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Are Bioware games inherently linear?


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#1
Guest_slimgrin_*

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When I think back on the Bioware titles I have played, Intricate level design or large maps to explore are not part of the experience. I understand developers have to prioritize, but both the "worlds" in Dragon age and Mass effect are very tight and limited. It's too bad, in my opinion.

Does anyone agree?

#2
Varenus Luckmann

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You are a young Padawan.

#3
Ricardoy

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Varenus Luckmann wrote...

You are a young Padawan.


Fail.He is not a padawan he is a youngling Q_Q

#4
Varenus Luckmann

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Ricardoy wrote...

Varenus Luckmann wrote...

You are a young Padawan.


Fail.He is not a padawan he is a youngling Q_Q

You know what the worst part is? That I was considering editing my post into "Youngling", but decided that it was too much effort just to sound more condescending.

How does "little grasshopper" sound?

#5
addiction21

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Yes

#6
Murmillos

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I think the "smaller" levels are by default, design of people wanting better graphics. Better more detailed and life like graphics take up more room in terms of memory, which means less can be stored and displayed at one time, meaning large explorable drab worlds are now replaced by small focused rich worlds.



I mean.. Almost all of ME2 levels are smaller then they were of ME1's, but in ME2, you can see they have a lot more detail. But a lot of that detail us useless outside of the fact that it does nothing else but make the world look "slightly" more real life like.

#7
Chuvvy

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I'd like to see some larger hub worlds to wonder in,but bioware games are story driven and linearity makes it easier to tell a story. I'd also like to see NPC that actually walk,just send an email to Todd Howard BW he'll show you.

Modifié par Slidell505, 21 février 2010 - 04:28 .


#8
Varenus Luckmann

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I like how I am now an old person and my entire hobby has been invaded by children who have no knowledge of anything older than 5 years.

Oh, wait. No I don't.

#9
lumen11

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Obviously I don't mind a bit of non-linearity, but it should never come at the expense of story, which it often does.



I always think of the Jedi Knight 2 vs Jedi Knight 3 example. Jedi Knight 3 had better graphics, lightsaber combat, acrobatics, cutscenes, level concepts, level art design etc., but it still came short of JK2 because the latter was structured linearly and used that structure to tell its story and guide ability progression in connection with level design. Pure level design (layout) was also really nice in JK2.

#10
Guest_slimgrin_*

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Those criticizing without explaining... weak.

I guess If youre going to show some balls, behind the safety of you're keyboard is as good a place as any.

#11
Varenus Luckmann

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slimgrin wrote...
Those criticizing without explaining... weak.

I guess If youre going to show some balls, behind the safety of you're keyboard is as good a place as any.

Yeah, I'm sure you're really tough behind your screen name, right there.

#12
ImperialOperative

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Linear level design? In my Bioware games?



Nonsense!

#13
Big_Stupid_Jelly

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All games are inherently linear, to some degree, otherwise you'd end up with a sand-box game, which if it doesn't have loads and loads of content can get boring.




#14
Jaymo147

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Play Dragon Age: Origins lol.





(Don't get me wrong, it is an amazing game)



Bioware games are linear to tell and great story.

#15
Grand_Commander13

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Bioware doesn't do non-linear—their idea of "non-linear" is choosing which order to draw the lines in. For a truly non-linear story, try Invisible War, or Fallout: both have points you must end up at, but for large swathes of the game you can arrive at those points in a natural fashion. For non-linear level design, both Deus Exes are excellent in that regard—a level is laid out relatively realistically, not as a path you must follow.

Bioware RPGs? Not so much. Like I said, it's "here's a bunch of linear levels; what order would you like to do them in before progressing to the purely linear endgame?"

#16
lumen11

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By the way, can you people give me an example of what you think is a successful non-linear game.

Oblivion made a good show of allowing you to do the game in whatever order you liked, but the main story was still pretty linear...

edit:
K, so Deus Ex is one.

Modifié par lumen11, 21 février 2010 - 04:44 .


#17
Borschtbeet

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I think Bioware games offer the perfect balance with linearity. They're no overly linear like Final Fantasy X and XIII where it's just move forward, fight, watch cutscene repeat.

At the same time, they're not so open ended that they lose their sense of identity like Oblivion which is just miles of worthless terrain.

#18
Guest_slimgrin_*

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Why not strike more of a balance between exploration and a story driven plot, like ME1 did?



Too much effort for some gamers?



The hubs and levels look great; I know that takes up memory. But the end level in ME1 is as artistically inspired as anything in ME2.

#19
Borschtbeet

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I actually had a desire to play the side quests in Mass Effect 2 because they were varied in fun. The side quests in Mass Effect 1 all seemed to take place in the same boring underground bunker.



I think that fact alone made exploration more fun in Mass Effect 2.

#20
ImperialOperative

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slimgrin wrote...

Why not strike more of a balance between exploration and a story driven plot, like ME1 did?

Too much effort for some gamers?

The hubs and levels look great; I know that takes up memory. But the end level in ME1 is as artistically inspired as anything in ME2.


Wait, you think ME1 struck a balance of non-linearity? lulz

Was it those enormous empty generic texture maps that gave you that illusion?

#21
RighteousRage

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slimgrin wrote...

Why not strike more of a balance between exploration and a story driven plot, like ME1 did?

Too much effort for some gamers?


Probably because the exploration in ME 1 consisted of playing the Motocross Madness demo in slow mo with worse physics

#22
Big_Stupid_Jelly

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Anyway whats wrong with games being, to some degree, linear?



Every one of us lives a completely linear life, yes you can do what you want in it, but it's basically linear; Born, grow up, grow old, die. Its the same with games, the general structure needs to be somewhat linear, but at the same time it should still allow mobility and freedom within that structure.



Personally ME1 did it ok for me, ME2 not so much.


#23
Harcken

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Bioware games have been linear since they were founded. I actually prefer linear game design from Bioware games, I'll get my open world fix from Rockstar and Bethesday. I get my RPG/good story fix from Obsidian and Bioware.

#24
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Theres alot of territory between Oblivion and ME2.



But Fallout, ME1, Oblivion, are all good examples. So is Arkham asylum, which afforded the player a bit more exploration than ME2 as well.



As mentioned before, ME1 has a larger feel.

#25
Ryzaki

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I find it hilarious though how some BioWare fans slam on Jrpgs for being linear. Like uh...hello?



Though yes all BioWare games have a great deal of linearity to them.