Dragon Age Inquisition ? bringing the game down with a JUMP button

Recommended Videos

zinho73

New member
Feb 3, 2011
554
0
0
Dragon Age Inquisition is almost a great game. It has scope, size, good dialogues and some memorable moments. It also has boring quests, a serious case of consolitis (plaguing menus and controls) and is terribly optimized (meaning not optimized at all).

But people seem to like it and with good reason I would say, although nobody loves it more than Greg Tito.

In any case, the game has a function that has no merit whatsoever, a baffling design decision that gets in the way and does not makes the game more interesting.

Don?t get me wrong, every great RPG needs useless functions, like a walking toggle, to appreciate the view (wink, wink), a coloring system, so I can display my ultimate armor in glorious pink and several other stuff that are there to add to the immersion and to the roleplay aspect of an RPG.

That said, the jump button of DAI is just an embarrassment to whoever implemented it. Here is why:

1. Nobody wanted it. Of all things people wanted in a Dragon Age game, I?ve never seen anyone ask for a jump button (there might been a few, though since this is the internet). But, seriously, you can easily make gorgeous vistas and memorable exploration without a jump button. But, hey, what do we know, right?

2. It actually breaks immersion. Jumping around is dumb and the animation does no help. Trying to awkwardly navigate some mountains or minor obstacles is ridiculous and not fitting for the inquisitor (also, it is kind of ridiculous have the inquisitor piquing flowers and minerals too, but I digress).

3. The game does not need it. You can actually reach almost everywhere without jumping (and sometimes you have to jump just because they added an obstacle to justify the feature). There are very few secrets accessed only by jumping and all of them would be more interesting secrets if revealed in any other way (a hidden stair, a hidden path, a clue, a door only opened by an NPC and so on). The level design makes little use of the feature and when it does use it, it is forced ? Dark Souls it ain?t (and even in that game the jump is almost completely optional). The game already has a secret discovering mechanism and it is sub-utilized. I would rather prefer to press the search button to find a hidden dungeon then to use it to find plants.

4. It took an inordinate amount of time to implement. The devs even said that in some note, and that?s time that could have been well spent in improving combat AI and combat features (the most bare bones part of the game) ? and both those things would have been much easier to implement without the jump in the first place.

5. And they did not implement it flawlessly. The jump means that we can fall, get stuck and make weird shortcuts and the companion AI is not capable to follow us, introducing the teleporting companion (and, in some immersion breaking moments, the falling from the sky companion), which completely breaks the pathfinding in the game, making more difficult to make your followers to be positioned the way you want them (remember the formation settings in old RPGS? Mages and archers on the back and so on?).

You can cheese some encounters in funny ways with the jump feature but that?s it.

It is a single feature that permeates the whole game and without it, I can only visualize a better game. Sometimes less is more, indeed.

I do not understand why they added the feature and, honestly, I don?t think Bioware knows either.
 

ninja666

New member
May 17, 2014
898
0
0
Imo a jump button forces the developers to create a much more thought-out level design, since they can't just block your character's way with a knee-high fence and call it a day anymore, therefore I don't understand why there shouldn't be a jump button in DA:I and games in general.
 

zinho73

New member
Feb 3, 2011
554
0
0
ninja666 said:
Imo a jump button forces the developers to create a much more thought-out level design, since they can't just block your character's way with a knee-high fence and call it a day anymore, therefore I don't understand why there shouldn't be a jump button in DA:I and games in general.
On the contrary, you do not need to think about it when creating a level in which the character can go anywhere. It is easier to create scenery, but way more difficult to make it an interesting one, as, without restrictions, all the levels plays the same.

A Character covered in armor won't be jumping around, and you can easily make him navigate small obstacles with an animation (like climbing stairs).
 

Sniper Team 4

New member
Apr 28, 2010
5,433
0
0
The only time the jump button ever felt useful to me (besides jumping off of balconies in Skyhold for shortcuts; seriously Vivi, why are you all the way up there by yourself with nothing else around you?) was one of the shards in the Hinterlands. It's in the Dragon's area, and it's up on those stupid rock pillars. And it is damn near impossible to get. You have to make exact jumps and hope that your character doesn't decide to do a rogue animation stumble or something and send you plummeting to the bottom.
I seriously felt like that was the sole purpose of the jump button in the game: so that someone could put a shard up there and drive us all crazy trying to get it.

So yeah, I feel like the jump button was kind of pointless. It did make climbing areas easier, but then I'd find the actual path to get where I wanted to be and just take that way.
 

WhiteWolfe

New member
Mar 15, 2011
43
0
0
I thought the problem is that the jump button is shared for almost all other out of combat actions. The number of times I didn't line the "cursor" up perfectly and wound up jumping around an NPC or some Elfroot like some sort of manic pixie was ridiculous.

Other than that, I thought the addition of jumping forced them to design less linear maps with less garbage barriers like invisible walls. I'm still annoyed by the fact that I just drown instantly in water.
 

Zannah

New member
Jan 27, 2010
1,081
0
0
I don't really mind having it. It doesn't hurt if it's not used, and it does force the level designt to be a little bit better then "thou shalt not pass, this knee-high hedge forbids it"
 

Phasmal

Sailor Jupiter Woman
Jun 10, 2011
3,676
0
0
I wanted to jump. I've seen a bunch of other people who wanted to jump, too, so I guess some people obviously did want it.

As for immersion-breaking, first of all, that could be said for ANY game with a jump, and secondly, I'd find it more immersion-breaking if I could NOT jump. Each to their own immersion, I guess.

As for where Bioware allocates resources, that's down to their resource-allocating skills, not... a jump button.

Dunno, sounds petty to me.
Still loving the game, personally. Sucks if that'd ruin it for you.
 

Steve Waltz

New member
May 16, 2012
273
0
0
It breaks immersion? Naw. I?d rather have my player jumping around instead of running into invisible walls.

Dragon Age: Awakening played with some pretty large areas (the place with the Elf girl was fairly huge) and it was pretty frustrating bumping into invisible walls here and there. I also found myself constantly asking myself whether or not I could walk up this hill, or if it was too steep. Jumping is definitely more immersive than the alternative of invisible walls and walking around 2 inch high obstacles (of which there are many required in a high detail environment).
 

Tayh

New member
Apr 6, 2009
775
0
0
Just more evidence of how the game was designed for consoles in mind, whereas the PC version was more of an afterthought - a version they didn't want to spend any more time on than they had to.
I tried playing it, but I couldn't take it for more than 5 minutes due to how incredibly shitty and useless the PC interface and control scheme is.
 
Sep 14, 2009
9,073
0
0
Sniper Team 4 said:
The only time the jump button ever felt useful to me (besides jumping off of balconies in Skyhold for shortcuts; seriously Vivi, why are you all the way up there by yourself with nothing else around you?) was one of the shards in the Hinterlands. It's in the Dragon's area, and it's up on those stupid rock pillars. And it is damn near impossible to get. You have to make exact jumps and hope that your character doesn't decide to do a rogue animation stumble or something and send you plummeting to the bottom.
I seriously felt like that was the sole purpose of the jump button in the game: so that someone could put a shard up there and drive us all crazy trying to get it.

So yeah, I feel like the jump button was kind of pointless. It did make climbing areas easier, but then I'd find the actual path to get where I wanted to be and just take that way.
yup, considering it wasn't in the prequels and it didn't take away from the game, it feels like wasted resources when they had to go about justifying its existence with mmo-like filler sidequests.

I still enjoyed the game, but there are so so so many small things that really brought the game down.
 

laggyteabag

Scrolling through forums, instead of playing games
Legacy
Oct 25, 2009
3,385
1,090
118
UK
Gender
He/Him
I actually really like that they implemented a jump button into Inquisition. It just seemed so helpful as a tool to get around. Sure, there were instances where it was a little glitchy (ie, jumping up the side of a mountain/ jumping up a hill only to have followers teleport up the hill), but in this instance, if jumping/falling was not implemented, the game would feel a lot less free because of it. Besides, I would much rather save time jumping up the side of a mountain as opposed to spending time trying to find the single intended entry point to ascend it.

Sniper Team 4 said:
Jumping off of balconies in Skyhold for shortcuts; seriously Vivi, why are you all the way up there by yourself with nothing else around you?
The first thing that I thought of when I was in Skyhold was if I was invincible. Being able to just launch yourself off the nearest balcony made getting around Skyhold a lot easier to deal with, especially when visiting Vivienne, Dorian, Cullen or Leliana. It definitely became my favourite part of Skyhold.
 

zinho73

New member
Feb 3, 2011
554
0
0
Steve Waltz said:
It breaks immersion? Naw. I?d rather have my player jumping around instead of running into invisible walls.

Dragon Age: Awakening played with some pretty large areas (the place with the Elf girl was fairly huge) and it was pretty frustrating bumping into invisible walls here and there. I also found myself constantly asking myself whether or not I could walk up this hill, or if it was too steep. Jumping is definitely more immersive than the alternative of invisible walls and walking around 2 inch high obstacles (of which there are many required in a high detail environment).
People are assuming that if we do not have a jump button we automatically have invisible walls. That's not the case or the point. The game still have walls, like the water and the mountains (not invisible) and some obstacles that looks like pretty low to me that we still cannot jump over.

Also, as I mentioned, you can go almost anywhere in the game without jumping already.

And the point is that the feature is just there because it is "open world", without a real reason or a design that plays to the feature strengths.
 

zinho73

New member
Feb 3, 2011
554
0
0
Laggyteabag said:
I actually really like that they implemented a jump button into Inquisition. It just seemed so helpful as a tool to get around. Sure, there were instances where it was a little glitchy (ie, jumping up the side of a mountain/ jumping up a hill only to have followers teleport up the hill), but in this instance, if jumping/falling was not implemented, the game would feel a lot less free because of it. Besides, I would much rather save time jumping up the side of a mountain as opposed to spending time trying to find the single intended entry point to ascend it.
There is no need to have a single entry point. We need to stop thinking that the alternative to the bad jumping is bad movement or bad designed levels. You could click in a place to go, for example, and the character would go there using the most obvious route (even jumping if necessary or able to), but without the need to baby sit your characters and watch them hopping around unrealistically.

This, of course, would be very difficult to do with consoles in mind, though.
 

zinho73

New member
Feb 3, 2011
554
0
0
Phasmal said:
I wanted to jump. I've seen a bunch of other people who wanted to jump, too, so I guess some people obviously did want it.

As for immersion-breaking, first of all, that could be said for ANY game with a jump, and secondly, I'd find it more immersion-breaking if I could NOT jump. Each to their own immersion, I guess.

As for where Bioware allocates resources, that's down to their resource-allocating skills, not... a jump button.

Dunno, sounds petty to me.
Still loving the game, personally. Sucks if that'd ruin it for you.
It not ruined the game for me, it is a design element that I thought that moved the game even further away from something focused. They just glued some MMO features over the Dragon Age template.

If the jump was well implemented, ok. But we still have to circumnavigate a whole lot of mountains, it does not create cool gameplay elements, adds nothing to combat, makes AI pathfinding superdumb and extra hard to program and so on.

I get some people like the ability to go everywhere. I prefer to see some bad ass level design, laser focused on the experience. In a game like GTA or Just Cause, the open world is key. In a fantasy RPG, the setting is much more important and, in my opinion, takes precedence.

Picking flowers, hopping and falling from mountains are very weird Inquisitor hobbies, in my opinion.
 

Scow2

New member
Aug 3, 2009
801
0
0
I like that they have a jump button. If I can't jump in a game, I feel awkwardly constrained to the ground in a manner that feels wrong to me in a 3-D game.

Jumping for the sake of jumping may not be realistic, but it's fun. And I like being able to jump. Heck - I barely tolerate the lack of a jump in top-down games.

It's not what the jump feature adds to games, but what the lack of a jump removes from games.
 

Denamic

New member
Aug 19, 2009
3,804
0
0
Without a jump button, you can either have clutter in your gameworld that forces you to run around everything bigger than a pebble, or you can have a flat ground to walk on. Either way, it means a lot more invisible walls.

Honestly, a slightly inclined surface should not stop me dead in my tracks. A knee-high stump should not be an impassable obstacle. A ledge should not have a fucking force-field. Fuck not having a jump button. Fuck it all the way to heck.
 

zinho73

New member
Feb 3, 2011
554
0
0
Zannah said:
I don't really mind having it. It doesn't hurt if it's not used, and it does force the level designt to be a little bit better then "thou shalt not pass, this knee-high hedge forbids it"
It actually lets the level design be quite bad.

Most encounters in DAI plays the same weather you are outside or indoors, you have zero consideration for terrain with the exception of doors and entrances (we have some variations with some archers on rooftops or other high ground areas but that's it). In action games (the good ones), even when you have the jump button you have to navigate the terrain to reach your enemy, having normally several different options to approach any situation.

When you facilitate player navigation you are not doing it to make better levels, you are doing it to get away with bad ones. Or, in the case of most open world games, to not worry about designing encounters at all and focus on building the world itself. To be honest, this is a noble purpose and often works on action games like GTA, in which you do a whole lot more than jump (you climb, use vehicles, breaks terrain, fly and so on), but if all you are gonna do to add to the navigation is a jump button and a horse you might as well re-think your game plan.
 

Drizzitdude

New member
Nov 12, 2009
484
0
0
zinho73 said:
ninja666 said:
Imo a jump button forces the developers to create a much more thought-out level design, since they can't just block your character's way with a knee-high fence and call it a day anymore, therefore I don't understand why there shouldn't be a jump button in DA:I and games in general.
On the contrary, you do not need to think about it when creating a level in which the character can go anywhere. It is easier to create scenery, but way more difficult to make it an interesting one, as, without restrictions, all the levels plays the same.

A Character covered in armor won't be jumping around, and you can easily make him navigate small obstacles with an animation (like climbing stairs).

I agree with this 100%, when you can go everywhere they level design has to be thought out to make up for it. If you are blocked off with invisible walls that is just lazy game design. Everybody asks for a jump button in most games I play, it gives the player more freedom of movement and allows us to do more with level design by adding vertical elements. Not having it is just dumb.
 

Scow2

New member
Aug 3, 2009
801
0
0
zinho73 said:
When you facilitate player navigation you are not doing it to make better levels, you are doing it to get away with bad ones. Or, in the case of most open world games, to not worry about designing encounters at all and focus on building the world itself. To be honest, this is a noble purpose and often works on action games like GTA, in which you do a whole lot more than jump (you climb, use vehicles, breaks terrain, fly and so on), but if all you are gonna do to add to the navigation is a jump button and a horse you might as well re-think your game plan.
If your game's such that you have to remove the jump button to make it 'fun', your game has even worse issues. There are almost no excuses for non-RTS games to lack a jump button.