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Post by duskwanderer on Jan 3, 2021 3:20:00 GMT
I know the concept of open-world games is kind of the rage because it allows for procedural content and the like, but I was listening to a retrospective on the Final Fantasy series, and I was reminded of the fact that one of the much better ones, Final Fantasy X, was tooled in development to be significantly more linear than others in its series.
I think it really helps with the story, which BioWARE was really good at. Not to mention so many of BioWARE's games that went well, like ME2, had their strongest moments with their on-rail missions. I wonder if they should continue to do this. Inquisition's strengths really shined not in the open fields of the Hinterlands, but when I was scaling Thereinfall and fighting alongside the templars.
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Post by river82 on Jan 3, 2021 3:31:58 GMT
Agree. Bioware want to tell a story, it's really obvious, they're not so interested in player choice. Probably for the best if they went a more linear route imo. Loved FFX and X-2 as well
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yogsothoth
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Post by yogsothoth on Jan 3, 2021 3:35:55 GMT
I'd say Inquisition and Andromeda are proof enough that Bioware need to have a linear-approach in order to tell a good story.
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Post by sjsharp2010 on Jan 3, 2021 4:06:35 GMT
I'd say Inquisition and Andromeda are proof enough that Bioware need to have a linear-approach in order to tell a good story. I don't know abou tthat I actuall yliked ho wDAI was done. I think with ME yes it may need to perhaps be more linear and streamlined. But with DA I actually think a more open world suits it more especially given that both Origins and Inquisition both told stories on bigger maps only DA2 was a linear one and I believe it was the least popular of the 3. Personally I like all 3 and in fact I do like 2 moer than Origins however. This is based on what I know of the games we've had so far though.
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Post by phoray on Jan 3, 2021 8:44:06 GMT
I think what you want is a tight focused story, not a linear one.
Unless you literally mean you want a linear story, and that is a No Buy from me. I don't actually like 99% of all game mechanics. I do not play these games to shoot fireballs or bullets. When a game is linear, I can either read a synopsis online or watch a Let's Play on YouTube and literally have the same experience without all of the stupid grinding. Linear means the game is a movie with game mechanics breaking up the cinematics. It's terrible, why would you wish that
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Post by gervaise21 on Jan 3, 2021 8:46:40 GMT
I know many people seem to like having a much bigger world to explore but from a role playing aspect, I'm always wondering how to justify wandering off rather than focusing on the main threat.
The Hissing Wastes were huge and all I remember is that it took ages running around it, which you needed to do if you wanted to catch companion banter. Even on a horse there seemed a lot of just boring travelling across the desert before I got to something interesting. Yet I had no real reason being there. The Venatori had a presence but I never really understood why they had such an interest in the place as nothing there impacted on the fight with Corypheus. In fact my first run I totally ignored the Hissing Wastes until after Corypheus was dead. Could there not have been something there relevant to the main plot?
The same was true of the Temple of Solassan and the stupid part about that is that by the time I had collected all the shards to get to the final chamber, I was so powerful the boss fight was not hard at all. Now I feel the whole shards quest was a wasted opportunity. If the Temple had contained the item that was necessary to defeat Corypheus, then having to travel around vast areas of other maps in order to recover the shards would have had some point to them. Then there would have been the benefits of open world for those who like to explore for the sake of it but also a relevance to the main plot for those that don't.
This was also true when it came to the upgrades for Skyhold. I trudged around looking for elf root and other items because I thought it might be important to upgrade my base, as it was in ME2, as I thought the final battle might take place there and it could impact on the survival of my team. As it turned out it was purely cosmetic. So instead of penalising those who couldn't be bothered upgrading the keep, I was left feeling what is the point?
So no matter how large the area is to explore, I would like something there to be relevant to the main plot or important sub-plots, like companion quests or information about my enemy or a weapon that may make my final battle easier (without it necessarily being essential), to justify my going there at all. As Phoray says even if it just adds to the story element it would be something.
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Post by fairdragon on Jan 3, 2021 8:54:19 GMT
I am divided here. I love FFX, but es EA goes for live service and i love different world states... hmmm. If i understand you correct, i would go so: many choices, some command (no main quest, just an option if you want. Maybe as a multiplayer)were you can go were you want, But the main quest lineal single player like DAO, were you only can go were the dev. want you to go. And i think some like that we will get for DA4. Choices and replayability are life service. And i think than there are some people which will pay for some cosmetic thinks (not necessary for game)
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Post by fairdragon on Jan 3, 2021 9:04:42 GMT
I know many people seem to like having a much bigger world to explore but from a role playing aspect, I'm always wondering how to justify wandering off rather than focusing on the main threat. The Hissing Wastes were huge and all I remember is that it took ages running around it, which you needed to do if you wanted to catch companion banter. Even on a horse there seemed a lot of just boring travelling across the desert before I got to something interesting. Yet I had no real reason being there. The Venatori had a presence but I never really understood why they had such an interest in the place as nothing there impacted on the fight with Corypheus. In fact my first run I totally ignored the Hissing Wastes until after Corypheus was dead. Could there not have been something there relevant to the main plot? For me it is okay as it was. But the hinterlands were i have to go because of main story was horror. If they were like hissing Wastes i have ignored it and would be happy playing the game. This was also true when it came to the upgrades for Skyhold. I trudged around looking for elf root and other items because I thought it might be important to upgrade my base, as it was in ME2, as I thought the final battle might take place there and it could impact on the survival of my team. As it turned out it was purely cosmetic. So instead of penalising those who couldn't be bothered upgrading the keep, I was left feeling what is the point? That was so disappointing. I love building games. If DA have a little in it as a choice with consequense and people which don't like building take a other rout, could have been so cool. So no matter how large the area is to explore, I would like something there to be relevant to the main plot or important sub-plots, like companion quests or information about my enemy or a weapon that may make my final battle easier (without it necessarily being essential), to justify my going there at all. As Phoray says even if it just adds to the story element it would be something. There i disagree if they do worlds like the witcher or skyrim, please no main quest in it. Then i can avoid it. I hate running around or riding. I need story.
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Post by sjsharp2010 on Jan 3, 2021 12:49:02 GMT
I think what you want is a tight focused story, not a linear one. Unless you literally mean you want a linear story, and that is a No Buy from me. I don't actually like 99% of all game mechanics. I do not play these games to shoot fireballs or bullets. When a game is linear, I can either read a synopsis online or watch a Let's Play on YouTube and literally have the same experience without all of the stupid grinding. Linear means the game is a movie with game mechanics breaking up the cinematics. It's terrible, why would you wish that Yeah if you want a moer linear experience you'e rbetter off playin ggames such as Doom or Halo not an RPG. Suer games like tha taer gopd fun if you wantto jus tturn your brain of and have some mindless fun I enjoy games like tha tmyself. But RPG's in general I think were designed mostly t omake you think a bit solve puzzles an dexplore whilst dealing withthe threat you'er up against. Poersonqally I think DA should stick to a moer open world feel because it worked well for both Origins and Inquisition. I admit DAI' sworld may hav ebeen a little too open but given it was Biowaer's first attempt at such a game I was able to forgive that but I do think the ygot MEA's jus tabout right Had DAI's maps been a little moer like MEA's I'm not sure there would have been as much of a problem because the rest of the game at least for me was pretty solid. I like games like ME and DA because they make me think and I also enjoy exploring those worlds. I even enjoyed exploring Horizon Zero Dawn's as wel for the same reason. When I want to just turn my brain off and jus thave some mindless fun then I'll boot up the likes of Halo or Doom and want to enjoya moer straightforwaqrd game because that's what games like those were designed for.
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Post by Felya87 on Jan 3, 2021 13:50:45 GMT
Yeah, FFX was good and quite liked too, but FFXIII, the movie with some gameplay in between, was quite regarded as an awful FF. Writing aside, the linearity of the game was over the top. What many forget, is that FFX wasn't so linear. Even if with limits, the game had lots of exploration and segrets to discover, optional contentent, NPCs and stuff to do. FFXIII was a long corridor, with little to nothing to do. Only one area was open, and there was a little side activity of hunting monsters. Nothing. Else. So, I feel open and linear games should all find an equilibrium.
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Post by duskwanderer on Jan 3, 2021 14:24:04 GMT
I think FFXIII was bad because the characters were pretty unlikable.
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Post by wickedcool on Jan 3, 2021 14:46:52 GMT
A big STEN no
Just improve the open world. It’s effort that’s needed
Still playing dai and most are f the games you describe are 1 and done.
Area like the storm coast would have been much better if the Npcs in the area were for example
1 the bandit leader was way more interesting 2 the wandering mage with the locked house was more interesting and powerful- imagine if he could ambush and capture you or could capture your mage follower (remember in dao that we could lose the fight and end up in prison) 3 first time there it’s bandits, bears, and a giant plus respawning spiders in caves. 4 the hinterlands rift is much more challenging than anything in storm coast
They put a lot of effort into these locations but with a little more effort in the monster area and not it would have been much much better
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Post by sjsharp2010 on Jan 3, 2021 15:14:24 GMT
I think FFXIII was bad because the characters were pretty unlikable. I think it's a matter of taste but I quiet liked FF13's characters but then I' m not erally a Final Fantasy fan. I mainly bought tha trtilogy because I thought those ones looked fun. I do fin dthem fun though it's beeen a while so I may play them again soon.
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Post by Felya87 on Jan 3, 2021 16:46:43 GMT
I think FFXIII was bad because the characters were pretty unlikable. Well, I tryed to like FFXIII for many hours, but it was a big mix of things for me: linear like a movie, boring gameplay, no exploration, unlikable characters (both in the team and outside) bad storytelling (I had more than a few moments I didn't understand, expecially as motivations/enemies becaming allyes when I saw them like one time, with no dialogue that could trigger a change of heart later), and too much explanation on codex only.
In the end, I had to came to terms the only things I liked of FFXIII were: visuals (it was good to look at) and shirtless Snow (because I'm enought of a pervert). It was a cute envelopment for a bad game. on most fronts.
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Post by legbamel on Jan 3, 2021 17:22:31 GMT
More linear? Perhaps. Fully linear? Hell, no! Nothing kills replay value like being railroaded through a story. You might as well go for a set protagonist and kill the franchise completely. To me, the series is about the setting, not the PCs. Why would you severely limit people's ability to interact with it in varying ways and from different perspectives?
Tighter writing would be welcome, as much to remove moments where the game tries to instill a sense of urgency and then gives you seven other things to do as to add reactivity where your PC or companion should have it. The story has always been linear, but the setting and its characters has not. I would hate to see it move that way.
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Post by Adia on Jan 3, 2021 17:26:16 GMT
I know this is DA but I'm gonna talk about ME also a little. I don't want to say Bioware can't do open world properly considering all of their open world games had issues because of Frostbite, and suffered very short development cycles. However, their open world is probably the least interesting thing about the game. Is it beautiful? Yes. But their environments are: - Huge, empty landscapes
- Constantly recycled assets
- Containing weaker side quests that have little to no cinematics or very low production values
In order to improve the open world, these are some of the things that will help in my opinion: - Reduce landscape size and add a city / town that is not disconnected from the landscape area.
- Fill the open world with unique assets. If I visit a new place, I want it to look new and unique. Avoid shortcuts. When having doubts, less reused assets is better.
- Fade rifts, shards and remnant sites are the most boring parts of post frostbite games. Recycled enemies, recycled voice lines, sometimes even a whole freaking level is recycled because of them. Not cool, annoying, and a chore. Either let me skip it or don't even put it in. This is the 3rd post Frostbite game (discounting Anthem), there's really not any place for another iteration of these boring ass quests and areas.
- Bring back cinematics to non important NPC's around to world. Even if it's a simple back to back (like DA1-2, or ME1-2). Just seeing a close up of a character's face animating makes me care a lot more about what's going on in the area than I would with that horrible zoomed in conversations.
If they can make an area look as breathtaking and dense as Illium while also making it a semi open world, that would be a win for me. If they can't do that, I wouldn't mind them sticking to more linear environments if it means I don't have to close 80 fade rifts, fix 5 vaults or fight the same freaking boss for the 5th time.
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Post by Sanunes on Jan 3, 2021 17:51:38 GMT
I think its more of sandbox design is the problem because the game loses its focus. With Andromeda I 100%ed the game the first time I played it and loathed a lot of the time I was on the different planets. After making the conscious decision to only do critical path and companion quests the game was a lot better. Inquisition was also improved by the same approach.
I think the problem is BioWare is trying to make a game that appeals to everyone regardless of the impacts of those choices. I remember at one time they were trying to say Inquisition was a 20 hour game if you wanted it to be or a 100 hour game if that is what you wanted. Which in my eyes hurts both approaches for the player since a 20 hour game would still be taking place in the sandbox and the 100 hour game has 80 hours of content that feels detached from the story.
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Post by slimgrin727 on Jan 3, 2021 18:08:30 GMT
I've always thought they could just compromise by using large open-ish hubs like the Divinity games have done, or TW1. That way you have more control over the narrative and some of the freedom and immersion of an open world.
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Post by KaiserShep on Jan 3, 2021 18:52:34 GMT
It wouldn’t have been so bad had it not been for the fact that BioWare’s examples of open world tend to be brimming with nothing but exceptionally low-level content, like just wiping out a little pocket of enemies in a hidden stronghold, finding corpses with notes and then finding an NPC to give them the news of whatever it was about. There’s hardly any actual stories, and more often than not, zero choices. There’s nothing memorable about any of it. Level design is another problem. Maps don’t feel particularly engaging or fun to traverse. Like, in Andromeda, the remnant remains could have been packed with story tidbits that hinted at something in the greater narrative, like what they fought in the past, their goals in Heleus, They were a massively missed opportunity to get better insight into the creatures that built this stuff and what all of it was meant to do. Instead, it’s just a lot of horrible platforming.
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Post by Syv on Jan 3, 2021 18:55:21 GMT
I think Bioware should focus on its strengths and qualities, instead of squandering again its talent and resources in chimeras in which it is not specialized, such as Rockstar or Bethesda with sandbox games.
I'm trying to think very hard what the open world in Dragon age Inquisition brought to the franchise, brought to me. Eeer, basically it added little. Yeah. It was beautiful and shiny for like what ? 5 minutes before I got used to it and got bored with the lack of content. It wasn't immersive despite their efforts, because they needed to make alive their empty world. That's a lot of work. Yes an openworld isn't just about appareance. On the opposite, Bioware lost the focus of its narrative, made disappear close cutscenes that we had in both DA:O and DAII, to save some resources probably, which is much more important to me, something I'm not willing to sacrifice.
The same happened with Andromeda that followed the path of Inquisition. I much prefer M1, a game released in 2007 lol, M2 with its corridors than Mass effect Andromeda with its open world.
Their last game, Anthem that went even further combined with multiplayer, is just the last thing that crushed their quality brand.
I'm just willing to bet that an open world should take A LOT of resources to the point they need to sacrifice things that as rpg gamers we clearly like.
Also I'd like to point out, that an openworld often brings A LOT of bugs. Every single game, like Skyrim, Fallout 4, Assassin Creed Valhalla, and lastly Cyberpunk had many bugs at the release ( even if for this one there are more reasons than that ).
It's thanks to these open worlds that games take now 6-10 years, it's not just about graphics...
I just need a good rpg, a good story, a good gameplay, good cinematics, first, much more important, and yes an immersive world, but what we had with DA:O, M1, M2, M3 was totally sufficient. I'd rather have a much smaller world and much more RPG and stories content.
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Post by pessimistpanda on Jan 3, 2021 20:28:11 GMT
"Open world" and plot linearity have little to do with one another. Early Final Fantasy and other JRPG games might have allowed you to fuck around and grind in the overworld indefinitely, but they were still linear plots that could only advance in a particular sequence, and usually you'd hit some kind of a barrier that prevented you from exploring further until the plot had been advanced to a particular point.
By contrast, DA:O and ME1 weren't "open world", but they did allow you the freedom to progress events in a variety of different orders. And people praise them as the height of storytelling (I disagree, but that's by the by).
As for what BioWare should do going forward, well that depends on the story they're writing. I do feel like the current trend towards open worlds results in a lot of big, beautiful environments filled with boring, repetitive tasks, and that plot usually suffers as a result. However, there are particular types of stories where an open world is appropriate and even enhances the experience.
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Post by biggydx on Jan 3, 2021 22:14:27 GMT
I think Bioware should focus on its strengths and qualities, instead of squandering again its talent and resources in chimeras in which it is not specialized, such as Rockstar or Bethesda with sandbox games. I'm trying to think very hard what the open world in Dragon age Inquisition brought to the franchise, brought to me. Eeer, basically it added little. Yeah. It was beautiful and shiny for like what ? 5 minutes before I got used to it and got bored with the lack of content. It wasn't immersive despite their efforts, because they needed to make alive their empty world. That's a lot of work. Yes an openworld isn't just about appareance. On the opposite, Bioware lost the focus of its narrative, made disappear close cutscenes that we had in both DA:O and DAII, to save some resources probably, which is much more important to me, something I'm not willing to sacrifice. The same happened with Andromeda that followed the path of Inquisition. I much prefer M1, a game released in 2007 lol, M2 with its corridors than Mass effect Andromeda with its open world. Their last game, Anthem that went even further combined with multiplayer, is just the last thing that crushed their quality brand. I'm just willing to bet that an open world should take A LOT of resources to the point they need to sacrifice things that as rpg gamers we clearly like. Also I'd like to point out, that an openworld often brings A LOT of bugs. Every single game, like Skyrim, Fallout 4, Assassin Creed Valhalla, and lastly Cyberpunk had many bugs at the release ( even if for this one there are more reasons than that ). It's thanks to these open worlds that games take now 6-10 years, it's not just about graphics... I just need a good rpg, a good story, a good gameplay, good cinematics, first, much more important, and yes an immersive world, but what we had with DA:O, M1, M2, M3 was totally sufficient. I'd rather have a much smaller world and much more RPG and stories content. Higher graphical fidelity, as well as improved visual presentation quality, definitely plays a part in development time. However, I'd say the incessant need for "more content" is what largely leads to sequels being generated over 5+ years. I still remember an article from Amy Hennig (creative director for the Uncharted games) saying at a DICE event that the average gamer isn't satisfied with only a AAA, 8hr experience with no frills. And she's probably right. I don't think it's bad that a more linear game be given more time to development time if it leads to a better product in the end. What would ME3 have looked like if it were given 3-5 years to work on instead of 18 months? Would BioWare had needed to rely on reused level assets so heavily in Dragon Age 2 had they been given more time? Finally, a linear story experience doesn't necessitate that the next game in the franchise will come out in less than three years. Uncharted 4 released nearly 5 years after its predecessor.
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Spirit talker
764
0
Dec 11, 2024 21:50:29 GMT
16,489
Giant Ambush Beetle
9,306
August 2016
giantambushbeetle
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by Giant Ambush Beetle on Jan 3, 2021 23:03:21 GMT
Its possible to have a strong story AND a somewhat open-world gameplay. Look at Metro Exodus, a tight good story implemented in a series of very large maps with unique side quests that all tie to the story. At times, when needed, the story would get squeezed back together and accelerated by corridor-ish maps again.
The problem is not the open-world concept itself, its just that developers tend to get VERY lazy and VERY unoriginal very quickly working with it, they make a pretty large map and just dump truckloads of empty filler content, fetch quests, resource grinding and moronic stuff that has nothing to do with the story on it. THAT is the problem.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Prime Posts: 4392
Prime Likes: 882
Posts: 6,007 Likes: 9,092
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1561
0
Dec 12, 2024 19:34:33 GMT
9,092
Sanunes
Just a flip of the coin.
6,007
Sept 13, 2016 11:51:12 GMT
September 2016
sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Jan 3, 2021 23:29:24 GMT
I think Bioware should focus on its strengths and qualities, instead of squandering again its talent and resources in chimeras in which it is not specialized, such as Rockstar or Bethesda with sandbox games. I'm trying to think very hard what the open world in Dragon age Inquisition brought to the franchise, brought to me. Eeer, basically it added little. Yeah. It was beautiful and shiny for like what ? 5 minutes before I got used to it and got bored with the lack of content. It wasn't immersive despite their efforts, because they needed to make alive their empty world. That's a lot of work. Yes an openworld isn't just about appareance. On the opposite, Bioware lost the focus of its narrative, made disappear close cutscenes that we had in both DA:O and DAII, to save some resources probably, which is much more important to me, something I'm not willing to sacrifice. The same happened with Andromeda that followed the path of Inquisition. I much prefer M1, a game released in 2007 lol, M2 with its corridors than Mass effect Andromeda with its open world. Their last game, Anthem that went even further combined with multiplayer, is just the last thing that crushed their quality brand. I'm just willing to bet that an open world should take A LOT of resources to the point they need to sacrifice things that as rpg gamers we clearly like. Also I'd like to point out, that an openworld often brings A LOT of bugs. Every single game, like Skyrim, Fallout 4, Assassin Creed Valhalla, and lastly Cyberpunk had many bugs at the release ( even if for this one there are more reasons than that ). It's thanks to these open worlds that games take now 6-10 years, it's not just about graphics... I just need a good rpg, a good story, a good gameplay, good cinematics, first, much more important, and yes an immersive world, but what we had with DA:O, M1, M2, M3 was totally sufficient. I'd rather have a much smaller world and much more RPG and stories content. Higher graphical fidelity, as well as improved visual presentation quality, definitely plays a part in development time. However, I'd say the incessant need for "more content" is what largely leads to sequels being generated over 5+ years. I still remember an article from Amy Hennig (creative director for the Uncharted games) saying at a DICE event that the average gamer isn't satisfied with only a AAA, 8hr experience with no frills. And she's probably right. I don't think it's bad that a more linear game be given more time to development time if it leads to a better product in the end. What would ME3 have looked like if it were given 3-5 years to work on instead of 18 months? Would BioWare had needed to rely on reused level assets so heavily in Dragon Age 2 had they been given more time? Finally, a linear story experience doesn't necessitate that the next game in the franchise will come out in less than three years. Uncharted 4 released nearly 5 years after its predecessor. I don't think having more time or money necessary makes a game good. Uncharted 4 did well because of the employees they making the game since if the reports are true they looked for developers that would fall into the perfectionist category and then watch them work crazy hours for that perfection. The problem I think BioWare has had all these years isn't time or money, but the leadership making key mistakes especially after the Doctors left. So they could just have easily made different or bigger mistakes if given a longer development window for either game.
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Nov 24, 2021 20:18:46 GMT
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SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
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Post by SirSourpuss on Jan 4, 2021 0:13:27 GMT
I don't think having more time or money necessary makes a game good. Uncharted 4 did well because of the employees they making the game since if the reports are true they looked for developers that would fall into the perfectionist category and then watch them work crazy hours for that perfection. The problem I think BioWare has had all these years isn't time or money, but the leadership making key mistakes especially after the Doctors left. So they could just have easily made different or bigger mistakes if given a longer development window for either game. While that may be true, Andromeda and Anthem are examples of games being made in 18 months and ME3, in terms of content, is up to the same level. A very underwhelming conclusion to an otherwise exquisite duology.
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