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Interview with DA2 lead level designer


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#26
Sandmanifest

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Q: What were the main designing objectives for DA2?

A: Everyone were very enthusiastic about creating a game which will be more accessible for a wider audience, without giving up the core components of the original game, while trying to add to the player pool for this game those people who felt intimidated by elements of DAO - such as the UI.


First of all, I believe it failed in the underlined part, but I guess that depends on your idea of "core components".

Secondly, I'm a little confused. This next bit was taken from the Eurogamer Interview with Mike Laidlaw.
(www.eurogamer.net/articles/2011-03-10-biowares-mike-laidlaw-a-defence-of-dragon-age-ii-interview)

Eurogamer:
What's the mood like out there?

Mike Laidlaw:
We're just very happy to see it out. What we're seeing is something not really a surprise to us: we're seeing a bit of polarisation. It's not radical, it's not like people are bursting into open warfare about things, thank god. We knew going into Dragon Age II we were making some changes. I wouldn't necessarily say changes to make it more accessible, but to make it present itself in a different way. We knew it carried some elements of risk. Some people are reacting to that, and it's fine - it's actually good. I'd much rather make a game that challenges people and doesn't just rest on its laurels.


Uh huh. Right. I specifically remembered this because I didn't believe it.

Modifié par Sandmanifest, 23 mars 2011 - 12:03 .


#27
KennethAFTopp

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I miss the loooong epic Dungeons, I thought at least each act would've been bookended by such a thing. It did not.

#28
LordPaul256

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Still reads like a politician's answer: Hit the talking points, never show weakness. I'm guessing he was coached.

I really do hope they realize what's wrong with this game, and don't try to stick it out because they honestly think these horrible ideas are an "excellent addition."

#29
Stckysixx

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Edli wrote...

Whammo wrote...

A: Support for upper angle of view means creating the graphics in such a
way that'll enable cutting the upper parts of the geometry, when you
use that option. This causes a decline in quality because it's
impossible, or at least very hard, to create the same environments in
this way. In short - it was a difficult decision but we believe it was
right.


I hope I'm not reading this answer correctly, because he seems to be saying that it's better to make gameplay worse in exchange for prettier graphics.


Sadly that's the reason. I can't believe they had to remove the iso view only because of slightly better graphics.


What graphics? Ive seen N64 games with better graphics.

#30
dheer

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I understand people being protective of their art but wow, how can he really believe all of this? It sounds like a list of excuses.

#31
Blastback

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Yikes, I find myself on the opposite side of the fence on just about every issue mentioned in this interview. Like I don't think having a more fixed protagonist is more intresting. I don't mind it in some games, but I don't want to see Bioware use it exclusivly.

#32
YohkoOhno

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Icinix wrote...

I call bull****.  There is a huge number of games out there where there is massive numbers of people in areas. Hell, N64 and Ocarina of Time had about the same amount of people in areas...

Not even going to mention Assassins Creed, GTA, Mafia 2...oh wait...


It's possible Bioware doesn't have as good an engine as they'd like, or that to make it work on consoles they had to sacrifice a lot.  

Even the people making competing games like The Witcher 2 have said that they had to build a new engine to be optimized for the needs of an RPG.  While Assassin's Creed 2 has a lot of people, there are very limited reactions and not a lot of dynamic scripting involved.

#33
Malanek

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Very honest interview. Good read.

#34
skyrend

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Wow.  This guy actually thinks the wave mechanic was good?  Pretty much nail in the coffin for Bioware getting any money from me in the future.

And bringing up GTA and Assassin's Creed for comparison is not very smart considering that Kirkwall was a deserted ghetto town in comparison.

Modifié par skyrend, 23 mars 2011 - 12:09 .


#35
lazuli

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Sylvius the Mad wrote...

Dammit! Someone got to interview the level designer and didn't bother to ask any questions about level design.

I find DA2's levels to be quite linear. Even those environments where you can walk around in a circle, each part of that circle usually only has two routes in or out, so it's basically linear. DAO did a better job, I think, of allowing the player to approach encounters from multiple directions.


This time through, it's the encounters that approach the players from multiple directions.

#36
kelsjet

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Filament wrote...
Yeah, I know what the term means, bigot.

If I am a bigot for calling a stove "a stove", then you are a racial supremacist for thinking that this guy should get a free pass.

We were promised a Bioware game. Instead we got 4 levels repeated 50 times with identikit waves of trash mobs to fight. This guy is directly responsible for this (notice the "Lead" in "Lead Level Designer").

If that's not the core definition of "getting jewed", I don't think anything else can be.

#37
City6

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As "level designer", what did he do outside the two weeks it took to build one cave, one sewer, and one mansion?

#38
DJBare

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A: This time we tried a different approach - enable the players to investigate only one main area, which has more depth and responsiveness.



Certainly responsive, depth?, you gotta be jesting, the only real depth I've felt in this game is wanting to slice and dice Anders, don't get me wrong, it's a fun ride, but the city itself has no depth unless you are talking about the sewers.

#39
Icinix

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YohkoOhno wrote...

Icinix wrote...

I call bull****.  There is a huge number of games out there where there is massive numbers of people in areas. Hell, N64 and Ocarina of Time had about the same amount of people in areas...

Not even going to mention Assassins Creed, GTA, Mafia 2...oh wait...


It's possible Bioware doesn't have as good an engine as they'd like, or that to make it work on consoles they had to sacrifice a lot.  

Even the people making competing games like The Witcher 2 have said that they had to build a new engine to be optimized for the needs of an RPG.  While Assassin's Creed 2 has a lot of people, there are very limited reactions and not a lot of dynamic scripting involved.




Better than a handful of people standing around leaning against things that do nothing even when gangs appear and mages hurl fireballs that hit mere inches from their face.  There was more dynamic scripting involved for NPCs in those three mentioned games than there was for DA2...indeed...ANY of the recent BioWare games.

The NPC's in DA2 were furniture...and there was only a few of them.  If thats an engine limitation, then its one of the biggest engine limitations I have ever seen.  Besides which, stuffing around with levels in the toolset in DAO didn't seem to experience issues with large numbers of people on screen...so I doubt it is the engine limitiation.  I think BioWare is just anti-population populating.

#40
kelsjet

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City6 wrote...

As "level designer", what did he do outside the two weeks it took to build one cave, one sewer, and one mansion?

Probably converted his paycheck into quarters then spent the next 50 weeks of the year counting them.

#41
maladictor2009

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skyrim is gonna waste bioware.

And if you had the engine from the start why the **** is the maps the same bull**** over and over again.

And hawke is a generic action class hero with cheesy one liners that needs to ****ing die fast. I felt like throwing myself into a ditch just by playing that simpleton.

#42
DocDoomII

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OPini wrote...
Q: What were the main designing objectives for DA2?

A: Everyone were very enthusiastic about creating a game which will be more accessible for a wider audience, without giving up the core components of the original game, while trying to add to the player pool for this game those people who felt intimidated by elements of DAO - such as the UI.
This is especially true for the console version of DA2 - we wanted to make the game more responsive and fun when you use a controller.
Another main objective was to improve the look of the game. DAO was in development for a long time and was lagging behind a little in the graphics field when it came out. We tried to improve all of the game's graphical aspects including textures, models and animations, while giving the game a more unique art style.

oh god thank you
i was so intimidated by the ui
Image IPB

the new one is so lazyer... I men, frendlyer
Image IPB

OPini wrote...
Q: It seems that DA2 has learned a few things from its stepbrother, Mass Effect. If that is true, can you provide examples?

A: In contrast to popular belief, only few design elements were borrowed directly from ME. One is the talking hero and the other is the dialogue wheel. All other changes and refinements were completely independent, although a few of them may look similar, such as the customizing options for the hero and his companions.

yes so instead of having no loot and no customization, we got a ****load of useless item we can't use on companion
that's brilliant!

OPini wrote...
Q: Kirkwall is a very small area compared to vast Ferelden we could play during the first game. Have you prefferd giving the city more depth over creating more places where you can hang around? Can you give an example?

A: This time we tried a different approach - enable the players to investigate only one main area, which has more depth and responsiveness. You can compare it to GTA game, where you are always in the same city, or maybe even compare it to Assassin's Creed to a certain degree. The player gets the chance to learn about the history, characters and secrets of one place instead of visiting a place briefly once before moving on to the next destination in his journey. It also enables a story arc which has a central link - a lot of things happen during the same time and not a long and flat timeline of events.

is he serious?

OPini wrote...
Q: Could prolonging development time for the game result in a better variety within the city itself and avoiding reused areas, as seen in the game?

A: Obviously, more time would enable more areas and bigger variation. Honestly, we did not expect this to be such a big deal, but it seems the subject gave rise to a significant number of complaints by both critics and players alike. We listen to the reviews and we will try to address the issue in future games.

no, can't be serious. he is obviousbly trolling...

OPini wrote...
Q: Does every battle consist of enemy waves? What is your answer for all those people that claim the lack of ability to know the number of waves and where they will pop up causes a battle that consists of reactions instead of tactics and planning?

A: Part of the tactical game is adapting to changes. The waves might feel different, but this is not necessarily a bad thing. I do not agree with those that think the wave pattern is terrible as of itself, but I do agree that there are things it's possible to do in order to improve the use of the waves. We can use them less often and improve the breeding mechanic, for instance. All in all I think the waves are an excellent addition to the game.

at this point i'm sure
obvious troll is obvious

OPini wrote...
Q: Why is the tactical game view unavailable in this game? Is the reason technical, aesthetic or a design problem?

A: Support for upper angle of view means creating the graphics in such a way that'll enable cutting the upper parts of the geometry, when you use that option. This causes a decline in quality because it's impossible, or at least very hard, to create the same environments in this way. In short - it was a difficult decision but we believe it was right.

such a hard thing indeed.
how come in DA:O is present then :o?
ah, my bad. he is trolling again. such a funny guy :lol:

OPini wrote...
Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?

A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance.

then again if you used a spell in Athkatla...
nothing a good bribe couldn't solve, sure, but still...

OPini wrote...
Q: Why is it no longer possible to manage your party's gear? Why is it that an armor worn by Hawke cannot be given to other characters?

A: There are many benefits of keeping a unique appearance for the companions: it gives them presence during cutscenes and dialogues and it's even useful during combat - they're easier to tell apart that way. I know it limits the possible customization but there are still many other elements you can upgrade such as weapons, accessories and even upgrade the main armor's stats.

thankyou oh soo much!
it was so difficult to make a mental association on F1=me, F2=second portrait companion and so on!
now I can just look at them and... oh wait, there's a ****load of bad guys exploding around... who is that again? to many body parts swirling around, damnit!

Modifié par DocDoomII, 23 mars 2011 - 12:32 .


#43
Deified Data

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addu2urmanapool wrote...

"

Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?

A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance."

Weak!

Is he wrong? The same logic applies to being a mage in general. Why would the Templars let you run around in robes with a staff slung over your back, slinging fireballs? They wouldn't. Would you rather there be no mage option to begin with?

Weak or no, his logic is as close as we'll ever be to an answer. Presumably mage Hawke is subtle enough to lie low during acts I & II, with no one daring to touch him during act III. It follows a certain reason, does it not?

#44
scpulley

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*facepalm again* Wow.....see this is why I'm scared if they talk about a DA game anytime soon. I REALLY hope this isn't them trying to say 'We got bored writing good games and rolling around in our piles of money so we decided to try making lousy games in the name of creative expression'.

#45
City6

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Deified Data wrote...

addu2urmanapool wrote...

"

Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?

A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance."

Weak!

Is he wrong? The same logic applies to being a mage in general. Why would the Templars let you run around in robes with a staff slung over your back, slinging fireballs? They wouldn't. Would you rather there be no mage option to begin with?

Weak or no, his logic is as close as we'll ever be to an answer. Presumably mage Hawke is subtle enough to lie low during acts I & II, with no one daring to touch him during act III. It follows a certain reason, does it not?



It's an issue that Bioware managed to successfully address a decade ago in Baldur's Gate II, so that it made perfect story sense.

#46
Sandmanifest

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scpulley wrote...

*facepalm again* Wow.....see this is why I'm scared if they talk about a DA game anytime soon. I REALLY hope this isn't them trying to say 'We got bored writing good games and rolling around in our piles of money so we decided to try making lousy games in the name of creative expression'.


[sarcasm]
Better than a game resting on its laurals.
[/sarcasm]

#47
DocDoomII

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Deified Data wrote...

addu2urmanapool wrote...

"

Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?

A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance."

Weak!

Is he wrong? The same logic applies to being a mage in general. Why would the Templars let you run around in robes with a staff slung over your back, slinging fireballs? They wouldn't. Would you rather there be no mage option to begin with?

Weak or no, his logic is as close as we'll ever be to an answer. Presumably mage Hawke is subtle enough to lie low during acts I & II, with no one daring to touch him during act III. It follows a certain reason, does it not?

i'd rather see waves of templars tryng to take me down... seriously

#48
Narreneth

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I really don't understand the problem with the wave mechanic in the battles. I think it was overdone in that every fight had waves, but I like the idea. If crawling through a dungeon led to a large fight with waves followed by more crawling with standard fights to another fight with waves, I think it would be fun. However, the way it was implemented in DA2 gets a little repetitive at times.

Oh, and Kelsjet, you're a bigot.

#49
Guest_Puddi III_*

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kelsjet wrote...

Filament wrote...
Yeah, I know what the term means, bigot.

If I am a bigot for calling a stove "a stove"

Calling a stove a stove would be saying you got ripped off, if that's how you really feel. Him behing Jewish has nothing to do with it. Bigot.

#50
lazuli

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DocDoomII, your images are funny, but the inventory for the DA2 one is almost completely empty, giving it a false appearance of simplicity. I'm not saying the inventory isn't simpler in DA2, I just don't think your images are as accurate as they could be.