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** video transcript ** of the 2012 PAX East DA Panel


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nightscrawl

nightscrawl
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This is a few days late, but I was waiting for (1) the clearest videos to be put up in an official manner, and (2) it took a few days to do this.

My purpose for posting this video transcript of the 2012 PAX East Dragon Age Panel is so people on the forums can readily find the information from the panel that they are looking for without having to watch all 45 minutes of video, and also so they may use this thread for quoting purposes when discussing any of the relevant information presented in the panel.

Both of the videos from the panel were taken by Gamespot and are very high quality, I fully suggest watching them to get a complete sense of the main presentation, complete with slide graphics.


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 Main Video / Slide Presentation
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** Seated at table from left to right: David, Jessica, Mike (standing), Mark, Shane **

Jessica: Hey guys, thank you so... (laughs) sorry I feel like a political speaker... for Ferelden. Thank you guys so much for coming, we're so incredibly thrilled to have you out here, thanks for waiting in the line. My name is Jessica Merizen, I'm the Community Manager for Dragon Age, and I am also Hawke, the mage. So, thanks again for coming, and without further ado I am going to pass this onto Mike Laidlaw, our Creative Director. Thank you guys again.

Mike: Yeah, it's a little humbling, given recent events, to have a room this full and obviously engaged. Guys, thank you so much for coming. There's a rare experience, you know, when you leave the god damn internet and come to real life and go "Alright! It's so much better out here!"

Alright, so then, we're going to talk a little bit about things. First off, a quick round of introductions as to who is here... Jessica of course you know; myself, Creative Director for DA; Mark Darrah is the Executive Producer for the entire franchise, so he's the Big Boss Man; David Gaider, our Lead Writer on... well virtually everything back to Baldur's Gate II; and Shane Hawco... (cheers, applause) you know he feeds on your love right?

David: Not on the love...

Mike: Yeah the tears make him even stronger. Shane Hawco is our Assistant Art Director, also easily the most variable of moods in our slideshow, from heavy metal to enjoying flowers.

<SLIDE>
Disclaimer:
* We're going to talk about some ideas, not specific products.
* Anything you DO see here? -- Work in progress
</SLIDE>

So I want to open with a disclaimer. We're going to talk about some stuff today, and this stuff is not tied to a specific product. Now I think you can all do some mental math, maybe a bit of gymnastics, and figure out what we're really saying, but let's be clear we're not making graven promises here, but we're talking about some ideas and some feedback we got from you guys. We want to make sure, everything, you understand everything is "work in progress," it's ideas. However, you can get a pretty good sense of where things are headed for the future.

<SLIDE>
** Screenshot of the BSN with Mark's thread "Mark Darrah on the Conclusion of Dragon Age II" **
* Posted March 19th
* Open for 3 days
* 2816 posts, 47,000 views
</SLIDE>

Now, feedback is something we're taking really seriously, obviously for DA3. You know, with DA2 we saw lots of positives, some negative, obviously we're taking a long look at that, making sure that the game we're making is (A) is the game you guys wanna see, and (B) definitely the game we wanna make. So, Mark took point on this, taking a single thread and saying "You know, I'd like to get some feedback from people as we announce that Dragon Age II is concluded, that we're done [with] active development on the DA2 story." In three days this jumped to 2800 posts, as you can see 113 pages... So there was a flood of feedback and there were a fair amount of topics covered... This is kind of the tip of the iceberg, and you'll notice some things in there contradict other things on there, which is kind of the nature of the beast.

<SLIDE>
** Several words and phrases flash across the screen rapidly **
Closure, Female Qunari, Female Dwarves, Seekers, Slower Combat, Tactical Camera, Answered Mysteries, Player Races, Silent Protagonist, Voiced Protagonist, Bigger World, Morrigan's Return, Moar [sic] Flemeth!, Equipment for Followers, More Involved Cross-class Combos, Talk to Followers Anytime, Stop Reusing Levels, Complex Systems, Clear Antagonist, Meaningful Loot, New Main Character, More Story Agency, Clearer Paraphrases, Give us an Epilogue, Keep Pause and Play!, Decisions That Matter, Tevinter Please!, Nevarra Please!, Orlais Please!, Expansive World Map, Better Persuades, Beautiful Environments, Returning Characters (Varric!), Mage War, Travel and Distance, Griffons...

** Slowly focuses on and grows larger **
Stop Reusing Levels, Decisions That Matter, Equipment for Followers
</SLIDE>

But, boy those three came up. Those three came up quite a bit, so we're going to tackle them one-by-one. And again, you know, I can't go into deep deep details, hey I'd be spoiling stuff if I did. So, let's talk about Stopping Reusing Levels. It seemed to be a pretty clear sign, and apparently you guys have seen enough cheese wheels in caves... I get that.

<SLIDE>
Stop Reusing Levels...
WILL DO!
</SLIDE>

It's gonna take thrashings for the Level Art team to not put cheese everywhere, but you know what?

<SLIDE>
** Several images shown of various scenic landscapes: mountain/lake vista, bottom of a valley with a rustic stone house, hilltop fortress ruin, battle scene with castle and ramparts, waterfall/lake glowing under ground, interior scene with fancy columns and two figures in golden armor. **
</SLIDE>

I know what you guys are looking for, and I know what we're looking for. We're looking for variety, we're looking for space, we're looking for scope, we're looking for something cool hidden, forgotten, and lost. And if we REALLY need to go somewhere more urban, let's make sure it's not Kirkwall. And maybe... maybe let's go somewhere new, somewhere a little more... French. Because, they have cheeses!

Mark or Shane (can't tell): But not only wheels.

Mike: Yes, in other forms, that's the best part! So, Decisions That Matter. This one's kind of an interesting subject because the big thing is that, you know, I can't talk about "Oh, what are the decisions?" without spoiling stuff. But, I think, in essence, yeah.

<SLIDE>
Decisions That Matter...
YES!
</SLIDE>

Yeah, we will absolutely make sure that's what we're delivering, including your previous games. We're aware of some import problems, we're aware of some weirdness. So, we're gonna do everything we can to make sure that the game you wanna play and the world that you wanna bring forward is what's happening.

<SLIDE>
Decisions That Matter
* Character Agency
----- "My character has an active effect on his or her world, determined by my choices."
* Player Agency
----- "I have control over my gameplay experience."
</SLIDE>

Now, as we see it really, there's just two sides to this coin... Character Agency, "I wanna feel like I'm having an impact on the world." Some people loved the Hawke story, some people thought "Hm, I dunno, it felt like he was just being dragged along." Understandable. Well, we'll make sure that this time your choices as a player are determining the impact your character is having on the world. And of course, Player Agency is simply saying "I control my damn gameplay experience." Now that, every game offers that to different levels. It's very rare you find a game that lets you stop and start your own blues band in a bar... Though if Patrick Weeks ever gets to design his own game, you will... Yeah!

But, we're gonna talk about a piece of Player Agency right now. See, that's a segway. We're gonna talk about Equipment for Followers.

<SLIDE>
Equipment for Followers...
YES!
</SLIDE>
** Also be sure to read David's blog post expanding on this part **

Yeah, it's back. Now, I'm gonna pause for just a second in the slides here, and I gotta say, if you guys haven't seen... actually, front row people, do you you feel like standing up? We have got some amazing cosplay here. ** All of the cosplayers stand up, clapping and cheering follow. ** This is, quite frankly, what a signature look for the characters can provide, is a good chance for people to really identify with them; from a tactical sense, you can look at them on the battlefield and they have their own silhouette, they own shape, their own color scheme, and you kind of, it's like "Alright, I know who I'm dealing with." If we're doing big, busy battles, that's going to be something that's important. But, also it gives us a good, strong visual identity as a franchise. So, we still think that having a signature look, or an iconic look, is really important. BUT, we don't want to take away your agency as players.

So, suppose, in your party, you had a Grey Warden let's say. And suppose, you had a Seeker.

<SLIDE>
** Man in plate/silvery armor is shown, also wearing a cloak and shield **
** Also shown is a woman wearing mostly dark armor, drawing a sword **
</SLIDE>

You know, A Seeker. And you had this thing, this suit of armor, perhaps a chest piece, and it had stats and stuff. Yeah, that's pretty familiar.

<SLIDE>
** Graphical representation of a breastplate **
Sterling Chestplate
Plate Armor (Chest)

47 Armor

+15% Magic Resist
</SLIDE>

Well, if we have these two characters in your party, what we wanna make sure happens is that when you put the chestpiece on you're seeing a visual change. Not necessarily a fundamental redo of the character, but a visual change, something that's added on. And if we were to move that to our Seeker, it would similarly move across. Not identical as a suit of armor, meaning the character still has their own shape, their own look, but something that, obviously, you can see the correlation.

<SLIDE>
** The graphic of the chest piece is first shown "equipped" by the Grey Warden, appearing as a silver breastplate over his previous armor, replacing the previous chest area graphic that was on the character. Mike then "moves" (via going to the next slide) the chest piece over to the Seeker. The Grey Warden's armor returns to normal, while the Seeker's armor is shown changed by a different looking chest graphic. **
</SLIDE>

That's the direction we'd like to head, and I'll show you why. Because we can then extend out to arms, arm guards, shoulders, pauldrons, that kind of thing. We can move that between characters as well. You can end up with full suits that are thematically similar, which is very similar to what you saw in Origins. But, again it's YOU doing the combinations. Move that to another character, and again you see that kind of thematic thing. Notice they don't really lose their identity in the process, that's the middle ground we've been looking for since DA2. And of course then, you know suit equivalencies across different plate mail wearers, like that. Or something that's a little more to their taste, like that. And if things are really good, maybe we'll let you mess around with stuff like color, or even material.

<SLIDE>
** Shown are several slides of different armors appearing on both the Grey Warden and Seeker characters. The basic shape of each person remains, while still allowing for different looks. Also shown are several chest pieces with different colors, as well as another slide showing the same armor with different material swatches (scale and three types/grades of leather). **
</SLIDE>

So that should be pretty cool... in theory! And that's all we wanted to show you today. Again, our overall policy for any future project is going to be "If we can't show it to you, we're not gonna talk about it." We wanna make sure we get to the point where we can show it, you guys can give feedback, can tweet it back at us, throw it up on forums, however you wanna discuss it, we'll be happy to talk it though.

Right now though, probably your best way to give feedback is through that microphone right there, because we're going to do an open Q&A until our time's up.

Modifié par nightscrawl, 15 avril 2012 - 10:37 .


#2
nightscrawl

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-----------------------------------------------------
 Q & A Session
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** Seated at table from left to right: Mike, David, Jessica, Mark, Shane **
** Each bolded separation is a new person **


Q: So, we saw that there were the three big things recurring in the thread that you guys had posted. How can we be sure that you guys are going to do the game that we wanna have and play, for you guys to make, and not have a situation where we play the game and we're like "We don't like this." How, [based on the] feedback, what are you guys doing internally to make sure that this, what happened with Dragon Age II, isn't gonna happen to, hypothetical Dragon Age III, which hasn't been announced yet?

A Mark: So I guess what I'd say is, watch what we're doing. Our policy is going to be to show you as we go. So, I think is [sic] wait and see, pay attention to what we're showing you, and hopefully we can convince you that we're being more open, more responsive to your feedback. But don't take my word for it, pay attention!


Q: For most of Dragon Age II I really didn't feel that agency that everything I was doing really mattered. But then the ending it felt like all these choices I made got streamlined down into this one "thing" and all of a sudden all that agency went away. Were you guys doing that with the storyline on purpose, or was that just like you needed to get it out the door... It felt like it went from this "I can do everything and of all my choices mattered" to "No, no matter what I do there's this one possible thing."

A Mike: Yeah, there was a mounting sense of, I think, inevitability, in the storyline for DA, which, ultimately with DA2 when you develop a framed narrative there's kind of AN outcome that things are heading towards, and I think that, given a chance to do it over again, I think that on that way through that third part, the last, the post-Champion part, we would have had more variety and more reactivity to the choices you made along the way. So the end result I think was that without that kind of wider experience, that it ended up kind of feeling very railroadey as a result. Ultimately, I think it just boils down to: that wasn't ideal... Sorry about that.


Q: What are the chances of seeing some sort of co-op/multiplayer setting in that [the Next Big Thing]. Because it felt like Dragon Age: Origins and Dragon Age II would have been great... My friends all enjoy playing the games, and we enjoy watching each other play the games, and it would have been great to have them hook up a controller or another PS3 and have them play with me.

A Mike: I would say that... Let me put it this way: if we're going to pursue co-op, ever, where we would start would be to take a long long hard look at how Baldur's Gate did it, that shared experience with your friends, and make sure that was priority one. Whether that's going to happen soon, in the future at some point, it [sic] really can't say right now, there are a lot of technical questions before that could really be answered. But that would be the approach we'd use. We've certainly talked about it, like you know, "How would we do it?", "Would we do something like Mass [Effect]?" which, honestly, is a very cool system. But I think that the big thing would be, take a look at Baldur's Gate, the kind of experience that that offered where you could sit down with three or four friends over the internet and just pile through some adventure together. And make sure that we nailed that. And then from there, I don't know, sky's the limit, I guess.


Q: So, in the previous Dragon Age games, there was sort of this thing where you could become a Blood Mage and use magic illegally in front of people who would arrest you for it, but then they were like "OK, thanks!" So I was kind of wondering if there would be, something like, you guys mentioned you wanna like integrate the story more. But I was thinking, story goes beyond just conversation options. Story is: who you make your character, what selections you make, where you fight, what you fight; those types of things. How much is that going to be integrated into the next hypothetical Dragon Age game?

A David: You're right. One of the plans, when Mike's talking about "having more consequences for your choices," one of those consequences will be for the class you play, in particular the specialization you play. A lot of it came down to was how much we could do for each specialization. And the hard part for something like Blood Mage specifically was that it has such a large presence in the world that belies the fact that it's just one of a number of specializations, right? So, it was hard to do it properly. But what we would LIKE to do is have each of the specializations be more "special," in terms not only of how you get it, but what happens once you've gotten it. So yes, I would say, definitely we're looking at having more recognition by the world of things like "I am a Blood Mage." Yeah.

A Mike (further commentary on this question): I'll be quite frank in I'm increasingly starting to feel like something we should be doing is making the specializations "singular." So you have ONE, and you pick it, and THAT affects the outcome of your story; because it's the permutations and combinations of having like "OK these two for this class" and "How does that interact if I'm a Spirit Healer and a Blood Mage? Do I fight myself?" that kind of stuff, that means it tends to fall down. So we may exploring just bringing it down to one and having it have a greater impact as a result of that choice.


Q: Hi, I come from the real life town of Kirkwall in Scotland, and I wondered what made you put Kirkwall in Dragon Age II?

A Mark/Shane (can't tell): Scotch (laughs).

A Mike: There was something about it being on the map, but you know, whatever. Scotch.


Q: What are the chances, possibility, the probability, of possibly... seeing some of our favorite characters from the first two games, maybe possibly, joining our party in the next game?

A David: (laughs)

A Mike: Is there any reply better than "Possibly"?

A Mark: Yes...

A Mike: But I would say it's quite probable that stuff will be coming back, and more than just cameos. I think...

A David: I think if you're doing a follow up, you wanna have a mixture of the familiar, because you wanna know that you're playing a Dragon Age game. So you wanna see these characters... maybe some of them will be in the party... But then there's gotta be a mix of the new as well because we don't wanna just retread old ground, especially if we're going somewhere French!


Q: My question is, without breaking your NDA, is, back in Neverwinter Nights there was this small company called Rust Monkey by Dan Thorgen (?). Are you guys going to look at going back to that type of art style for Dragon Age III, hypothetically?

A Mike: Uhm... so, like moving back to art style from...?

Q: Yeah, like Neverwinter Nights on cutscene style.

A Mike: I think... I dunno. Shane, any thoughts?

A Shane: I think we did an amazing job remarketing DA for DA2, and we definitely wanna build on that.

A Mike: There's a note there, I think, is that I think there's a bit of a confusion around looking at DA2 and thinking that that's the art style for the entire universe, when in fact, like for the environments, for instance, that's the art style for the Free Marches, or Kirkwall, or specifically Tevinter slave breaking camps. The lack of travel, the lack of seeing the different spaces means that there wasn't the kind of visual variety that you saw when you moved say, between the Brecillian Forest, down to Ostagar, and so on. And I think that's something we want to make sure and get back so you can see how this art style expands across the world.


Q: I kind of wanted to ask about characters and character evolution and how, mainly kind of Anders, who's, he's one of my favorite characters, awesome healer... But Anders from Dragon Age: Origins - Awakening and Anders from Dragon Age II, they're kind of very different, and I'd like to know how he got to where he was, and how, are other characters going to change as the universe moves on if they're going to reaccure [sic]. Like, what things are going to affect them and happen to them that make them change into who they are when we meet them.

A David: I liked what happened to Anders. I think if I was to go back and do anything differently -- developing by hindsight is always an option for us obviously... -- but if I had the opportunity to go back, I think what I would have liked to have done is started in Act 1 an Anders that was a little bit close, I mean he had this big change -- I'm sure everyone knows what it is, it's not a spoiler -- he had become one with Justice, because we wanted to bring two characters forward, not just one. So I think if I went back I would have started with an Anders that was a little bit closer to when he was in Awakening, so the player could be on the same sort of journey with him. BUT, I don't disagree with the idea that he made this journey, that he had become a different character and had developed. Maybe not how a player who played Awakening might have expected, but I think that applies to other characters as well. Things are going to happen to those characters, things are going to happen as a result of your choices that are not what you might expect. Some of them will be, some of them won't be. But I think we'll do our best to make them interesting.


Q: I have a couple of questions for you. First off, when you say you're going to a French place, are you talking about Quebec?

A Mike: The poutine is delicious!

A Mark: They have cheese curds.

Q: And the serious question is have you ever considered making, turning Dragon Age into an MMO, like how you turned The Old Republic into an MMO? (dissent from the audience)

A Mark: Wow, you might need to run!

A Mike: OK, we should write this down: co-op good, MMO bad.

Q: I'm asking because you have the whole world fleshed out and sometimes it would be nice to experience it with other people...

A Mark: Certainly, in the future, some day, an MMO wouldn't be outside the cards, but it would never replace a core line of storytelling games. So it would become a supplementary product if we did it, and there are no current plans to do that at the moment.


Q: Dragon Age I was basically the player fighting a horde of ravenous monsters, whereas Dragon Age II was more of a inter, human-inter-species conflict. And I'm curious which one you think worked better, and which one you think the players enjoyed more.

A Mike: Which story worked better: you know, a man versus monster essentially, or a man versus situation? Would that be kind of a good way to sum it up? So I think probably from a fulfillment of something we wanted to do with Origins, which was build out a world and show what it was like in terms of peril, that definitely The Blight was the right way to do it; because The Blight mandated bring societies together and so you had to see all these disparate groups then come together. To be fair though, this structure of Origins was something that we've done before. It's familiar, which is good, but it's also, you know, maybe a bit too familiar? So we wanted to try and do something a little bit different with Two. If only because as a team we've been working on Origins for a very long time... Dave had been on it, what, five years at that point?

A David: Six.

A Mike: Six. And just going right back into a very similar story was a bit, kind of, nerve wracking. So we said "Let's see if we can challenge ourselves, shake ourselves up a bit." And so that's where a more personal story, someting that kind of dealt with "What about someone who wasn't in charge of the army [at Ostagar]? What happened to them?" So I think the DA2 story worked. I think that it let us explore themes we hadn't done before like family and loss in a way we had never done. The hero doesn't lose much in BioWare games -- well Mass [Effect] 3 excepted -- (playful whap by David) And everything Dave does 'cause he takes your heart away. Mass 3, it's just so brutal. Anyway... so the um, and Alistair...

A David: Yes, Alistair never loved you...

A Mike: (Mike looks chagrined) This panel is over! (laughs) ... So anyway, it was a different story, it was one that I think for us a good thing that kind of, you know, challenge ourselves. I think, given that we'd like to do bigger scope, we might have to go "bigger enemy" again, which is not entirely a bad thing, but I think we've learned some really valuable lessons on it too, in a lot of different fronts. So I'm honestly very glad we did it.

A David: From my perspective, they both had perfectly valid approaches, I would not pick one over the other. But I don't think that just because what we did last was that personal story, that we necessarily would do that again. I think we'll, for the Third, or future versions of the game, we'll try something a little bit different again.


Q: I was more curious about character interaction. It was way awesome in Origins, but so-so in Dragon Age II.

A David: The actual volume was the same, but how we divvied it up was quite different. A lot more interaction in DA2 was in the follower plots, the followers had like three big plots each in DA2. Meh... because you had the time jumps right? While DAO they had like one small quest, so more of the interaction was just talking to them at camp, that sort of thing. I think looking at the reactions to the two games, I think a lot, some players, felt they that didn't have agency over their interactions with the followers; because there was less of them and because we had this feature that "told you" when they had new dialogue. People felt like they weren't responsible for initiating that dialogue. So, OK, cool. Hearing that, it's like "OK, agency is important." So I think what we'd like to do is bring some of that interaction back into just talking to them at the camp, giving your follower a kiss if you want, and asking them questions; but also still having as much of the character arc growth for each follower that we got, that we did get in DA2. I think that there is actually a middle ground. And I just want to give the players a little bit more of a feeling that they are the ones in charge of their relationship.


Q: Both my fiance and I played through Dragon Age I and II, and we take very different paths, and we end up having a bunch of saved files: "Oh you gotta come over and see how this conversation went," "Oh I gotta show you how this cutscene turns out when you do this thing with Aveline..." Is there any hypothetical plan to make it easier to share those unique and beautiful cutscenes and experiences with other people, either in your household or online?

A Mark: So definitely we are looking at ways to allow you to share, if not your cutscenes, at least the story that you're experiencing with other people playing the game. To sort of show that difference in experience. I don't want to give any more detail than that right now, but... yes.


Q: So let's say, for the sake of argument, I'm one of those jerks that actually didn't care about no voice acting in Dragon Age: Origins for the Warden, and liked more options in dialogue, and liked all the different origins and everything, because it helped allow me to picture that person as MY character, no matter what origin I chose, no matter what paths I took in the game, I felt like it was MY Grey Warden; whereas you have Dragon Age II, and you have Mass Effect, and it always feels like it's BioWare's Hawke, or BioWare's Shephard, that no matter what choices I make it's not MY character. It's just, I'm kind of directing someone else's character along. In this new Dragon Age, are you going to try and at least make some sort of a compromise in there, or is it "More people preferred the Shephard and Hawke approach," so that's pretty much where you're gonna go?

A Mike: So first off, that's not a jerky question. I mean, we've gone back and forth. I think, sometimes people wonder "Like, well, do we just arbitrarily make these decisions?" And no... no, God no. We --

A David: We argue about them.

A Mike: Yeah, so much. But what we've found is it seems like it's a pretty even split for people in experience strictly about the voice over. Last time we looked it was about 60/40 pro-voice, people found they could get behind it, the scenes played better, that kind of thing. Which is fine, however, and I think we WILL stick with voice, just to be honest, it's what we prefer, it works better with our systems. However, I think that all the other points about being able to pick something more in the background, or having more variety in things to say, or potentially even going deeper and saying, giving you a situation in which you have multiple approaches to feel like you're crafting that character. Which is very much what I think Origins did, where even if you hadn't had the different origin stories, you'd still have been able to go in and feel like "Wow, I took this adventure in a different way and a different order," and so on. I think we need to make sure we're doing a better job of that in the future so that the character does feel more like they're yours.

A David: We're talking about the presentation of the dialogue wheel as well. Exactly how we do paraphrases, if we do paraphrases, and things like that. It is a fundamental choice of design though. I mean, at the end of the day, if somebody cannot feel that a voiced character is theirs, I mean (shrug)... that is the kind of game that we were making.

A Mike: Yeah, but if at the same time someone feels that a voiced character isn't theirs because the paraphrases aren't clear enough, or --

A David: That we can work on.

A Mike: Or he punched a guy when I just said "I like cake," you know (laughs), unless it's Hawke's mom presumably... then we need to make sure, that there is simply a technical thing for us to fix and to find new ways to present clarity of action, intent, and information. The icons we thought helped to some degree, to give you a sense of the tone you'd pick. Having a sarcastic tone gave us more variety. But I think there's still lots of room to maneuver and to see what we can do. We're doing experiments on that kind of stuff right now.


Q: The last few months have seen a lot in the way of things that enhance the Dragon Age canon, such as the release of the novel Asunder, and the Silent Grove comic, and of course Dawn of the Seeker, coming out in May. How much influence will those items have upon a hypothetical third Dragon Age game, if any?

A Mike: (looking at David) They're mostly yours, you might...

A David: Well, I didn't make the movie (laughs) ... That's a good question. The novel and the comics possibly have more influence, but that's inevitable because it comes out of my brain. And I mean, it's part of, if what you're reading is what I'm thinking as I'm working up to future games, right? So, I mean, I think that that's pretty clear, even for somebody who's reading the book. They can see where we ended up at the end of DA2 and the next big conflict that was coming. It was sort of, a bit of an Empire Strikes Back kind of moment, right? Cool, that's what we wanted. Uh, the movie... hm... (looks at Mike) I dunno, what do you wanna say?

A Mike: Well the movie's set, Dawn of the Seeker's kind of set before hand, so it's really dealing with Cassandra and kind of how she came into her role. So it will have less impact on a story front because it's already behind the line. But it does provide some interesting looks at elements of the Chantry we haven't seen before, and just, her character, and has some really good jumps.

A David: I think ideally when you have third-party products, they works best when they're sort of, the fans can see how they're tied to the rest, they're not just completely tertiary and unrelated to anything that's going on, but you wanna feel like they have the same spirit, the same knowledge of the lore and the world that you've come to know, right? You want to see that and recognize it.


Q: Will the third one... you know if the third one does come out, will it be as long as the first? Or will it be as short as the second? I'd beat the second one multiple times in the fraction [of the time] it took me to just do the first.

A Mike: Our anticipation is larger than Two... I have no idea how it's going to stack up against Origins, I really don't know at this point. But, I think, we're thinking bigger than Two right now. And that's just gut feel.

A Mark: Yeah, I think it's important that you be able to engage with the game at the level you want to. Which doesn't mean that I can, you know, put it in and say "I only have 15 minutes, I want to finish the game in 15 minutes." But it means that the depth is there for the people that want it, but you can engage, not more casually, but more, maybe sort of stick to the center, stick to the core more for people that maybe they're time constrained. And so, I mean that's a big vague way to say that we don't really know how big it's gonna be, but bigger than Two.

A David: Yeah, 'cause you could make a game as long as you wanted if it was all filler, right? And we don't want to make a giant game that has very little of consequence going on. So we would like to walk a line however, much like Origins did where there's a lot of story packed into there, and as well a lot more exploration. Exploration is one of Mike's watch words.

A Mike: Yeah, big, and self-driven goals. I want to make sure there are systems in place that if you want to keep playing the game there's rewards for doing so. And that if you want to engage with the game, nice and deep, and be hyper-complex, that's the kind of thing that I think makes a game take on its own life based on the player. And if we can get a level of depth that we didn't frankly have in DA2, I'll be much much happier with the end result. And I think frankly, you guys will too.


Q: One of my favorite things about Dragon Age is the Blood Mage, like the ability to play and everything. And Fenris didn't skip a beat to let you know that there's a lot of Blood Mages in Tevinter. Will we be finally be able to go TO Tevinter and kind of see how that all interacts in a society type of way?

A David: Ideally, eventually, we will get to every major nation in Thedas. That's what I would like to do. At the very least, even if we don't actually go to Tevinter, I would like to introduce the player to (A) a greater bredth of big places in Thedas, like "see the highlights!" like you're on a trip, right? Or at the very least to learn more --

A Mike: It's a small world ride?

A Mark: I think, much like the Qunari, they're a major force and you see them having an impact beyond their borders. We haven't really seen that much from the Tevinter yet, so I think it's reasonable to see that, to expect to see that.

Q: And just a slight lore question: with Jowan, and Merrill, and Hawke, and the Warden being able to be a Blood Mage as well, it seems to me that to be a Blood Mage you don't necessarily have to be corrupt. Is that true, or am I just imagining it? Like it seems like you could be a good person, yet still be a Blood Mage.

A David: It's not corruption in the way that the Blight is a corruption... A lot of it is opinion and fear, [of] the things that a Blood Mage is capable of. Which, as we're moving forward, we'd like to show that a little bit more, especially the mind control. And it is based on people who have that kind of power, the ability to influence other people's minds, the temptation to misuse it is a corruption. That kind of power is corrupting, right? That's the danger, not a physical "I suddenly turn to the dark side and my eyes have gone black" kind of corruption.


Q: Hypothetically, of course, in the hypothetical Dragon Age III, let's say we have a hypothetical cameo from say, the Hero of Ferelden. Hypothetically, would he or she be voice acted, or would he or she just show up and just kind of be there --

A David: Oh, you mean the Warden?

Q: Yes, the Warden.

A David: If the Warden showed up, would the Warden be voice acted? (David and Mike look at each other, laughs from audience) OK, if, if, if we... IF, if we put your Warden in the game we would have to take into account the fact that technology has changed, the look of the game has changed, we have voiced characters -- there are no silent characters in the game. I think ideally, we would want to throw that to you as a choice, how you would like that presented. (looks at Mike) Is that fair?

A Mike: I think so, yeah. I think the under current of what Dave's saying is that we all kind of go whoo (exhale), is, to be quite frank, we'd have to do that so right. Because, again, it's your character, and that really is something that we'd want to put as much of that agency ON YOU, to own -- you know, how they would look and/or sound even -- as we could. And I think that would be the only way to make that character do a cameo. And the really the question is: is the cameo worth the potential disconnect? I don't know. I think it would really depend on the overall story.

A David: We'd wanna do it right, or not at all.

A Mike: Yeah. That'd be basically it.

A David: Not have your character showing up sounding like, you know "Ha ha ha!" (insane laughter) That would not be best...

A Mark off side: That's alright, that's what mine sounds like!

A David: Well it would be fun for us!

A Mike: Those happy-go-lucky City Elves! (laughs from audience)


Q: Hi... I haven't actually finished Dragn Age: Origins yet... How do I --

A David: Oh... why are you here?

Q: (shrugs) How do I beat Jarvia in Dust Town without a mage? (lots of laughter from audience)

A Mark: Wow... anyone in the audience wanna answer that? (various shouts from the audience)

A Mike: If GameFAQs can't help you, I think disarming the traps will.


Q: I loved having the toolset and being able to do whatever I wanted to for modifying things in Origins. And in DA2, sure while I loved being able to change the color, or when people had made those mods for my companions, I loved using those. But hypothetically, even though, in the very same way that Mass Effect had the console but we couldn't use that in [ME] 2 or 3, are you going to allow us to go in and play with the Developer Console and play with the toolset, or is it gonna be more like "No, here's our game, don't touch it"?

A Mark: So, I can't talk about too much there without giving things away, but I'll just say that at the current time there isn't any planning to do that, and there are various reasons for that, that I can't really talk about right now. But, I guess, never say never, but right now there's no plan.


Q: So one of my favorite parts about Dragon Age, the original, was two things: (1) that there were some grey areas in almost all the responses, and (2) that the outcomes of those responses were not entirely known. In Two and in Mass Effect I feel the dialogue wheel with the explanation of paragon/renegade, or whatever you would call it in Dragon Age II, kind of takes away some of that unknown factor. Is there any thought of a return to that kind of thing in potential, unreleased...

A David: Well I don't think Dragon Age II did that necessarily, that the idea of the icons, at least -- Mass Effect did have a morality right there, yes, you're right, and that's the style it chose and that's perfectly fine -- for Dragon Age at least the purpose of the icons is to explain your intent, not the outcome, right? You have a flirt icon, but you could flirt with Aveline, but she's still not gonna start a romance with you. But I think one part of the icons that is maybe a bit of a challenge is that, like say with the flirt icon if you want to look at that specifically, it does take away a little bit of the guess work... I guess? And thus the ambiguity, which, part of that is beneficial as well. So when we talk about that we're looking into how we are displaying things off the dialogue wheel, or how we're arranging our choices, that is one of the things we're looking at. So hopefully that's something we can address.


Q: I wanted to ask a question that I feel like is on everybody's mind here: is when can we expect a game starring Boo and Ser Pounce-a-Lot, perhaps in some sort of buddy cop situation?

A Mike: It'd be like a fantasy Tom & Jerry wouldn't it? (laughter)

Q: With more space travel, yeah.

A Mike: I think you can expect it... in your heart. (laughter)


Q: I was actually very pleasantly surprised at the story and the ending of Dragon Age II where it wasn't necessarily [that] we saved the world, but it could have large implications. Was this a conscious decision when you made Dragon Age II?

A Mike: We were kind of trying to shake ourselves up a little bit and see what we could do with storytelling that was different. And to be quite frank, the story of Dragon Age II is setting up, it's really the catalyst moment for the Thedas that Dragon Age is going to turn into. Origins was very much a project designed to introduce everyone to the world, Two was to introduce them to, I guess, to an evolution of that world. And where we're heading I think will give people a better sense of, kind of the "fuller situation" that Thedas is going to face over time. And that's what we'd like to do with it.

A David: Yeah.

A Mike: I think, we really wanted to have that moment, that catalyst moment be something that you played through, instead of being a separate kind of entity.

A David: It's [an] exciting time because back when we built our own IP, our Intellectual Property, we built our own world -- because we moved away from, you know, Dragon Age, from working in other people's worlds -- one of things we kept saying, that one of the main reasons to do that, was that if we wanted to tear down our world, we could do that. Because it's OUR world. So it's an exciting time because, I think anybody who played Dragon Age II can feel that we're on the verge of doing that, of kicking down our own sandcastle, and having you not only witness the beginning of momentous change, but actually seeing that promise fulfilled.


Q: Bring back the party camp so I can not have to take out my party, like two at a time, to... please, something like that, I would be grateful. But my main question is unique content for your player. In Origins you had the different origins where you'd only access it if you choose this one character type, and even if you go with the same one single race, like human again, if you have content specifically to rogue or mage or warrior, that would be something that I was hoping that would happen...

A David: Wow you have two great talking points. It's like we planted you in the crowd! -- We didn't (laughs) -- But the party camp is interesting. We wanted to try out something new in DA2, that was having the feeling that your followers were going about their own lives. I really liked that. I think though, in the end, it had some challenging gameplay to it. I didn't like having to go and have an area transition to see every follower -- Not to have that dead body in Fenris's mansion for seven years -- But I mean, cool. Having a party camp, as long as the story works for it, it can be great to have them together, but still have a feeling that they're not just waiting there to interact with you either. So, that is important, I think, as well. But, yes, a camp of some form --

Q: Like a tavern. You go to the tavern and everyone's in a different part of the tavern --

A David: Yes, exactly. Having them more accessible, yes, definitely.

A Mike: And I'm thinking we can do better than Origins. I'm thinking we can do way better than Origins. In theory!

A David: The second part of your question was sorry, about um...?

Q: Exclusive gaming content for your player class if you don't have a race...

A David: When Mike is talking about having more consequences for your choices. One of that [sic], is having more content that is exclusive. Which means that "I saw this only because I chose this path." I think more of that we can have. And that applies also to the specializations, that if I played a Blood Mage, I see content that I ONLY see if I'm a Blood Mage. That is something that tells the player that they have made a choice that has an affect, right? And I think that the more of that that we can put in the game, the more that we can make it an RPG.



** END OF PANEL **

Modifié par nightscrawl, 22 avril 2012 - 08:03 .


#3
Ponendus

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Oh that's very helpful. Thanks OP.

#4
craigdolphin

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Very helpful thread OP :)

A lot of positive stuff said. But...relating to art style of DA2

A Shane: I think we did an amazing job remarketing DA for DA2, and we definitely wanna build on that.


This was the low point for me personally. I hated the art style of DA2 entirely. Particularly the comic darkspawn and the hideous elves. The bland environments were also terrible IMO. A very disappointing statement to hear.

#5
Tpiom

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+Rep-- Er, wrong forum! =]

But yes, this was helpful! Thanks for sharing.

#6
Jamesnew2

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Thank You OP

#7
snackrat

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A goddamn TRANSCRIPT? So people with bad hearing and/or fast reading can figure out what's going on

I love you OP

Modifié par Karsciyin, 03 octobre 2013 - 03:58 .