triCritical
Erudite
Dgaider said: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. 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. Having a longer game where you aren't re-using level art all the time is surely part of quality, too, no?
Huh? Can you please tell me how this conclusion
"is whether or not to have more areas"
follows from this premise,
"or whether or not to have a day/night cycle."
Now that you make 3D games why can you just turn the lights on and them turn them off. Is it that your engine is so antiquated that these features are not built in. Given I do not work much with textures and I can't really guess on why there would be that much extra work to be done, so that you can't add new areas if you have an advanced lighting system like NWN (lol).
Please elaborate.
BTW, long games are not higher quality, see PoR2. Sometimes, game in which you are given the oppurtunity to explore a role and interactively have an impact in the environment can often times add replay value, which will yield many more hours of game time.
Example Arcanum long and and the ending parts that seemed to draw showed lack of quality. Whereas FO short, was quality through and through. BG2 is another example, which seemed to just fall apart into a annoying Diablo like hack and slash once you went to sea. PS:T is another example. I know I know I know.... People often don't even finish the game once! But you want to know why? BECAUSE THEY ARE LONG AND BORING!