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Interview with David Gaider & Heather Rabatich


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#1
fightright2

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
John Epler

John Epler
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Haexpane wrote...

Almost nothing about gameplay in that interview. Except when the OP mentions combos. Further evidence that Bioware is mostly interested in trying to sell "cinematic experiences".

/sigh


It was an interview with the lead writer and a producer. Given that, most of the questions seemed to be about aspects that they could give particular insight into due to their specific roles on the project. I'm certain they could have asked David gameplay questions, but I don't really see the lack thereof as any sort of indication of - well, anything, really, except that they wanted writing-specific insights from the lead writer.

#3
John Epler

John Epler
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CoS Sarah Jinstar wrote...

Morroian wrote...

CoS Sarah Jinstar wrote...

Morroian wrote...

CoS Sarah Jinstar wrote...

The key in your response? On nightmare. Which is the only difficulty level that I found in DA2 that forces you to think at all in regards to combat.

So play on nightmare. Isn't that the whole point of having different difficulty levels.


For a game that's supposed to be a tactical party based CRPG, should players be forced to play on the highest difficulty to get even a remote challenge? C'mon really?


Hard is a challenge as well. IMHO hard is more difficult than nightmare on DAO so its not like DAO was any better in this regard.


That wasn't the case for me, Hard in Origins was suitably challenging, mostly imo due to the encounters being better constructed. Hard in DA2 for me was still easy since you need not worry about AOE's at all. Must be subjective or one of those your milage may vary type of situations.

Hey all ya need is Bryy and that girl who doesn't post anymore and you guys will have the gang all together Morroian!


Yeah, let's stop this right now. I'd like to have a thread on these forums that doesn't degenerate into bickering and cheap shots. You guys are better than this.

#4
John Epler

John Epler
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Haexpane wrote...

The AP did bring up how much time and effort is involved in making the cinematic stuff.

Clearly in the "old" days of BG2, you didn't have that cost.

So I guess the question is - Are more "dynamic" dialog cutscenes worth it? AKA what we gained vs. what we lost compared to DAO? I don't know the cost so I can't say for certain.


There are two solutions to this problem - use the 'cheaper' option (less dynamic conversations), or make the cinematic approach itself cheaper. There are certainly improvements that can be made in this area - non 'action' lines can be handled by better and more robust procedural systems, for example, to keep the developer from having to spend many resources on those while still allowing for them to look 'interesting'. We already have a procedural gesture system in the DA toolset, for example, that adds gestures to particular lines. It's one area of development, and there are certainly many, many others.