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Post by catcher on Mar 25, 2021 17:54:00 GMT
I try hard not to judge how anyone has fun playing these games. As I keep learning, everyone has some different ideas and I try to keep learning from that(check Rule 1 below ). I did want to point out that the example Pessimistpanda gave was a good one for a case that sets the barrier relatively high (in terms of playtime and opportunity cost) for a payoff that is fairly narrow. For a quest that requires crawling up to and over multiple nooks and crannies across nearly the entire Gamespace, I would have included much more lore and more NPC interaction as a reward for the action. As always, YMMV. For the completionists that have chimed in, if you don't mind a question: did you find the content sufficient? Do you have alternate criticisms to offer outside of a lack of NPC interaction that so far seems to be at the root of dissatisfaction with DA:I? Thanks in advance.
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Post by fairdragon on Mar 28, 2021 15:19:34 GMT
everyone likes something different and that's okay as long as you aren't forced to do what others like. I am a huge fan of story and replayability. i don't like to create armor and things like that. But as long as i don't have to do it, why shouldn't it be in the game? I am not a fan of open world, because i haven't seen an open world game which is playable for me. I don't know why.
So the problem I see with DA:
DAO was amazing, best areas and origins for replayabiity. The different areas make sure that you don't get bored and you feel the love that was put into this game. Best 3 areas: Cousland estate, redcliff, Lothering. decisions and consequences ensure that you really have to be careful what you do and the beautyful story won't let you go .
DA2 was for me the hell. I loved the story concept, but it feels like someone has lovelessly thrown the ideas together and roughly linked them with each other. I can't explain it better. (i think the short time was the reason her) After DAO i feel like i am running in a circle, everythink look the same. the only think i see connected with the area is Sebastian (and he is not really good worked out). Hawk is the worst Protagonist i ever played, because i can't make him my own. [to few decisions] (my opinon) if i'm honest, all characters are poorly crafted. exceptions : Varric, aveline and Hawks uncle (doesn't know his name). The combat system isn't playbale for me, because my reaction time and motor skills aren't good. I had to force myself through a let's play for the story and the keep.
So i was really happy when DAI came out and really excited too. At the end it was better than DA2, but not as good as DAO. pretty okay. Problem I have while playing it through once: while DA2 has fix the protagonist to tight, he is too loosely in DAI. The questions in the middle of the game about family, what i experienced or how i felt about the circle, were extremely annoying. I don't want to decied the past. In the hinterlands i have a time were i wanted to stop playing. For me the hinterlands are 3 areas put together, to have a reason for the horse to be there. I don't like the horse riding in DAI, so i have to run. annoying. if there had been anything between Mother Giselle and Master Dennet the run would have been shorter and okay. there are only few side quest i like in DAI, because they mean something. I love the whole story and the war table. "Sit in Judgment" was really tricky, but it felt real.
i use the word empty because i have to run a long way without anything worth stopping for. i love beautyful landscapes, but DAI has none that I would admire.
I know i'm too critical. (the reason why i haven't much games to play) And i am sorry for the long text, but that's the only way I can explain it.
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Post by Noxluxe on Mar 31, 2021 13:24:34 GMT
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? Make the wilderness areas smaller. I seriously don't understand how you can see a vast and completely generic open area that the player has to waste time crossing back and forth for quests as a good thing. To me there's no benefit whatsoever. DA:O's relatively tight and self-contained environments are one of the things that make exploring in that game nice and cozy and always rewarding, while Inquisition could take an hour out of your life running through boring hills just to fill out the corner of the map in case there's something interesting going on over there that would finally make it worthwhile. Neverwinter Night's Port Llast location is quite simply much smaller and quickly explored in comparison, which makes it a much less offensive case of wasted space. And even then it's totally one of the areas where that game slows down and risks losing players who feel aimless. And frankly? You can shove your glitch-infested 2014 graphics. Origins' much smaller locales let them to put much more effort into making each area a painting of light and contrast and color that made it a pleasure to behold and gave them real atmosphere. If you pay attention to the environment composition, almost every area of the game feels like you're walking through an illustration page from Lord of the Rings. Personally, that's what has me coming back to it more than anything else. You definitely sometimes get the same feeling in some areas of Inquisition, but between each of them is like five hours of running through the same environments of brightly lit and generically pretty trees and bushes, doing fetch-quests. If I really wanted to do that I'd be playing World of Warcraft Classic instead.
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Post by sjsharp2010 on Mar 31, 2021 14:07:35 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. Yeah I agre I wouldn't as yDAI was empty either moer tha tthe open worlds was perhaps a little too open. They could have gotten awa ywith either smaller maps or at least fewer of them. Strange to say this I know but for me this is one thing that for me MEA did better than DAI because the maps were smaller and definitely easier t omanage by comparison. In many ways I think Biowaer need to look more at games like Horizon Zero Dawn for designing their open worlds if that's the way they want to go because that game was both manageable and kept interesting all the way through every quest right to the end at least imo. I refer to HZD mainly becaus eof the type of game it is in that the map is big in that it does require a reasonable eamount of exploration but that exploration doesn' t require too much straying off the main path because the story and quests that you find on the main path require you to go to most of the places anyway. There are still one or 2 areas it doesn't take you to but it's up to you whether you want to go to those places or not but still with HZD most of the map does serve a purpose in one way or another.
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Post by catcher on Apr 1, 2021 2:19:36 GMT
Make the wilderness areas smaller. I seriously don't understand how you can see a vast and completely generic open area that the player has to waste time crossing back and forth for quests as a good thing. To me there's no benefit whatsoever. DA:O's relatively tight and self-contained environments are one of the things that make exploring in that game nice and cozy and always rewarding, while Inquisition could take an hour out of your life running through boring hills just to fill out the corner of the map in case there's something interesting going on over there that would finally make it worthwhile. Hi Noxluxe. good to see you again. I know this is probably just me, but I didn't have anywhere near the reaction to Inquisitions environments that you did. I remember very few cases of having to slog that weren't mitigated by Fast travel points or Camps. We've discussed the depth of quests being an issue and the lack of NPC interest and interaction, that I would agree with. However, I must just not be jaded enough because the environments were anything but generic to me. The Hinterlands has a rolling farmland feel with plenty of uplands and defiles. The Storm Coast is impressive from foaming basalt shoreline to forested defiles with abundant dwarven architecture to the warren of caverns, outcroppings, and canyons in The Forbidden Oasis. Not trying to convince you that you are somehow wrong: you felt what and how you felt. I AM trying to point out that the environments were well executed for someone else and there may be many other Gamers that agree. Neverwinter Night's Port Llast location is quite simply much smaller and quickly explored in comparison, which makes it a much less offensive case of wasted space. And even then it's totally one of the areas where that game slows down and risks losing players who feel aimless. Agree to disagree that Port Llast is worse than Inquisition? Agree to agree that was a definite grinding part of the game And frankly? You can shove your glitch-infested 2014 graphics. While you smile, I think this could explain some of the difference in impression. I didn't play Inquisition until all the patches had been released and played it on 2019 hardware. The only glitches I noticed (outside of the usual clipping issues that have plagued all Bioware 3D games) were birds that levitated in some zones like the Storm Coast. There's something to be said for playing a game in its mature state. There's more to be said about releasing a game that already looks to be in a mature state Origins' much smaller locales let them to put much more effort into making each area a painting of light and contrast and color that made it a pleasure to behold and gave them real atmosphere. If you pay attention to the environment composition, almost every area of the game feels like you're walking through an illustration page from Lord of the Rings. Personally, that's what has me coming back to it more than anything else. You definitely sometimes get the same feeling in some areas of Inquisition, but between each of them is like five hours of running through the same environments of brightly lit and generically pretty trees and bushes, doing fetch-quests. If I really wanted to do that I'd be playing World of Warcraft Classic instead. By the Lord of the Rings illustration, do you mean one of those by Alan Lee? I have the series illustrated by him and it is fabulous. Unfortunately, I see more of it in Inquisition than in Origins. The different statuary, architecture, ruins, etc. in different adventuring areas give each one a different different character. In Origins, Sten even makes a joke about all the similar Andrastan statues with bowls. Again, maybe because I haven't played any other modern open world games, I'm just far more easily impressed with this. Out of curiosity, what specific areas in Inquisition DO work for you? I think that could be helpful in talking about what might work better across the board for DA4. Generally I DO agree that there should be more 'tight' areas in DA4 but I wouldn't want to see the advantages of some of the opening (Player choice in how to peruse goals, tactical variety, variations in environments, etc.) get lost in the trade. I believe there is a happier medium here. Thanks for your insights.
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Post by Noxluxe on Apr 1, 2021 6:50:02 GMT
I know this is probably just me, but I didn't have anywhere near the reaction to Inquisitions environments that you did. I remember very few cases of having to slog that weren't mitigated by Fast travel points or Camps. We've discussed the depth of quests being an issue and the lack of NPC interest and interaction, that I would agree with. However, I must just not be jaded enough because the environments were anything but generic to me. The Hinterlands has a rolling farmland feel with plenty of uplands and defiles. The Storm Coast is impressive from foaming basalt shoreline to forested defiles with abundant dwarven architecture to the warren of caverns, outcroppings, and canyons in The Forbidden Oasis. Not trying to convince you that you are somehow wrong: you felt what and how you felt. I AM trying to point out that the environments were well executed for someone else and there may be many other Gamers that agree. You don't have to extend all these olive branches or wrap things so carefully for my benefit. I respect that you want to maintain a civil tone in your threads, but it feels like I'm talking to someone who's terrified that I'm about to either hit them or shoot myself. We're just talking about our own experiences of the games and what we conclude from them, I'm sure everybody is clear on that. Would you describe yourself as a particularly completionist gamer? I am. When I play a game I want to feel like I'm getting everything I possibly can for my money. In RPGs that means doing every quest that isn't utterly and completely flavorless or goes against the nature of the character I'm playing, provided that the game's writing has earned that level of investment from me. Otherwise I just don't play it. In DA:O and older games like it that means conveniently going from one activity to the other in a relatively confined space until I've cleared it for worthwhile content - unless I know I'm coming back to clean up later - so that when I finish the game I feel like my character has touched every part of the world and the entire game reflects the overall story I wanted to tell about them as much as possible. Same in DAII. In DAI, however, following that same process means hours upon hours upon hours of moving through the empty wilds to shuffle between quests that are so much thinner and less interactive, with little if any real writing outside the main story. A completionist playthrough of Inquisition can be twice as long as the other two games combined, and most of it is just walking through empty woods and empty desert to get to symbols on a map where something might actually happen. That's simply a garbage deal in comparison. Agree to disagree that Port Llast is worse than Inquisition? Neverwinter Nights is better than Inquisition, no question. Port Llast maybe beats out the Hinterlands, I'd have to play both games through again to call it. You can agree to disagree all you want. By the Lord of the Rings illustration, do you mean one of those by Alan Lee? I have the series illustrated by him and it is fabulous. Unfortunately, I see more of it in Inquisition than in Origins. The different statuary, architecture, ruins, etc. in different adventuring areas give each one a different different character. In Origins, Sten even makes a joke about all the similar Andrastan statues with bowls. Again, maybe because I haven't played any other modern open world games, I'm just far more easily impressed with this. Out of curiosity, what specific areas in Inquisition DO work for you? I think that could be helpful in talking about what might work better across the board for DA4. I tend to pay more attention to the presentation than to the specific shapes of the statues. As I said, the area composition, lighting and color and contrast usage and lighting. A lot of theoretically more stylized and grand settings in Inquisition look gaudy and ugly and boring because not enough attention was paid to actually making them pleasant to look at. Whereas every area in Origins has a clear theme and tone and everything is placed very meticulously to make sure they come across no matter where you're looking and what angle you're looking at it from. And I generally just find the watercolor painting style in Origins way more powerful and evocative. Areas that work for me tend to be the ones where the game breaks away from the open world to do something specific in a specific location instead. The Dragon Nest in the Hinterlands, for example, where the gameplay narrows down to a small valley with a more linear progression - while still having plenty of nooks and crannies and opportunities for treasure hunting. Stepping into that valley from the Hinterlands proper, you can instantly tell that the artists realized that they were actually going to have to tell a story with this area, and made an effort to make it look especially gorgeous and unique to having housed a dragon. Although they still insisted on putting those weird, way too angular rock formations in there. I've never figured out what those are about. But they sure don't improve the aesthetic.
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Post by wright1978 on Apr 1, 2021 7:36:18 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. Yeah I agre I wouldn't as yDAI was empty either moer tha tthe open worlds was perhaps a little too open. They could have gotten awa ywith either smaller maps or at least fewer of them. Strange to say this I know but for me this is one thing that for me MEA did better than DAI because the maps were smaller and definitely easier t omanage by comparison. In many ways I think Biowaer need to look more at games like Horizon Zero Dawn for designing their open worlds if that's the way they want to go because that game was both manageable and kept interesting all the way through every quest right to the end at least imo. I refer to HZD mainly becaus eof the type of game it is in that the map is big in that it does require a reasonable eamount of exploration but that exploration doesn' t require too much straying off the main path because the story and quests that you find on the main path require you to go to most of the places anyway. There are still one or 2 areas it doesn't take you to but it's up to you whether you want to go to those places or not but still with HZD most of the map does serve a purpose in one way or another. The one thing that made navigation less of chore for me in MEA was the silly little unarmoured rover. If you can't do a companion mount system then you should really be looking more compact
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sjsharp2010
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Post by sjsharp2010 on Apr 1, 2021 11:16:03 GMT
Yeah I agre I wouldn't as yDAI was empty either moer tha tthe open worlds was perhaps a little too open. They could have gotten awa ywith either smaller maps or at least fewer of them. Strange to say this I know but for me this is one thing that for me MEA did better than DAI because the maps were smaller and definitely easier t omanage by comparison. In many ways I think Biowaer need to look more at games like Horizon Zero Dawn for designing their open worlds if that's the way they want to go because that game was both manageable and kept interesting all the way through every quest right to the end at least imo. I refer to HZD mainly becaus eof the type of game it is in that the map is big in that it does require a reasonable eamount of exploration but that exploration doesn' t require too much straying off the main path because the story and quests that you find on the main path require you to go to most of the places anyway. There are still one or 2 areas it doesn't take you to but it's up to you whether you want to go to those places or not but still with HZD most of the map does serve a purpose in one way or another. The one thing that made navigation less of chore for me in MEA was the silly little unarmoured rover. If you can't do a companion mount system then you should really be looking more compact Well all we ca ndo is hope the ylearned from it I'd say based on MEA and how that plays they did.
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Post by catcher on Apr 1, 2021 14:48:53 GMT
]You don't have to extend all these olive branches or wrap things so carefully for my benefit. I respect that you want to maintain a civil tone in your threads, but it feels like I'm talking to someone who's terrified that I'm about to either hit them or shoot myself. We're just talking about our own experiences of the games and what we conclude from them, I'm sure everybody is clear on that. I would apologize but that would just perpetuate the Circle of Shame wouldn't it? Let's just say I'm overly familiar with how smaller disagreements between avid Fans can blowup and I'm probably being oversensitive to that. I'll deal with it. Would you describe yourself as a particularly completionist gamer? I am. When I play a game I want to feel like I'm getting everything I possibly can for my money. In RPGs that means doing every quest that isn't utterly and completely flavorless or goes against the nature of the character I'm playing, provided that the game's writing has earned that level of investment from me. Otherwise I just don't play it. In DA:O and older games like it that means conveniently going from one activity to the other in a relatively confined space until I've cleared it for worthwhile content - unless I know I'm coming back to clean up later - so that when I finish the game I feel like my character has touched every part of the world and the entire game reflects the overall story I wanted to tell about them as much as possible. Same in DAII. In DAI, however, following that same process means hours upon hours upon hours of moving through the empty wilds to shuffle between quests that are so much thinner and less interactive, with little if any real writing outside the main story. A completionist playthrough of Inquisition can be twice as long as the other two games combined, and most of it is just walking through empty woods and empty desert to get to symbols on a map where something might actually happen. That's simply a garbage deal in comparison. That does help. I'm not generally a completionist, though I will take different playthroughs to get different content. I guess I learned fairly quickly that DA:I wasn't a completionist game which was fine by me, but I can see how it would be annoying with that preferred approach. Here's a question to consider: what if you can only do 'some' of the things by design (like they did with Hoards of the Underdark in the Underdark Chapter) but each one has a discernable, deep storyline of its own that connects into the main story? I'm thinking more in terms of DA4(ish) with this. Neverwinter Nights is better than Inquisition, no question. Port Llast maybe beats out the Hinterlands, I'd have to play both games through again to call it. You can agree to disagree all you want. Good to see that old game get some love when it was so maligned among the circles I rode in those days. I tend to see the two as very similar in that both were quantum changes in engine and technology for Bioware, both got hit by schedule crunches outside their control, and both seemed to have great potential that never got fully realized. Also, interestingly enough, both had gothic horror style sections that were probably the best parts of the game (Charwood in NWN and Chateau d'Onterre in Inquisition). I tend to pay more attention to the presentation than to the specific shapes of the statues. As I said, the area composition, lighting and color and contrast usage and lighting. A lot of theoretically more stylized and grand settings in Inquisition look gaudy and ugly and boring because not enough attention was paid to actually making them pleasant to look at. Whereas every area in Origins has a clear theme and tone and everything is placed very meticulously to make sure they come across no matter where you're looking and what angle you're looking at it from. And I generally just find the watercolor painting style in Origins way more powerful and evocative. Areas that work for me tend to be the ones where the game breaks away from the open world to do something specific in a specific location instead. The Dragon Nest in the Hinterlands, for example, where the gameplay narrows down to a small valley with a more linear progression - while still having plenty of nooks and crannies and opportunities for treasure hunting. Stepping into that valley from the Hinterlands proper, you can instantly tell that the artists realized that they were actually going to have to tell a story with this area, and made an effort to make it look especially gorgeous and unique to having housed a dragon. Although they still insisted on putting those weird, way too angular rock formations in there. I've never figured out what those are about. But they sure don't improve the aesthetic. I'll have to load up Origins again and have another look. What area from Origins would you suggest for comparison? I'll need to get my girls to come look too as I have bog all eye for composition and they are both far more artistic. And those basalt tubes are really out of place in the Hinterlands. On the Storm Coast? Perfectly evocative of the northern Irish/Scottish coast. The Hinterlands area abutts Lake Calenhad, not the sea so I don't know why the artists decided to put them there other than they look kind of cool. I've got an Inquisition run that's still pretty early in that I was going to make more completionist by going after all those shards. That means I'll have to reexperience the Dragon Hatchery so I'll be sure to reread your take before I do. Thanks. (that's always going to be at the end of my posts, deal )
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Post by Gwydden on Apr 1, 2021 14:55:28 GMT
Although they still insisted on putting those weird, way too angular rock formations in there. I've never figured out what those are about. But they sure don't improve the aesthetic. Oh, I'm guessing someone on the dev team saw or visited the Giant's Causeway and told the art team to make assets along those lines, perhaps for the Storm Coast specifically, then they figured they'd make the most of them and use them everywhere. Unless you mean something else?
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Noxluxe
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Post by Noxluxe on Apr 1, 2021 19:12:10 GMT
Oh, I'm guessing someone on the dev team saw or visited the Giant's Causeway and told the art team to make assets along those lines, perhaps for the Storm Coast specifically, then they figured they'd make the most of them and use them everywhere. Unless you mean something else? Nope, those are the ones. I could see them being an interesting sight on the Storm Coast, but they're way overused. Not least because, combined with the ability to jump, they always plant the niggling suggestion in any old player of platformers that you're meant to climb them to get somewhere. Which just wastes even more time trying to squeeze content out of something that has nothing to give! Here's a question to consider: what if you can only do 'some' of the things by design (like they did with Hoards of the Underdark in the Underdark Chapter) but each one has a discernable, deep storyline of its own that connects into the main story? I'm thinking more in terms of DA4(ish) with this. That can work great, but it's a lot of effort for dubious gain. If you want to do that, you're effectively doubling the investment you put into designing that stretch of the game as opposed to raising the overall quality. And the fact that you're strictly locking them into something and out of something else tends to undermine the sense of agency you're supposedly providing the player by allowing them to choose. Good to see that old game get some love when it was so maligned among the circles I rode in those days. I tend to see the two as very similar in that both were quantum changes in engine and technology for Bioware, both got hit by schedule crunches outside their control, and both seemed to have great potential that never got fully realized. Also, interestingly enough, both had gothic horror style sections that were probably the best parts of the game (Charwood in NWN and Chateau d'Onterre in Inquisition). Not my impression at all, unfortunately. NWN feels like it essentially does what it set out to, while Inquisition is a bloated mess with really strange priorities and some bright spots that could have benefited immensely from trimming all the fat and focusing on the main story and the main environments instead. And while I enjoy Charwood, Luskan is definitely my favorite part of NWN. Could really have used an expansion set there. I'll have to load up Origins again and have another look. What area from Origins would you suggest for comparison? The Tower of Ishal, Orzammar and the Dead Trenches, The Brecilian Forest, Redcliffe and Haven and the Temple of Sacred Ashes all come to mind as areas that make good use of colors, lighting and artful placement to make much leaner resources really gorgeous, atmospheric and memorable. I'm on Act 3 of DA2 right now, and am considering diving into The Sinking City afterwards, but if and when I start DAI again I'll make more of an effort to pay attention to the sights, and consider skipping the collectible-hunting and some of the pointless side content to maybe improve the experience. Although I find it curious that you'd describe the only game in the series so far that features collectibles and area statistics like 'x/x Fade Rifts Closed' and 'x/x Camps Found' as "not a completionist game". I'd say the opposite, that it's a completionist game that just completely fails to reward its players for the investment it asks for.
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Post by catcher on Apr 2, 2021 15:56:28 GMT
That can work great, but it's a lot of effort for dubious gain. If you want to do that, you're effectively doubling the investment you put into designing that stretch of the game as opposed to raising the overall quality. And the fact that you're strictly locking them into something and out of something else tends to undermine the sense of agency you're supposedly providing the player by allowing them to choose. There certainly are pitfalls to that design, but I'm not playing fair by just using a reference. I am working on a more complete description of the idea and how it might work in an (imaginary) DA4 for a separate topic. I'll be glad to get your response to the full idea then. Not my impression at all, unfortunately. NWN feels like it essentially does what it set out to, while Inquisition is a bloated mess with really strange priorities and some bright spots that could have benefited immensely from trimming all the fat and focusing on the main story and the main environments instead. And while I enjoy Charwood, Luskan is definitely my favorite part of NWN. Could really have used an expansion set there. Luskan shared some themes with Charwood, but the Captains were a bit more cartoonishly evil for my own taste. We could all use Bioware reaching back into the past for some good inspirations like that. The Tower of Ishal, Orzammar and the Dead Trenches, The Brecilian Forest, Redcliffe and Haven and the Temple of Sacred Ashes all come to mind as areas that make good use of colors, lighting and artful placement to make much leaner resources really gorgeous, atmospheric and memorable. I'm on Act 3 of DA2 right now, and am considering diving into The Sinking City afterwards, but if and when I start DAI again I'll make more of an effort to pay attention to the sights, and consider skipping the collectible-hunting and some of the pointless side content to maybe improve the experience. I just happen to have a sword-and-board Cousland just outside the door to the Tower of Ishal. I'll check other characters and see if I can go just for the experience in more direct parallel. Although I find it curious that you'd describe the only game in the series so far that features collectibles and area statistics like 'x/x Fade Rifts Closed' and 'x/x Camps Found' as "not a completionist game". I'd say the opposite, that it's a completionist game that just completely fails to reward its players for the investment it asks for. That was poor wording on my part. The intent was to say that the completionist content (the bottles, the shards, tiles, filling in a certain number of areas, etc.) didn't appeal to me. Further, it didn't appear they were meant to BE done in a normal course of the game for me so I quickly learned just to let it be. Sorry for being sloppy on that. There definitely was completionist content in Inquisition. Thanks again and I'll see you around.
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Post by Noxluxe on Apr 2, 2021 19:07:36 GMT
Luskan shared some themes with Charwood, but the Captains were a bit more cartoonishly evil for my own taste. We could all use Bioware reaching back into the past for some good inspirations like that. I love them. Luskan is a really cool and interesting example of an urban environment where survival of the fittest is in effect with no attempt to impose a rule of law or any kind of wider morality. And the logical result is that the strong and ruthless rise to the top and do whatever they please with however many people and however much territory they can keep under their own control, always fighting off rivals. As men and women of action who - usually - care somewhat about the circumstances of the general public, my characters always feel a seductive urge to just stick around and see how much of an empire they could carve out for themselves in that environment, how many people and districts they could claw away from the High Captains to try to give a better chance in life while constantly testing themselves against the biggest and the baddest, growing their strength and status and wealth until they finally meet their match. Seeing just how much of a man or woman they are when the chips are down and strength, resourcefulness and determination are the only things that matter... And then they ultimately suppress that desire and leave the city to fight for a higher cause, beyond just themselves and the people immediately around them, while always wondering how far up that particular food chain they could have climbed under their own power.
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Post by duskwanderer on Apr 3, 2021 3:45:56 GMT
Inquisition is my issue with open world genres in a nutshell. They are unbelievably pretty, but I don't need a giant pretty empty world to play in. In fact, looking at the strengths of BioWARE, in Inquisition and otherwise, it was always missions on rails that worked well for me.
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Post by Deleted on Apr 3, 2021 17:19:09 GMT
The eye candy needs to be balanced with gameplay. If the world is too large to be properly populated with people/creatures that have unique behaviors, without framerate issues, then the design has put form in front of function and we have a problem. See CP2077 for an example of style before substance.
DAI may have avoided some of the problems we see in CP by simply making the NPCs and creatures more sparse. This is a solution, but not ideal.
Large spaces need a reason to be large. This is a very simple statement, but I think it is true. As many have mentioned, there needs to be some reward for exploration that matches the effort put in. With the crafting systems in place, that is difficult and thus we come back to design.
Crafting is awesome, but it should not invalidate unique ultra-rare loot. Beautiful scenery is beautiful, but can become tiresome without something to drive engagement and reward the player for diligence. Gigantic scale can be felt in different ways than having to traverse every inch of it.
I don't really have better ideas or solutions than some of the things mentioned by OP and others here, but these are my thoughts to add.
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Ponendus
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Post by Ponendus on Apr 6, 2021 3:25:19 GMT
In its simplest form... I believe Dragon Age should have sufficient environment to serve the story that has been created, and all the side-stories.
No more than that, then it won’t feel empty. Story first, then create the environment.
There’s nothing wrong with big open ‘empty’ worlds, but we have so many of those now. Dragon Age is the one game I just want to see story take centre stage, with the environment existing only to serve that (like DAO and DA2).
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Post by yarus on Apr 13, 2021 16:30:14 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. It depends on the map. The best map, imo, was either the Exalted Plains or Emprise, because of how packed they were with assets, NPCs, and interesting settings. There was a lack of urban Kirkwall or Denerim-like environments, and I think that hurt the quality of the game. That and all of those stupid desert maps, seriously who thought it was a good idea to waste any development time on three desert maps? (Oasis/Wastes/Approach)
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Post by Polka Dot on Apr 23, 2021 23:21:07 GMT
I actually don't mind traveling through truly empty areas. Racing across an area for a minute or 2 on my trusty mount can give a sense of scale, and drive home the idea that it takes days, possibly weeks to traverse those areas. That can add to immersion.
What's not so much fun is being constantly stopped by respawning hostile wildlife or something equally uninspired. I would have enjoyed the mounts a lot more if they allowed me to pass those unwanted interruptions, but alas - 'twas not to be.
Of course, it would be better yet if followers also had mounts and could continue banter while riding. Mounted combat, being able to run down enemies, that sort of thing could make large maps a lot more interesting.
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Post by sjsharp2010 on Apr 23, 2021 23:57:07 GMT
I actually don't mind traveling through truly empty areas. Racing across an area for a minute or 2 on my trusty mount can give a sense of scale, and drive home the idea that it takes days, possibly weeks to traverse those areas. That can add to immersion. What's not so much fun is being constantly stopped by respawning hostile wildlife or something equally uninspired. I would have enjoyed the mounts a lot more if they allowed me to pass those unwanted interruptions, but alas - 'twas not to be. Of course, it would be better yet if followers also had mounts and could continue banter while riding. Mounted combat, being able to run down enemies, that sort of thing could make large maps a lot more interesting. That's one of the othe rthings I love about Horizon Zero Dawn being able to take down enemies while riding a mount.
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Post by KaiserShep on Apr 24, 2021 16:08:17 GMT
I actually don't mind traveling through truly empty areas. Racing across an area for a minute or 2 on my trusty mount can give a sense of scale, and drive home the idea that it takes days, possibly weeks to traverse those areas. That can add to immersion. What's not so much fun is being constantly stopped by respawning hostile wildlife or something equally uninspired. I would have enjoyed the mounts a lot more if they allowed me to pass those unwanted interruptions, but alas - 'twas not to be. Of course, it would be better yet if followers also had mounts and could continue banter while riding. Mounted combat, being able to run down enemies, that sort of thing could make large maps a lot more interesting. This was what I loved so much about Horizon Zero Dawn’s environments. There’s really picturesque environments that are largely peaceful, allowing me to take in the environment, scrounge for resources, and listen to the lovely ambient score made for wandering. If you use the right paths, you can walk from Meridian back to Mother’s Embrace without having to kill a single enemy. I think the exploration was served all the better for this.
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Post by andydandymandy on Apr 28, 2021 5:21:47 GMT
I think the key to making maps feel less "empty" is focus less on exploration and go back to the Dragon Age Origins model for maps. Have a STORY in these maps. A story that has conflict, that has a beginning, a middle, an end, that ties to the main campaign but on its own is like an episode of a TV show or a mini movie.
The DLC's for Inquisition fit this model perfectly. Jaws of Hakon and The Descent both feel Origins-ish compared the Hinterlands in the main game, which is just a large map with a bunch of quests to fill space and give you things to do as you explore all of it. But there is no story in it.
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Post by catcher on Apr 28, 2021 16:47:25 GMT
I think the key to making maps feel less "empty" is focus less on exploration and go back to the Dragon Age Origins model for maps. Have a STORY in these maps. A story that has conflict, that has a beginning, a middle, an end, that ties to the main campaign but on its own is like an episode of a TV show or a mini movie. The DLC's for Inquisition fit this model perfectly. Jaws of Hakon and The Descent both feel Origins-ish compared the Hinterlands in the main game, which is just a large map with a bunch of quests to fill space and give you things to do as you explore all of it. But there is no story in it. Except there were actually three stories in the Hinterlands, but the fact that so many people didn't really see them says something damning about their implementation. As I saw them they were 1: The Rogue Mage-Templar conflict. This would have been so much better if it would have been tied to the actual Mages in Redcliffe/templars in Therenfal but for whatever reasons that was narratively downplayed. Both sides wound up just being groups of antagonists with a base and boss battle. If your protagonist could have taken one side or the other (or against BOTH as being violent oppressors which was the only choice in the game) with consequences on which path you could take afterward and other consequences during the game, that could have been a better story I would think. Several of the minor quests that were very loosely tied into that conflict (like the Agrarian Apostate, the two brothers who were a Mage and templar, etc.) could have been more tightly tied to the idea of taking sides instead of finding and looting corpses as well. 2: Aiding the Refugees. I gather the five parts of the Corporal Vale quests here along with the quests that include the fort up in the hills populated with the Andrastaen splinter group and some others. This is basic 'white hat' stuff but could have been improved with some entanglements with the Mage-Templar conflict. How is life different for refugees if the Inquisition helps the Templars vanquish the Mages, for example? How does that change the way power groups (the Chantry, Orlais, Ferelden) see and interact with the Inquisition? We are unlikely to see the same kind of Power mechanic in DA4 that we saw in DA:I. How can Bioware better give visible story and feedback to quest lines like this one? 3: Valamarr and the Red Lyrium Smugglers. This was the second layer story that you just got hints of in the basic areas of the Hinterlands. It's also the clearest "story" of the three with a couple of fatal flaws in implementation. The steps, as I saw it were stamp out the East Road 'bandits', find the abandoned dwarven port, search out and conquer the mercenary fortress, use the key to access Valamarr and stop the Red Lyrium spigot. The biggest problem is that step two is probably harder than three and four combined since they put the one of the more cagey, aggressive dragons over the top of that. It took several playthroughs before I finally tried the Ferelden Frostback and knew anything about the closed port. Add to that the placement of said fort on the opposite side of the map and to a lesser extent how easy it is to stumble on the door to Valamarr. But wait! There's more! Valamarr is an important Companion quest as well that generally only triggers pretty late in the game. This story, in a nutshell, is why proper planning, placement, and opposition is even more critical in an open environment setting than the relatively closed ones of Origins. Bad placement shows up more quickly in testing where there is only one path and everything is closely strung together. That being said, I don't want a complete return to Origins-style organization for several reasons but that's a topic for a different day. In general, there should be plenty of good stories that have little if anything to do with the Dread Wolf both to give the Player more choices and to give narrative relief. Thanks for the thoughts.
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Post by jrpN7 on May 1, 2021 15:37:03 GMT
My biggest beef with open world settings is that it takes me away from the story- which is a problem for a story driven RPG game. I don't like forgetting what happened last because I spent the last week running around repetitive sand dunes in the Hissing Wastes. I play games slowly due to life commitments. Devs forget people can only play an hour or two here and there and massive open worlds force the story to feel disconnected. Not only that but I lose my drive to keep playing because I expend a lot of energy exploring nothing. Bad ratio just so I can end up being bored. Nah, would rather just watch Netflix or something.
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Post by Deleted on May 1, 2021 20:15:20 GMT
My biggest beef with open world settings is that it takes me away from the story- which is a problem for a story driven RPG game. I don't like forgetting what happened last because I spent the last week running around repetitive sand dunes in the Hissing Wastes. I play games slowly due to life commitments. Devs forget people can only play an hour or two here and there and massive open worlds force the story to feel disconnected. Not only that but I lose my drive to keep playing because I expend a lot of energy exploring nothing. Bad ratio just so I can end up being bored. Nah, would rather just watch Netflix or something. Excellent points. I cannot recall the number of times I have ditched an old save of an unfinished game because, after starting it, I had absolutely no idea where I was, what was going on, or why. Easier to just start over, and when faced with that decision, probably just start something else. My take from your post is that open-world and story-driven are actually conflicting goals and cannot really coexist harmoniously. This has been said many ways many times, but it crystallized for me this way just now.
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Post by catcher on May 2, 2021 2:45:51 GMT
My biggest beef with open world settings is that it takes me away from the story- which is a problem for a story driven RPG game. I don't like forgetting what happened last because I spent the last week running around repetitive sand dunes in the Hissing Wastes. I play games slowly due to life commitments. Devs forget people can only play an hour or two here and there and massive open worlds force the story to feel disconnected. Not only that but I lose my drive to keep playing because I expend a lot of energy exploring nothing. Bad ratio just so I can end up being bored. Nah, would rather just watch Netflix or something. A question I have: are the two (open world setting and story-based setting) really a binary choice or is it a continuum that can be leveraged to garner the strengths of each? As I have pointed out earlier, Bioware has written several game sections that allow free roaming and encountering smaller stories that don't connect directly to the Main Quest like sections of Baldurs Gate 2 and Neverwinter Nights. Does every story have to be so big that it rules an entire region or is there room for some stories that build your character more than the script pagecount? Finally, do the problems of three little people really not amount to a hill of nugs in this crazy Thedas? Of course its a loaded question, but given how many times, in this topic and outside of it, I've heard 'open world' invoked with the same enthusiasm as hangnail infection, I feel I need to keep asking it. The implementation of a blended story-based open environment turned out to be a failure. That shouldn't mean a return to being herded into a single path by convenient piles of pews, non-sensical impenetrable treelines, and serendipitous rockslides. Nor should a Player playing an proud human lord have to go groveling to uppity knifears just to tick off a box on the quest map. There are advantages to the open world setting that I think can be leveraged. Also, I think strong side quest stories can do more to define a character than the required portions of the main quest precisely because you can choose to do or not do them. Am I just crazy, or is there a way this can work? Thanks for the thoughts.
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