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Post by alanc9 on Sept 12, 2017 16:07:28 GMT
Given the track record, I think that Obsidian are the best storytellers in western world. As for expectations, I thought since Obsidian showed how superb storytelling absolutely can be implemented in open world Bethesda game, this in itself raised the bar for their further games. Harsh mistake. Afraid so. "X is possible" isn't actually a business case for doing X, particularly when your existing staff isn't optimized for X. I just found it interesting. I actually do something similar on the Paradox boards myself: no way I'm buying HoI4 until it's a lot more evolved than it is (and given the sandboxiness of the design I'm not sure I'll ever play it unmodded). Sure. Actually, I think being completely indifferent to open worlds helps me here. I don't think of the DAI and ME:A zones any differently than I think of a DA:O (or BG2!) dungeon crawl, except that the navigation is a bit different. But that's just an example of Bio games never offering useful stealth and noncombat options. Instead, you get more interesting combat options.
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Post by majesticjazz on Sept 12, 2017 17:04:19 GMT
Uh... no. What you originally said and I wanted to respond to was this: At this point, I suspect part of the disconnect might have to do with our definitions of terms like narrative and story. As near as I can tell, you use them interchangeably and include only main missions. My view is that no narrative exists until a player actually plays the game and creates that narrative not only with their in-game actions and choices, but also other aspects of their role-play (specifically, knowing the character's thoughts, feelings, motivations, priorities). From my perspective and interpretations, any reference to narrative related missions is meaningless, because everything the PC does in a game is narrative related. I don't need to headcanon additional meaning into quests that have my character obtain food or blankets for people who need them - that people need food and blankets is both self-evident and presented in the game. Whether your character feels compelled to do these side quests is entirely up to you, and that's where "the inquisitor context and drive" comes into play. But more to (what I think is) your point - if your real complaint is about the game's power mechanics and the fact that you had to do some side content to earn power to continue the main missions, then say so. If you didn't find the side content interesting or engaging, then say that. Claiming that optional side content obstructs narrative is just silly, as is claiming that players have to headcanon meaning into quests when their purpose and value are self-evident and/or presented in-game. There were quite a few of them in DAI (ambient, non-cutscene dialogues with player input), which was a source of complaint - and they are what I was referencing with my comments. Here is an example: I don't want to watch too much of that ad I haven't played DAI yet. However why would that be a complaint? Well considering that since ME1 Bioware had placed an emphasis on cinematic dialog, DAI seemed to be a step back. Thing is, Bioware knows this and the only reason why DAO did dialog the way they did was because the Xbox 360 and PS3 couldn't handle it all so they had to scale back. Expect DA4 to be a more return to form back to the cinematic approach.
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Post by Deleted on Sept 12, 2017 17:53:25 GMT
At this point, I suspect part of the disconnect might have to do with our definitions of terms like narrative and story. As near as I can tell, you use them interchangeably and include only main missions. My view is that no narrative exists until a player actually plays the game and creates that narrative not only with their in-game actions and choices, but also other aspects of their role-play (specifically, knowing the character's thoughts, feelings, motivations, priorities). Hm, I see. I know that I can't write or speak in English good enough. But I find my understanding of English rather good, however some notions and concepts what do not have direct translation/analogues in my language can be a problem sometimes. I guess we did " hung up on definitions of things" and this is entirely my fault. I perceived the word "narrative" as eh... as the very fabric of process of storytelling if its makes any sense... well, yeah its meaning is rather vague to me I think you're doing fine with the language - there are plenty of native English speakers who think of narrative and story in terms of main quests only, and seem to think of games only in terms of developer supplied branching narrative (while ignoring any emergent narrative created by the player). I'm probably one of the few people on this planet who hasn't played much Mario. I would say that everything a character thinks, feels, does, says along with their reasons and reactions can be part of a narrative. We often don't think about things this way because most of the stories we're told are heavily edited and present only that information the author feels is especially pertinent to the tale. It isn't necessarily a good versus evil breakdown, though it certainly could be. But there's a reason why I talk about character's motivations, priorities, and even values. It's up to you, the player, to decide what is important to your character and choose whether and when to do side quests accordingly. It works a lot better for me than something with a narrower, more linear presentation, like ME2. With its focus on followers, ME2 was almost entirely recruitment and loyalty missions. It offers precious little variety in terms of choosing quests that would reflect my character's primary motivations and values. Yep. That's probably why "fetch" quests are so prevalent in many RPGs. They simply work. Oh, I used to be a completionist myself. Certain modern games (like DAI and Skyrim) cured me of that. But to answer your question, a player can set the character's values and priorities however they wish. If you want to play a "good" Inquisitor who cares about serving people, you can avoid the quests that bore you by prioritizing other things. IOW, rationalize. For example, one Inquisitor might view closing the rifts as too urgent to be sidetracked into doing anything else. Another might think that interfering with the red lyrium supply takes precedence over anything else she can do. There are plenty of ways to play a character. Quality is pretty subjective IME, and it depends a lot on usage. For example, some people might say that a Mercedes-Maybach being better quality than a Kenworth semi-truck is self-evident. That may be true if your intended usage is fast, comfortable passenger travel, but if your intended usage is to move 40 tons of freight, the Mercedes-Maybach would not even be a contender. No worries - that's why I supplied a video example as a reminder. First-person RPGs work very well for me; they give me a camera that puts me directly into that world. I also get along just fine with unvoiced, text-only PCs - they allow me to imagine the exact words my character would say as well as how she would say them. I was not at all happy when DA2 added VO for Hawke - it's been an adjustment for me. I'm quite okay with the ambient dialogues because they feel reasonably realistic and immersive to me. Real life is not a sequence of cinematic moments, after all. Also, cutscene conversations require a lot more effort and expense, and it only serves to reason that the more expensive each individual conversation is to develop, the fewer of them will be developed.
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Post by Deleted on Sept 12, 2017 18:18:22 GMT
alanc9 & @pasquale I remember there was one trailer for DAI, or gameplay video (if it's required I'll look for it but only tomorrow) where was showed, you know, actual side content for DAI. Mission with interaction. With actual feedback, actual decision-making. I remember it very obscurely, watched it too long ago. There was battlefield full of bodies and some dialogue related to this, and there was gameplay where Inquisitor threw igniting bottles into boats to burn them. Well, this was content what was planned for DAI. They visioned their regions actually engaging, with good (not just self-evident and presented, but full of interaction and story-heavy) quests and activity. For some reason it didn't make into final game. But it was supposed to be that. And we all now that same thing happened with MEA with those procedurally generated things. They visioned something awesome, something grand. But it didn't made it into final product too. I dig the sentiment what considering circumstances they did managed not only just release something, but this something is actually good in some aspects. Yes, I remember that whole scenario they showed early ended up being cut. I also think that the main quests that made it into the game fit those qualifications. They're heavily cinematic, dramatic, etc. One thing DAI did that we haven't seen since DAO was the inclusion of mutually exclusive major quests. DAO offered half a dozen different origin stories, and DAI offered main quest recruitment of either mages or templars. I don't really consider DA2's end decision in those terms, since you went through essentially the same battles regardless. It happens to pretty much every piece of media that some content ends up getting cut. I think DAI development really took it in the shorts due to their commitment to release it on FIVE platforms. Supporting last-gen consoles (PS3, Xbox360) was something they wanted to do for fairly obvious reasons, but it meant that they had to cut back on a lot of things to make it fit and work on older hardware.
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Post by Deleted on Sept 12, 2017 18:22:02 GMT
I don't want to watch too much of that ad I haven't played DAI yet. However why would that be a complaint? Well considering that since ME1 Bioware had placed an emphasis on cinematic dialog, DAI seemed to be a step back. Thing is, Bioware knows this and the only reason why DAO did dialog the way they did was because the Xbox 360 and PS3 couldn't handle it all so they had to scale back. Expect DA4 to be a more return to form back to the cinematic approach. Newsflash: DAI was very heavily cinematic. It also included content that was not so cinematic. Cut out all of that content, and some people would once again perceive DAI to be the heavily cinematic game it is. Insist that everything be cinematic, you'll just end up with less content. That might be a big win for you, but a huge loss for a lot of other people who enjoy the other content.
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Post by smilesja on Sept 12, 2017 18:29:52 GMT
Well considering that since ME1 Bioware had placed an emphasis on cinematic dialog, DAI seemed to be a step back. Thing is, Bioware knows this and the only reason why DAO did dialog the way they did was because the Xbox 360 and PS3 couldn't handle it all so they had to scale back. Expect DA4 to be a more return to form back to the cinematic approach. Newsflash: DAI was very heavily cinematic. It also included content that was not so cinematic. Cut out all of that content, and some people would once again perceive DAI to be the heavily cinematic game it is. Insist that everything be cinematic, you'll just end up with less content. That might be a big win for you, but a huge loss for a lot of other people who enjoy the other content. Agreed, DAI had a lot of cinematic content possibly more than ME1. It's just that a lot of it had in game conversations.
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Post by majesticjazz on Sept 12, 2017 19:35:00 GMT
Well considering that since ME1 Bioware had placed an emphasis on cinematic dialog, DAI seemed to be a step back. Thing is, Bioware knows this and the only reason why DAO did dialog the way they did was because the Xbox 360 and PS3 couldn't handle it all so they had to scale back. Expect DA4 to be a more return to form back to the cinematic approach. Newsflash: DAI was very heavily cinematic. It also included content that was not so cinematic. Cut out all of that content, and some people would once again perceive DAI to be the heavily cinematic game it is. Insist that everything be cinematic, you'll just end up with less content. That might be a big win for you, but a huge loss for a lot of other people who enjoy the other content. DAI was cinematic for plot missions but for out in the field sidequest (which made up most of the game), they weren't. As for less content, that is on the effort of Bioware. Witcher 3 was full of content with a more interactive world, day and night cycles, dynamic weather and yet ALL of its dialog was cutscenes.
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Post by Deleted on Sept 12, 2017 19:43:53 GMT
Newsflash: DAI was very heavily cinematic. It also included content that was not so cinematic. Cut out all of that content, and some people would once again perceive DAI to be the heavily cinematic game it is. Insist that everything be cinematic, you'll just end up with less content. That might be a big win for you, but a huge loss for a lot of other people who enjoy the other content. DAI was cinematic for plot missions but for out in the field sidequest (which made up most of the game), they weren't. As for less content, that is on the effort budget of Bioware. FTFY. Budgets aren't unlimited. Spending more in one place means you have less to spend in other areas.
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Post by majesticjazz on Sept 12, 2017 19:45:59 GMT
DAI was cinematic for plot missions but for out in the field sidequest (which made up most of the game), they weren't. As for less content, that is on the effort budget of Bioware. FTFY. Budgets aren't unlimited. Spending more in one place means you have less to spend in other areas. I didnt know EA was low on cash. Again, TW3 and Horizon did it and those were quality games which lots of content. Assassin's Creed Origins looks full of content and one of the biggest AC games and again, all 100% cutscenes.
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Post by Deleted on Sept 12, 2017 20:12:45 GMT
FTFY. Budgets aren't unlimited. Spending more in one place means you have less to spend in other areas. I didnt know EA was low on cash. How much cash EA has or doesn't have matters not a whit. What matters is how much they allocate for the development and marketing of any given game. Apples and oranges. Every studio has different cost structures, and BioWare games have far more dialogue than most other games. BioWare also supports character customization, DA has race selection, which makes animating cutscenes a much more costly challenge. Sales projections also figure heavily into the budget EA is willing to provide. The AC franchise has sold in excess of 100M copies - I'd be surprised if BioWare has sold that many copies of all of their titles added together.
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Post by majesticjazz on Sept 12, 2017 20:32:42 GMT
I didnt know EA was low on cash. How much cash EA has or doesn't have matters not a whit. What matters is how much they allocate for the development and marketing of any given game. Apples and oranges. Every studio has different cost structures, and BioWare games have far more dialogue than most other games. BioWare also supports character customization, DA has race selection, which makes animating cutscenes a much more costly challenge. Sales projections also figure heavily into the budget EA is willing to provide. The AC franchise has sold in excess of 100M copies - I'd be surprised if BioWare has sold that many copies of all of their titles added together. Well considering the critical and financial success of DAI, I am sure that EA will be willing to dish Bioware more money for DA4. Besides, us arguing over this doesnt matter. Bioware already said that the lack of cutscenes was because the Xbox 360 and PS3 could not handle them, took too much memory. Therefore they scaled back which affected the PC, XB1, and PS4 versions. It was not about the lack of funds. Finally, Bioware has heard the complaints against DAI open worlds that are empty and they heard the complaints about cutscenes. I am sure that DA4 will feature more cutscenes and a side quest focus that is more quality > quantity.
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Post by alanc9 on Sept 12, 2017 20:58:12 GMT
Newsflash: DAI was very heavily cinematic. It also included content that was not so cinematic. Cut out all of that content, and some people would once again perceive DAI to be the heavily cinematic game it is. Insist that everything be cinematic, you'll just end up with less content. That might be a big win for you, but a huge loss for a lot of other people who enjoy the other content. DAI was cinematic for plot missions but for out in the field sidequest (which made up most of the game), they weren't. As for less content, that is on the effort of Bioware. Witcher 3 was full of content with a more interactive world, day and night cycles, dynamic weather and yet ALL of its dialog was cutscenes. "Effort" is a silly way to think about this. It's not like the devs were sitting around playing Overwatch instead of working on cutscenes.
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Post by Deleted on Sept 12, 2017 21:08:47 GMT
How much cash EA has or doesn't have matters not a whit. What matters is how much they allocate for the development and marketing of any given game. Apples and oranges. Every studio has different cost structures, and BioWare games have far more dialogue than most other games. BioWare also supports character customization, DA has race selection, which makes animating cutscenes a much more costly challenge. Sales projections also figure heavily into the budget EA is willing to provide. The AC franchise has sold in excess of 100M copies - I'd be surprised if BioWare has sold that many copies of all of their titles added together. Well considering the critical and financial success of DAI, I am sure that EA will be willing to dish Bioware more money for DA4. It was very well-received, but I don't think any of us know exactly how profitable it was. Their success should help BioWare to get their next DA game well-funded. I don't suppose you have any links to demonstrate any of this? Yeah. Quality is subjective. I'm bummed if what you say about cutscenes is true. It's happened to me far too many times that control of my character was ripped out of my hands by the triggering of some damned cutscene. The ambient conversations feel much more organic to me.
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Post by majesticjazz on Sept 12, 2017 23:02:21 GMT
Well considering the critical and financial success of DAI, I am sure that EA will be willing to dish Bioware more money for DA4. It was very well-received, but I don't think any of us know exactly how profitable it was. Their success should help BioWare to get their next DA game well-funded. I don't suppose you have any links to demonstrate any of this? Yeah. Quality is subjective. I'm bummed if what you say about cutscenes is true. It's happened to me far too many times that control of my character was ripped out of my hands by the triggering of some damned cutscene. The ambient conversations feel much more organic to me. Quality is subjective but when most of the reviews and most of the criticisms was that the worlds felt like a chore amd too MMO like, you can bet Bioware to make changes with DA4. While this article was in response to MEA, it does mention DAI quite a bit. www.google.com/amp/s/www.polygon.com/platform/amp/2017/4/18/15324366/mass-effect-andromeda-open-world-biowareAgain, the "ambient" conversations were not something they wanted to do but more of a compromise due to limitations at the time. I am sure that those complications would be ironed out in DA4.
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Post by colfoley on Sept 12, 2017 23:07:24 GMT
It was very well-received, but I don't think any of us know exactly how profitable it was. Their success should help BioWare to get their next DA game well-funded. I don't suppose you have any links to demonstrate any of this? Yeah. Quality is subjective. I'm bummed if what you say about cutscenes is true. It's happened to me far too many times that control of my character was ripped out of my hands by the triggering of some damned cutscene. The ambient conversations feel much more organic to me. Quality is subjective but when most of the reviews and most of the criticisms was that the worlds felt like a chore amd too MMO like, you can bet Bioware to make changes with DA4. Again, the "ambient" conversations were not something they wanted to do but more of a compromise due to limitations at the time. I am sure that those complications would be ironed out in DA4. Any reviewer who calls the content in DA I 'MMOish' should be ignored.
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Post by majesticjazz on Sept 12, 2017 23:23:24 GMT
Quality is subjective but when most of the reviews and most of the criticisms was that the worlds felt like a chore amd too MMO like, you can bet Bioware to make changes with DA4. Again, the "ambient" conversations were not something they wanted to do but more of a compromise due to limitations at the time. I am sure that those complications would be ironed out in DA4. Any reviewer who calls the content in DA I 'MMOish' should be ignored. Again, that is besides the point. Tue core point is that most reviews and fans considered Bioware's first approach to open world to be a bit behind the curve. Many cite the fetch quest while others cite the non-reactive world where there are many stationary "telephone pole" NPCs (think of the drunk on Eos). And for a 2014 (DAI) and 2017 (MEA) games, that just doesnt work; especially when games like Horizon and TW3 did things much better. Again, like this article talks about: www.google.com/amp/s/www.polygon.com/platform/amp/2017/4/18/15324366/mass-effect-andromeda-open-world-biowareAt the end of the day, Bioware heard the feedback and it will be interesting to see how they work that with DA4.
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Post by colfoley on Sept 12, 2017 23:26:07 GMT
Any reviewer who calls the content in DA I 'MMOish' should be ignored. Again, that is besides the point. Tue core point is that most reviews and fans considered Bioware's first approach to open world to be a bit behind the curve. Many cite the fetch quest while others cite the non-reactive world where there are many stationary "telephone pole" NPCs (think of the drunk on Eos). And for a 2014 (DAI) and 2017 (MEA) games, that just doesnt work; especially when games like Horizon and TW3 did things much better. Again, like this article talks about: www.google.com/amp/s/www.polygon.com/platform/amp/2017/4/18/15324366/mass-effect-andromeda-open-world-biowareAt the end of the day, Bioware heard the feedback and it will be interesting to see how they work that with DA4. Which is just a bit on the odd side, at least to me, because BioWare clearly listened to the feedback for MEA when designing the open world and the side quest designs over DA I and made a pretty huge across the board improvement. Sure it may not be as good as Witcher 3 in these regards, but they're close, and since Witcher 3 seems to be the industry standard in such things I'll take close.
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Post by Cyberstrike on Sept 12, 2017 23:40:05 GMT
FTFY. Budgets aren't unlimited. Spending more in one place means you have less to spend in other areas. I didnt know EA was low on cash. Again, TW3 and Horizon did it and those were quality games which lots of content. Assassin's Creed Origins looks full of content and one of the biggest AC games and again, all 100% cutscenes. You I have played Horizon: Zero Dawn and that game has more cutscenes than DA:I and ME:A combined.
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Post by colfoley on Sept 12, 2017 23:43:08 GMT
I think people are truly underestimating just how resource intensive it is to have a protagonist character which can be custimizable can have on the number of cutscenes and resource allotments. All of the games mentioned do not have custimizable protags. Witcher, HZD, AC.
And look at other games with cutimizable protags. Skyrim didn't have any cutscenes at all, and FO 4 seemed to have very simplistic ones.
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Post by alanc9 on Sept 13, 2017 1:16:48 GMT
Any reviewer who calls the content in DA I 'MMOish' should be ignored. Again, that is besides the point. Tue core point is that most reviews and fans considered Bioware's first approach to open world to be a bit behind the curve. Many cite the fetch quest while others cite the non-reactive world where there are many stationary "telephone pole" NPCs (think of the drunk on Eos). The funny thing about this argument is how old it is. Reactive worlds and NPC cycles go all the way back to at least mid-period Ultimas. I've been hearing about how Bio's being left behind by other RPG developers for about fifteen years now. I suppose it might finally be true this time.
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Post by majesticjazz on Sept 13, 2017 3:08:18 GMT
I think people are truly underestimating just how resource intensive it is to have a protagonist character which can be custimizable can have on the number of cutscenes and resource allotments. All of the games mentioned do not have custimizable protags. Witcher, HZD, AC. And look at other games with cutimizable protags. Skyrim didn't have any cutscenes at all, and FO 4 seemed to have very simplistic ones. But FO4 is still good enough because while they may be simplistic "cutscenes" it is still better than what DAI did which really disconnected people from their character. At least in FO4 you saw a zoomed in picture of your avatar talking and you see their emotions, reactions, concerns etc as well as those of the person you are talking to. In DAI, I often felt like some bystander sitting back watching 2 people talk. Again though, I am confident that Bioware has heard the feedback from DAI as well as MEA and adjust accordingly. I am not worried at all. In fact, I am doing a trilogy run of DA to include all novels and comics to lead up to DA4.
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Post by majesticjazz on Sept 13, 2017 3:15:09 GMT
Again, that is besides the point. Tue core point is that most reviews and fans considered Bioware's first approach to open world to be a bit behind the curve. Many cite the fetch quest while others cite the non-reactive world where there are many stationary "telephone pole" NPCs (think of the drunk on Eos). The funny thing about this argument is how old it is. Reactive worlds and NPC cycles go all the way back to at least mid-period Ultimas. I've been hearing about how Bio's being left behind by other RPG developers for about fifteen years now. I suppose it might finally be true this time. Im not sure what point you were trying to make. If other games are being able to pull off open worlds in a manner that is deemed manageable like Witcher 3 and GTA5, what is holding other games back? I mean I like Bioware, but I am not some loyalist that is incapable of criticising them. They do characters better than any dev, but when it comes to the open world/open zone scheme, they are far behind the curve.
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Post by alanc9 on Sept 13, 2017 3:59:46 GMT
The funny thing about this argument is how old it is. Reactive worlds and NPC cycles go all the way back to at least mid-period Ultimas. I've been hearing about how Bio's being left behind by other RPG developers for about fifteen years now. I suppose it might finally be true this time. Im not sure what point you were trying to make. If other games are being able to pull off open worlds in a manner that is deemed manageable like Witcher 3 and GTA5, what is holding other games back? I mean I like Bioware, but I am not some loyalist that is incapable of criticising them. They do characters better than any dev, but when it comes to the open world/open zone scheme, they are far behind the curve. My point is that Bio didn't avoid doing this stuff because they couldn't. They didn't think it was desirable to do it. Similarly, they dropped day/night cycles after NWN, because they didn't think that simulating the world was useful. The argument that they're behind the curve was made over a decade ago. Naybe that argument is finally true? Maybe features that were old hat in 2000 are essential today? I don't know. But I do know that the argument was nonsense the first time around.
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Post by river82 on Sept 13, 2017 6:33:27 GMT
Im not sure what point you were trying to make. If other games are being able to pull off open worlds in a manner that is deemed manageable like Witcher 3 and GTA5, what is holding other games back? I mean I like Bioware, but I am not some loyalist that is incapable of criticising them. They do characters better than any dev, but when it comes to the open world/open zone scheme, they are far behind the curve. My point is that Bio didn't avoid doing this stuff because they couldn't. They didn't think it was desirable to do it. Similarly, they dropped day/night cycles after NWN, because they didn't think that simulating the world was useful. The argument that they're behind the curve was made over a decade ago. Naybe that argument is finally true? Maybe features that were old hat in 2000 are essential today? I don't know. But I do know that the argument was nonsense the first time around. Not really related to this discussion, but I should point out that the newest Zelda (while having its flaws) is the latest example of the evolution in open world games. The way they take the open world formula forward is why people love that game. From controlled world to what some are calling the "engaged world", the future of open world games are engaged worlds and Bioware can't even manage the controlled world formula (large worlds where you travel from small mission to mission.) Bioware have no chance, zero, nada, of ever being successful within this genre, and they really should just give up now. Whatever ideas they have about open world game, those ideas are probably 10 years or so "behind the times" *shrugs* EDIT: I really do think the best thing for Bioware is to give up the open world idea. It's really just not their thing.
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Post by majesticjazz on Sept 13, 2017 11:59:31 GMT
My point is that Bio didn't avoid doing this stuff because they couldn't. They didn't think it was desirable to do it. Similarly, they dropped day/night cycles after NWN, because they didn't think that simulating the world was useful. The argument that they're behind the curve was made over a decade ago. Naybe that argument is finally true? Maybe features that were old hat in 2000 are essential today? I don't know. But I do know that the argument was nonsense the first time around. Not really related to this discussion, but I should point out that the newest Zelda (while having its flaws) is the latest example of the evolution in open world games. The way they take the open world formula forward is why people love that game. From controlled world to what some are calling the "engaged world", the future of open world games are engaged worlds and Bioware can't even manage the controlled world formula (large worlds where you travel from small mission to mission.) Bioware have no chance, zero, nada, of ever being successful within this genre, and they really should just give up now. Whatever ideas they have about open world game, those ideas are probably 10 years or so "behind the times" *shrugs* EDIT: I really do think the best thing for Bioware is to give up the open world idea. It's really just not their thing. My point exactly. Bioware may have their personal justifications for why they choose not to do certain things but the general gamerbase also has certain expectations and Bioware is not meeting them. Either Bioware is being set in their own ways or they simply cant do open world. Either way, it seems that for the past two attempts, they have come up short and if you include the uncharted worlds in ME1, that is 3 times they failed to do it right. This is why DA4 is so interesting. If they go the open world route again, would it be a double-down on the DAI/MEA system or will they finally try to playball?
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