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Mark Darrah on the conclusion of Dragon Age II


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#2626
LPPrince

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Rorschachinstein wrote...

For Compaion Armor the best of both worlds would be done somewhere akin to the Total war games by Creative Assembly or at least how they used to do it.

Whenever you got an upgrade for a unit they would look slightly different, maybe a different helmet, bigger shoulder guard etc. Nothing big, but there was a difference. But by the time you got all upgrades available for that unit they went from looking like peasants to proper soldiers.Through a long period of time.


Eh, pass. I feel that's still too restricted. I prefer DAO's system of the game having a ton of armor sets and being able to equip anyone in any set.

#2627
Maria Caliban

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LPPrince wrote...

Perhaps the idea of sacrifice isn't such a good idea then.

There's a certain amount of sacrifice involved in every meaningful decision. RPGs are great at giving you oppertunity cost.

#2628
MCPOWill

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Rorschachinstein wrote...

that is great way to excuse fast traveling only taking a few days even though they're traveling a good 100 miles

mounts

another excuse to plug mounts
Posted Image

TO SKIES FEATHERS!!!11ONE


God I'm glad the DA team likes to its fans. The MEteam wouldn't touch its fans with a 10 foot pole


By the Maker! THIS!!!

I don't why you would kill off something so cool as griffins in DA:O I love griffins!. 

Maybe even a griffin fight with a dragon, that would be awesome!:wizard:

#2629
PixyMisa

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John Epler wrote...
What I'm hearing is that you want decisions with consequences that, even if they're negative, are negative in a narratively satisfying fashion. Am I right?

Yes, very much so.  We need to be able to fail in ways short of dying outright.  Winning the final battle has far more impact if you're also mourning lost chances and fallen comrades.

And those events need to come out of the sum of the player's actions, not just be pre-scripted or stem from a single decision.  If your sister always dies and your brother always lives no matter what you do, it doesn't mean anything.  The sister never really existed.  If you can fight and sacrifice and save them both, that's good, but for it to really mean something there has to also be an alternative where they both die.

I agree that you can't design around people who always reload. But I think that you can make a distinction between consequences that are just 'negative' and consequences that are 'negative', but which have some sort of narrative shift attached to them that makes them compelling.

Absolutely.  If someone close to you dies, and that sets plot wheels in motion rather than just leaving a hole (or worse, making no difference at all), that makes their death meaningful, makes their life meaningful.

"There can be no triumph without loss. No victory without suffering. No freedom without sacrifice."

#2630
LPPrince

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Griffon, Dragon, Horse, I don't care.

ALL THE MOUNTS.

#2631
Land55

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John Epler wrote...

DAYtheELF wrote...

PS, John, the fact that you and so many BioWare people are even here and reading all of this and replying and whatnot makes me love you all so much more than I already did. <3 You don't HAVE to do this, yet you do. Thank you!


We do it because we really are passionate about what we do. And, at the end of the day, we want to make a game that our fans want to play. There's no deliberate 'muhaha - this will really stick it to INSERT FAN SEGMENT X!' in our plans. It's true that, sometimes, we have to make decisions that not everyone loves. That's something we have to live with, because there are some things that are mutually exclusive. And that's not saying we won't make mistakes - we have in the past, and we no doubt will in the future. But talking to you guys - well, that helps us see where there's consensus, and, in places where there are a dozen different opinions, we can start talking amongst ourselves about ways to compromise without diluting vision.

You guys are great. Being able to rationally and civilly discuss things with a fanbase isn't necessarily something every developer has, so we're happy we can do it.

This is the problem with gamers nowa days. Their answer and "consructive criticism" is "Bioware and EA are the devil" "They made ME3 bad on purpose" "DA2 destroyed the industry, they don't care!!!!!11!1" Now I wasn't upset as some with DA2 (avatar lol) also I LIKED the ME3 ending (the 5000 war effort one) but yes I did have some problems with them, so more or less just little glitches, while others like the reused settings for DA2 I loathed (ok I can understand going into a cave again after 7 years but is it just me or does every cave turn out to be a mine that looked like the last one?).
I used a cool head and if needed made appropriate steps to help Bioware. But then we have people who decided it would be good to personally attack a Bioware member.....Why should they listen to us at all after that? The gaming community has a terrible reputation atm within and outside the internet. We all need to make steps to help build a game we like, we start with acting like mature adults and not saying "DA2 Sucks, never going to buy Bioware again" /facepalm. And yes if a gaming industry does something you don't like doesn't mean they are out to get you.

#2632
safastak

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This. DA:O replayable so many times because of all the roleplaying options you have. it added depth to the game and made it feel more personal.

Shadow of Light Dragon wrote...


John Epler wrote...

What I'm hearing is that you want decisions with consequences that, even if they're negative, are negative in a narratively satisfying fashion. Am I right?


Yep.

Roleplayers can tend to ignore numbers completely because it's a form of metagaming.

For instance, my DA2 mage shunned all armour but her starting mercenary gear, all through Act I and most of Act II until the Robe of the Notorious Pirate showed up. Why? Because all the other mage armour she came across, despite superior numbers, would make her look like a mage...when she was trying not to be discovered by the templars as an apostate.

Lots of people enjoy number-crunching, twink-gaming and getting the most out of an engine's mechanics, and they're usually the ones who'll hit the reload if the numbers aren't in their favour. Nothing wrong with that, but it's easier to satisfy people who are only interested in numbers and kill counts than the people who are more interested in story and narrative consequence. They might not care if the demon's promised uberweapon is sucky, because maybe what they wanted was to loose a bloody damn demon on the world. ;) And if they see something come of that later in the game, all the better. Material reward vs narrative reward.

Another example is from DA:O. A kid in Redcliffe. You can find his father's magical sword and use it in the battle against the undead, then choose whether to keep it or return it to the boy. Keep it and you have a rather cool sword in both appearance and numbers (if you're low level), or you can sell it. Give it back, and you get an epilogue slide about how the kid goes on to wield his father's sword and become a hero in his own right. Might not be a huge deal, but it was cool to see the ripple effect, however small, in something I didn't think would be acknowledged at all. :)



#2633
Rorschachinstein

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LPPrince wrote...

Rorschachinstein wrote...

For Compaion Armor the best of both worlds would be done somewhere akin to the Total war games by Creative Assembly or at least how they used to do it.

Whenever you got an upgrade for a unit they would look slightly different, maybe a different helmet, bigger shoulder guard etc. Nothing big, but there was a difference. But by the time you got all upgrades available for that unit they went from looking like peasants to proper soldiers.Through a long period of time.


Eh, pass. I feel that's still too restricted. I prefer DAO's system of the game having a ton of armor sets and being able to equip anyone in any set.


brotha please. what would the cosplayers think?

#2634
LPPrince

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Rorschachinstein wrote...

LPPrince wrote...

Rorschachinstein wrote...

For Compaion Armor the best of both worlds would be done somewhere akin to the Total war games by Creative Assembly or at least how they used to do it.

Whenever you got an upgrade for a unit they would look slightly different, maybe a different helmet, bigger shoulder guard etc. Nothing big, but there was a difference. But by the time you got all upgrades available for that unit they went from looking like peasants to proper soldiers.Through a long period of time.


Eh, pass. I feel that's still too restricted. I prefer DAO's system of the game having a ton of armor sets and being able to equip anyone in any set.


brotha please. what would the cosplayers think?


I'm thinking about them. I'm trying to give them OPTIONS. hahahaha

#2635
KingDan97

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John Epler wrote...

You're right, of course. Though in both cases, they were done with tools designed specifically for consoles (and, in both cases, it was for PS3-exclusives, which I imagine gave them a bit of negotiating room). The Unreal reference was mostly to do with that title allowing you to actually create content on a PC and bring it to a PS3 - though, again, I may be imagining that it happened.

On the Unreal thing, I believe it was just with Unreal Tournament 3, but I know it happened, I remember it being on Xplay.

#2636
Rorschachinstein

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LPPrince wrote...

Rorschachinstein wrote...

LPPrince wrote...

Rorschachinstein wrote...

For Compaion Armor the best of both worlds would be done somewhere akin to the Total war games by Creative Assembly or at least how they used to do it.

Whenever you got an upgrade for a unit they would look slightly different, maybe a different helmet, bigger shoulder guard etc. Nothing big, but there was a difference. But by the time you got all upgrades available for that unit they went from looking like peasants to proper soldiers.Through a long period of time.


Eh, pass. I feel that's still too restricted. I prefer DAO's system of the game having a ton of armor sets and being able to equip anyone in any set.


brotha please. what would the cosplayers think?


I'm thinking about them. I'm trying to give them OPTIONS. hahahaha


I should've expectd something as evil like this from a ***** brony

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#2637
Lucy Glitter

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I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.

#2638
LPPrince

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Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.


I hope you read all that I sent you earlier.

By the way, I can't find the old script. Looks like you'll have to hoof it yourself as far as coming up with your own script.

I'll gladly help out in any way I can though. Anything to get you in the game(as I intend to get my voice in as well, damn it).

#2639
Rorschachinstein

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Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.



I'd rather be riding the Archdemon in a dream.

#2640
LPPrince

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Rorschachinstein wrote...

Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.



I'd rather be riding the Archdemon in a dream.


Pass. That didn't exactly work out for Riordan in the real world.

EDIT- Then again that'd count as a mount.

Modifié par LPPrince, 21 mars 2012 - 05:59 .


#2641
Statulos

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Now that it is comfirmed that there will be no more DLC´s for DA2 I wonder how to look at these facts:

-DA2: 3 story DLC´s (btw, I trully hated Sebastian).

-DA:O: 7 story DLC + 1 expansion. OK, OK, Darkspawn Chronicles or Leliana´s Song were spin offs, but still...

Taking aside the sales element seems like the reaction to the second DA game seems to be far less possitive than the first, simply out of the reduced amount of extra content.

At the end of the day, the big bosses will look at this and think of profit, and I guess they will not see good figures on the second game of the series.

At any rate, I don´t have the story DLC´s for DA2 and I consciously stayed away from them but guys, are they worth to be played?

#2642
vitotamito

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Rorschachinstein wrote...

Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.



I'd rather be riding the Archdemon in a dream.


This coupled with a Grunt Avatar?  I feel like I already know you!

#2643
nightscrawl

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Wow there is so much good stuff in this post, I feel the need to respond to a lot of it.


Urgelt wrote...

1.  "Don't Walk On The Grass."  Players are given tight spaces where they can move around like rats in a maze.  They see incredible scenes but cannot enter them.  It gets worse with every title.  Recent titles are all gauntlet designs.  Being able to discover new territory and explore it is tightly constrained.  The desire to walk on the damn grass is what drew me to BethSoft's Elder Scrolls and Fallout games, and though their stories aren't the equal of Bioware's, they're infinitely more engaging games.

When it comes down to the lack of exploration in the DA games, I can sympathize, especially since my previous experience with Bioware in the RPG genre before coming into Thedas was Neverwinter Nights. In that game, I really enjoyed the interconnected maps that made up the world. You went to or through various areas but were not restricted to the single road. While I think that the Wounded Coast and Sundermount are wonderfully atmospheric, their linear design leaves something to be desired. BUT, the outdoor landscape featured in Mark of the Assassin was a step in the right direction. It was still basically linear, but also gave the illusion of freedom and real outdoorsey space. So, I think Bioware can and is improving on that front.

2.  "Don't Tweak My Creation."  Bioware really only succeeded with one game in allowing players to create content: Neverwinter Nights.  Though creation tools were released for Dragon Age 1 and 2, they're crippled, and never led to very much content being generated.  Aside: if you want to make insane profits, sevelop the creation kit first, refine the hell out of it, make it intuitive and fun to use and easy to create narratives and places and objects.  Then turn your developers loose and watch their productivity soar.  As a bonus for your users, release the kit and watch the universe expand even more.

The Mass Effect and Dragon Age games cry out for more worlds, and larger real estate on worlds, which users would happily supply if they had decent tools.  Without them, the game becomes a treadmill, always the same every time through with very few and very canned exceptions.  And though tools were released for Dragon Age 1 and 2, the dearth of interest among players in using them to produce great mods tells the tale.

I think the main difference between the various series is that NWN was designed with that in mind. There was the fully developed single-player campaign, but also the user created content that could be played in addition to the original game. I spent many hours playing Adam Miller's campaigns, the hilarious Penultima series, and others with great enjoyment. The NWN Aurora toolset was fully incorporated into the game, whereas the DAO toolset was only a vehicle for "mods" rather than serious content and game creation. I don't really think it's fair to make the comparison, since the games have different design goals. The whole aspect of NWN being a DnD campaign you could create, run, host, and play influenced it from the ground up. That was not the case with Dragon Age.

However, I do agree that having a toolset designed for user content creation is a key to longevity. A simple example being Blizzard's own map creation tools for Starcraft. Sure, there is a single-player campaign and online battles you can engage in, but the map tools featured at Blizzcon a couple of years ago were met with almost as large applause as the game itself.

3.  "Dumb Down the Inventory Management Interface. Bioware somehow got it into its head that the complexities of inventory management and upgrades were boring to the users, and so they sucked the life out of it.  In later games you have no control at all over your companions' inventories at all.

Here's a hint: Baldur's Gate was fun *precisely* because it required so much effort to fine-tune inventory, to distribute the right items to the right people, to make hard choices, to haul around and sell tons of loot.

BG might have been fun for YOU because of that, but that doesn't apply to everyone. Granted, the total lack of companion armor in DA2 was a bit extreme, but I do enjoy the cohesive "look" that they had throughout the game (even if it is a bit silly they wore the same thing for seven years.)

Unfortunately, I am one of those anal people who feels the need to loot everything (no rubble unrummaged, no lock unpicked), consequently ending up with bags full of loot that I then must sort through and sell. In DA2, especially since I now have both of the item pack sets, almost all of the loot I pick up ends up sold, but I do sort through it all first, and empty my bags as often as possible.

Regarding loot, the junk tab in DA2 is one of the best loot management tools ever, please keep it! It was a great help to just junk items on the go and then be able to sell all of my junk in a single click.

5.  "Climb on the MMORPG Bandwagon."  When Bioware announced a sequel for KOTR, I was ecstatic.  When they finally admitted they were making an MMORPG, I lost my sense of ecstacy.  And, yup, all the things I hate about MMORPGs are in the new Star Wars offering.  Farmers.  Real-world money purchasing in-game stuff.  Cartoonish combat sequences.  And over a million people whose starting premise is that they are the One Hero For The Ages (or Villain), all telling each other the experiences they've had which every other player will experience in exactly the same way.  You don't have to look far to see how wrong the vision of Star Wars is.  In lore, Jedi are damned rare and damned powerful relative to anyone else.  But in the MMORPG, everyone has to achieve parity, and there are more Jedi than lore admits is possible, and not just Jedi, but Heroic (or Villainous) Jedi around whom the fate of the Galaxy turns.  Hundreds of thousands of them.  It turns my stomach, it does.

There are several aspects of MMOs here that I'll address. Farmers and real-world cash for in-game items/currency, either legal or supported by the company itself is a function of MMOs. As long as MMOs exist, so will they. They are in a constant war with the game companies who ban thousands of accounts every day in an effort of keep up. But they can't just ban them all outright, as some might be legitimate user accounts that were compromised one way or another (either through a person's individual lack of security with their own password, a nefarious individual the player had trusted, a keylogger they unknowingly had, or the company's own servers being compromised.)

The One Hero aspect is a bit more challenging, especially with a series like Star Wars. In that, all players will expect to be able to be Jedi or Sith, it's perfectly natural and understandable, however little the lore allows for it. Although I only played in the beta and got to level 10 or so, they actually do a good job of trying to maintain the individual story aspect for as long as possible. The writing and voice acting was excellent, and the story had Bioware greatness written all over it. The main issue they will have is holding player interest to and past max level and into end game content, and whether they can keep interest as people hear the same conversations played on their 3rd, 4th, and 5th characters.

The main problem lies in end user knowledge of how things work. As a player, I know that the other player I saw run past me into the cave I just left is on that same quest, and in their quest, they are also the only Padwan that master so-and-so has had in many years and so forth. That knowledge puts a bit of a damper on things, but it is also a function of the MMO genre, and not a problem of the company. There have been great strides over the past few years to make it seem like players matter in the overall story, and various companies have come up with their own ways of dealing with it. Bioware and Blizzard both have a sort of "phasing system" that takes a specific player or group into a special area where no one else can interfere. Guild Wars manages with all outdoor zone environments being "instanced" and unique to every player/group. Changes can be permanent, and in the case of World of Warcraft, forever change the way your character looks at any given area in the game.

6.  "Want to Play with a Buddy?  You Can't."  Neverwinter Nights was the last Bioware title that let buddies team up to experience an adventure together.  And it didn't work terribly well there, not with the single player campaigns being all gussied up with cut-scenes.  In player-created worlds, though, small multiplayer had some traction.  Better than nothing.  But the trend line twisted in a new direction after NWN.  Bioware no longer seems interested in serving the market with buddy play.

Here you are walking a fine line. You can have co-op buddy play, but the main question should be whether it is necessary or required for certain aspects of the game. For ME3, you must use the multi-player if you want to see certain endings (as I understand it, I haven't played any of the ME games... yet). The fine line here is how to make the multi or co-op desirable other than "hey come play with me in my game for a change of pace," and still having a reason to put development hours into it in the first place. However much I disagree with why they did that in ME3, I can understand it.

Now it's designs are dominated by cramped gauntlets and a "don't walk on the grass" design philosophy that hasn't kept pace with the capabilities of modern PCs, which can do so much more.

...

Think big, plan big.  Aim to show that Bioware can still push the envelope in RPG gaming and make a current-generation PC gasp with effort.

This is not going to happen. In fact, none of your entire long post takes into consideration that Bioware is also developing games for the consoles as well as PC. Other than a high res texture pack, which we got with DA2, it's folly to expect anything loftier than that. They are not going to abandon a large chunk of their audience to make a game that will "make a current-generation PC gasp with effort." It's wasted development time and dollars.

Modifié par nightscrawl, 21 mars 2012 - 06:13 .


#2644
LPPrince

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Damn this thread's been proactive.

#2645
RonixisJK

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 Another possibility for more companion interaction would be being able to learn things from them, like the specializations from the first game. (To some extent, I think in my head this is going on - why would Hawke have gone through all of this demon-summoning and blood sacrifice stuff for the Blood Mage specialization when you could just ask Merrill?) It could be something else, though, like perhaps a language. I figure if some Dalish elves say something in their language, and I've been living with Merrill for three years, I should have some idea what it is they're saying, and maybe it could appear as a subtitle.

Speaking of specializations, it does seem that people should notice something like blood magic, and have a reaction to it (as has been suggested before). I think it's also an area where companion customization shouldn't be opened up as much as DA:O was. If you want to make someone like Wynne a blood mage, or have your companions go and fight in only their undergarments, it's logical for them to refuse.

#2646
Rorschachinstein

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LPPrince wrote...

Rorschachinstein wrote...

Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.


I'd rather be riding the Archdemon in a dream.


Pass. That didn't exactly work out for Riordan in the real world.

EDIT- Then again that'd count as a mount.


Riodran didn't have the skill to tame Archy. DAIII protag might.



vitotamito wrote...

Rorschachinstein wrote...

Lucy_Glitter wrote...

I vote riding Gryphons into battle.

IN A DREAM SEQUENCE.

That'll work.



I'd rather be riding the Archdemon in a dream.


This coupled with a Grunt Avatar?  I feel like I already know you!


I just might be Morgan Freeman. Just might be.

#2647
Statulos

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RonixisJK wrote...

 Another possibility for more companion
interaction would be being able to learn things from them, like the
specializations from the first game. (To some extent, I think in my head
this is going on - why would Hawke have gone through all of this
demon-summoning and blood sacrifice stuff for the Blood Mage
specialization when you could just ask Merrill?) It could be something
else, though, like perhaps a language. I figure if some Dalish elves say
something in their language, and I've been living with Merrill for
three years, I should have some idea what it is they're saying, and
maybe it could appear as a subtitle.

Speaking of specializations,
it does seem that people should notice something like blood magic, and
have a reaction to it (as has been suggested before). I think it's also
an area where companion customization shouldn't be opened up as much as
DA:O was. If you want to make someone like Wynne a blood mage, or have
your companions go and fight in only their undergarments, it's logical
for them to refuse.


I like your idea of making the crunchies have a narrative impact. Blood magic is the most evident, but also others such as reaver (a kind of masochistic blood-thirsty warrior linked to dragons) should have similar effects.

We got a bit of that with Morrigan´s shapeshifting, Leliana´s bard, Oghren´s berserker and so on; so going deeper into that will do no harm.

Modifié par Statulos, 21 mars 2012 - 06:07 .


#2648
Realmzmaster

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[quote]Darji wrote...
snip

Never had to guess in DA2. The balance was fine IMHO. My rogues were no more overpowered than the ones I had in DAO. In fact stealth in DAO was unrealistic.  Stealth in Mark of the Assassin actually made sense. But , YMMV.

Modifié par Realmzmaster, 21 mars 2012 - 06:09 .


#2649
Pasquale1234

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CoS Sarah Jinstar wrote...

Mark Darrah wrote...

CrustyBot wrote...

Guess my dialog compass idea went unanswered/ignored. Pity, but I guess it won't hurt to keep posting it.

Compass idea is interesting.
We will be looking at additional options and posibilities in this space.
The compass (at least as you present it here) has some issues on the consoles where screen real estate is at a premium.
That is not to say they have to be the same.


Easily addressed by going back to a numbered list with full dialog lines. Please give us this option. Please with sugar and sprinkles. Paraphrasing to put it bluntly outright sucks.


This, please.

And please make the fonts readable.  Small, compressed san-serif font is pretty darned hard to read from a normal TV viewing distance.  I had no problem with the larger, serif fonts used in DAO.

#2650
Cygnus x1

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The Best of DAO and DA2 in DA3
Thats what I'm hoping for.