The comic was funny, but it revolves around something that is actually fine when seen from a rational prospective.
Let's just say I make a game about the city I live in and a few of the surrounding areas. Now because I am only making a game about those places, I have a finite amount of space. Things will look similar if you live in the same place for awhile and have traveled the area in that time.
Lets change the cave from the comic into a house that is just outside my city. First when I came to my city, the house was owned by a person that was running a crack house, then a few months later after the guy and the people that stayed there are busted and go to jail, the place is taken over by a violent street gang, it is their base. Then, several months after the gang has been arrested or run off by the police, kids now explore the place on dares and hide there important stuff there.
The house may stay the same, but over time, different people use it.
Now, in Dragon Age 2, each chapter of the game is equal to one or more years in the game's time. If I were to actually spread out each of the first chapter's missions into amounts of time to add up to and equal that year or more for that chapter. Each one would have at least a few weeks. So, I go do a job in a cave, I take care of some raiders in it, then I trek back and get my reward and do other missions. Then later I get another mission to remove mages from the same cave. In the possible game time, a month or more has passed since I removed the raiders from the cave, so why can't mages have found the cave and started using it for themselves.
The place they selected for DA2 is a very small area. The land and places are finite. They do change with the people and items that are in them, but look wise, the only way they are going to change is if BioWare puts in that there was some great earthquake and the cave looks different because some parts have been caved in.
See, all better, a rational look shows that BioWare was actually thinking logically when making the game.
I actually don't see it as lazy; I see it as a look at realism.Daystar Clarion said:As much as I like DA2, it reeks of laziness. They didn't even try to make the maps look at least a little varied.
At least the dialogue is varied enough. It's like they spent all the dev time on the character scripts and about 10 minutes on the maps.
Let's just say I make a game about the city I live in and a few of the surrounding areas. Now because I am only making a game about those places, I have a finite amount of space. Things will look similar if you live in the same place for awhile and have traveled the area in that time.
Lets change the cave from the comic into a house that is just outside my city. First when I came to my city, the house was owned by a person that was running a crack house, then a few months later after the guy and the people that stayed there are busted and go to jail, the place is taken over by a violent street gang, it is their base. Then, several months after the gang has been arrested or run off by the police, kids now explore the place on dares and hide there important stuff there.
The house may stay the same, but over time, different people use it.
Now, in Dragon Age 2, each chapter of the game is equal to one or more years in the game's time. If I were to actually spread out each of the first chapter's missions into amounts of time to add up to and equal that year or more for that chapter. Each one would have at least a few weeks. So, I go do a job in a cave, I take care of some raiders in it, then I trek back and get my reward and do other missions. Then later I get another mission to remove mages from the same cave. In the possible game time, a month or more has passed since I removed the raiders from the cave, so why can't mages have found the cave and started using it for themselves.
The place they selected for DA2 is a very small area. The land and places are finite. They do change with the people and items that are in them, but look wise, the only way they are going to change is if BioWare puts in that there was some great earthquake and the cave looks different because some parts have been caved in.
See, all better, a rational look shows that BioWare was actually thinking logically when making the game.