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Post by phoray on Oct 7, 2017 2:17:26 GMT
No, but surely you see why they have the locks. You could burn a ton of wordcount handing this stuff otherwise. Yeah, I remember when asked about it Bioware said making a poly romance is a nightmare between all the programming, writing, voice work, etc needed for all the variations. The only way it could work is if there were two characters already together and the PC can join them in a poly relationship. phoray Or like @carefull suggests, that it's difficult to program so many relationships. Bioware is pretty liberal on relationships considering that you can be polygamous in the first two games I believe. One could argue that we don't get into too many relationships in DAI because they struggled with the engine and since as mentioned before you can be in multiple relationships in ME: A, I can see this being a possiblity in DA 4. But I'm not arguing for polyamorous relationships, I'm arguing for realistic immersive one on one relationships where we talk at SOME point in the relationship about what sex means to us and the rules/assumptions that such an act means regarding exclusivity. Rather than the Serial Monogamy they force you into in DAI if not outright Fairy Tale Monogamy.
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Post by phoray on Oct 7, 2017 2:23:29 GMT
Yeah, I feel like discussing DAI's strengths because they are often overlooked. But how many people want to turn to a video game to explore multiple fictional faiths? I can't be the only one, but I also didn't buy DAI thinking that is what I would get.
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Post by Iakus on Oct 7, 2017 2:23:59 GMT
Yup, you can have a "mature" story without going all "dark and gritty" Game of Thrones and the Witcher have become a cancer. I love GoT, and I like the Witcher. That being said, I enjoy it for other reasons than "it's dark." For all this talk about dark themes, characters, and plot, I don't feel like I'm defending DAI by insistinng that they exist in the game. I wonder why we're not talking about how well the game explores its themes, the quality of the character development, why the narrative is compelling (or not). And unless the game has something new to say about prostitution that makes the inclusion of a brothel more than an uninspired trope, shoehorned to put a checkmark on what seems to be an oddly specific "darkness" checklist, its inclusion or exclusion has no bearing on the questions above. It's fine to like them, for whatever reason. But their popularity has spurred this need for everything to be like them. And that leads to cheap copies and "dark and gritty for the sake of dark and gritty."
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Post by smilesja on Oct 7, 2017 2:36:08 GMT
Yeah, I remember when asked about it Bioware said making a poly romance is a nightmare between all the programming, writing, voice work, etc needed for all the variations. The only way it could work is if there were two characters already together and the PC can join them in a poly relationship. phoray Or like @carefull suggests, that it's difficult to program so many relationships. Bioware is pretty liberal on relationships considering that you can be polygamous in the first two games I believe. One could argue that we don't get into too many relationships in DAI because they struggled with the engine and since as mentioned before you can be in multiple relationships in ME: A, I can see this being a possiblity in DA 4. But I'm not arguing for polyamorous relationships, I'm arguing for realistic immersive one on one relationships where we talk at SOME point in the relationship about what sex means to us and the rules/assumptions that such an act means regarding exclusivity. Rather than the Serial Monogamy they force you into in DAI if not outright Fairy Tale Monogamy. Has Origins and DA2 even have that level of depth? It's usually just build up a person's relationship meter. DAI despite being a bit restrictive had a more realistic approach at least to me. You had to earn their romance. They could deepen the relationship themes and I would love to see that, but I haven't really seen where Origins and DA2 did what you're suggesting.
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Post by phoray on Oct 7, 2017 2:39:36 GMT
But I'm not arguing for polyamorous relationships, I'm arguing for realistic immersive one on one relationships where we talk at SOME point in the relationship about what sex means to us and the rules/assumptions that such an act means regarding exclusivity. Rather than the Serial Monogamy they force you into in DAI if not outright Fairy Tale Monogamy. Has Origins and DA2 even have that level of depth? It's usually just build up a person's relationship meter. DAI despite being a bit restrictive had a more realistic approach at least to me. You had to earn their romance. They could deepen the relationship themes and I would love to see that, but I haven't really seen where Origins and DA2 did what you're suggesting. J What people call the Jealousy conversations in DAO are exclusivity discussions. And after each sexual encounter in DA2, we had a discussion about what that act meant. To Isabella, she called it "fun." Merril professed her love. FEnris called it too intense and left. And Anders wanted to move in. The problem in DA2 is that, sadly, these discussions only happened AFTER the fade to black. Which caused Merril to run crying from my mansion, leaving me to feel like a monster for the mixed message. What I thought was comfort sex, she thought was LOVE. That's messy timing for a discussion of what the sex act means to them.
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Post by Superhik on Oct 7, 2017 2:40:01 GMT
True, but it is something about Brothels that clearly triggers Bioware in a way they werent with DAO and DA2. The question is, why? The need to protect the delicate wimminz. Maybe they could replace brothels with Tevinter beauty saloons? Nice and relaxing.
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Post by smilesja on Oct 7, 2017 2:41:54 GMT
Has Origins and DA2 even have that level of depth? It's usually just build up a person's relationship meter. DAI despite being a bit restrictive had a more realistic approach at least to me. You had to earn their romance. They could deepen the relationship themes and I would love to see that, but I haven't really seen where Origins and DA2 did what you're suggesting. J What people call the Jealousy conversations in DAO are exclusivity discussions. And after each sexual encounter in DA2, we had a discussion about what that act meant. To Isabella, she called it "fun." Merril professed her love. FEnris called it too intense and left. And Anders wanted to move in. The problem in DA2 is that, sadly, these discussions only happened AFTER the fade to black. Which caused Merril to run crying from my mansion, leaving me to feel like a monster for the mixed message. What I thought was comfort sex, she thought was LOVE. That's messy timing for a discussion of what the sex act means to them. I see it as realistic reactions. Isabela likes having sex in contrast to Merrill who wants to seek more than just sex.
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Post by slimgrin727 on Oct 7, 2017 2:42:26 GMT
I love GoT, and I like the Witcher. That being said, I enjoy it for other reasons than "it's dark." For all this talk about dark themes, characters, and plot, I don't feel like I'm defending DAI by insistinng that they exist in the game. I wonder why we're not talking about how well the game explores its themes, the quality of the character development, why the narrative is compelling (or not). And unless the game has something new to say about prostitution that makes the inclusion of a brothel more than an uninspired trope, shoehorned to put a checkmark on what seems to be an oddly specific "darkness" checklist, its inclusion or exclusion has no bearing on the questions above. It's fine to like them, for whatever reason. But their popularity has spurred this need for everything to be like them. And that leads to cheap copies and "dark and gritty for the sake of dark and gritty." I'd argue low fantasy from Martin and Sapkowski has helped invigorate the genre and made it relevant. We wouldn't be talking about fantasy right now without these guys.
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Post by phoray on Oct 7, 2017 2:43:22 GMT
J What people call the Jealousy conversations in DAO are exclusivity discussions. And after each sexual encounter in DA2, we had a discussion about what that act meant. To Isabella, she called it "fun." Merril professed her love. FEnris called it too intense and left. And Anders wanted to move in. The problem in DA2 is that, sadly, these discussions only happened AFTER the fade to black. Which caused Merril to run crying from my mansion, leaving me to feel like a monster for the mixed message. What I thought was comfort sex, she thought was LOVE. That's messy timing for a discussion of what the sex act means to them. I see it as realistic reactions. Isabela likes having sex in contrast to Merrill who wants to seek more than just sex. I don't understand what you're saying. I know you are saying something against my point, but I just can't parse it.
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Post by phoray on Oct 7, 2017 2:44:53 GMT
The need to protect the delicate wimminz. Maybe they could replace brothels with Tevinter beauty saloons? Nice and relaxing. I certainly wouldn't mind a Barber Shop being the new place to get the Gossip. Then we won't need the Black Emporium, but we'd also enjoy the hilarity that Mr. Hair Cut has the downlow on the biggest dramas in Minrathous. It's believeable, don't deny it.
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Post by alanc9 on Oct 7, 2017 3:48:25 GMT
Has Origins and DA2 even have that level of depth? It's usually just build up a person's relationship meter. DAI despite being a bit restrictive had a more realistic approach at least to me. You had to earn their romance. They could deepen the relationship themes and I would love to see that, but I haven't really seen where Origins and DA2 did what you're suggesting. J What people call the Jealousy conversations in DAO are exclusivity discussions. And after each sexual encounter in DA2, we had a discussion about what that act meant. To Isabella, she called it "fun." Merril professed her love. FEnris called it too intense and left. And Anders wanted to move in. The problem in DA2 is that, sadly, these discussions only happened AFTER the fade to black. Which caused Merril to run crying from my mansion, leaving me to feel like a monster for the mixed message. What I thought was comfort sex, she thought was LOVE. That's messy timing for a discussion of what the sex act means to them. I'm not sure I'm following. Are messes like that bad, or good? I'm not seeing the problem. Maybe it's a generational thing too. Trying to sort out what something meant after you did it is pretty much how I've lived my life.
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Post by river82 on Oct 7, 2017 3:59:52 GMT
Take them out as in no longer include them in the game. There is a reason why. Just like if they took out romances, a race, or other stuff. There is a reason, especially since they were in the 1st two games. But hey, we have like 18 months to speculate. Lets just hope this frees them up to make better side quest and an emergent open world. Wouldn't putting something into a game be the thing that needed "a reason why"? Apart from building a living and breathing world? I dealt with this in an above post, if you limit your worldbuilding to only what the game/stories require your world will be a 2 dimensional, sucky, POS.
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Post by midnight tea on Oct 7, 2017 4:46:11 GMT
Wouldn't putting something into a game be the thing that needed "a reason why"? Apart from building a living and breathing world? I dealt with this in an above post, if you limit your worldbuilding to only what the game/stories require your world will be a 2 dimensional, sucky, POS. Hard to argue that 'there's no worldbuilding' or world of DA is limited or 2-dimensional when you actually see how much environmental storytelling is there in each zone, and that's with addition of what we can find there. But worldbuilding can't be separate from game's budget and what can be pulled off at a time the game is being developed. And things like cities are an exceedingly complicated things to build, especially a.) on an engine nobody prior to DAI has used to build RPGs (or living, breathing cities for that matter) b.) a game that has to be scaled down to old-gen consoles being able to play them, which has directly affected even things like animations, AI or how many NPCs we can see at given moment in the game. Even recently Mike Laidlaw explained why is it that people don't see things like class-specific cutscenes often - and expanded further in his recent stream that people simply don't understand that every single thing in the game goes into it at the cost of another. You want this? Okay, but you won't have that. Or it won't be what you want it to be. Or there is simply no time to build this, without cutting something else. Inquisition was about more than just Orlais or events that would make us focus on bigger city for that matter. It was simply not feasible to build bigger Val Royeaux and put stuff in it. Hence we don't have it and hence there's no stuff like brothels. It really isn't that complicated.
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Post by river82 on Oct 7, 2017 5:00:48 GMT
Hard to argue that 'there's no worldbuilding' or world of DA is limited or 2-dimensional when you actually see how much environmental storytelling is there in each zone, and that's with addition of what we can find there. But worldbuilding can't be separate from game's budget and what can be pulled off at a time the game is being developed. And things like cities are an exceedingly complicated things to build, especially a.) on an engine nobody prior to DAI has used to build RPGs (or living, breathing cities for that matter) b.) a game that has to be scaled down to old-gen consoles being able to play them, which has directly affected even things like animations, AI or how many NPCs we can see at given moment in the game. Even recently Mike Laidlaw explained why is it that people don't see things like class-specific cutscenes often - and expanded further in his recent stream that people simply don't understand that every single thing in the game goes into it at the cost of another. You want this? Okay, but you won't have that. Or it won't be what you want it to be. Or there is simply no time to build this, without cutting something else. Inquisition was about more than just Orlais or events that would make us focus on bigger city for that matter. It was simply not feasible to build bigger Val Royeaux and put stuff in it. Hence we don't have it and hence there's no stuff like brothels. It really isn't that complicated. Yes, budget is definitely a factor for sure. Also Mike Laidlaw drastically underestimates the understanding of the community, imo. I disagree with you about the feasibility of a bigger Val Royeaux. Bioware went into Inquisition set on greatly expanding the exploration gameplay of the game due to the backlash of DA:2. Because of this environments were created far larger than was originally conceived, and I would have been happy for those to be cut for a bigger Val Royeaux. There is no narrative reason to have the Hinterlands as large as it is, and imo they weren't very interesting. You have a different opinion of that, but mine is that they would have been better to focus more on the city and less on the surrounding areas. So it's not about feasibility at all, but rather priorities, and Bioware's overcompensation (in my view) due to the backlash after the second Dragon Age. Inquisition's narrative was moulded around it's open world nature. In an interview Gaider talks about having a story set for DA:I and having to mould it around a game that suddenly had a much greater exploration focus.
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Post by cloud9 on Oct 7, 2017 5:22:28 GMT
My point is your statement about Bioware being scared of having sex in their games is objectively false. The only game that showed sex scenes is Andromeda and Inquisition doesn't really count they're just getting makes and not really showing it like Witcher 3. And BioWare are sugarcoating that kind of thing and not really going for it.
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Post by river82 on Oct 7, 2017 5:24:11 GMT
Actually they could have almost scrapped Hissing Wastes to spend time on Val Royeaux ...
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Post by midnight tea on Oct 7, 2017 5:46:04 GMT
Hard to argue that 'there's no worldbuilding' or world of DA is limited or 2-dimensional when you actually see how much environmental storytelling is there in each zone, and that's with addition of what we can find there. But worldbuilding can't be separate from game's budget and what can be pulled off at a time the game is being developed. And things like cities are an exceedingly complicated things to build, especially a.) on an engine nobody prior to DAI has used to build RPGs (or living, breathing cities for that matter) b.) a game that has to be scaled down to old-gen consoles being able to play them, which has directly affected even things like animations, AI or how many NPCs we can see at given moment in the game. Even recently Mike Laidlaw explained why is it that people don't see things like class-specific cutscenes often - and expanded further in his recent stream that people simply don't understand that every single thing in the game goes into it at the cost of another. You want this? Okay, but you won't have that. Or it won't be what you want it to be. Or there is simply no time to build this, without cutting something else. Inquisition was about more than just Orlais or events that would make us focus on bigger city for that matter. It was simply not feasible to build bigger Val Royeaux and put stuff in it. Hence we don't have it and hence there's no stuff like brothels. It really isn't that complicated. Yes, budget is definitely a factor for sure. Also Mike Laidlaw drastically underestimates the understanding of the community, imo. Not according to what can be seen even on this very forum. And I tell that from a standpoint of someone who isn't a game developer. This isn't just a matter of overcompensation. Because of kind of games that have been developed on Frostbite before the Inquisition, the engine excelled in building large, beautiful environments - but that was as much as it excelled at when it arrived at Bioware's doorsteps when it came to their needs. According to a book with a chapter on DAI's development, the art department had an absolute blast with designing environments - unlike other departments that had been bogged by waiting for even basic RPG tools to be developed. This resulted with DAI's environments being built long before they could do many other things in the game - environments that were simply easier to bring to life than a city, especially if we keep in mind that they've had to tailor everything to ancient hardware. In the zones, the features and quests can be dispersed over bigger area and have more variety, instead of a concentrated area of the city that would require different content that would likely resemble more "Wicked Eyes and Wicked Hearts" and be less combat-oriented. It'd be preposterous for Inquisitor, for example, to get into too many fights in the city. So yes - it is about feasibility, narrative or from design standpoint. Hinterlands may have been too big for people, but cutting it simply wouldn't result with addition of a chunk of Val Royeaux, just like cutting exploration content - as explained by David Gaider on old BSN - wouldn't have resulted with a longer main quest. Which is why I said Inquisition was about more than just Orlais or events that would make us focus on bigger city or why it simply wasn't feasible to build Val Royeaux in a game. This isn't just about exploration, but how far on the map we can venture or what we do around the world. There is a legitimate question of what really Inquistion can do in Val Royeaux, outside of what their people can do as well as some more diplomacy or spy oriented missions that Josie and Leliana have well in hand and can be delegated from Skyhold. Those were tools that were simply not available for our Wardens or Hawkes.
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Post by river82 on Oct 7, 2017 6:06:30 GMT
Yes, budget is definitely a factor for sure. Also Mike Laidlaw drastically underestimates the understanding of the community, imo. Not according to what can be seen even on this very forum. And I tell that from a standpoint of someone who isn't a game This isn't just a matter of overcompensation. Because of kind of games that have been developed on Frostbite before the Inquisition, the engine excelled in building large, beautiful environments - but that was as much as it excelled at when it arrived at Bioware's doorsteps when it came to their needs. According to a book with a chapter on DAI's development, the art department had an absolute blast with designing environments - unlike other departments that had been bogged by waiting for even basic RPG tools to be developed. This resulted with DAI's environments being built long before they could do many other things in the game - environments that were simply easier to bring to life than a city, especially if we keep in mind that they've had to tailor everything to ancient hardware. In the zones, the features and quests can be dispersed over bigger area and have more variety, instead of a concentrated area of the city that would require different content that would likely resemble more "Wicked Eyes and Wicked Hearts" and be less combat-oriented. It'd be preposterous for Inquisitor, for example, to get into too many fights in the city. So yes - it is about feasibility, narrative or from design standpoint. Hinterlands may have been too big for people, but cutting it simply wouldn't result with addition of a chunk of Val Royeaux, just like cutting exploration content - as explained by David Gaider on old BSN - wouldn't have resulted with a longer main quest. Which is why I said Inquisition was about more than just Orlais or events that would make us focus on bigger city or why it simply wasn't feasible to build Val Royeaux in a game. This isn't just about exploration, but how far on the map we can venture or what we do around the world. There is a legitimate question of what really Inquistion can do in Val Royeaux, outside of what their people can do as well as some more diplomacy or spy oriented missions that Josie and Leliana have well in hand and can be delegated from Skyhold. Those were tools that were simply not available for our Wardens or Hawkes. Laidlaw mistakes a "me first consumer attitude" with a lack of understanding of how game development operates, imo. That is people understand that not everything can be fitted into a game, but they'd like their preferences adhered to and not others. That Bioware released Inquisition on old consoles was a decision they later admitted was a mistake (IIRC.) It was a decision they should never have made. I have no doubt that empty wilderness is easier to build than a city, but that they concentrated on so many empty wildernesses and gutted Val Royeaux so completely was a joke. The Hinterlands was too large and borderline useless, the Hissing Wastes was borderline useless, and there's a bunch of other optional and large areas in there also. The number (and size) of these large landscape areas could easily have been reduced to give more attention to Val Royeaux. And not everything in an RPG has to be about combat in wide open spaces. So no, it's not about feasibility, and it's definitely not about narrative (you could complete the game without entering some of those areas, and people have. So it wasn't narrative that compelled the inclusion of so many large [and some might say pointless] areas.) You could call it a design decision but it boils down to priorities - Bioware wanted to emphasise exploration in this game. Inquisition can be more than just Orlais and Val Royeaux and still have a decent sized Val Royeaux in the game. And while there is a question about what an Inquisitor can do in Val Royeaux, there is an equally important question about the importance of some of the areas already in the game. The Hinterlands and it's abundance of pointless fetch quests for your vaunted Inquisitor to perform, for example.
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Post by Hanako Ikezawa on Oct 7, 2017 6:16:12 GMT
My point is your statement about Bioware being scared of having sex in their games is objectively false. The only game that showed sex scenes is Andromeda and Inquisition doesn't really count they're just getting makes and not really showing it like Witcher 3. And BioWare are sugarcoating that kind of thing and not really going for it. So Bioware isn't scared of sex and are getting more explicit as times go on, with their newest game being the most. Thank you for agreeing with me.
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Post by Hanako Ikezawa on Oct 7, 2017 6:20:32 GMT
Has Origins and DA2 even have that level of depth? It's usually just build up a person's relationship meter. DAI despite being a bit restrictive had a more realistic approach at least to me. You had to earn their romance. They could deepen the relationship themes and I would love to see that, but I haven't really seen where Origins and DA2 did what you're suggesting. J What people call the Jealousy conversations in DAO are exclusivity discussions. And after each sexual encounter in DA2, we had a discussion about what that act meant. To Isabella, she called it "fun." Merril professed her love. FEnris called it too intense and left. And Anders wanted to move in. The problem in DA2 is that, sadly, these discussions only happened AFTER the fade to black. Which caused Merril to run crying from my mansion, leaving me to feel like a monster for the mixed message. What I thought was comfort sex, she thought was LOVE. That's messy timing for a discussion of what the sex act means to them.
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Post by midnight tea on Oct 7, 2017 6:44:02 GMT
Not according to what can be seen even on this very forum. And I tell that from a standpoint of someone who isn't a game This isn't just a matter of overcompensation. Because of kind of games that have been developed on Frostbite before the Inquisition, the engine excelled in building large, beautiful environments - but that was as much as it excelled at when it arrived at Bioware's doorsteps when it came to their needs. According to a book with a chapter on DAI's development, the art department had an absolute blast with designing environments - unlike other departments that had been bogged by waiting for even basic RPG tools to be developed. This resulted with DAI's environments being built long before they could do many other things in the game - environments that were simply easier to bring to life than a city, especially if we keep in mind that they've had to tailor everything to ancient hardware. In the zones, the features and quests can be dispersed over bigger area and have more variety, instead of a concentrated area of the city that would require different content that would likely resemble more "Wicked Eyes and Wicked Hearts" and be less combat-oriented. It'd be preposterous for Inquisitor, for example, to get into too many fights in the city. So yes - it is about feasibility, narrative or from design standpoint. Hinterlands may have been too big for people, but cutting it simply wouldn't result with addition of a chunk of Val Royeaux, just like cutting exploration content - as explained by David Gaider on old BSN - wouldn't have resulted with a longer main quest. Which is why I said Inquisition was about more than just Orlais or events that would make us focus on bigger city or why it simply wasn't feasible to build Val Royeaux in a game. This isn't just about exploration, but how far on the map we can venture or what we do around the world. There is a legitimate question of what really Inquistion can do in Val Royeaux, outside of what their people can do as well as some more diplomacy or spy oriented missions that Josie and Leliana have well in hand and can be delegated from Skyhold. Those were tools that were simply not available for our Wardens or Hawkes. Laidlaw mistakes a "me first consumer attitude" with a lack of understanding of how game development operates, imo. That is people understand that not everything can be fitted into a game, but they'd like their preferences adhered to and not others. No, the main issue not just Laidlaw has is that people underestimate how simple would something be to implement. From my observation this is a general sentiment expressed by those who understand game development. Well... this is exactly what many devs are complaining about. "This could have been easily made!", while the lack of bigger Val Royeaux shows that it wasn't so simple. Also: what does bringing up the fact that Inquisition was on old consoles is considered a mistake has to do with anything? The milk has been spilled, there's no point bringing it up aside from pointing out that it has effected the game's development. The fact that narrative is optional doesn't mean that it didn't shape the game. We could complete the game without romances or loyalty quests or even recruiting some companions too. Then, of course, there's a question of what purpose would Val Royeaux have, when the main reason of Inquisitor getting their jobs, outside of dealing with the Breach or tracking Cory, is closing all those rifts nobody else in the world can close. You can bring up "Bioware wanted emphasize exploration" all you want, but the fact remains that there really wouldn't be much to do in Val Royeaux in the first place, especially in a position Inquisitor had through most of the game. At a time the Hinterlands opens for us the "vaunted Inquisitor" isn't Inquisitor yet, but a political tool in hands of a budding organization who can't really do much other than closing rifts and making a name for themselves. Let's not forget that to even get access to Val Royeaux we have to gain Power in the first place that would guarantee we would even be listened or not chased from the city (or imprisoned) after being branded as heretics. And while I'm not going to argue about Hinterlands being too big for many people and rife with quests, it's an overstatement to say that most what we do there is pointless. The point of many of those small fetch quests is actually establish a proper refugee camp. Then there's dealing with getting rid of mage and Templar presence in the region. Getting horses for Inquisition. Getting cultists on our side. Dealing with a presence of surprisingly well-geared and organized bandits, which lets us unlock Vallamar to later deal with Varric's personal quest. And, of course, having access to Redcliffe and one of our main allies. None of this is stuff that we'd be able to do from Val Royeaux. And practically none of the stuff we do happens in a vacuum. There are whole narratives woven in those quests or zones and things we can find only in specific places. Still, many people complain not about stories, but about presentation of them, especially in quests located in zones - so even if we assume that they've had time to create more sections of Val Royeaux, why assume that they'd either have time or resources to craft quests for Val Royeaux that would differ in presentation from those in the zones? That wouldn't require cutting from exploration content, but Skyhold/Haven content, including 12 NPCs with their loyalty missions and romances.
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Post by thats1evildude on Oct 7, 2017 6:56:50 GMT
It occured to me that Darkest Dungeon, a Roguelike that Mike Laidlaw is a fan of, actually utilizes a brothel as a stress relief mechanic. It’s only one of the services offered at the Tavern and you never see of the naughty bits, but it does exist. He’s talked about DD a number of times, but this was his most recent tweet.
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Post by river82 on Oct 7, 2017 7:20:59 GMT
No, the main issue not just Laidlaw has is that people underestimate how simple would something be to implement. From my observation this is a general sentiment expressed by those who understand game development. Well ... this is exactly what many devs are complaining about. "This could have been easily made!", while the lack of bigger Val Royeaux shows that it wasn't so simple. Also: what does bringing up the fact that Inquisition was on old consoles is considered a mistake has to do with anything? The milk has been spilled, there's no point bringing it up aside from pointing out that it has effected the game's development. The fact that narrative is optional doesn't mean that it didn't shape the game. We could complete the game without romances or loyalty quests or even recruiting some companions too. Then, of course, there's a question of what purpose would Val Royeaux have, when the main reason of Inquisitor getting their jobs, outside of dealing with the Breach or tracking Cory, is closing all those rifts nobody else in the world can close. You can bring up "Bioware wanted emphasize exploration" all you want, but the fact remains that there really wouldn't be much to do in Val Royeaux in the first place, especially in a position Inquisitor had through most of the game. At a time the Hinterlands opens for us the "vaunted Inquisitor" isn't Inquisitor yet, but a political tool in hands of a budding organization who can't really do much other than closing rifts and making a name for themselves. Let's not forget that to even get access to Val Royeaux we have to gain Power in the first place that would guarantee we would even be listened or not chased from the city (or imprisoned) after being branded as heretics. And while I'm not going to argue about Hinterlands being too big for many people and rife with quests, it's an overstatement to say that most what we do there is pointless. The point of many of those small fetch quests is actually establish a proper refugee camp. Then there's dealing with getting rid of mage and Templar presence in the region. Getting horses for Inquisition. Getting cultists on our side. Dealing with a presence of surprisingly well-geared and organized bandits, which lets us unlock Vallamar to later deal with Varric's personal quest. And, of course, having access to Redcliffe and one of our main allies. None of this is stuff that we'd be able to do from Val Royeaux. And practically none of the stuff we do happens in a vacuum. There are whole narratives woven in those quests or zones and things we can find only in specific places. Still, many people complain not about stories, but about presentation of them, especially in quests located in zones - so even if we assume that they've had time to create more sections of Val Royeaux, why assume that they'd either have time or resources to craft quests for Val Royeaux that would differ in presentation from those in the zones? That wouldn't require cutting from exploration content, but Skyhold/Haven content, including 12 NPCs with their loyalty missions and romances. I didn’t say that Val Royeaux could easily have been made, I said the number (and size) of existing areas could easily have been cut to free up manpower and time to enlarge Val Royeaux. The cutting is the easy part. I understand enlarging Val Royeaux is a large task, it's also an important one. Inquisition is the only Bioware RPG without featuring a fleshed out major city. Take a guess as to why (and please don't say "narrative".) Any negative effects old hardware had on development can be traced back to a poor design decision. So the difficulty of tailoring an active city to old hardware was the fault of a poor decision they made and not a pre-existing obstacle that made the implementation of a city unfeasible. The contributions many of those areas made to the narrative are relatively unimportant, and Val Royeaux could have been the setting of a greatly expanded delving into the political intrigue occurring in the game. Again not essential but neither is the contributions of some of the other areas either. Replace “vaunted Inquisitor” with “future vaunted Inquisitor” then. There are other ways to gain power than traipsing through vast areas of nothingness performing pointless activities until an arbitrary “power number” is hit. “Gaining power” is a very vague concept which apparently means “getting rid of bandits and templars” according to Bioware in Inquisition. Most of the tasks you mentioned for the Hinterlands are meaningless, including the bandits which unlocked Varric’s quest (not Varric’s quest itself, but the Hinterlands wasn’t needed for this.) Although establishing a refugee camp and gaining cultists on our side are possible exceptions. “Whole narratives woven in these zones” to excuse the existence of hugely bloated, meaningless areas is pseudo-artistic sounding … well, it’s rubbish to be honest. There are always narratives woven in any zone, or any piece of work, and the existence of narratives in general has little to do whether they should be cut or not (remembering everything goes back to priorities, pacing, what to reveal etc.) The nature of the quests unfortunately you can’t do much about. I wouldn’t have expected any more meaningful quests within Val Royeaux than in the rest of the map, but I would have expected one of the most important locations in the Dragon Age world to be greatly expanded on.
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krighaur
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by krighaur on Oct 7, 2017 7:24:10 GMT
True, but it is something about Brothels that clearly triggers Bioware in a way they werent with DAO and DA2. The question is, why? It... doesn't? They just don't have brothels in a game that doesn't have an extensive city? Must this really be more complicated than this? I mean, you'd be on to something if some of the devs went on a tirade against brothels or the game was chaste as a lamb (or the devs were chaste as a lamb, which they aren't).... but it clearly isn't? Not with banters about sex, even ones about hiring prostitutes or picking wenches for a night, content full of sex scenes and nudity for a PC and even scenes where a Chevalier betrays Gaspard for a single hot and steamy night with Celene, which ends up with him being tied naked to her bed and so on. Seriously, you need to get over being so triggered by Bioware and creating conspiracy theories about them. It'd be good for your health.+1 Whatever Bioware does or doesn't some people think it is because of some hidden scheme.
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Post by naughtynomad on Oct 7, 2017 7:24:52 GMT
It occured to me that Darkest Dungeon, a Roguelike that Mike Laidlaw is a fan of, actually utilizes a brothel as a stress relief mechanic. It’s only one of the services offered at the Tavern and you never see of the naughty bits, but it does exist. He’s talked about DD a number of times, but this was his most recent tweet. I wish more games wouldn't be afraid to turn sex into a game mechanic. Skyrim did this as well. Any time you slept in your home's bed while being married, you would receive the Lover's Comfort buff which was the best exp buff. America is just so prude compared to Europe and Asia anymore.
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