catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
inherit
11818
0
414
catcher
Casts Wall of Text
246
February 2021
catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by catcher on Mar 18, 2021 17:27:32 GMT
No Modest Proposals here yet because, to be frank, I don't understand the problem with 'emptiness' and DA:I. To me, most locations made sense if not a bit too dense in quests leading to less satisfying quests if anything. On the other hand, I realize my opinion is in the minority here so I thought a more general discussion might help lead at least to me understanding what other Players mean when she/he/they say that DA:I was empty and what that might mean (at least ideally) for DA4. Let me explain a bit of my perspective and it may help.
To me, anyone who has played Neverwinter Nights really knows what an empty open environment looks and feels like. Of course, that was the first game under the new Aurora toolset, Bioware's first foray into 3D, and the single player campaign was an invention that was padded out late because the original plan was to release just a short, demonstration module to showcase the toolset. In that game, in Chapter 2, there was a small town (Port Llast) that makes the Crossroads lively by comparison, several "road" maps that become empty as soon as you do a couple of quests in each, and 'dungeony' type adventure areas at the end of each. With no 'Fast Travel' and no later (re)generating encounters (with one notable exception I DO want in DA4) and you couldn't jump the lowest fence or cross one set of trees, that was truly a mind-numbing emptiness. Not to throw shade on DA:O which was a tremendous graphical step up, but in 5 years the difference in outdoor environments between Origins and Inquisition is a quantum leap. I don't mind saying that I enjoyed running through some areas just for the views. Of course, that trick is unlikely to work again for me since graphics fidelity doesn't seem to have advanced much since 2015.
So, what can Bioware do to make environments seem less empty? How do they square that with a slowing of growth in PC firepower and possibly slow uptake of new generation consoles?
|
|
inherit
1439
0
Member is Online
Dec 12, 2024 20:15:30 GMT
13,469
witchcocktor
4,291
Sept 6, 2016 10:00:37 GMT
September 2016
witchcocktor
Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Dragon Age The Veilguard
|
Post by witchcocktor on Mar 18, 2021 19:20:03 GMT
If the map/world system is the same or similar as in Dragon Age Inquisition, then I'd say that the world needs more NPCs as quest givers and lore dumps. You barely talk to anyone in Inquisition and there's like 2-3 people you talk to each different place. Hinterlands was successful in bringing a lot of people to talk with, even if a lot of them were there for some menial quest. But at least Hinterlands felt alive, and there were four different bigger hubs with plenty of NPCs to talk to, for quests, lore and otherwise story progression, and even in between these hubs there were a few NPCs laying about.
Less quests that are initiated by notes, interacting with an object or by investigating a new place, and more NPCs please.
|
|
inherit
1744
0
684
dagless
375
October 2016
dagless
|
Post by dagless on Mar 18, 2021 20:56:27 GMT
I agree about the hinterlands. The quests might have been very simple, but at least it had people in it.
The biggest problem with Inquision’s maps IMO is simply that the game gives you no reason to travel to or through them. The main quest only takes you to a handful of locations on a couple of maps, with the rest entirely optional. If the story gives you a reason to visit somewhere, then getting distracted by side quests (even fetch quests) or something catching your eye in the distance seems natural. Unlocking a map based on a line of text on the war table and then just wandering off aimlessly is just underwhelming. Especially when everyone worth talking to is back home anyway.
|
|
inherit
11450
0
Dec 12, 2024 19:55:30 GMT
5,024
necrowaif
2,175
Mar 24, 2020 19:57:15 GMT
March 2020
necrowaif
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
LameZombieHunt
|
Post by necrowaif on Mar 18, 2021 21:11:21 GMT
Less quests that are initiated by notes, interacting with an object or by investigating a new place, and more NPCs please. I wholeheartedly agree with that. There were way too many "please carry my husband's ashes/light a candle for my son/deliver this note/bury my wife's pelvis at the base of the tree where we used to fuck like rabbits" kind of quests in DAI. Who even does that? Who would just leave their loved one's remains by the side of the road with a note saying "PLEASE FULFILL THEIR FINAL WISHES, COMPLETE STRANGER"?
|
|
inherit
2147
0
Dec 11, 2024 19:51:02 GMT
3,191
Gwydden
1,393
November 2016
gwydden
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by Gwydden on Mar 19, 2021 18:48:58 GMT
Older Bioware games had what I tend to think of as a "hub & dungeon" structure. There are a series of locations, each with a main quest hub where most of the gameplay is something other than combat: talking with NPCs, picking up and delivering quests, completing non-combat tasks, buying and selling stuff... You would usually begin each episode of the game in one such location, before moving onto a dungeon where the balance of gameplay was inverted, with lots of combat and relatively little dialogue. At the end of that area's arc, you would usually return to the hub for the big finale.
DA:I uses the much maligned "single-player MMO" approach. There's only one hub to speak of (Skyhold) and very little non-combat gameplay outside of it and that one quest ("Wicked Eyes and Wicked Hearts"? It's been a while). What's worse is that not only is the main quest mostly divorced from the semi-open world, most main questlines have absolutely no buildup and drop you directly at the climax, making it hard to care. In DA:O, you spend quite a bit of time around Denerim before the Landsmeet. In DA:I, you are forced to resolve the Orlesian Civil War conflict minutes after being introduced to it and its major players.
|
|
catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
inherit
11818
0
414
catcher
Casts Wall of Text
246
February 2021
catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by catcher on Mar 19, 2021 21:26:45 GMT
Thanks all. I had heard about and talked about the involvement (and lack thereof) of NPCs in quest giving as well in another Modest Proposal on Quests. Part of the change in Inquisition was probably down to several factors including but not limited to developmental planning issues with new engine, remote locations not contusive to large numbers of people, lure of exploratory quest-giving, etc. For DA4, the locations generally look more populated (with all the caveats that early designs may not match later development) and I hope toolset familiarity and availability isn't a question. That leaves the question of zots and how best to use them because NPCs, in even a limited fashion, take a fair amount of zots from writers (and we don't want our questgivers to be too bland or flat), to artists (NPCs we interact with need better models, skins, lip-synching, etc. that standard crowd), to voice acting, quest giving NPCs just don't come cheap. I thought about some ideas that could help make the investment hurt less. 1: Use Companions to introduce more quests. This is an oldie but goodie really going back for me to Baldur's Gate 2 (you knew it was going to go there, right?). In BG2, every Companion but Minsc (and Minsc WAS a Quest himself ) had some kind of longer multi-stop quest associated with them. Some of them were actually large quests (Nalia and D'Arnisse Keep, Valygar and the Planar Sphere, Cernd and the Druid's Grove) that didn't require the character to join, just they were intimately involved with them. There was nothing like that in Inquisition though again narrative did play a role. Tying more of our Companions in DA4 to largish quests as questgivers can spread out that cost because the cost is largely baked into the Companion. Additionally, it's more realistic since we won't have a large organization of diplomats, soldiers and spies like in Inquisition and places our Companions in the world with us. For example, imagine if instead of being told by Krem about some past adventure of the Chargers, the Protagonist was actually a part of the adventure that gives rise to the tale. As The Iron Bull said, "You are the best Boss ever!" 2: Allow for some deeper NPCs to give multiple quests. For example from Inquisition, what if Mother Giselle actually gives you several quests over time on the Ferelden side? She's already a relatively large part of the early game. That would have enhanced her importance even more for Players who could care less about the Chantry and it makes logical sense as well. She obviously has a number of unofficial contacts like Sera and people do come to her (like the Magister and father of a certain Tevinter mage). Shoot, having Harding give you a couple of starter quests for each area just makes loads of sense. All this would have to be ported to DA4 which will probably have a different structure, but there are sure to be a few NPCs that are aligned with us that can fit the bill. After all, we have Chest Hair on our back (Wait! That didn't come out right...) 3: Deepen questgivers that exist by giving them Lore to share instead of sitting on the table/barrel/bed next to them. This is more a realism thing than efficiency but it does at least mean zots are rolled in together. Most societies until fairly recently passed knowledge not by writing but by speaking and story-telling. Like the Storyteller in Redcliff, let more NPCs tell us the basics then add the full lore (better organized this time please) in the Codex. It will enrich the whole game. I will have more (and I haven't forgotten about what you said dagless) but I need to go be a Dad.
|
|
catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
inherit
11818
0
414
catcher
Casts Wall of Text
246
February 2021
catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by catcher on Mar 21, 2021 3:29:34 GMT
I agree about the hinterlands. The quests might have been very simple, but at least it had people in it. The biggest problem with Inquision’s maps IMO is simply that the game gives you no reason to travel to or through them. The main quest only takes you to a handful of locations on a couple of maps, with the rest entirely optional. If the story gives you a reason to visit somewhere, then getting distracted by side quests (even fetch quests) or something catching your eye in the distance seems natural. Unlocking a map based on a line of text on the war table and then just wandering off aimlessly is just underwhelming. Especially when everyone worth talking to is back home anyway. That's not so much about emptiness but goes to another important factor I have heard mentioned several times: lack of Player interest in 'optional' areas. If you don't mind, I will roll this into another comment and dive a bit deeper into why this happened for so many fans here in respect to DA:I. Older Bioware games had what I tend to think of as a "hub & dungeon" structure. There are a series of locations, each with a main quest hub where most of the gameplay is something other than combat: talking with NPCs, picking up and delivering quests, completing non-combat tasks, buying and selling stuff... You would usually begin each episode of the game in one such location, before moving onto a dungeon where the balance of gameplay was inverted, with lots of combat and relatively little dialogue. At the end of that area's arc, you would usually return to the hub for the big finale. DA:I uses the much maligned "single-player MMO" approach. There's only one hub to speak of (Skyhold) and very little non-combat gameplay outside of it and that one quest ("Wicked Eyes and Wicked Hearts"? It's been a while). What's worse is that not only is the main quest mostly divorced from the semi-open world, most main questlines have absolutely no buildup and drop you directly at the climax, making it hard to care. In DA:O, you spend quite a bit of time around Denerim before the Landsmeet. In DA:I, you are forced to resolve the Orlesian Civil War conflict minutes after being introduced to it and its major players. I see the arrangement of DA:I differently. To me, they tried to recreate BG2 Chapter 2 on a larger scale in DA:I. I know you've played that game but let me explain for those who haven't or did so long ago the memory is fuzzy (it could happen ). Briefly, Chapter 2 in Baldur's Gate 2 required the Protagonist to gather 20,000 in gold in order to advance the Ploy onto Chapter 3. You can gather that gold through a series of quests, large and small that are scattered all over a large city (and several outdoor areas beyond). There's various hooks for your companions and based on your class, but there's NO storyline to tell you which ones to do or when you have to 'cash in.' You can swing for the fences, doing big quests that promise big rewards and saving your pennies so you can move the plot quickly. You can seek out smaller lines and spend some to beef your party's gear to prepare for tougher situations to come. You can build a specific quest line that fit's your Protagonist the best. You get the picture. Now replace gold with Power and Chapter 2 with most of the Main Quest and you have the basics of DA:I. In 2000, Baldur's Gate 2 was the toast of Gamers as an innovation and later masterpiece of CRPGs and Chapter 2 was cited as a big part of its success. In 2014, Inquisition was met with more of a 'Meh' with the same mechanic expanded to most of a game. dagless, here's where I loop back to your comment as well. If you have played BG2, how did you get interested in those Side Quests where the 'optional' area in DA:I didn't work for you? How is the War Table interaction different than the pretty flat quest givers in BG2? If they voiced the briefing or did a little play between the Advisers in DA:I, would that have made a bigger impact? Digging into what makes areas/quests more involving initially is definitely an important part of the success of a game. As a bit of a student of game mechanics, I'm interested in the differences. Why would the number of hubs determine if something was a 'single player MMO' in your experience? Why doesn't Haven qualify? (it does for me, incidentally) How was BG2s hubless design any different? Non-combat play was even more non-existent in BG2 (and, to be honest, I don't remember much of it in, say DA:O either). How was Inquisition different and/or inferior? I get a little more about the last example, though one can get some more perspective on the Orlesian Civil War from the Exalted Plains (if one slogs through that area. Am I alone in disliking that area the most of the Inquisition areas?). I do think Bioware leaned too heavily on outside media to fill in gaps that needed to be covered in the game. I understand the drive for cross-media marketing, but it makes no sense to punish Players that don't buy those products. On the other hand, the Warden Quest (for all its other weaknesses) did build quite well. Perhaps there's not one real issue here but a series of missteps to take apart. To both of you, and everyone else offering commentary, thanks bunches. It may be a pipe dream, but I hope that some of these discussions help someone (Bioware or somebody else) make better games. Also, I just like talking with other Gamers about how to make games work better. Sorry for the walls of text. I tend to ramble on a bit.
|
|
azarhal
N7
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, Mass Effect Legendary Edition
Posts: 9,791 Likes: 27,830
inherit
1519
0
Dec 12, 2024 17:01:23 GMT
27,830
azarhal
9,791
Sept 9, 2016 12:15:16 GMT
September 2016
azarhal
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by azarhal on Mar 22, 2021 12:02:13 GMT
[skip] though one can get some more perspective on the Orlesian Civil War from the Exalted Plains (if one slogs through that area. Am I alone in disliking that area the most of the Inquisition areas?). For the [skip], the answer is gamers changed. Pillars of Eternity Deadfire also use the BG2 wide-open Chapter 2 and people also have an issue with it there too. And Deadfire has no power/money to gather, the map is wide open you after the first island and you just hunt for clues for the main quest. It's all very directionless and a lots of gamers don't like that. As for the Exalted Plains. I both like and hate the place. I like it because it has some nice lore around, but I hate the navigation on the map (2 places blocked by war table missions and lots of big rocks forcing you to go around) and the color palette is very brown.
|
|
inherit
1130
0
Dec 11, 2024 19:48:04 GMT
530
wickedcool
772
Aug 22, 2016 13:08:32 GMT
August 2016
wickedcool
|
Post by wickedcool on Mar 22, 2021 13:24:36 GMT
Way 2 many areas are barren lifeless areas with zero Personality
Stormcoast-you get iron bull here but the bandit leader could have had more dialogue etc. the necromancer has a house but no dialogue and no closeup. There’s a giant but only the one. Would have been cool for a pair or something. There’s a long walk to get a unique shield/cave. A lot of resources went into this walk which is boring
Hinterlands-one of best zone but lots of wasted potential(calamari very cool dungeon but no unique bandits etc)
3 huge deserts-monster plus to navigate and very little not interaction (a dragon researcher, a fort commander, a unique bad guy with no dialogue until throne room
Crest wood-another great zone clearly lots of npcs including a spirit. Lots of effort went into this
There are clearly zones where writers put effort into them but others where it appears only artists/etc put effort into them. If they had combined 2 deserts and put more effort into writing for these areas maybe it’s a slightly better game
There are great companion quests that tons of effort went into however you need to have high favorability to get most of them.
It seems that 1 team was rushed in the process of this game (writers/dialogue) and corners were cut to get this out the door
Hopefully they learn in da4 but we say that about every recent game they make
|
|
inherit
Elvis Has Left The Building
7794
0
Oct 31, 2020 23:57:02 GMT
8,073
pessimistpanda
3,804
Apr 18, 2017 15:57:34 GMT
April 2017
pessimistpanda
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
|
Post by pessimistpanda on Mar 23, 2021 2:27:41 GMT
I wouldn't say that DAI is very empty (bar the Hissing Wastes), rather that the content isn't very interesting, and completing it isn't very rewarding.
That said: large, mostly empty environments don't exactly enhance the experience of a narrative-focused rpg with an emphasis on plot choice and in-depth character interaction. That type of thing is better suited to your Breath of the Wilds and your Hollow Knights, games that preference exploration and challenge, and tend to be minimalist on direction or plot detail.
|
|
inherit
Glorious Star Lord
822
0
16,819
KaiserShep
Party like it's 2023!
9,233
August 2016
kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
|
Post by KaiserShep on Mar 23, 2021 4:49:46 GMT
I wouldn’t mind returning to more of the Dragon Age 2 type of format. For all the shit that game gets, there are some things that I quite love about it, even if some of it is in part on principle than straight execution. I liked the whole capers in a city thing, the amount of content each companion got and the various payoffs of their personal quests (Fenris ended up being my favorite) and all the various Kirkwall shit like dealing with its leadership, the scum of its underbelly, etc.. If the dungeons were more varied and the city given a more believable layout it would have presented so much better than it did.
|
|
helios969
N4
Kamisama
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: helios969
Prime Posts: No Clue
Prime Likes: Who Cares
Posts: 2,213 Likes: 3,229
inherit
867
0
Dec 12, 2024 17:40:36 GMT
3,229
helios969
Kamisama
2,213
August 2016
helios969
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
helios969
No Clue
Who Cares
|
Post by helios969 on Mar 23, 2021 7:57:11 GMT
I wouldn’t mind returning to more of the Dragon Age 2 type of format. Yep, and the combat was super fun...especially for mages and dual-wielders.
|
|
helios969
N4
Kamisama
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: helios969
Prime Posts: No Clue
Prime Likes: Who Cares
Posts: 2,213 Likes: 3,229
inherit
867
0
Dec 12, 2024 17:40:36 GMT
3,229
helios969
Kamisama
2,213
August 2016
helios969
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
helios969
No Clue
Who Cares
|
Post by helios969 on Mar 23, 2021 8:01:36 GMT
What would be nice in addition to filling up the wide spaces with interesting content would for them to design some good side story content and quest chains that take place post game. I don't think I've ever found a reason to continue playing in the world post-boss fight that didn't require DLC. And please design the game with a game+ in mind. I hate the tedium of collecting crap for crafting and whatnot.
|
|
catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
inherit
11818
0
414
catcher
Casts Wall of Text
246
February 2021
catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by catcher on Mar 23, 2021 21:32:40 GMT
Thanks to all who are keeping the conversation going. I'll try to make at least a short reply to everyone because there are several good lines here. For the [skip], the answer is gamers changed. Pillars of Eternity Deadfire also use the BG2 wide-open Chapter 2 and people also have an issue with it there too. And Deadfire has no power/money to gather, the map is wide open you after the first island and you just hunt for clues for the main quest. It's all very directionless and a lots of gamers don't like that. As for the Exalted Plains. I both like and hate the place. I like it because it has some nice lore around, but I hate the navigation on the map (2 places blocked by war table missions and lots of big rocks forcing you to go around) and the color palette is very brown. I didn't want to say that out loud myself because it was a theory I had but wasn't sure about. Let me let it loose now. Things like tanks, grind, DPS, etc. have always been there in CRPGs, they've just been hidden under the veneer story and PnP game systems. Five years after Baldur's Gate 2, Blizzard released World of Warcraft which was a game that had a paradigmatic impact not equaled for over a decade (if then). It used all the basic tropes of the CRPG and just removed much of the veneer exposing the beams, because the fun was more focused on working together with other Gamers instead of fitting into someone else's story. That style is no more or less legitimate than the first, but you can see by the use of terms both outside and in this topic that years of MMOs has changed gamers and CRPGs. What I'd like to probe is if we can reach a different kind of CRPG.: one that keeps the veneers of story but allows more flexibility in how they fit together. DA:I didn't succeed at that so well (for numerous reasons). Are there ways DA4 can not only improve but innovate on that? Way 2 many areas are barren lifeless areas with zero Personality Stormcoast-you get iron bull here but the bandit leader could have had more dialogue etc. the necromancer has a house but no dialogue and no closeup. There’s a giant but only the one. Would have been cool for a pair or something. There’s a long walk to get a unique shield/cave. A lot of resources went into this walk which is boring Hinterlands-one of best zone but lots of wasted potential(calamari very cool dungeon but no unique bandits etc) 3 huge deserts-monster plus to navigate and very little not interaction (a dragon researcher, a fort commander, a unique bad guy with no dialogue until throne room Crest wood-another great zone clearly lots of npcs including a spirit. Lots of effort went into this There are clearly zones where writers put effort into them but others where it appears only artists/etc put effort into them. If they had combined 2 deserts and put more effort into writing for these areas maybe it’s a slightly better game There are great companion quests that tons of effort went into however you need to have high favorability to get most of them. It seems that 1 team was rushed in the process of this game (writers/dialogue) and corners were cut to get this out the door Hopefully they learn in da4 but we say that about every recent game they make Let me ask: you would agree that the real issue for improvement is more and more interesting NPCs? That's the gist I got but I don't want to put words in your mouth. Also, thanks for mentioning villians. I think, outside spending lots of zots on NPCs with more static presence, Bioware could invest in recurring, persistent minor villians. The Protag foils their plans and occasionally gets close, but they manage to get away (until they don't ). While I think determining WHAT wasn't working in DA:I than why, given some of the depth of overheard conversations I have picked up in the game, I get the feeling it was more of an organization problem than writer problem. YMMV. I wouldn't say that DAI is very empty (bar the Hissing Wastes), rather that the content isn't very interesting, and completing it isn't very rewarding. That said: large, mostly empty environments don't exactly enhance the experience of a narrative-focused rpg with an emphasis on plot choice and in-depth character interaction. That type of thing is better suited to your Breath of the Wilds and your Hollow Knights, games that preference exploration and challenge, and tend to be minimalist on direction or plot detail. Hi panda. Good to see you again. Yup, this topic seems to be converging with my Quests topic but I guess I shouldn't be surprised. A question given your experience in that type of game: any way you see to make more of a hybrid? Something that leverages the thrill of discovery in locations as well as the discovery of plot and character? Bioware tried that long ago with Baldur's Gate 1 but that was a bit of a mess as they had so many open areas with little to no content and you had to manually traverse all the intervening terrain. I wouldn’t mind returning to more of the Dragon Age 2 type of format. For all the shit that game gets, there are some things that I quite love about it, even if some of it is in part on principle than straight execution. I liked the whole capers in a city thing, the amount of content each companion got and the various payoffs of their personal quests (Fenris ended up being my favorite) and all the various Kirkwall shit like dealing with its leadership, the scum of its underbelly, etc.. If the dungeons were more varied and the city given a more believable layout it would have presented so much better than it did. I think we'll see more urban adventures, but there are likely some wilderness sections too. The Companions may have to carry some of the weight in non-civilized areas. Maybe specific dialogues (like the cutscenes with Morrigan in the Temple of Mythal) instead of the basic banter, perhaps even linked with pieces of lore specific to the Companion in question? I'm assuming your last sentence is referring to DA:I? I'm not going to try to explain or apologize for Val Royeaux, that was just a plain bad design decision. I'm not sure we will see more 'dungeons' in the traditional sense and I'm not terribly hurt about that. Things like Valamarr and the Deep Roads make sense, but giving the designers more freedom to chain areas together instead of stuffing them into one pathed 'dungeon' sparks some interesting creativity. quote source="/post/1449284/thread" author=" helios969" timestamp="1616486496"]What would be nice in addition to filling up the wide spaces with interesting content would for them to design some good side story content and quest chains that take place post game. I don't think I've ever found a reason to continue playing in the world post-boss fight that didn't require DLC. And please design the game with a game+ in mind. I hate the tedium of collecting crap for crafting and whatnot.[/quote] I'm not a Player who is big on long denouement or game+. Would you be able to describe what you consider designing for game+? Is there some way to get that content for those who are not game+ Players (which I have a feeling but no numbers is the far larger majority)? I don't want to be dismissive of any Players but this group is the hard for me to connect to. Thanks again to all.
|
|
inherit
Elvis Has Left The Building
7794
0
Oct 31, 2020 23:57:02 GMT
8,073
pessimistpanda
3,804
Apr 18, 2017 15:57:34 GMT
April 2017
pessimistpanda
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
|
Post by pessimistpanda on Mar 24, 2021 1:10:26 GMT
Hi panda. Good to see you again. Yup, this topic seems to be converging with my Quests topic but I guess I shouldn't be surprised. A question given your experience in that type of game: any way you see to make more of a hybrid? Something that leverages the thrill of discovery in locations as well as the discovery of plot and character? Bioware tried that long ago with Baldur's Gate 1 but that was a bit of a mess as they had so many open areas with little to no content and you had to manually traverse all the intervening terrain. Games like Breath of the Wild and Hollow Knight encourage exploration and puzzle-solving because there are significant rewards; permanent health/stamina/magic upgrades, for instance, that are in fact almost necessary if you hope to have any chance of completing future challenges you may find. Unique pieces of armour or new spells/tools that allow you to access previously inaccessible places. Dragon Age can't really do that, not without changing the core gameplay significantly, so the only thing I can suggest is to make the content more interesting. If you want players to go all the way to the furthest corner of the map, there should be something better than an elfroot or a dagger schematic or a vague codex entry at the end. The shards in DAI are a good example of what not to do. If someone goes through the slog of collecting them all, the very least they should be getting at the end is a proper boss fight and a decent cutscene, in addition to whatever gear and xp rewards were waiting at the end of that quest (and a measly 2 "power points" that, by that point in the game, nobody could possibly need). What we got instead was a roomful of random mooks, and probably a vague, unhelpful codex entry that did nothing to explain why anything we just did even mattered. "Emptiness" in itself isn't a problem. In games that employ it correctly, it can add a sense of grandeur and mystery and danger, and players will push through, despite dying over and over and over again, and despite being given little impetus to do so, just to see what's at the end. But Dragon Age is about narrative, when people play Dragon Age, they want story, they want to engage with characters. Anything that doesn't add to the story is, for many people, a waste of time.
|
|
inherit
1033
0
Member is Online
Dec 12, 2024 20:08:36 GMT
37,533
colfoley
19,297
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Mar 24, 2021 4:23:20 GMT
Hi panda. Good to see you again. Yup, this topic seems to be converging with my Quests topic but I guess I shouldn't be surprised. A question given your experience in that type of game: any way you see to make more of a hybrid? Something that leverages the thrill of discovery in locations as well as the discovery of plot and character? Bioware tried that long ago with Baldur's Gate 1 but that was a bit of a mess as they had so many open areas with little to no content and you had to manually traverse all the intervening terrain. Games like Breath of the Wild and Hollow Knight encourage exploration and puzzle-solving because there are significant rewards; permanent health/stamina/magic upgrades, for instance, that are in fact almost necessary if you hope to have any chance of completing future challenges you may find. Unique pieces of armour or new spells/tools that allow you to access previously inaccessible places. Dragon Age can't really do that, not without changing the core gameplay significantly, so the only thing I can suggest is to make the content more interesting. If you want players to go all the way to the furthest corner of the map, there should be something better than an elfroot or a dagger schematic or a vague codex entry at the end. The shards in DAI are a good example of what not to do. If someone goes through the slog of collecting them all, the very least they should be getting at the end is a proper boss fight and a decent cutscene, in addition to whatever gear and xp rewards were waiting at the end of that quest (and a measly 2 "power points" that, by that point in the game, nobody could possibly need). What we got instead was a roomful of random mooks, and probably a vague, unhelpful codex entry that did nothing to explain why anything we just did even mattered. "Emptiness" in itself isn't a problem. In games that employ it correctly, it can add a sense of grandeur and mystery and danger, and players will push through, despite dying over and over and over again, and despite being given little impetus to do so, just to see what's at the end. But Dragon Age is about narrative, when people play Dragon Age, they want story, they want to engage with characters. Anything that doesn't add to the story is, for many people, a waste of time. I agree with you on the face of it but I also think that is where, at least part of, the solution arrives. See another one of the attractions about Dragon Age...or at least Inquisition...was exploring the world and finding out more about the world and mainly its past. Though this was kind of best done in the critical path missions mainly What Pride Had Wrought and Ameridan's encounter in Hakkon... being a history buff both instances were huge highlights for me. But perhaps this is something they can do in the future by giving people rewards of lore in random corners of the world. These don't have to be that much but they can add significant flavor to the setting and really help flesh it out. And as a bonus they can do, as you suggest, big cutscenes or story beats in these side quests or exploration. Like maybe you could participate in an Indiana Jones like adventure looking for an ancient artififact, like in Genitivi dies in the End.
|
|
azarhal
N7
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, Mass Effect Legendary Edition
Posts: 9,791 Likes: 27,830
inherit
1519
0
Dec 12, 2024 17:01:23 GMT
27,830
azarhal
9,791
Sept 9, 2016 12:15:16 GMT
September 2016
azarhal
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by azarhal on Mar 24, 2021 19:19:51 GMT
The shards in DAI are a good example of what not to do. If someone goes through the slog of collecting them all, the very least they should be getting at the end is a proper boss fight and a decent cutscene, in addition to whatever gear and xp rewards were waiting at the end of that quest (and a measly 2 "power points" that, by that point in the game, nobody could possibly need). What we got instead was a roomful of random mooks, and probably a vague, unhelpful codex entry that did nothing to explain why anything we just did even mattered. Clearing the sealed temple rooms with the shards gives you elemental stat defenses increase (20% in Fire, Spirit and Cold defenses if all doors are opened). With the superior elemental defense belt (30% resistance) that are also are also looted from the temple, you can get 50% elemental defense against one resistance before crafting bonuses. With crafting, 100% resistance is achievable. Super handy against dragons for players who have issues dealing with them.
|
|
catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
inherit
11818
0
414
catcher
Casts Wall of Text
246
February 2021
catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
|
Post by catcher on Mar 24, 2021 21:54:58 GMT
Clearing the sealed temple rooms with the shards gives you elemental stat defenses increase (20% in Fire, Spirit and Cold defenses if all doors are opened). With the superior elemental defense belt (30% resistance) that are also are also looted from the temple, you can get 50% elemental defense against one resistance before crafting bonuses. With crafting, 100% resistance is achievable. Super handy against dragons for players who have issues dealing with them. I think the point panda is driving at in this example is that the cost (in exploration time, especially those really tough ones to reach) for the return is just far too low. Completing one of those paths (let's say the Fire Captured if you are targeting a fire breathing dragon) requires a minimum of 42 shards. Assuming the wiki is correct, a Player has to gather every shard in the Hinterlands (a high bar since you have to get past that wicked Fereldan Frostback for several), every shard in the complex that is the Forbidden Oasis and at least 5 out of the 13 along the Storm Coast. That's all for a selection of loot that, while nice, doesn't come close to compensating the time spent. Further, there's no Lore until you get all 114 shards and that lore just hints at the existence of Fen'harel vaguely. Once you move to Skyhold, you'll have to fight your way through Venatori and a Giant just to cash in a few more shards. As Dorian says, "Seriously, just how many keys does one ancient temple need?" Moving onto the other part, like Colfoley said, there can be some pretty good ways to include exploration. It just needs to be done with a better eye on the time spent to payoff. That will be somewhat different for different Players, but there's some payoffs DA could have that say Hollow Knights might not. What if the exploration is driven by a Companion so there's character interaction on top of the possible loot and lore dynamic? We had a taste of that in Inquisition with Varric and Valammar, for example. Turn that up some and add more lore to it. If you have a Companion in the party for long enough and build some approval, it triggers and you have a real multi-level reward mechanic going with a reason to go there. Just one way to do it.
|
|
azarhal
N7
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, Mass Effect Legendary Edition
Posts: 9,791 Likes: 27,830
inherit
1519
0
Dec 12, 2024 17:01:23 GMT
27,830
azarhal
9,791
Sept 9, 2016 12:15:16 GMT
September 2016
azarhal
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by azarhal on Mar 24, 2021 22:32:03 GMT
Clearing the sealed temple rooms with the shards gives you elemental stat defenses increase (20% in Fire, Spirit and Cold defenses if all doors are opened). With the superior elemental defense belt (30% resistance) that are also are also looted from the temple, you can get 50% elemental defense against one resistance before crafting bonuses. With crafting, 100% resistance is achievable. Super handy against dragons for players who have issues dealing with them. I think the point panda is driving at in this example is that the cost (in exploration time, especially those really tough ones to reach) for the return is just far too low. Completing one of those paths (let's say the Fire Captured if you are targeting a fire breathing dragon) requires a minimum of 42 shards. Assuming the wiki is correct, a Player has to gather every shard in the Hinterlands (a high bar since you have to get past that wicked Fereldan Frostback for several), every shard in the complex that is the Forbidden Oasis and at least 5 out of the 13 along the Storm Coast. That's all for a selection of loot that, while nice, doesn't come close to compensating the time spent. Further, there's no Lore until you get all 114 shards and that lore just hints at the existence of Fen'harel vaguely. Once you move to Skyhold, you'll have to fight your way through Venatori and a Giant just to cash in a few more shards. As Dorian says, "Seriously, just how many keys does one ancient temple need?" The shards rewards are beneficial to someone doing a completionist run of DAI. The loot in there is all max level gear (for the base game). You're not supposed to be done with the place at level 10. And it's not like DAI is a long game, I 100% it in 100 hours (on normal), that include doing all the collections and completing all the DLCs. It's the second shorted "open world" (despite not really being open world) game I played made post 2010 after Horizon Zero Dawn (and I didn't bother with the collections in HZD). And I played almost all open world games released.
|
|
inherit
Elvis Has Left The Building
7794
0
Oct 31, 2020 23:57:02 GMT
8,073
pessimistpanda
3,804
Apr 18, 2017 15:57:34 GMT
April 2017
pessimistpanda
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
|
Post by pessimistpanda on Mar 24, 2021 23:52:26 GMT
I think the point panda is driving at in this example is that the cost (in exploration time, especially those really tough ones to reach) for the return is just far too low. Completing one of those paths (let's say the Fire Captured if you are targeting a fire breathing dragon) requires a minimum of 42 shards. Assuming the wiki is correct, a Player has to gather every shard in the Hinterlands (a high bar since you have to get past that wicked Fereldan Frostback for several), every shard in the complex that is the Forbidden Oasis and at least 5 out of the 13 along the Storm Coast. That's all for a selection of loot that, while nice, doesn't come close to compensating the time spent. Further, there's no Lore until you get all 114 shards and that lore just hints at the existence of Fen'harel vaguely. Once you move to Skyhold, you'll have to fight your way through Venatori and a Giant just to cash in a few more shards. As Dorian says, "Seriously, just how many keys does one ancient temple need?" The shards rewards are beneficial to someone doing a completionist run of DAI. The loot in there is all max level gear (for the base game). You're not supposed to be done with the place at level 10. And it's not like DAI is a long game, I 100% it in 100 hours (on normal), that include doing all the collections and completing all the DLCs. It's the second shorted "open world" (despite not really being open world) game I played made post 2010 after Horizon Zero Dawn (and I didn't bother with the collections in HZD). And I played almost all open world games released. Why anyone would bother to do a completionist run of DAI utterly baffles me. That is my overall point. I have also cleared out every shred of DAI's content, and looking back I consider it to have been a waste of my time. "Do the shards to beat the dragons." Okay, and what do I get when I beat the Dragons? Purple gear that's on a par with stuff I'm already finding around the place, and nothing meaningful in terms of story.
|
|
inherit
Scribbles
185
0
31,578
Hanako Ikezawa
22,991
August 2016
hanakoikezawa
|
Post by Hanako Ikezawa on Mar 25, 2021 0:16:19 GMT
Why anyone would bother to do a completionist run of DAI utterly baffles me. Because it’s fun. I always did completionist playthroughs for all my many runs of DAI.
|
|
inherit
529
0
7,815
Nightscrawl
3,266
August 2016
nightscrawl
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
|
Post by Nightscrawl on Mar 25, 2021 1:36:08 GMT
pessimistpanda For me it's about spending more time in my favorite game of the series.
|
|
inherit
1033
0
Member is Online
Dec 12, 2024 20:08:36 GMT
37,533
colfoley
19,297
Aug 17, 2016 10:19:37 GMT
August 2016
colfoley
|
Post by colfoley on Mar 25, 2021 3:23:31 GMT
As a rule I never do completionist runs.
|
|
inherit
3439
0
Dec 12, 2024 17:56:42 GMT
9,786
alanc9
Old Scientist Contrarian
8,115
February 2017
alanc9
|
Post by alanc9 on Mar 25, 2021 5:15:32 GMT
Why anyone would bother to do a completionist run of DAI utterly baffles me. Because it’s fun. I always did completionist playthroughs for all my many runs of DAI. The hard thing to understand is the people who do completionist runs while complaining that completionist runs aren't fun. I saw a lot of that on the ME:A boards.
|
|
inherit
Now with HESH rounds!
912
0
6,638
The Biotic Trebuchet
Stolen by inquisition forces.
2,616
Aug 11, 2016 22:59:51 GMT
August 2016
thebioticbread
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR
Trebuchet_MkIV
[(e^x )- 4]
69
|
Post by The Biotic Trebuchet on Mar 25, 2021 15:56:40 GMT
Damn, i remember that i fell asleep quite a few times while exploring the maps in DAI. If i wanted to play walking simulator, i would play Squad (at least you can get an airlift in the later). Slow traveling speeds + boring sidequest + generic enemies made feel that those big maps were empty.
|
|