a consideration, and it isn't solely a "customization vs. appearance" thing, either. If we were to go down that path (and that's if) that doesn't mean we have to do it the same as a JRPG or Mass Effect, nor do I think anyone was suggesting that we should.
Actually the OP suggested exactly that it should be done like in ME2, and as much as I mostly enjoyed ME2 (less than ME1, exactly due to the lack of certain RPG elements, visual customization included), I can only be appalled by the idea.
Elvhen Veluthil wrote...
I don't see any problem if every
companion in DAO had unique outfits like Morrigan. If you don't like
it, you can change them..
This is exactly the problem. The OP is suggesting DA to be uniformed to the ME2 model, where you cannot change the unique outfits at all.
If all characters had unique outfits on top of the ability to wear generic ones (and I mean as many generic ones as in DA:O, which is what I'd reckon as the bare minimum), I'd be all for it. But the ME2 model? No, that's an U-turn straight into the stone age of RPGs.
You might want to refresh your memories of BG1 and BG2. Companions in those games were definitely not more silent. They had ton of interaction (more than in ME and ME2 actually).
Deep interaction with companions is vital to the depth of a story. Without it we'd have abysmal and shallow stories like the ones we see in Bethesda's games. God forbid...
Modifié par Abriael_CG, 10 février 2010 - 09:56 .
#75
Posté 10 février 2010 - 10:22
That's over-simplifying matters. 5-year development cycles aren't sustainable for any developer in the long term, and aren't necessary once you've got a working engine and existing content.CoS Sarah Jinstar wrote...
Is it a trade off of not having the luxury anymore of long dev cycles now that EA calls the shots? Or is it just a complete 180 in design choices going forward? Because its not really something one would expect from a Bioware game.





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