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Post by river82 on Jan 9, 2021 6:28:38 GMT
The GM sets up the background, the players drive the experience. If all the GM is doing is telling their own tale it is not a PnP RPG, he is telling a story. Choices are made by players, the GM reacts and expands based on those choices. More choices are made, the GM reacts and unfolds the story based on those choices. But it's those choices that drive the expansion of that narrative, which is why it is driven by the players. What's "background" in this context? What's the "experience"? I could use this ridiculously broad definition you've put forth it to claim that official pre-made DnD campaigns are "just stories", and not real RPGs. What's the point in setting up a background if the players can choose to ignore it? Why should I spend extensive time crafting locales and NPCs for a bustling port city when there's every chance the players will demand to fuck off to the mountains instead, when I haven't written anything for the mountains? If there's no plot, then how does the GM know what "background" to make in the first place? Exactly how much work is the GM meant to do to accomodate player freedom? At which point do you consider the possibility that players might be being unreasonable? Assuming you even do find a doormat GM who'll just put up with players running roughshod over a campaign they supposedly wanted to participate in, how the fuck is any of this relevant to video games? BioWare should somehow be able to anticipate and accomodate the infinite choices that their millions of players might want to make? Is that what you're saying? The background is the setting with which the players act out their adventure. The experience is the adventure they are acting out. Did I say the players can ignore it? I said the players drive the experience of the game. If the setting is the bustling port city then that is the setting. The players choices will mould the experience within that setting. If the players choices don't mould the experience it's not an RPG and you can quit GMing, because you aren't one. Or you're a terrible one. You can take your pick really. 50/50
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Post by pessimistpanda on Jan 9, 2021 6:30:27 GMT
What's "background" in this context? What's the "experience"? I could use this ridiculously broad definition you've put forth it to claim that official pre-made DnD campaigns are "just stories", and not real RPGs. What's the point in setting up a background if the players can choose to ignore it? Why should I spend extensive time crafting locales and NPCs for a bustling port city when there's every chance the players will demand to fuck off to the mountains instead, when I haven't written anything for the mountains? If there's no plot, then how does the GM know what "background" to make in the first place? Exactly how much work is the GM meant to do to accomodate player freedom? At which point do you consider the possibility that players might be being unreasonable? Assuming you even do find a doormat GM who'll just put up with players running roughshod over a campaign they supposedly wanted to participate in, how the fuck is any of this relevant to video games? BioWare should somehow be able to anticipate and accomodate the infinite choices that their millions of players might want to make? Is that what you're saying? The background is the setting with which the players act out their adventure. The experience is the adventure they are acting out. Did I say the players can ignore it? I said the players drive the experience of the game. If the setting is the bustling port city then that is the setting. The players choices will mould the experience within that setting. If the players choices don't mould the experience it's not an RPG and you can quit GMing, because you aren't one. Or you're a terrible one. You can take your pick really. 50/50 Sounds like there's a lot of etiquette for GMs and none for players at all. But again, what does any of this have to do with BioWare or video games?
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Post by river82 on Jan 9, 2021 6:32:32 GMT
The background is the setting with which the players act out their adventure. The experience is the adventure they are acting out. Did I say the players can ignore it? I said the players drive the experience of the game. If the setting is the bustling port city then that is the setting. The players choices will mould the experience within that setting. If the players choices don't mould the experience it's not an RPG and you can quit GMing, because you aren't one. Or you're a terrible one. You can take your pick really. 50/50 Sounds like there's a lot of etiquette for GMs and none for players at all. The GMs control a lot of the game. How the game reacts to choices ("oh no, you died, and then your entire party died also. So sad") the chances of choices succeeding ("You character failed the dexterity check. He tried to take a drink but failed, and continued to fail for the rest of his life. The end, he died.") So of course with all that power comes a lot of etiquette involved. That's not unusual
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Post by river82 on Jan 9, 2021 6:33:23 GMT
But again, what does any of this have to do with BioWare or video games? Lol it doesn't. CRPGs aren't paper RPGs, they're completely different. But there's nothing really Biowarey to talk about *shrugs* But you're right. I'll check back into Bioware in about a year
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Post by helios969 on Jan 9, 2021 9:03:29 GMT
I used to think the issue was simply Bio going to open world but now believe it's more about the lack of detailed script ahead of time and their general haphazard approach to building their games. At this junction I'm not even sure Bio knows what they are or wanna be anymore. Do they even still wanna be a narrative RPG company? If so, they need to build it from the ground up that way. 1) Write a complete script. 2) Develop the open world(s) and gameplay mechanics concepts around the story (and not the other way around). 3) Assess what is actually feasible based on the resources and deadline(s). 4) Strong leadership that supports the narrative vision.
The question of linear vs. open world is determined by the script and vision but I think some sort of fusion of the two might be the best compromise at this point.
Further I'm of the opinion Bio needs an infusion of young, energetic talent in their writing department. Some good out-of-the-box thinkers too.
I'd also (if I we're in a leadership position) break the devs into smaller teams to come up with side stories (separate from there regular responsibilities) to replace the standard stale fetch quests...attach some bonuses to this...best overall, most original, most humorous, etc... I like to incentivize employees.
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Post by fairdragon on Jan 9, 2021 11:33:00 GMT
I wouldn't agree with that sentiment either. I'm just saying that, if you want a high quality product for your game (even if it is more linear in design), then you'll want to give it as much time as it needs to reach said quality. How the developers, team leads, directors, and producers, handle said product is always unknown. That unknown does impact how things are handled though. Anthem was in development for almost six years I believe so they had the money and time to make a product, but something went wrong during development and if correct made major changes to the game in only 18 months. So they had the time and money and it didn't work out and I doubt they could delay it anymore for then the cost was just too high. I agree. I think the only rush game is DA2 (correct me if iam wrong).
I would have found it better, if they had rebooted MEA and Anthem like DA4. At the time they know it doesn't work the way they have planed it.
Also it would be good if they hadn't pushed the employees from one game to another like they do with DA4. 1. That save money and time. 2. We get games that work. 3. The dev. can focus on there games.
But make meatings or somethings that the different branch office can share there experence.
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Post by fairdragon on Jan 9, 2021 11:45:45 GMT
I agree to a point but with the revolving door at BioWare is there anyone left there that knows what BioWare should stick too? what was then (In my mind) is well... not today just saying look at the last two games MEA, Anthem. If all the people that "know what BioWare should stick to" are gone, then why should BioWare stick to it anymore? because the community likes what they did.
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Post by pessimistpanda on Jan 9, 2021 13:14:01 GMT
If all the people that "know what BioWare should stick to" are gone, then why should BioWare stick to it anymore? because the community likes what they did. Which community? How do you know? This forum only represents a small fraction of the people who buy and play BioWare games. In my perfect world Camelot Software would be making more Golden Sun, but instead Nintendo has them churning out Mario sports games that I have absolutely no interest in. I also haven't met a single person anywhere who gives half a fuck about Mario sports games, but they must be making more money than Golden Sun, or else Nintendo would make more Golden Sun and less Mario Sports games. And if BioWare really is incapable of making good rpgs anymore because "everyone who knew how is gone" or whatever reason people come up with, then what good comes of having them continue making rpgs? Why would someone ask for something they've already decided will suck?
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Post by SirSourpuss on Jan 9, 2021 14:10:39 GMT
In my perfect world Camelot Software would be making more Golden Sun I fucking loved Golden Sun. Both of them " But there was a third ..." No! Never happened.
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Post by fairdragon on Jan 9, 2021 21:17:54 GMT
because the community likes what they did. Which community? How do you know? This forum only represents a small fraction of the people who buy and play BioWare games. All the people i talk with in this and other forums, plus sales figures and plus the experience with the resurgence of 2d games, where it was also said that nobody wants to have it and lo and behold, divnity sin 2 hit like a bomb.
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Post by Ponendus on Jan 12, 2021 0:40:26 GMT
Its been a long time since I've posted, but just wanted to chime in...
I genuinely think the thing that is killing DA and ME is Bioware's move towards these big open worlds. I don't think the game needs to be completely 'linear', but their focus on environments which was so heavily promoted during the DAI campaign really needs to shift back to focussing on what matters - story.
The world, in a physical sense, that is built for these games should be sufficiently big enough only to serve the story and its side stories. No bigger, in my view. So yes, it should be somewhat more linear, transporting us from place to place as the story progresses. Origins did it best, focussed areas that serve the story, but that you could essentially visit in whatever order you wished. But everything had a purpose, not just there for the sake of it.
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Post by biggydx on Jan 12, 2021 15:41:05 GMT
Its been a long time since I've posted, but just wanted to chime in... I genuinely think the thing that is killing DA and ME is Bioware's move towards these big open worlds. I don't think the game needs to be completely 'linear', but their focus on environments which was so heavily promoted during the DAI campaign really needs to shift back to focussing on what matters - story. The world, in a physical sense, that is built for these games should be sufficiently big enough only to serve the story and its side stories. No bigger, in my view. So yes, it should be somewhat more linear, transporting us from place to place as the story progresses. Origins did it best, focussed areas that serve the story, but that you could essentially visit in whatever order you wished. But everything had a purpose, not just there for the sake of it. I'd say what you're outlining is more a symptom of what's wrong with modern BioWare; not the cause. I'd say the biggest issue the studio is facing primarily has to do with not finding an identity they can plant themselves into and run with. In a market with other competitive RPGs and strong narrative experiences, they've sought - too often - to try and copy what others have done, rather than put their own spin on what they're good at. This is indicative of Inquisition trying to copy Skyrims open world design, or Andromeda being stuck in preproduction so long because the studio wanted to integrate procedural generation elements like No Mans Sky. Even Anthems final form is likely the result of copying a genre that seemed financially lucrative at the time (GaaS looter shooters). More importantly, is the narrative and philosophical shifts in the design of the games. I think it's pretty clear that, since Inquisition, the studio has been moving more toward light-hearted experiences and romps. This is most apparent within the Dragon Age series, as the darker tone has now been replaced by elements that are more "clean" in tone. Until BioWare finds out where they want to be in this current market of games, theyll continue to struggle with development. We may or may not like where they finally stop at, but at least theyll be making games with a clearer head.
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Post by pessimistpanda on Jan 13, 2021 6:39:35 GMT
Lol, I think BioWare would be pretty surprised to hear about this "philosophical shift" they've supposedly undergone.
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Post by SirSourpuss on Jan 13, 2021 10:05:39 GMT
Lol, I think BioWare would be pretty surprised to hear about this "philosophical shift" they've supposedly undergone. They've literally said they look to Skyrim for inspiration and they want the CoD audience. These games are not like the games Bioware use to make. And it's not like you can't see the changes in Bioware's game design, so there definitely is a shift in their game design philosophy, compared to a studio like Larian, which keeps making isometric or 3/4 perspective games, like they did with Divine Divinity etc. I don't think it's something to deny or even worth denying. They're not the same games.
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Post by pessimistpanda on Jan 13, 2021 12:58:11 GMT
Lol, I think BioWare would be pretty surprised to hear about this "philosophical shift" they've supposedly undergone. They've literally said they look to Skyrim for inspiration and they want the CoD audience. These games are not like the games Bioware use to make. And it's not like you can't see the changes in Bioware's game design, so there definitely is a shift in their game design philosophy, compared to a studio like Larian, which keeps making isometric or 3/4 perspective games, like they did with Divine Divinity etc. I don't think it's something to deny or even worth denying. They're not the same games. Yeah sure whatever, that has nothing to do with whether the games are more or less "light-hearted" or not, which is what I was responding to. I don't believe BioWare has ever had a "philosophy" in the first place, I've certainly never seen anyone at BioWare claim as such. If they have one, it's probably nothing more than "Try to make a game that lots of people will buy".
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Post by SirSourpuss on Jan 13, 2021 13:24:26 GMT
Yeah sure whatever, that has nothing to do with whether the games are more or less "light-hearted" or not, which is what I was responding to. Alright. I don't believe BioWare has ever had a "philosophy" in the first place, I've certainly never seen anyone at BioWare claim as such. If they have one, it's probably nothing more than "Try to make a game that lots of people will buy". That's a good philosophy to have. I don't think they have adopted it, though.
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Post by Ponendus on Jan 16, 2021 23:56:13 GMT
They've literally said they look to Skyrim for inspiration and they want the CoD audience. These games are not like the games Bioware use to make. And it's not like you can't see the changes in Bioware's game design, so there definitely is a shift in their game design philosophy, compared to a studio like Larian, which keeps making isometric or 3/4 perspective games, like they did with Divine Divinity etc. I don't think it's something to deny or even worth denying. They're not the same games. Yeah sure whatever, that has nothing to do with whether the games are more or less "light-hearted" or not, which is what I was responding to. I don't believe BioWare has ever had a "philosophy" in the first place, I've certainly never seen anyone at BioWare claim as such. If they have one, it's probably nothing more than "Try to make a game that lots of people will buy". Just so you know BioWare does indeed have a philosophy, their company mission statement is: "Creating worlds of adventure, conflict and companionship that inspire you to become the hero of your story." Interestingly, their old company mission statement used to be about 'making story the focus'. So there's some evidence there of a shift in philosophies, although not necessarily about the 'light-hearted' feel you are referring to. Still, its a shift to some extent - creating 'worlds' was never a focus in the past.
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Post by pessimistpanda on Jan 17, 2021 0:46:15 GMT
Yeah sure whatever, that has nothing to do with whether the games are more or less "light-hearted" or not, which is what I was responding to. I don't believe BioWare has ever had a "philosophy" in the first place, I've certainly never seen anyone at BioWare claim as such. If they have one, it's probably nothing more than "Try to make a game that lots of people will buy". Just so you know BioWare does indeed have a philosophy, their company mission statement is: "Creating worlds of adventure, conflict and companionship that inspire you to become the hero of your story." Interestingly, their old company mission statement used to be about 'making story the focus'. So there's some evidence there of a shift in philosophies, although not necessarily about the 'light-hearted' feel you are referring to. Still, its a shift to some extent - creating 'worlds' was never a focus in the past. I don't know that I agree that a marketing catchphrase indicates the existence of a philosophy, indeed both statements are so vague as to be utterly meaningless. But I was really remarking on the absurdity of claiming that BioWare has undergone a "philosophical shift" which, even if that were true, isn't something you can really tell from their output. Nobody here has any genuine insight into the internal workings of BioWare.
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is wanting to have some fun!
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Post by Cyberstrike on Jan 17, 2021 12:22:19 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.
They should follow Assassin's Creed: Valhalla which is an open, so while you could go anywhere at any time, but some areas were going to harder because the enemies were going to extremely high level and some areas would not be open because of story reasons. Also when you had a town and someone to start the main quest arcs and report to when you finished the main quests.
The side quests, you the player have to find in the world, and they are mostly simple quests like a farmer is having problems with rats, his neighbor down the road is a cat lady with a lot of cats locked in her house, you can ask, charm, or threaten her for the key to the house, unlock the door the cats run out and then head back to the farmer get your reward and this is a very short quest even with all the dialogue it takes less than 5 minutes to complete. Since side quests like that the player have to find and don't have to do them it's totally optional since it doesn't affect the world or the main quest.
You could also hang around the main town pick up the main quests, pick up some bounty quests, get your gear upgraded, get a new haircut or tattoo, shop, talk to people, fool around with your LIs, and so on.
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Post by Cyberstrike on Jan 17, 2021 12:27:33 GMT
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. I think those claims of being made in 18 months is incorrect even if those articles are true because they weren't just starting development at that time, they scrapped a large portion of completed work and restarted or altered what was there. That demonstrates a problem with management especially when it happens multiple times in sequential products. So to me it shows that if those games had a longer development cycle something else could have crept into the development cycle and caused more problems for the development team.
Yeah if more money and time would fix the problems then Cyberpunk 2077 which was in development for what 5-7 years wouldn't be the fucking mess that it is.
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Post by QuizzyBunny on Jan 22, 2021 21:30:36 GMT
I think Origins did it the best. It was by no means a linear story, you could do things in diffent order (and have different outcomes because of it) but then there were "choke points" that would force you all to convene at a specific time and place (Ostagar, Landsmeet, Fight in Redcliff, Fight in Denerim). It gave to the illusion of being free to choose exactly what you wanted while the game still was in full control of what was happening. The maps themselves, while allowing some exploration, was also far tighter and more funneled than anything we had in DAI or MEA. What they could do is have some maps with more open exploration a la DAI but keeping most of the game a bit more tighter like DAO.
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Post by Black Magic Ritual on Jan 23, 2021 1:30:36 GMT
Too much time was spent riding on Horseback for me in DAI; it was just going from one end of the extreme in DA2 (Small location, same places to go through again and again) to the other (large forgettable open worlds, many forgettable quests that are just fetching quests etc)
DA:O was the best of both worlds. Obviously bigger then Kikwall, obviously smaller than Inquistion, yet superior to both of them. The locations when recruiting the allies always felt much markedly different than in Inquisition too.
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Post by jrpN7 on Jan 25, 2021 16:04:15 GMT
God, I hate open worlds. I keep giving them chances (because that's all anyone makes anymore ) and I always walk away feeling burnt out rather than invigorated. Story is important to me, and obviously everyone here, and open worlds dilute the story too much. By the time the completionist in me has explored every nook and cranny, and done every bothersome fetch quest in a grossly large map like the FUCKING Hissing Wastes in DA:I or whatever that desert world in ME:A was called for example, I've forgotten where I was at in the story. I lose immersion and attachment and I'm tired. Replays feel impossible because even though maybe I want to relive parts of a game, I remember I have to do the horseback riding/mako driving all over again and it's a big nope from me.
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