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Let's discuss Open World and how we want it done.


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07.03.2013 @ 14:03 #21

guipit said:

What I liked about W2 was that nook and cranny design where there was a bunch of hidden stuff you wouldn't normally notice similar to Dark Souls. I want them to take it further now that we're able to jump. We should have some jumping puzzles to get to rooftops,caves or secret entrances to a fortress stuff like that.

something like this but more realistic.

›››

Well if they're gonna borrow ideas from a game, why wouldn't it be a game like Dark Souls? :)
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07.03.2013 @ 14:41 #22

Amalur failed because it was uninteresting. Open world full of nothing, fetch quest upon fetch quest. The game was designed as a single player mmo. I put about sixty hours in myself, when I got to the second continent, I quit. The world itself turned out uninteresting, as did the npc's. The Fae are bunch of assholes as well. Combat was okay. Also to your comment about how much content it has? Yeah it has a lot. I read somewhere that a speed run by a dev took 200 hours I think.

In short quantity does not make quality. And Amalur is all about quantity.

And your right about taking a lesson from the studio:
1. Don't hire Curt Schilling.
2. Don't take anything from that terrible game.


Tl;dr
It was a terrible mmo that was a single player game.
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07.03.2013 @ 15:27 #23

To those who played Amalur:

Always considered picking this one out of the discount bin.

How pervasive were the QTE's? Is it a constant? Wiki gives very little info.
I hate them, I tossed God of War after the first boss fight because of QTE's, at least TW2 gives us the option to disable most of them.
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07.03.2013 @ 15:55 #24

The story is really forgettable

and QTE is a part of combat, you get more exp by mashing QTE button using a special move
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07.03.2013 @ 15:56 #25

phreatophile said:

To those who played Amalur:

Always considered picking this one out of the discount bin.

How pervasive were the QTE's? Is it a constant? Wiki gives very little info.
I hate them, I tossed God of War after the first boss fight because of QTE's, at least TW2 gives us the option to disable most of them. ›››


The game has this "Reckoning mode", which is like Devil mode in DMC or something. You enter it for a time, you eyes start to glow and you wreck fools, the usual. At the end of Reckoning mode, if you do it right, there will be a button mash QTE that you can do for extra XP. There are no more QTEs in the game. During 2 of the boss battles you get several of these button mashes in succession, but that's about it.

I would actually prefer if QTEs were done in Witcher 3 in a way similar to, maybe, the new Metal Gear Solid. There you sort of enter this QTE mode at will and time slows down while you can precisely direct your slashes. I think something like that would fit into both the open world and the new Focus mode mechanic. And it would also be optional for people like phreatophile.
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07.03.2013 @ 16:12 #26

Megakoresh said:

Please do not compare BioWare to 38 or CDPR. BioWare is one of the largest studios on Earth, EA's biggest studio. The only one which beats BioWare is probably Valve or Blizzard. And I honestly don't know of any non-publishing studio that has access to the kind of money BioWare has access to or even a fraction of it. They can afford to have hundreds of modellers designing secondary characters alone. 75M dollars of a budget that Reckoning had, which killed 38 outright, would probably be something BioWare made on ME3 pre-orders alone.

What you are asking is extremely costly. The only way I see that happening is via some sort of facial features generator which can generate non-important characters. And even then this only accounts for the looks. ›››


Yes, you can't compare BioWare to CDPR. Bioware is maybe one of the largest studio -which is depends on your POV, for me it's not- but the laziest studio too. They've money allright but how could you explain all stupid logical mistakes even my little nephew can realize in first look?! And, I can't say; they've created an open-world system in their games. Anyway, point is; this is not about money but intelligence and knowledge. You can do much much much better games without a bigger budgets which is CDPR definitely proved that in TW2 with story, gameplay, graphics, voice acting etc.

Check out this interview maybe you already read; http://www.rockpaper...n-world-beards/

If this will be true, I mean about open-world parts, we can't find any open-world game to compare this...
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08.03.2013 @ 04:30 #27

Yeah I read the interview that merttol posted /\ and if they do deliver on those parts then it probably will be an awesome game. It always annoyed me how in skyrim when someone begged for mercy and you stopped attacking them they would just go right back to attacking you with little to no health. I also think how you guys previously mentioned that the npc's daily activities should be randomized in a realistic way is definitely something they should put in TW3. But what do you guys think about Geralt being able to kill anykind of pc? I appreciated how in TW2 you could kill most of the main characters should you take the right steps or wrong steps, but what do you think of them making it to where you could kill anyone (or let them die)? I think the main problem would be making it relevant to the story and have the other npcs react appropriately.
So the witchers are basically the space marines of fantasy, except instead of 'Oh my, he must be the hero of the story!' you mostly get 'Oh my, what a freak.'
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08.03.2013 @ 05:46 #28

Daywalker30 said:

I second that.
A daily routine is good, but there should be randomness like you said, like for example a shopkeeper closes his shop for a few minutes or a hour because he needs to go to a doctor, go to a barber or is awaiting resupply, something like that. ›››


Assassin's Creed 3 did this quite well with the homestead.

For instance, you can see the crafstman doing random stuff, including building a chair, sitting on it, it breaking, and him cursing and raging for a few minutes. Those are some of the more elaborate random moments, but there are plenty of less animate ones.
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