Zeli
Flesh Jelly
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Post by Zeli on Sept 14, 2010 9:49:02 GMT -5
very brief
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Post by Scarybooster on Sept 14, 2010 13:25:22 GMT -5
Too many planets
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Zeli
Flesh Jelly
Posts: 7,978
Steam ID: zelibeli
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BattleTag: zelibeli#1826
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Post by Zeli on Sept 15, 2010 7:38:47 GMT -5
I'm wondering how big the explorable area is of each planet since there are so many at launch.
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Aberrant
Ragewalker
Core 03/2003 DAoC Founding Member Former Councilor
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Post by Aberrant on Sept 15, 2010 7:56:10 GMT -5
My guess - not that big.
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Post by Takzenen on Sept 15, 2010 9:58:11 GMT -5
I remember them promising that "SW:TOR will have as much content as every other bio war game combined." First vid docThat's a pretty big promise, me and pazz were talking about this the other day too, if they really have that much content bioware could make the open world pvp in this game amazing. xD
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Winin
Deathbringer
01/2004 DAoC
[insert witicism here]
Posts: 6,045
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Post by Winin on Sept 15, 2010 13:00:04 GMT -5
But do they mean content as in explorable areas, or content as in quest dialog? I remember the quote, but I think they were talking about quests and dialog.
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Pazzolupo
Grimweird
It's not what you did. It's what you did before what you did.
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Post by Pazzolupo on Sept 15, 2010 14:55:11 GMT -5
But do they mean content as in explorable areas, or content as in quest dialog? I remember the quote, but I think they were talking about quests and dialog. Frankly, this is arguing semantics in my book as the two sides are invariably linked. If there is that much content through quest and dialog, there has to be at least half as much explorable area. No matter how you slice it, it's gonna be a huge and time sink-y hell of a game. In this case though....I am looking forward to it. Seriously. think about all the real estate every Bioware game has combined and half it. It's still a fuck-ton of area. Baldur's Gate series alone was HUGE. Not to mention the epic feel of Mass Effect 1 & 2 and depth of KOTOR's story and worlds. For better or for worse, for this game we're gonna need a bigger boat.
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Winin
Deathbringer
01/2004 DAoC
[insert witicism here]
Posts: 6,045
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Post by Winin on Sept 15, 2010 16:02:26 GMT -5
Hmmm, I see them as separate. Zones are defined by (essentially) square footage of area that has been modeled, textured, populated with junk. Quests are defined by word count. The size of the zones doesn't affect the length of the Quest text (though it might affect the running around time to complete the quest).
Some of the indie games I've played have very big areas, but not much in them, so they don't have much useable area. Other games have small areas packed with stuff to check out. On the other side of it, some games have hundreds of generic quests that have 2 lines, so they take about a second to read, while others have complex story quests that are essentially short stories.
If a zone is huge, but there is no reason to stay and hunt there, I say that = little content. If the quests are generic and not worth reading, that = little content.
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Pazzolupo
Grimweird
It's not what you did. It's what you did before what you did.
Posts: 1,147
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Post by Pazzolupo on Sept 15, 2010 16:48:03 GMT -5
I agree with you, until... We look at the developer who is actually doing this game. It is not an indie company with no money. This is a well known quality developer with recently deepened pockets. Can you look at Bioware games (especially recent ones) that things are as barren as those indie games you've played? Just saying...
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Winin
Deathbringer
01/2004 DAoC
[insert witicism here]
Posts: 6,045
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Post by Winin on Sept 15, 2010 17:26:23 GMT -5
It was just an example of how land area and quest word count are independent variables and content can be one, the other, or both.
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