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BioWare's Official Dragon Age 2 Podcast Episode 2: Art Director Matt Goldman (August 5, 2010)


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#426
tmp7704

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dan107 wrote...

My point stands. All the non-humanoid characters in ME are very minor background characters with hardly any dialogue. If they elicit some kind of attachement from you, I think you're reading into them a lot more than was ever intended.

But your point was they aren't used for anything more than that because they couldn't possibly evoke similar attachment etc. And there's no actual evidence of that -- when used in role of quest subjects, these characters evoke the same level of reaction the humanoid quest subjects do. And calling that attachment selectively "more than was ever intended" simply because it goes against your own theory forms nothing but circular argument, as it relies on that very theory to support itself. How do you know what was intended and why wouldn't it be intended for these characters to invoke any sort of emotional reaction?

I'm arguing that it makes no sense for a game developer to invest significant amounts of resources into something that's unfamiliar and may be appreciated by a few vs. something that's familiar and will be appreciated by most.

Since when it started to make no sense for game developers to introduce new, unfamiliar things in their games?

Take Final Fantasy series as example. It's "series" in broadest sense, because each installment involves completely different cast, settings, mechanics. And often these factors are new and unfamiliar to the point they didn't appear in a game before. But it doesn't prevent these games from being successful, game after game.

Heck, take BioWare's own Mass Effect and consider how drastic changes they've made to it going from first game to the sequel.

Perhaps, again, you give the audience less credit than it deserves, and err on the side of being too conservative; thinking it's necessary and "makes sense" when it actually isn't?
 

I disagree with the term "trite human stereotypes". A typical romantic relationship is not a "trite stereotype" it's a fact of life. At any rate, can you elaborate what exactly are you asking for here vis a vis romances? I think that's gotten lost in all the theoretical debate.

Then you should have said so rather than leave my initial assessment without a comment. And to explain, i was referring to the idea of introducing characters with personalities made so stereotypical and shallow that they can be described with a single keyword.

You have mentioned boredom before as something which should be avoided, and then refused to address my question how introducing nothing but more of the "same old" is supposed to help with avoiding that very boredom. And this is exactly what i'm asking for when it comes to the romances -- some sort of unpredictability instead of being able to tell from the get go what sort of character i'm facing and how things are going to proceed and end. Something that can be done by shaking up and breaking the stereotypes, not by repeating them verbatim "because people like their things typical and familiar".

The overarching themes are the same though.

But of course; If you simplify things enough then everything can be reduced to archetypes. Again though, it doesn't mean it only "makes sense" to just repeat these archetypes over and over intact, with no change to any aspect of the story at all in fear of alienating the audience. It also doesn't mean you cannot at least try to explore something new -- every change has started somewhere, and i'm fairly sure before that happened people were just as ready to cry their "nihil novi".

But the reason that they do is that she's clearly interested in the player, and they can almost have her. That's a world apart from her being simply uninterested. Again I point you to Samara in ME2 -- she's an example of possible one sided attraction like you suggest, and I don't see to many people slamming their head against the wall over her.

ME2 isn't exactly great example here considering it simply doesn't offer the player much chance for interaction. You can't expect the players to slam their heads against the wall when they aren't actually given option to do that in the game. Even then, videos on Youtube and forum comments indicate that the players did follow that character's arc all way to its "sorry but i can't" conclusion.

Keep in mind that this is a game, not a novel. Making a player believe that something can be done when it can't is just not very good game design. It will lead to frustration.

Speaking strictly on ground of the game relationships i'd disagree. Large parts of what can and cannot be done in these forms in players' own heads anyway. if a game can give them illusion there's more to it than there really is then it's not necessarily bad design. Of course, given it is a game there should ideally be a path to actually "win" it, but given even existence of that option wouldn't save frustration these who fail, i don't see it as mandatory.

Of course, you could be looking at it from viewpoint that every player should be granted a win, to save them the potential frustration... but that (experiences being guaranteed for everyone) if anything turns game into a novel in my eyes.

And I note how you ignored my point of Alistair and Morrigan being quite cliche by your broad definition, and yet quite compelling for many people. Not too many posts referring to them as "trite human stereotypes".

I don't really consider Alistair and Morrigan to be such. They do have basic elements to them like everyone of course, but these elements are mixed in ways which create distinct enough personalities which can keep you guessing.

#427
dan107

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tmp7704 wrote...
But your point was they aren't used for anything more than that because they couldn't possibly evoke similar attachment etc. And there's no actual evidence of that -- when used in role of quest subjects, these characters evoke the same level of reaction the humanoid quest subjects do.


No, you brought them up as an example of completely non-humanoid characters evoking the same emotional response as humanoid characters. I countered by saying that that's false, since they were minor characters that didn't have enough screen time to evoke any kind of reaction other than "huh, that's kinda cool".

And calling that attachment selectively "more than was ever intended" simply because it goes against your own theory forms nothing but circular argument, as it relies on that very theory to support itself. How do you know what was intended and why wouldn't it be intended for these characters to invoke any sort of emotional reaction?


Amount of dialogue and screen time, or lack thereof, are a pretty good indication.

Since when it started to make no sense for game developers to introduce new, unfamiliar things in their games?

Take Final Fantasy series as example. It's "series" in broadest sense, because each installment involves completely different cast, settings, mechanics. And often these factors are new and unfamiliar to the point they didn't appear in a game before. But it doesn't prevent these games from being successful, game after game.


Really? Final Fanstasy is the series you use to illustrate a break from archetypes? Come on now. It's characters are pretty much the very definition of what an archetype is.

And don't try to change the subject to game mechanics here. We're talking specifically about the portrayal of characters and their relatability.

Then you should have said so rather than leave my initial assessment without a comment. And to explain, i was referring to the idea of introducing characters with personalities made so stereotypical and shallow that they can be described with a single keyword.


How do you go from my assertion that romances should fall somewhere within general human norms to "personalities made so stereotypical and shallow that they can be described with a single keyword"?

You have mentioned boredom before as something which should be avoided, and then refused to address my question how introducing nothing but more of the "same old" is supposed to help with avoiding that very boredom. And this is exactly what i'm asking for when it comes to the romances -- some sort of unpredictability instead of being able to tell from the get go what sort of character i'm facing and how things are going to proceed and end. Something that can be done by shaking up and breaking the stereotypes, not by repeating them verbatim "because people like their things typical and familiar".


You're at once moderating your position and exaggerating mine. That is a weak form of arguing. What you originally requested were romances that don't conform to "trite human stereotypes". I pointed out that they have to be within recognizably human norms to be relatable. Keeping in mind that recognizably human is a WIDE spectrum that covers just about everything ever written. Nowhere did I say anything about utter predictability and knowing how things were going to end.

Even then, videos on Youtube and forum comments indicate that the players did follow that character's arc all way to its "sorry but i can't" conclusion.


There was no arc. It was along the lines of "Soo.. you wanna..?" "No." "Oh, ok". That's about as far as you can go with it, without making Shep look like a loser, either comical or pathetic.

Speaking strictly on ground of the game relationships i'd disagree. Large parts of what can and cannot be done in these forms in players' own heads anyway. if a game can give them illusion there's more to it than there really is then it's not necessarily bad design. Of course, given it is a game there should ideally be a path to actually "win" it, but given even existence of that option wouldn't save frustration these who fail, i don't see it as mandatory.


Well of course, If you include an option to succeed than it will work. But then it's no longer unrequited love.

I don't really consider Alistair and Morrigan to be such. They do have basic elements to them like everyone of course, but these elements are mixed in ways which create distinct enough personalities which can keep you guessing.


Nonetheless they are undisputably recognizably human. And yet not at all trite, boring, or same old. I think that just about defeats your main point right there.

Modifié par dan107, 09 août 2010 - 05:06 .


#428
tmp7704

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dan107 wrote...

No, you brought them up as an example of completely non-humanoid characters evoking the same emotional response as humanoid characters. I countered by saying that that's false, since they were minor characters that didn't have enough screen time to evoke any kind of reaction other than "huh, that's kinda cool".

Characters evoking the same emotional response when put in comparable role, with comparable amount of exposure. In other words, people don't seem to react less to non-humanoid quest givers than they do to humanoid ones. Your counter doesn't address that at all, since the humanoid quest givers don't get any more exposure than non-humanoid ones on individual quest basis.

Really? Final Fanstasy is the series you use to illustrate a break from archetypes? Come on now. It's characters are pretty much the very definition of what an archetype is.

Yet oddly enough even the tvtropes fails to describe most of their characters with less than a sentence, once we move into more modern installments of the series anyway. For supposed archetypes that's awfully wordy.

How do you go from my assertion that romances should fall somewhere within general human norms to "personalities made so stereotypical and shallow that they can be described with a single keyword"?

It's a result of your assertion being offered as direct response to my question "why should everything conform to trite human stereotypes". In other words, if anything the direction here was opposite -- you went from my "personalities so stereotypical etc." to yours "romances should fall etc." and the context made it appear you're including the "trite stereotypes" i spoke of into your "general norms" until few posts later where you'd declare you don't believe there's such thing as stereotype at all. 

You know, considering i have explained this very thing literally in the previous couple of posts, i'm starting to get strong feeling of deja vu combined with doubt if you actually stop to think about what i write before you offer your answers. Perhaps we could just drop this? It doesn't seem to lead anywhere, really.

You're at once moderating your position and exaggerating mine. That is a weak form of arguing. What you originally requested were romances that don't conform to "trite human stereotypes". I pointed out that they have to be within recognizably human norms to be relatable. Keeping in mind that recognizably human is a WIDE spectrum that covers just about everything ever written. Nowhere did I say anything about utter predictability and knowing how things were going to end.

I did say something about utter predictability etc -- it's exactly what i meant by the "trite human stereotypes". If your comment was supposed to have no relation whatsoever to my complaint then i'm sorry, but i don't really understand why you chose to reply to my point in the first place. I can only conclude it's because you didn't get what i actually meant?

There was no arc. It was along the lines of "Soo.. you wanna..?" "No." "Oh, ok". That's about as far as you can go with it, without making Shep look like a loser, either comical or pathetic.

It's about on par with the "So, you wanna?" "What, for real? Why... yes" supplied by the other characters. Really, the amount of dialogue regarding these matters is similar, you get one interaction per mission per person.

As for making Shepard look like a comical or pathetic loser... let me get it straight, am i misreading things, or do you consider a person who after being told "no" once would try to initiate a relationship again "a loser, either comical or pathetic?"

Nonetheless they are undisputably recognizably human. And yet not at all trite, boring, or same old. I think that just about defeats your main point right there.

My main point was that not everything has to conform to trite stereotypes. That it is possible to actually avoid them is supposed to defeat it? I'd think it actually does the opposite -- it shows that it trite stereotypes aren't necessary.

Again, i'm getting impression you didn't understand my initial point. I wasn't complaining about all game relationships and calling them all trite and boring. I was objecting specifically attempts to strip these relationships down to such stereotypes with nothing else to them.

To use an analogy, our discussion seems to go like this:

* OP: "i want qunari girl and i want that romance to be blue"
* me: does everything have to be a primary colour?
* you: everything has to have a colour, otherwise we couldn't see it
* me: doesn't mean it always has to be primary colour
* you: i said nothing about it having to be primary colour
* me: ... yeah, but that's what i questioned in the first place. So the point of your generic remark was..?

does it read about right? I don't know, perhaps you have read my comment in a manner that "(all) human = trite" while i meant specifically trite case of human behaviour?

#429
Rhipz

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But the prize

#430
Kurzan

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Personally I like the new looks, particularly the differences between male and female dwarves.

#431
thebrah

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Kurzan wrote...

Personally I like the new looks, particularly the differences between male and female dwarves.

what are you talking about they look the same you idiot. they look like more beautiful versions of midgets. like that show little people big world except they live n caves.

#432
Wynne

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I really like the female dwarves, although their legs are rather far apart. The male ones are... hmm. Beardy. But differences are good. The dwarves, even if changed in scale, would be instantly recognizable when compared to others.



The male elves look awesome to me. The female ones, the face is gorgeous, but the boobs should be A cups, not C cups. (Remember Cat Lance? Somebody's gotta have met and remembered Cat Lance. Her bosom size would be perfect for the female elves, IMO.) I know a number of guys--they're not as plentiful as the other kind and few are very vocal about it--but they like small breasts, because they're (verbatim quotes) "cuppable" and "I have small hands." So hopefully the giant elf bosom was tweaked to a very slight bust for variety's sake. I mean, this way, it looks like the elf has bigger breasts than the human, which is weird.



The male human looks great. The female... hmm. The bosom looks great, but the waist looks elf-small, which I don't think fits. The hips match, but the waist looks too small for them.It's a style, I know, and after all it's Varric, but it's the kind of thing that doesn't happen in real life without extensive use of corsets which jam your organs up into odd places. I'm glad to see that the legs are no longer as skinny as the arms, but generally I think the upper arm and leg are bigger than the lower arm and leg, respectively. The concept art makes them look almost exactly the same in size on the human female.



Qunari females... waist is also too small, but I love the muscular slant of the build (brilliant!) and the subtly alien features of her face. Qunari males... the arms look quite huge and the pecs are kinda scaring me by pointing in different directions, but overall this is nitpicking, and I didn't miss that it's been tweaked since then. So in closing--this looks like an awesome base to go from. I'm looking forward to seeing the implementation.

#433
Deviija

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thebrah wrote...
what are you talking about they look the same you idiot.


Please do not insult or call people names.  There is no need for that.

#434
GameBoyish

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Deviija wrote...

thebrah wrote...
what are you talking about they look the same you idiot.


Please do not insult or call people names.  There is no need for that.


Oh ignore him. He spent most of his time on the Bioware forums harassing Anarya and posting lyrics + Rapper pix.

#435
Lintanis

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Will we get to have a Podcast from the Writers?? :)

#436
Gerudan

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Two words, the moderator shouldn't ever use again: "nice" and "gotcha". -.-

#437
valleyman88

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Gerudan wrote...

Two words, the moderator shouldn't ever use again: "nice" and "gotcha". -.-

Seconded. Still, a nice podcast.

#438
Gerudan

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valleyman88 wrote...
Still, a nice podcast.


And I second that. =]

#439
Lintanis

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Gerudan wrote...

Two words, the moderator shouldn't ever use again: "nice" and "gotcha". -.-


And "nice nice" as well :P

#440
ashez2ashes

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The more I hear about the changes in DA2 the more it all seems like a marketing decision that the creative people just had to make the best of. And it seems like the multiple race choices were taken out because it annoyed marketing who wanted a unified image to plaster over everything.



Thinking that DA:O was 'too whimsical' is worrying too. I don't want everything to be brown wasteland. I'm so tired of games that are all brown. Just because its a harsh world doesn't mean the world has to reflect that. Sometimes terrilbe things happening in beautiful setttings can have just as much emotional impact due to the contract. I do at least agree that the architecture could have been more distinctive in DA:O.


#441
Ryllen Laerth Kriel

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Hey, if they want brown wasteland, they should make DA 3 set in Kansas during a dry season. *rim shot*



I'm not so sure about DA:O being called whimsical either, kind of a bizarre comment to make. I would say the screenshots from DA2 look more whimsical with the darkspawn wearing matching hoodies like old He-Man cronies working for Skeletor. Hey...is Skeletor the main badguy? That would actually be pretty cool.

#442
jazzy B 3

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I'm surprised the Qunari females aren't buffer. Dwarves are heavy-set, humans middling, elves slight and Qunari males are buff, but the females don't seem to ahve the muscular definition of the males. Does the art department have something against buff females? :P Not saying they're my favorite body archetype (I'm more partial to the dwarven females ;)) but seems like a missed opportunity.

#443
jamesraylor

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I wonder if it would be possible to make the character creation so that you could choose your height and weight, and the build of your character, you know aa cup to dd, curvey or slender if you want, and skinny wimp to Greek god if you choose. maybe human males are 5 feet five to 6 feet 5 and you can slide short to tall, and the same for all races and sexes according to their averages, does any of that make sense and would this be the place to bring this up or is there a topic I missed?