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NowGamer: Dragon Age II Interview with BioWare


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#1
fastrez

fastrez
  • Members
  • 18 messages
Hi guys,

Dave Cook here from UK gaming site NowGamer. Hope you are all doing good and looking forwward to the launch of Dragon Age II, I know we are :)

Yesterday we interviewed Mike Laidlaw at Bioware about creation of Dragon Age II. We thought you guys might like to see what we chatted about. You might know a lot of this stuff already as big fans of the series, but we hope you get something cool out of it. Thanks again guys, feedback is always welcome!

http://www.nowgamer....oware-interview

Dave :D

Thanks Dave. This is worth stickying at the top. :devil:

Modifié par fastrez, 05 octobre 2010 - 02:47 .


#2
Mike Laidlaw

Mike Laidlaw
  • BioWare Employees
  • 765 messages

Fadook wrote...

I'm a little surprised at the emphasis on providing a gentle introduction to combat in the early stages of the game. Given that less than a year and a half will have elapsed between the release of DA:O and DA2, I'd imagine that the majority of DA2 customers will have played the first game and be quite familiar with the gameplay. Would've thought it would be ok to make things challenging from the beginning. I know that many people found DA:O too difficult at first, and the difficulty progression certainly was off, but I'd think that most DA2 players will be reasonably experienced.


I think you're right about that, but I don't think that experienced players will be put off by the difficulty being a bit lower at the start of the game. That's pretty standard issue; after all, even veterans get a bit rusty between releases.

More importantly, though, imagine you're new to Dragon Age. There's a LOT going on in our combats: four people to control when most games focus on one is pretty daunting, for instance. By creating a smoother progression into complexity, we're essentially inviting those new players to come in, try the water, discover it's nice and then sink into the complexity of balancing cunning vs. dex for their rogue, or choosing what talents to upgrade.

As a general rule, my personal goal is to have more people playing my next game than my last. It can't always happen, but there are steps that we can take to make sure that number doesn't shrink. If it shrinks too much, it's over, after all. And then you'll never find out what Morrigan is up to. <_<

As much as I firmly believe that there's artistry in making games, artistry alone doesn't keep our teams of creators employed.