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Interview with David Gaider & Heather Rabatich


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#1
fightright2

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I tried looking around to see if this was already posted. I didn't want to post this if this has been already and discussed.

If it has been then by all means- post the link containing it. Thanks.

www.fantasy-magazine.com/new/new-nonfiction/feature-interview-dragon-age-ii-developers-david-gaider-heather-rabatich/#respond

#2
_Aine_

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I personally had not read this, so thanks for posting the link :)

*heads back to finish reading*

#3
Alex Kershaw

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Does anybody else get the impression that Gaider is trying to make it very clear that the story of this game was not his idea?

#4
TEWR

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I think he's trying to say the general concept of the game wasn't his idea. Either way, the idea of Hawke being an important person in Thedas is great and was sound in theory. In practice, it wasn't great because it was handled poorly.

#5
Alex Kershaw

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Heather Rabitach: I hope people take advantage of how much we’ve upgraded the follower abilities instead of playing through only controlling Hawke. I love jumping between players in combat and taking the time to figure out how best to grow all the characters skill sets so they complement each other. As a gamer, I really enjoy the control of being able to strategize in real time. Stunning a group of hurlocks with my rogue and then taking them down with an AOE with my mage is always so satisfying. It’s one of my favorite changes from Origins; You can still pause and play but your commands unfold much faster and setting up the combinations of abilities between your followers is actually really rewarding.


Clearly, she never played Origins.

#6
ipgd

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Alex Kershaw wrote...

Does anybody else get the impression that Gaider is trying to make it very clear that the story of this game was not his idea?

Is it time for more wild conspiracy theories?!?!

#7
_Aine_

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Sounded to me like he was very in tune with many of the opinions of fans and acknowledged that there were many changes for people to accept and he hoped they would keep an open mind in regards to those changes. It sounded like the DA world is important to him, and he realized that changes *could* be problematic. Nothing more, nothing less, imho. Change is difficult for many people anyway, the acknowledgement needn't be conspiratory. The only person who knows for sure what was meant, is Mr. Gaider.

Just my opinion though. :)

Interesting read. I wonder when the interview itself took place?

#8
Alex Kershaw

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The Ethereal Writer Redux wrote...

I think he's trying to say the general concept of the game wasn't his idea. Either way, the idea of Hawke being an important person in Thedas is great and was sound in theory. In practice, it wasn't great because it was handled poorly.


I guess this is a debate for another thread, but I'm not so sure the idea was great in theory... Is it even possible to make an immersive and interesting story that doesn't aim anywhere? If the only goal is to move up in the world, you're not fighting for a reason and have no clear objective other than starting the next side quest and following the quest marker.

#9
Persephone

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shantisands wrote...

Sounded to me like he was very in tune with many of the opinions of fans and acknowledged that there were many changes for people to accept and he hoped they would keep an open mind in regards to those changes. It sounded like the DA world is important to him, and he realized that changes *could* be problematic. Nothing more, nothing less, imho. Change is difficult for many people anyway, the acknowledgement needn't be conspiratory. The only person who knows for sure what was meant, is Mr. Gaider.

Just my opinion though. :)

Interesting read. I wonder when the interview itself took place?


+1

I'd guess it took place pre-release.

#10
Sylvius the Mad

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David says nearly everything I would want him to say in this interview. He agrees that the game's story is more the player's story than it is the writer's story.

And he also makes, I think, a strong argument against cinematic presentation. He concedes that both approaches have advantages, and then carefulyl lays out a major disadvantage - cost - that cinematics have but their lack does not.

I'm very happy to have read that. My fight is not yet lost.

#11
tmp7704

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Alex Kershaw wrote...

Does anybody else get the impression that Gaider is trying to make it very clear that the story of this game was not his idea?

Simply giving credit where due, i think -- if the framed narrative was Mr.Laidlaw's idea then it only makes sense to say that much.

#12
Aaleel

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Heather Rabitach: I hope people take advantage of how much we’ve
upgraded the follower abilities instead of playing through only
controlling Hawke.
I love jumping between players in combat and taking
the time to figure out how best to grow all the characters skill sets so
they complement each other. As a gamer, I really enjoy the control of
being able to strategize in real time. Stunning a group of hurlocks with
my rogue and then taking them down with an AOE with my mage is always
so satisfying. It’s one of my favorite changes from Origins; You can
still pause and play but your commands unfold much faster and setting up
the combinations of abilities between your followers is actually really
rewarding.


She clearly has DAO confused with ME games.

David Gaider: My biggest hope with regards to DA2 is that those
people who loved the first game will approach it with an open mind. A
lot has changed, but from my perspective the most important things have
stayed the same.


I'm glad this statement wasn't out before the game came out.  To me that would have scared fans of the first game.

#13
Guest_Alistairlover94_*

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ipgd wrote...

Alex Kershaw wrote...

Does anybody else get the impression that Gaider is trying to make it very clear that the story of this game was not his idea?

Is it time for more wild conspiracy theories?!?!


Well, he did say that the framed narrative was Mike Laidlaw's idea. I think he was heavily implying that the storyline was not his idea. *shrug*

#14
ipgd

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Alistairlover94 wrote...

ipgd wrote...

Alex Kershaw wrote...

Does anybody else get the impression that Gaider is trying to make it very clear that the story of this game was not his idea?

Is it time for more wild conspiracy theories?!?!


Well, he did say that the framed narrative was Mike Laidlaw's idea. I think he was heavily implying that the storyline was not his idea. *shrug*

That isn't anything new. Laidlaw had spoken about that (having come up with the framed narrative) in interviews before the game came out. Taking this as some sort of attempt on Gaider's part to disavow the game is silly.

But, hey, this wouldn't be the BSN without reactionary negativism. Spin away, my lovelies.

Modifié par ipgd, 31 mai 2011 - 07:54 .


#15
TEWR

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Alex Kershaw wrote...

The Ethereal Writer Redux wrote...

I think he's trying to say the general concept of the game wasn't his idea. Either way, the idea of Hawke being an important person in Thedas is great and was sound in theory. In practice, it wasn't great because it was handled poorly.


I guess this is a debate for another thread, but I'm not so sure the idea was great in theory... Is it even possible to make an immersive and interesting story that doesn't aim anywhere? If the only goal is to move up in the world, you're not fighting for a reason and have no clear objective other than starting the next side quest and following the quest marker.


It is a debate for another thread and sadly, my mind isn't at its best today so I can't really partake in this discussion at my finest. At least not immediately. But I'll post what comes to mind now and hope it's in league with what you mean.


I think they could've made more of a connection as to why you want to move up in the world in Kirkwall, home to most of the worst Templars. The stories for a Warrior/Rogue Hawke and a Mage Hawke should've been vastly different and offered you a reason why you want to keep your sister/you safe beyond what we were given.


The Mage-Templar conflict could've been handled much better in many ways. First off, we should've felt that if the Mage-Templar conflict grew too out of hand it would come back to bite us in the ass, either because we're a Mage or Bethany is a mage. Instead, it just escalated from point zero to point 1000 in less than 30 seconds. There was no buildup. Or if there was, it was not enough.

Templars should also react to a Mage Hawke at least in Act 1 and 2. By Act 3 the only reason Mage Hawke is safe is because he is the Champion, subject to the whims of the KC whenever she deems it appropriate to apprehend him.

Second, we should've met Orsino and Meredith earlier than we did instead of hearing about them secondhand. We should've been able to travel into the Gallows offices after the Tarohne quest and converse with them. Maybe even do a few side quests for them that would allow us to learn more about them. This would've given Hawke more information to use as to who Hawke agreed with more.

I would've also liked to see how we had to survive in Athenril's/Meeran's care. Doing different quests


They should've made it so that the Mage-Templar conflict gave the player a sense that you would be affected either immediately or down the line. What we got vaguely conveyed that.

Not to mention that Hawke should've riled up the members of Darktown (most being Fereldan) to form a militia of sorts when a certain person decided to assault a certain city. Hell he could've made them his own personal militia afterwards.

#16
Aesieru

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After reading the post, it seems like an insult.

After all, it seems to be additional denial that anything is even wrong with the game, or at the most, that anything serious is wrong with the game...

Sigh... sometimes these companies should just go to the people who insult the game so much (without just pure hatred) and have them quality test the game.

--- I had no problems with the convo-wheel, actually ---

The issue just seems to be a lot of denial and poor decisions and further interviews (KIND OF LATE YOU KNOW) for a game that has outright failed to me and a lot of people... It needs SERIOUS help.

And that help can only come by entire team changes.

Modifié par Aesieru, 31 mai 2011 - 08:00 .


#17
element eater

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 Heather Rabitach: We’ve adopted the Mass Effect-style conversation wheel, departing from our very text heavy and, at times, confusing system in Origins. One issue from fan feedback that kept coming up was that people would pick an option from the dialogue and not get the response they intended'

so to remedy that you changed to a system well known for its inability to accurately reprersent what will be said by the pc

Gaiders parts were pretty interesting though thanks for puting the interview up

#18
Guest_Alistairlover94_*

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@ipgd: I was not being negative, merely speculative. But if that is how you wish to interpret my post, spin away, my lovely.

#19
tmp7704

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Aesieru wrote...

After reading the post, it seems like an insult.

After all, it seems to be additional denial that anything is even wrong with the game, or at the most, that anything serious is wrong with the game...

That interview was taken (right) before the game shipped. At that point they weren't yet aware of the backlash.

#20
Sylvius the Mad

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element eater wrote...

 Heather Rabitach: We’ve adopted the Mass Effect-style conversation wheel, departing from our very text heavy and, at times, confusing system in Origins. One issue from fan feedback that kept coming up was that people would pick an option from the dialogue and not get the response they intended'

so to remedy that you changed to a system well known for its inability to accurately reprersent what will be said by the pc

Based on that I get the impression that Heather didn't totally buy the talking points she was trying to follow.

#21
ipgd

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Alistairlover94 wrote...

@ipgd: I was not being negative, merely speculative. But if that is how you wish to interpret my post, spin away, my lovely.

I don't think I've yet seen a post from you that didn't contain some kind of snide dig at DA2, regardless of the context of the thread, so I appologize if I interpreted it otherwise :innocent:

#22
Dormiglione

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fightright2 wrote...

I tried looking around to see if this was already posted. I didn't want to post this if this has been already and discussed.

If it has been then by all means- post the link containing it. Thanks.

www.fantasy-magazine.com/new/new-nonfiction/feature-interview-dragon-age-ii-developers-david-gaider-heather-rabatich/#respond


Thank you for the link. Didnt know this interview.

#23
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Sylvius the Mad wrote...

element eater wrote...

 Heather Rabitach: We’ve adopted the Mass Effect-style conversation wheel, departing from our very text heavy and, at times, confusing system in Origins. One issue from fan feedback that kept coming up was that people would pick an option from the dialogue and not get the response they intended'

so to remedy that you changed to a system well known for its inability to accurately reprersent what will be said by the pc

Based on that I get the impression that Heather didn't totally buy the talking points she was trying to follow.


I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

#24
TEWR

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I don't get it either. If anything the list wasn't the problem. The silent protagonist was. You couldn't accurately gauge how you said what you picked, and that's where the problem really was.

The list was fine. It was the silence that caused reactions that people didn't want or expect.

#25
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The Ethereal Writer Redux wrote...

I don't get it either. If anything the list wasn't the problem. The silent protagonist was. You couldn't accurately gauge how you said what you picked, and that's where the problem really was.

The list was fine. It was the silence that caused reactions that people didn't want or expect.


Probably. Though that wasn't a problem for me.