The Ethereal Writer Redux wrote...
Ser Bard wrote...
IMO the elves don't need another re-design or overhaul, that city elves have little culture fits just fine with lore for me.
Elements of Dalish culture already exists in both games, DAO the camp looks unique, in DA2 some armour and robes are exclusive to elves like their physical design DAO and DA2 enviromentals need to be merged and built on not scrapped and done away with all together.
I realize this is your opinion, but this is something I disagree with. The culture is barely there, and they obviously know enough to make a fairly good case for a unique culture to be present.
That armor you're talking about? It's not all that unique. The one that the Dalish are wearing is just a palette swap of the Ancient Elven Armor set. While the Ancient Elven Armor set is unique, this is hardly enough.
I would also like to point out that it’s basically a slightly and rather bland ‘Elvish’ variant of plate armor. Painting it green and giving it some leaf-like decoration doesn’t stand out in the way, say, LotR Elven armor or reconstructed 4th century BC La Tene 'Celtic' armour does. It’s a matter of clearly signaling cultural identity, and a lot of the Elven stuff fails to do that.
LotR Elven armor:


Reconstructed La Tene 'Celtic' armor (plus chariot):


The Ethereal Writer Redux wrote...
Let's examine what we have for the Dragon Age Elves and try and make a case for what should and shouldn't be done to help make a visualization of the culture:
1) Vallaslin: Blood writing. Facial tattoos. This helps to make the Dalish stand out.

Unfortunately, by and large I am not impressed with the use of tattoos in DA. All fantasy videogames (and not just them) use tattoos, but it is usually in the form of rather generic tattoos using simple lines and curves. They are almost never distinctive like they are in the real world (past and present). One of the few exceptions are some of the tattoos in the Age of Conan MMO. But to be honest, this complaint of mine applies to a lot of games.
Some real world examples:
Scythian, Iron Age (c. 5th century BC, Altai region):


(drawing of the above tattoo)

Maori:


The Ethereal Writer Redux wrote...
But, as far as a unique look and style goes, they also need unique armor to do this. Their armor should be distinctively Dalish, with emblems adorned all over significant to Elven culture. They should also have some armor and clothing that utilizes the fur of creatures of the wild.
I was kind of thinking along the lines of northern Eurasian hunting-gathering-herding nomads, like the Koryak:

Clothing like this could be easily combined with another, more distinctively ‘Dalish’ kind of decorative style – if they ever develop one.
Of course, you could add colour, and a sense of the Dalish trading for dyes, textiles etc with the surrounding human populations, as with these Sami girls from Sweden. Hey, you even can use pseudo-Celtic tartan style woollen textiles^_^. Not to mention COLOUR. Add animal-style jewellery and presto!

Of course, not very generic fantasy Elvish, but I do not suggest copying * a particular real-world style *, but cherrypicking and blending it until you get something that feels cohesive; a pastiche that actually ‘works’ and seems to fit together.
Here’s an attempt by the late Angus McBride to combine archaeological finds, relevant snippets of history and folk costumes from north-central Eurasia (E. Europe, Siberia, northern Central Asia) into something that looks plausible and cohesive (Scyhto-Sarmatian female warrior, 4th century BC):

It’s not something I suggest Bioware should copy (we’re way from the Dalish and generic fantasy here), but it’s an example of how and what to combine. And some stuff could be used, such as fashion accessories that stand out (visually striking sidearms like daggers and shortswords, mirrors) or the stylized deer decorations.
The Ethereal Writer Redux wrote...
2) Halla: a unique animal specific to Dalish society. However, that we see them doesn't mean much. The Dalish Halla Keeper in Zathrian's clan says that they are more their friends then their mounts like horses are to humans and brontos are to Dwarves. So why don't we see more interaction between the halla keepers and the halla, or between them and the children of the clans?
*snip*
5) Dalish woodworking: We need to see this in action more. I mean, just look at the Halla Statuette.

That is just beautiful craftsmanship. I want to see more of this in the clan encampments. There should be some more wooden carvings that look elegant and distinctively Elven like this.
Here I have to differ. In principle, I agree that the existence of such items is very welcome. And it’s a nice statue. So no objection in principle, and I’m all for it. But I dislike this particular example.
This goes back to a basic problem I have with the art direction in DA2. In an attempt to give the DA universe a more distinctive look, Bioware’s artists adopted stuff from early-to-mid 20th century western styles in art and design. The ‘brutalistic’ architecture of totalitarian Germany and the Stalinist USSR influenced the look of Kirkwall (you might arguably call Kirkwall an example of ‘fantasy Stalinist Gothic’), and art deco was the basis for much of the decoration, including the Halla statuette.
Look at this, for instance:

(well, now you know what style inspired the reliefs in Kirkwall – if you did not know that already)
Concerning that deer:

Bronze deer, circa 1930-1935. Ahem, you will see the similarity. To be honest, I am not sure Bioware copied this specific one; similar statues are quite common in my perception.
My biggest gripe with this copying is that, to me (and a few others), it feels way too modern. The moment I saw the picture of the deer statue, it screamed ‘art deco’ to me. I have little to no background in art history, but art deco is commonly encountered in European cities and antiquarian shops, as well as in homes. It is also still in common use as a style for crafting wooden ‘souvenirs’ in the forms of animals etc.
Art deco has been used successfully in movies (for instance the Batman movies, Chronicles of Riddick etc.) and games (Korriban in KotOR), but it WORKS there because it is used either as historical background flavor in a ‘present-day’ movie (as decorations of older skyscrapers from the 1920s-1940s, for instance) or to depict a forceful, archaic style in a SCIENCE FICTION setting. Something from our world’s recent past transported to a futuristic setting automatically gets connotations of being ‘ incredibly old’: Something that was once shiny and new in the recent past, already old-fashioned in our time, but that will, by extension, have accumulated a long, long history in the distant future.
In a fantasy setting, specifically the medievalish/ancient kind of fantasy settings that compose over 99% of fantasy worlds, this does not work all that well. It’s way too jarring to see early to mid 20th century stuff there. Some people are aware of this at a subconscious level: They may have seen the same art and design on a frequent basis in their home city or in movies and comics using a modern or SF setting. Others recognize it for what it is and are consciously annoyed by it. And some are lucky (in a way) and don’t notice it all, or they do recognize it and appreciate the departure from standard fantasy.
Personally, I think it was a terrible decision. You don’t mix visual elements from LotR, D&D, Batman, the Stalinist USSR, minimalist theatre/cinema and dozens of other sources haphazardly and expect to create a ‘distinctive and cohesive’ visual style. Certainly not in 18 months or less.
Well, having ranted about this: Art deco by itself is not a ‘wrong’ influence. A lot of it was highly historical/mythological in theme, and the style itself is really a mish-mash; sometimes it is close enough to older styles, or generic / realistic enough to blend imperceptibly with other influences in a fantasy look that feels right. In the end, it’s all about knowing which, when and how you use the different influences in creating the visual look of the world.
As an example of art deco that looks very distinctive but also ‘fantasy-compatible’, look at some of the ‘traditional’ art produced in Indonesia. This style actually emerged in modern times, when native artists came into contact with the art deco style during Dutch rule there in the decades before World War II.


You know, if I saw something like the above in Merrill’s home, I would immediately get a vision of Elvish ritual debauchery and spiritual drug use involving halla. Heh heh heh

Here’s some other examples from western countries:
Stylised winged springbok deer, London:



The Ethereal Writer Redux wrote...
6) Stories: We should hear the Hahrens telling more stories. And this should be stuff we don't need a cutscene to hear. We should hear more stories then the ones we know. Maybe a tale of Ghilannain (sp?) that we the players haven't heard before? Paivel offered to tell a story about her, but we don't get to hear it. Or maybe we could hear the Tale of Iloren while walking around the camp.
7) Clan practices: We should see more praying to their gods. Even if their gods have abandoned them -- or so they believe -- we should still hear them praying to the gods. Faith is about more than just getting a callback from the god you pray to. Merrill prayed to Mythal, despite the fact that the gods have abandoned the Elves. She still prayed, just so that Mythal might hear her prayer and watch over her. We should see more of this. Additionally, assuming the Dalish do spiritual dancing we should see their own variant of this.
I am actually in favor of cut scenes, provided they add to the flavor. The way stories were told in DA:O was very flat, with static characters and not particularly inspired storytelling/voice acting. The Dalish camp is still one of my least favorite locations because of this.
It’s all about how you use them. I can imagine stories being ‘ told’ and cultures ‘ presented’ by NPC’s actually talking, dancing, singing and praying within the game, rather than separate cutscenes. If done well, I’m all for it.
But simultaneously, if done well a cutscene can bring things across more powerfully: they can address the player directly, rather than letting him/her observe things.
Two examples:
A introductory cutscene from Guild Wars 2, quickly and beautifully setting out what’s going on, what has to be done, and what’s special about the location and its history:
vimeo.com/25735980Another example from ‘The Bard’s Tale (2004)’. Not a great game, but it has brilliantly funny writing and did a great job of musical cut scenes that are very atmospheric. DA did this once, but somewhat awkwardly with Leliana’s song.
www.youtube.com/watchwww.youtube.com/watch
Modifié par Das Tentakel, 06 février 2012 - 06:23 .