"DLC that is really high quality" - Ray Muzyka
#76
Posté 18 novembre 2009 - 07:29
The Stone Prisoner was free DLC, and I haven't started into it farther than getting the control rod.
#77
Posté 18 novembre 2009 - 07:31
Rob Bartel wrote...
I had been heading up the NWN PRC team and working on another unannounced project that had recently been canceled).
care to tell us what it was?
good work on the shale quest (as always rob), too bad i couldn't talk to him afterwards without being mysteriously teleported to a black area.
Modifié par poofpoof, 18 novembre 2009 - 07:32 .
#78
Posté 18 novembre 2009 - 07:42
Rob Bartel wrote...
the fact that the content blends so seamlessly with the rest of the game and looks so effortless is a sign that we did our job right.
Enjoy the game,
Rob
I cannot overestimate this: They way Shale blends in with the rest of the game is as good as DLC can be. Splitting Shale's story and linking the parts to events of the main game's story was astonishing. Great! I don't care whether or not Shale is "cut content", as long as upcoming DLC will be integrated as brilliantly as the Stone Prisoner. The more DLC connects to the main game (its existing characters, locations and relates to main events or develops side quests further, revisiting locations changed by the blight), the better the immersivness. Splitting and linking the story of DLC to events of the main game (How about a story evolving in Lothering before AND after the blight?) is the best (most enjoyable) method of implementation. Mediocre DLC just adds new areas with (completely) new NPC, gives out some items and you know after an hour or two you've seen it all. Again, I hope the Stone Prisoner is an example of things to come - more than Warden's Keep.
Best Game in a long time btw!
Modifié par Frumyfrenzy, 18 novembre 2009 - 07:45 .
#79
Posté 18 novembre 2009 - 07:53
I'm guessing JE2.poofpoof wrote...
Rob Bartel wrote...
I had been heading up the NWN PRC team and working on another unannounced project that had recently been canceled).
care to tell us what it was?
#80
Posté 18 novembre 2009 - 08:00
poofpoof wrote...
Rob Bartel wrote...
I had been heading up the NWN PRC team and working on another unannounced project that had recently been canceled).
care to tell us what it was?
It went by the codename Revolver (entire nonsense - don't read too much into it) and was a multiplatform action-RPG.
poofpoof wrote...
good work on the shale quest (as always rob), too bad i couldn't talk to him afterwards without being mysteriously teleported to a black area.
Thanks, and sorry to hear that you're experiencing that particular problem. What's happened is that a plot state's been reset somehow, causing Shale to thinks its back as a statue in Honnleath. When the conversation looks for the corresponding cutscene stage, it can't find it and it therefore jumps you to the neutral 0,0,0 coordinate for the area (which is often way off in the middle of nowhere).
We've been investigating it internally and initially we thought it was due to the issue where a toolset export resets the GUID but that doesn't appear to be the case. We now suspect that it's due to the authorization de-synch issue. In theory, if you back up to a savegame from before that de-synch occurred on your machine, everything should go back to normal. The team is aware of the issue and is working on it but, from what I understand, we don't have a solution in place yet. You can track the current status of the issue in the tech support forums.
#81
Posté 18 novembre 2009 - 08:01
#82
Posté 18 novembre 2009 - 08:06
Modifié par GravityParade, 18 novembre 2009 - 08:09 .
#83
Posté 18 novembre 2009 - 08:09
Will future DLC be content the size of Circle Tower, Elven Ruins, Deep Roads, etc...? I would pay money over and over again just to get new and interesting dungeons. The dungeons are great in this game.
#84
Posté 18 novembre 2009 - 08:21
I think it answers the doubt me and I think many others had about how Shale was added in such a manner.
And I also think it was worth the extra time and effort it took.
Modifié par buba10, 18 novembre 2009 - 08:22 .
#85
Posté 18 novembre 2009 - 08:34
GreenSoda wrote...
I'm guessing JE2.
Rob Bartel wrote...
It went by the codename Revolver (entire nonsense - don't read too much into it) and was a multiplatform action-RPG.
Guess I was right
Modifié par GreenSoda, 18 novembre 2009 - 08:34 .
#86
Posté 18 novembre 2009 - 08:36
Rob Bartel wrote...
We've been investigating it internally and initially we thought it was due to the issue where a toolset export resets the GUID but that doesn't appear to be the case. We now suspect that it's due to the authorization de-synch issue. In theory, if you back up to a savegame from before that de-synch occurred on your machine, everything should go back to normal. The team is aware of the issue and is working on it but, from what I understand, we don't have a solution in place yet. You can track the current status of the issue in the tech support forums.
Thanks for this reply! It's the first time I've seen someone from Bioware acknowledging the issue, thought I was going crazy there for awhile.
#87
Posté 18 novembre 2009 - 08:51
GravityParade wrote...
Will future DLC be content the size of Circle Tower, Elven Ruins, Deep Roads, etc...? I would pay money over and over again just to get new and interesting dungeons. The dungeons are great in this game.
The goal with future DLC is to provide as wide a range of content as possible. Expect some content to be larger than what you're used to and some to be smaller.
That was one of the things we learned from the NWN Premium Module program, where we painted ourselves into a bit of a corner by assuming a "one size fits all" approach. For Dragon Age, we hope to be a little more nimble.
#88
Posté 18 novembre 2009 - 09:02
Rob Bartel wrote...
GravityParade wrote...
Will future DLC be content the size of Circle Tower, Elven Ruins, Deep Roads, etc...? I would pay money over and over again just to get new and interesting dungeons. The dungeons are great in this game.
The goal with future DLC is to provide as wide a range of content as possible. Expect some content to be larger than what you're used to and some to be smaller.
That was one of the things we learned from the NWN Premium Module program, where we painted ourselves into a bit of a corner by assuming a "one size fits all" approach. For Dragon Age, we hope to be a little more nimble.
That sounds great, but how about a patch for WK to open the area back up and make the "base of operations" a full fledged Camp so we don't have to warp back and forth just to access the chest?
#89
Posté 18 novembre 2009 - 09:03
#90
Posté 18 novembre 2009 - 09:09
Rob Bartel wrote...
GravityParade wrote...
Will future DLC be content the size of Circle Tower, Elven Ruins, Deep Roads, etc...? I would pay money over and over again just to get new and interesting dungeons. The dungeons are great in this game.
The goal with future DLC is to provide as wide a range of content as possible. Expect some content to be larger than what you're used to and some to be smaller.
That was one of the things we learned from the NWN Premium Module program, where we painted ourselves into a bit of a corner by assuming a "one size fits all" approach. For Dragon Age, we hope to be a little more nimble.
1. Wow I honestly did not expect a reply, but thanks for the feedback. I am encouraged by the fidelity and honesty you have for your fans.
2. Well I guess as long as you focus more on big dungeon content than small content then it will satisfy me.
3. [Intimidate] You will make the content I want.... OR ELSE!
4. One size DOES fit all. The size of my blade is BIG, and it will fit you perfectly (attack).
Modifié par GravityParade, 18 novembre 2009 - 09:11 .
#91
Posté 18 novembre 2009 - 09:13
Stone Prisoner is indeed excellent.
Wardens Keep was a bit short, and not being able to go back in was abit of a downer. But it was well done and enjoyable.
I look forward to future DLC that will no doubt keep getting better.
#92
Posté 18 novembre 2009 - 09:14
3
3
3
3
3
#93
Posté 18 novembre 2009 - 09:19
Will future DLC be woven into Dragon Age like "Stone Prisoner"?
How does Bioware evaluate this "blending into existing content" approach (Stone Prisoner) compared to the simple adding of a seperate and new location + seperate story (Wardens Keep)?
#94
Posté 18 novembre 2009 - 10:01
Frumyfrenzy wrote...
Since this thread has some attention:
Will future DLC be woven into Dragon Age like "Stone Prisoner"?
I have my doubts. If you reference Rob's first post in this thread, he explains that there was a significant amount of content already in the game having to do with Shale. So there wasn't any need to go back and weave it into the game. Basically, they just 'activated' much of what was already there. At least, that's how I understand it..
How does Bioware evaluate this "blending into existing content" approach (Stone Prisoner) compared to the simple adding of a seperate and new location + seperate story (Wardens Keep)?
I'd assume that, other than possible references to things from the original game, it would be like WK.
#95
Posté 18 novembre 2009 - 10:11
Frumyfrenzy wrote...
Since this thread has some attention:
Will future DLC be woven into Dragon Age like "Stone Prisoner"?
How does Bioware evaluate this "blending into existing content" approach (Stone Prisoner) compared to the simple adding of a seperate and new location + seperate story (Wardens Keep)?
Again, we hope to take a mix of approaches. From a technical perspective, however, it will be very difficult to integrate future content to the same extent we were able to with "The Stone Prisoner." While it wouldn't have been possible to include Shale on the disc, Shale definitely benefitted from being originally planned and partially implemented as part of the main game. That said, I think you'll be pleased with the degree of integration we're achieving for some of the content we currently have in development.
#96
Posté 18 novembre 2009 - 10:23
Warden's Keep... I have no intention of buying if it is so short. Rather spend my points changing my profile avatar on my 360 Live account.... soon to be wielding a lightsabre...
#97
Posté 18 novembre 2009 - 11:10
Rob Bartel wrote...
Again, we hope to take a mix of approaches. From a technical perspective, however, it will be very difficult to integrate future content to the same extent we were able to with "The Stone Prisoner." While it wouldn't have been possible to include Shale on the disc, Shale definitely benefitted from being originally planned and partially implemented as part of the main game. That said, I think you'll be pleased with the degree of integration we're achieving for some of the content we currently have in development.
Sounds good, definitely looking forward to it!
A few suggestions, on how to integrate DLC more naturally:
- starting points of DLC-related quests could be certain main game events (Lothering/Ostagar after it is overrun by the blight for instance)
- new DLC tied to known characters, major and minor (Irving and Cullen for instance)
- new companion responses to new areas and to new stories (very important!)
- expand Denerim, Redcliffe etc.
- DLC themed around your companions and new stories around them
Such a blending in of new DLC is important for one simple reason: You've got to avoid a "patchwork-Ferelden". It has to be connected to already existing characters, locations, events, stories etc. - in order to maintain the impression that it all takes place in one world.
Modifié par Frumyfrenzy, 18 novembre 2009 - 11:13 .
#98
Posté 18 novembre 2009 - 11:20
#99
Posté 18 novembre 2009 - 11:24
Shale is pretty cool, but it's a bit of extra cash to pay for another personality. I like 'his' story, though, so that's awesome
#100
Posté 18 novembre 2009 - 11:26





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