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#341292 06/12/06 09:15 PM
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A little suggestion. Have some "flat" fields. Some mountains are nice and can guide the player to where he is supposed to go. But some rpg go overkill with this. Whats wrong with a huge valleys?

Return of the huge green fields, not huge mountain area's.


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#341293 06/12/06 09:27 PM
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#341294 06/12/06 09:50 PM
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A little suggestion. Have some "flat" fields. Some mountains are nice and can guide the player to where he is supposed to go. But some rpg go overkill with this. Whats wrong with a huge valleys?

Return of the huge green fields, not huge mountain area's.


both at its time


#341295 06/12/06 10:14 PM
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A little suggestion. Have some "flat" fields. Some mountains are nice and can guide the player to where he is supposed to go. But some rpg go overkill with this. Whats wrong with a huge valleys?

Return of the huge green fields, not huge mountain area's.


anyone heard of the mmorpg in development Fallen Earth?
It seems the world will be huge, covers a large part of the grand canyon, (takes place in a post acolyptic world a la Mad Max) It would take several days to walk/run from one side of the playable world to the other. Mounts are free, you can just hop on a horse, or build yourself a car. You navigate by landmarks. A similar thing in LNGRPG (larians next gen rpg) would be great, you start with a detailed map and find your way by landmarks and directions, markings on your map and a compass. Now the world itself doesn't have to be as vast but the principle of navigation would add a lot to an RPG.


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#341296 06/12/06 11:34 PM
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Meh GW is trash now.



#341297 06/12/06 11:40 PM
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You navigate by landmarks. A similar thing in LNGRPG (larians next gen rpg) would be great, you start with a detailed map and find your way by landmarks and directions, markings on your map and a compass. Now the world itself doesn't have to be as vast but the principle of navigation would add a lot to an RPG.


Well imo its better to get a non detailed map at first and as you explore the world, the map gets more details.
This way you know where you have been and where you haven't.
A compass is nice but it should be just a compass and not like in oblivion where it shows you where you need to go. Because you get used to it and just run where your compass tells you to go instead of learning your way around the world. and in the end we don't even have to read what kind of a quest it is. Just run where the compass tells us to go and see what happens (so if you choose to implement an ubercompass, make sure people can turn it off)
I just want to find a RPG that doesnt become repetitive after a week (or less).

Speaking about repetitive please make the towns/caves/dungeons different.
because for example in oblivion those gates to oblivion were often too much alike and eventhough we had the choice to not play the main quest it annoys me to not have finished it. (and it was kinda weird how you could enter the mages quild without knowing all that much about magic, or join the fighters guild as a mage)
and in gothic 3 (I was playing as a rebel) I didnt want to have to finish quests for the orcs but if I didnt I was missing out on a huge part of the game...
(and it would be too repetitive to restart the game from scratch as an orc mercenary because alot of the quests wouldve been exactly alike)
it was also kinda lame that we had to start as a swordfighter and couldnt choose what he looked like. it couldve been such a richer game if we could be an orc or play through the game without having to touch a sword.
so when you give us choices make sure we actually have choices.

In simple terms to make sure you understand what I mean: give us the choice between an apple and an orange (or maybe even a banana)!
I do not want to choose between an apple or no apple...


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#341298 07/12/06 05:10 PM
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Beside a very good story/plot, interesting characters and the already shown stunning visuals, there should be some kind of Radiant AI system, like the one of Oblivion, which gives the world's npc different tasks for each simulated day -> ~schedules.

But the biggest wish for me is, that it should be released when it's really done . I don't want to see a second Gothic3 desaster.

#341299 07/12/06 05:23 PM
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A common theme in your posts is a big environment with lots of variation - easier said than done of course <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If you'd have to chose between:

Lots of levels with each level being very different, connected through a map a.k.a. Baldur's Gate or Fallout

OR

One big seamless world with more or less similar graphics throughout the map a.k.a. Oblivion

OR

Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft

Which would it be ?

Lar


#341300 07/12/06 05:34 PM
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For me this one: One big seamless world with more or less similar graphics throughout the map a.k.a. Oblivion

There's imho a lot variation in the world of Oblivion, even if many textures/tiles are used a lot. I personally don't like WoW's detail level and technology (no speedtree and so on...). I know many love it, but I don't <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

Option 1 is no option for me. Come on, 2007 is coming soon <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

#341301 07/12/06 05:47 PM
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Beside a very good story/plot, interesting characters and the already shown stunning visuals, there should be some kind of Radiant AI system, like the one of Oblivion, which gives the world's npc different tasks for each simulated day -> ~schedules.
But the biggest wish for me is, that it should be released when it's really done . I don't want to see a second Gothic3 desaster.


maybe they kept a few bugs at launch to make piracy harder <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />

Quote
A common theme in your posts is a big environment with lots of variation - easier said than done of course <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If you'd have to chose between:
Lots of levels with each level being very different, connected through a map a.k.a. Baldur's Gate or Fallout
OR
One big seamless world with more or less similar graphics throughout the map a.k.a. Oblivion
OR
Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft
Which would it be ?
Lar


To me it would be a world like oblivion too
but maybe more different towns (maybe the world of oblivion was too much a human controlled world)
and especially more different caves (and as i already said in another post, the planes of oblivion were too similar for me)
It made me wonder what the hell people have against daylight or light environments it would be nice if we could actually have more stuff to do in that big world instead of always finding caves or ruins (im not saying there shouldnt be any, but id choose 10 different caves over 100 similar ones any day)

this just made me realize i want to eat the cake and have it too
so...another option <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
More detailed graphics in a big world with lots of variation a.k.a. Larians next RPG !

btw wich one would you choose lar ?


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#341302 07/12/06 06:29 PM
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I'll keep it plain and simple.
What i want the next RPG of larian to be: One of the Best Games Ever
And i'm sure that Larian will accomplish that. Divine Divinity was great, let The Next RPG be the best one ever made!!!
And ofcours some party system, with heroes or henchman(one of the best things in GW!!)


#341303 07/12/06 06:54 PM
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Anything that involves Fallout is great in my book <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />. But seriouslly, I don't care much about Oblivions big world, since the contence within the world is so stale and empty. I'd rather have loads of different levels well developed than a big detailed world done poorlly. You have to fill that big detailed world too <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />.

A thing I was to mention was that I thought Rivellon was unrealisticlly small. I mean, it took five minutes to walk from one end to the other, and that's the entire world! I think Arcanum handles this great by introduceing a worldmap whith locations, where the non-locations (ie, the wilderness) is just... plain trees for example. All doesn't have to be detailed, you can make some continuing wilderness randomly (with the occational small, detailed place like a cave, or a forgotten temple) while blowing the fuse on the "main" locations, such as Verdistis or the Elven forest.

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#341304 07/12/06 06:57 PM
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Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft


Definitely this one is the best of the three options, to me! Great graphics are wonderful, don't get me wrong, but gameplay is far more important than visuals.

The 'ideal' would be Dungeon Siege with huge open areas (IE cutting edge graphics, no loading screens) but if that's not possible I'd prefer to lose graphical quality than a sense of immersion. The more 'real' the world feels, the better - and that includes different places looking like different places.

And with a mini-map to aid navigation! Can't believe I forgot that on my list of things I'd like to see in the game! Huge areas are great: huge areas it's really easy to get lost in are not.


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#341305 07/12/06 07:49 PM
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[color:"orange"]Less detailed graphics in one big seamless world but with lots of variation[/color]

I'd prefer a big seamless (or mostly seamless) world to lots of levels, and would not mind loosing some graphics detail for reasonable variation.

#341306 07/12/06 08:01 PM
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I choose Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft

gameplay is way more important than graphics


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#341307 07/12/06 08:12 PM
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Not the first option in any case.
And I don't care much for graphics either. Haven't played Oblivion, my videocard isn't supported, so...
Liked WoW though.

#341308 07/12/06 08:27 PM
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A common theme in your posts is a big environment with lots of variation - easier said than done of course <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If you'd have to chose between:

Lots of levels with each level being very different, connected through a map a.k.a. Baldur's Gate or Fallout

OR

One big seamless world with more or less similar graphics throughout the map a.k.a. Oblivion

OR

Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft

Which would it be ?

Lar




OH NOOOO, LAR! <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" />

You got it all wrong (once again <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> ) ! <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />


It´ll be of course:

  • One big seamless world with varied, individually crafted eye opening locations and ambients in grand graphics a.k.a. Gothic 3


- the bugs
- the loss of character depth
- the loss of dialogue wealth

How´d you stumble across those other inferior options!?!? <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />


Yours true and only
Ragon
<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> [Linked Image]

P.S.: PB´s point of break had just been that they tried to do that and a groundup, groundbreaking new engine at the same time with an underfounded team.
But you have your engine ready and up to the task, haven´t you?
So, hush - it´s just about a continous rush of creativity, a sense for originality (you have proven by far already with Rivellon/DD,BD <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> ) and rapid content creation (req. cleverly built tools <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> ).
<img src="/ubbthreads/images/graemlins/freak.gif" alt="" />

#341309 07/12/06 08:54 PM
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It's not such an easy question Lar asked there.... I'd say it depends on the game. Generally I'd go for the first option:
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Lots of levels with each level being very different, connected through a map a.k.a. Baldur's Gate or Fallout

The levels shouldn't be too small of course and the loading time should be very short. I'd prefer such an approach because with those huge worlds, I tend to feel overwhelmed lately. I mean, it's nice of course that the game worlds grow and grow but if the whole game turns into a schedule planning simulation in which you have to use a huge Excel sheet in order to know what to do where... it's not what I would call a great game.

I used to be a great fan of freedom of actions in games... however, I changed my mind partly and would prefer a game with a compelling story and a very visible main storyline. Of course the player should be able to do what they want and not follow the main story, but honestly: Who plays those games for weeks and months without caring about the story? Not many, I'd say... a few only compared to all the people who buy games like Oblivion or Gothic 3 for example. Personally, I am too old and don't have the time to excessively play a game for weeks... that's why I'd like to play a game which provides concentrated fun for the player. It's the developers' job now to make such a game - leading the player through the game along the storyline but also giving them the freedom to do a bit more if they want.

I think the level approach would be the best in that matter.


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#341310 07/12/06 09:27 PM
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After my experience with Gothic 1 - 3 i can say i wish a seamless World, but it must not so big like G3. Several bigger Parts can be loaded in Game. This make place for a high detail Graphic, and a even scrolling World.

I think i like more Games with different Chapters, like G1. With a deep Story, and a good red line to follow, and the freedom to do everything i want. No hunting after the Storyline to bring the Game as soon as possible to an End.

A World wich is subdivide in diffenrent Parts with different level of difficulty. So that you cannot go in every Part as an beginner like in G3. And this is possibility to realize in an seamless World like Gothic 1.



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Aber wenn man das einzelne nicht mehr beachtet, hat das ganze keinen Sinn mehr (Stone)
#341311 07/12/06 10:03 PM
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Quote
A common theme in your posts is a big environment with lots of variation - easier said than done of course <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If you'd have to chose between:

Lots of levels with each level being very different, connected through a map a.k.a. Baldur's Gate or Fallout

OR

One big seamless world with more or less similar graphics throughout the map a.k.a. Oblivion

OR

Less detailed graphics in one big seamless world but with lots of variation a.k.a. World of Warcraft

Which would it be ?

Lar




OH NOOOO, LAR! <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" />

You got it all wrong (once again <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> ) ! <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />


It´ll be of course:

  • One big seamless world with varied, individually crafted eye opening locations and ambients in grand graphics a.k.a. Gothic 3


- the bugs
- the loss of character depth
- the loss of dialogue wealth

How´d you stumble across those other inferior options!?!? <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />


Yours true and only
Ragon
<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> [Linked Image]

P.S.: PB´s point of break had just been that they tried to do that and a groundup, groundbreaking new engine at the same time with an underfounded team.
But you have your engine ready and up to the task, haven´t you?
So, hush - it´s just about a continous rush of creativity, a sense for originality (you have proven by far already with Rivellon/DD,BD <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> ) and rapid content creation (req. cleverly built tools <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> ).
<img src="/ubbthreads/images/graemlins/freak.gif" alt="" />


and what raze said.


Gothic 3 was the best RPG this year imo (by far)


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