Mendoza said:
NWN has a day night cycle, at least if you have HotU. It's not that Bio can't make a day/night cycle, it's that they choose, rightly or wrongly, to focus their efforts elsewhere.
Yet they will turn to making another map, versus learning how to script. Well, I suppose that comes from developers instructed on the DarkEdit editor for DarkStone. With more flowery writing, it could easily be their editor of choice. Simple and Fed-Ex.
Volourn, for people who are said to know a lot about CRPG development, they have yet to prove so. Instead, there are excuses, and games that are sub-par on almost all levels to games released more than a decade previously. All with hype of "first", "best", and "blockbuster" behind them.
Of course, who am I to speak about scripting, when BioWare has yet to master the basics of pathfinding, AI, and many other simple code constructs that makes me wonder exactly how these assholes got into such a position other than riding on turning D&D into Diablo 3: Crackheads of Amn.
Then again, I can't expect much else from someone who follows a collective of half-witted spin-doctors:
Excuse Boy said:
- At the end of the day, not having a day/night cycle is corner-cutting, more or less. There's no denying that. As I was quoted elsewhere in this thread, the decision is whether or not to have more areas or whether or not to have a day/night cycle.
Actually, it was more akin to why are you having to make an entirely new map, unless the programming is to be as expected?
And while someone can try to take the skewed view that not including day/night cycles means we are willingly giving up quality, I disagree.
When it comes to anything that should add immersion to a BioWare game, we have comes to accept "nothing" time and time again. Thank you for keeping up to your personal standards. Although, I still can't fathom why you'll try to claim to be so great other than sales made from the D&D name and design that was done far better in games made before you left grade school.
Having a longer game where you aren't re-using level art all the time is surely part of quality, too, no?
Oh, so the night map = teh different! Or did you just dig yourself into another hole?
Or is it just another excuse as to why "script" is a four-letter word there at BioWare? I would have to state that your company's designers should never again try for "longer". What does pass for the plot is drowned out by the sizzle of the keyboard giving up the magic blue smoke, resulting from the sheer amount of drool caused by said hollow design and static, unimaginative worlds. I, too, can rip down a tapestry and carve holes into it, and play BioWare map/area designer. I could enjoy
playing it some year when I no longer value my time and intelligence, but that would still require a spike lobotomy.
And we haven't decided where we're going to end up, here, either.
Let me guess: You're going to shoot for mediocrity, call it innovation, and be content when you do little more than exploit the CRPG genre for the sake of sales figures. In the meantime, you think that because the press laps up anything you say, those who have some sense of design should acknowledge that BioWare has done ANYTHING of note other than dumb down the genre? Sure, it might fool those still too young to smoke, but you're not bullshitting those who have been around the industry for a lot longer.
If we can find the art resources, perhaps we can even have both... but that really is the question at this point.
Or are you just trying to find another publisher to soak from while doing minimal work?
There are games, such as Gothic and Morrowind, which are all about world simulation and exploration. In Gothic you can watch the people of a town wake up, go to work, have dinner and then go to bed... and, yes, that's all very interesting. Do you need to have this kind of cycle in order to make a world seem alive?
Gothic actually felt a bit like a real world, events changed outside of superficial means, and you saw them. Day and night also "felt" different in games like Gothic and Ultima, but I suppose we'll have to wait a few years until BioWare starts claiming to have invented "atmosphere" and "worl interactivity" in CRPGs, much like Fable is said to be innovative...somehow. I would then have to be the asshole and have to note that night in Baldur's Gate felt much like...oh, yeah, a different bitmap and different sound files, little else.
Morrowind was almost like the average BioWare game. A lot of fighting, a lot of superficial speech/level design/collow characters, a lot of bullshit to wade through until you either sludge through the repetition and the Ed Wood Jr. School of CRPG Design style writing, complete with Logic Puzzles I Figured Out In Second Grade, you paint a very good picture of the monkeys working there at BioWare. Your latest excuses are, as usual, pathetic.
That describes the attitude of BioWare's to put ANYTHING into the game that would make it seem worth exploring.
Dragon Age, in fact, will have a whole slough of ambient animations going on so that characters are not all simply standing about and appear to be engaged in life-like activity.
Including the famous BioWare developer one, the blank straight-ahead stare as the script takes a shit all over itself.
True, you will never see them go to bed at night (or wake up, if it is actually a night area), but how necessary is that to have a good story with lots of options for the player?
Really, is it necessary for any BioWare game to have any complexity?
I mean, if the idea of reality in a game being an illusion truly offends you, then perhaps you need to stick to Gothic and Morrowind-like games, period.
At least Gothic managed to have some feeling of worl design (you know, it might be because they choose to NOT stick that magical item in the breakable barrel next to the beggar). Your games are about as soul-less and cliché as your writing and characters.
I also notice that you have tried, and failed, to dodge mention of Ultima. Yes, that still plants anything BioWare has ever done deep into the shitter.
ichpokhudezh, back off, Kaeto, until you can learn that the basic MUD used to do calculations like all of that, and more, all at the same time, for up to hundreds of users, while running on a 486. Thank you for baking and faking your response, but I would rather work towards using better methods rather than excusing superfluous and sloppy work that is typical of BioWare's development methods. Especially the point about their design already feeling hollow, they aren't even bothering to make the world seem like something other than a single-player MMORPG.