The DA Question thread.
#301
Posté 24 octobre 2012 - 12:39
#302
Posté 01 novembre 2012 - 09:04
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Modifié par The Ethereal Writer Redux, 01 novembre 2012 - 09:07 .
#303
Posté 01 novembre 2012 - 01:58
1) What color are Nathaniel and Delilah Howe's eyes, truly? (as they were a lovely silvery grey in DAA, and changed to brown in DA2.)
2) If Nathaniel was 30 at the beginning of DA:A (as Mr. Gaider stated in another thread), and was in the Marches for eight years, why was he fostered at 22, an age at which most firstborn sons in a medieval setting would be married and settled? Was there a falling-out between father and son, or is it simply Thedosian custom to foster at an older age? Nate does intriguingly state when he meets his sister that he "didn't have much choice" in the matter.
3) Did Rendon's wife die during the civil war, or prior to that? Nate states that his mother and father hated each other- what sort of relationship did Nate, Thomas, and Delilah have with their mother?
4) How did Thomas die?
Modifié par katiebour, 01 novembre 2012 - 01:59 .
#304
Posté 04 novembre 2012 - 09:56
2. We know Flemeth has daughters, dut has she ever had a son?
3. Did dwarfs at one time use a rune like magic?
#305
Posté 04 novembre 2012 - 11:00
The Ethereal Writer Redux wrote...
Is it tough coming up with names for fairly important/major characters? Or places?
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Naming things is the worst.
#306
Posté 04 novembre 2012 - 11:55
Mary Kirby wrote...
The Ethereal Writer Redux wrote...
Is it tough coming up with names for fairly important/major characters? Or places?
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Naming things is the worst.
I sympathize. I don't even feel like making any more Wardens because I'm tapped for names, don't want to reuse any, and want to save some of the ones I come up with for when I finally get around to buying DA2. And I'm not trying to hold to any particular culture or even coming up with that many names.
Edit: One question, too. I haven't found an answer to this one; does Avernus's potion do anything apart from those two new abilities? Is that potion part of keeping the Warden alive longer, or is that separate?
Modifié par Riverdaleswhiteflash, 05 novembre 2012 - 12:00 .
#307
Guest_simfamUP_*
Posté 05 novembre 2012 - 12:07
Guest_simfamUP_*
#308
Posté 05 novembre 2012 - 12:50
simfamSP wrote...
During the development of Dragon Age, have you always had an overall idea of the story you will tell through-out the games, or has the tale grown in the telling?
We've had a very detailed plan, which has had to change as the circumstances surrounding the games has changed. I always smile when someone chimes in with the helpful advice of "you should plan better!" We have plans upon plans upon plans, and the documentation to go along with it, but no plan of that sort survives contact with the enemy. So we roll with it and adapt. Good news is that the "overall story" that was originally conceived of back in the day has more or less survives intact, even if the road to getting there looks very different from how we had originally pictured it.
#309
Posté 05 novembre 2012 - 12:54
joe2353 wrote...
2. We know Flemeth has daughters, dut has she ever had a son?
They always sent her daughters when she asked for sons!
*disappears*
#310
Posté 05 novembre 2012 - 12:56
David Gaider wrote...
simfamSP wrote...
During the development of Dragon Age, have you always had an overall idea of the story you will tell through-out the games, or has the tale grown in the telling?
We've had a very detailed plan, which has had to change as the circumstances surrounding the games has changed. I always smile when someone chimes in with the helpful advice of "you should plan better!" We have plans upon plans upon plans, and the documentation to go along with it, but no plan of that sort survives contact with the enemy. So we roll with it and adapt. Good news is that the "overall story" that was originally conceived of back in the day has more or less survives intact, even if the road to getting there looks very different from how we had originally pictured it.
I know this is something we could never see, certainly not withing the next decade or more but man would it ever be interesting to look at the plans, what never was and what changed. Seeing what was planned all along and what was a last minute addition.
#311
Posté 05 novembre 2012 - 01:05
makenzieshepard wrote...
David Gaider wrote...
simfamSP wrote...
During the development of Dragon Age, have you always had an overall idea of the story you will tell through-out the games, or has the tale grown in the telling?
We've had a very detailed plan, which has had to change as the circumstances surrounding the games has changed. I always smile when someone chimes in with the helpful advice of "you should plan better!" We have plans upon plans upon plans, and the documentation to go along with it, but no plan of that sort survives contact with the enemy. So we roll with it and adapt. Good news is that the "overall story" that was originally conceived of back in the day has more or less survives intact, even if the road to getting there looks very different from how we had originally pictured it.
I know this is something we could never see, certainly not withing the next decade or more but man would it ever be interesting to look at the plans, what never was and what changed. Seeing what was planned all along and what was a last minute addition.
Yeah, I love it when you get that sort of insight into the creative process in making of and other bonus features, would love to eventually see something like that for the DA series, however unlikely.
#312
Posté 05 novembre 2012 - 01:07
I know that (not for all, though, but given you made some "right" choices) the Warden and Hawke are somehow connected with this. I mean Witch Hunt and DA2 Merril personal quest line (from epilogue if you romance her and not destroy Eluvian, you can figure out that one can't simply disappear, it has to do something with it)
#313
Posté 05 novembre 2012 - 01:14
#314
Posté 05 novembre 2012 - 01:46
NomadDC wrote...
Here is a question, that probably won't get answered: what lies beyond Eluvian?
Well I'm answering it! Although probably not correctly.
I'm under the impression that it's a separated and hidden (perhaps artifically created by the elves?) part of the fade that all Eluvians are connected to and so all Eluvians can reach each other. This is from the information that the elves of old used the Eluvians to send messages over long distances and being able to send a messenger this way would be useful. Alternatively it could be a different plane that is similar to the fade, but would provide the same effect.
I do have a question of my own though:
With some enemies, their characteristics have changed over the two games. With Templars the armour can simply be different but with darkspawn there are notable differences between them (specifically genlocks). Are both types possible? Or is the genlock's new hulking form what it should always have been?
#315
Posté 05 novembre 2012 - 02:01
Mary Kirby wrote...
The Ethereal Writer Redux wrote...
Is it tough coming up with names for fairly important/major characters? Or places?
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Naming things is the worst.
That makes me feel a little bit better, knowing it's not just me.
What do you guys do to mitigate -- if not eliminate -- that problem when it pops up?
#316
Posté 05 novembre 2012 - 02:01
David Gaider wrote...
So we roll with it and adapt. Good news is that the "overall story" that was originally conceived of back in the day has more or less survives intact, even if the road to getting there looks very different from how we had originally pictured it.
It's been my experience with writing that this always happens because, no matter how good the plan looks, when you get to the point of actually fleshing it out, you find either a.) it now looks STUPID or b.) you think up something about 3000X better, along with a whole lotta cool details.
I think the major evidence of poor planning from you guys was that some of the stuff in Origins didn't lend itself super-well to the existence of a sequel. Granted, lots of other stuff DID, but the problems loom much larger in the mind than the stuff that actually worked.
#317
Posté 05 novembre 2012 - 02:14
I think that's fairly normal actually. I can come up with scenarios, ideas, descriptions, and many other ideas easily and quickly. On the other hand, it can take me hours, if not days, to come up with a nickname for my newly captured pokemon.The Ethereal Writer Redux wrote...
Mary Kirby wrote...
The Ethereal Writer Redux wrote...
Is it tough coming up with names for fairly important/major characters? Or places?
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Naming things is the worst.
That makes me feel a little bit better, knowing it's not just me.
#318
Posté 05 novembre 2012 - 04:24
The Ethereal Writer Redux wrote...
Mary Kirby wrote...
The Ethereal Writer Redux wrote...
Is it tough coming up with names for fairly important/major characters? Or places?
Because damn, it's hard for me. And I'm wondering if the devs have the same trouble.
Naming things is the worst.
That makes me feel a little bit better, knowing it's not just me.
What do you guys do to mitigate -- if not eliminate -- that problem when it pops up?
Well I may not have the experience that they do, but for me I usually pick a name that helps define a character it either can be directly representation of their personality or ironic. An example from one of my characters is known as a halfbreed whose father died when she was young.
She then ran away to escape her fathers death, on her own she wrote her own rules and lived the way she wanted so I named her Ava so I gave her both a representative name and an ironic name because she's trapped by her fathers death.
What I'm trying to say if you're having trouble finding a name give them a generic name until you can define the personality, sometimes the generic name in my case gets stuck or find a good name. But it's still a pain the nug, to figure out, gosh naming children is easier just choose the most scarring name and you're set
#319
Posté 05 novembre 2012 - 01:08
"It is said that the Tevinter magisters used their great destructive power to force the very ground to swallow Arlathan whole..." - from codex
Modifié par NomadDC, 05 novembre 2012 - 01:13 .
#320
Posté 05 novembre 2012 - 01:37
#321
Posté 05 novembre 2012 - 01:45
Glaso wrote...
Are we going to get nice battles WITHOUT ennemies spawning on us from nowhere? I mean, "Oh an empty room with a shiny in it's center, i wonder how many spiders will descend from the ceiling this time and how about that surprise in a form of baddy who just appears from nowhere and blasts the entire team into a pile of ashes?" I liked the battles in DA:O, you could scout places in advance, disarm traps, place a few here and there, DA2 killed the pleasure for me...
It was already stated that DA:I's combat will be more tactical I think it was Mr Laidlaw that said it I'm not sure. But I'm certain that they would rather show you what the combat is instead of just saying, it's going to have a, c and g.
#322
Posté 05 novembre 2012 - 02:11
1: what is the most potent alcohol/booz in dragon age?
2: why in Andrastes name, are there only swords, axes, maces, bows, daggers and a very few crossbows? The qunari uses Spears which is awesome but despite it's medievel, there is a lack of different kinds of wepons. Of, sure there is magic and even grenades but no flails, spears, polearms. Look at NWN, lots of different types of wepons. Sure they might fall under one of the above wepon groups but there is a Big difference between a longsword, scimictar, shortsword and a greatsword in terms of how to wield and use it.
3: name the most popular sweets in dragon age.
Modifié par Dysjong, 05 novembre 2012 - 02:13 .
#323
Posté 05 novembre 2012 - 04:17
Dysjong wrote...
2: why in Andrastes name, are there only swords, axes, maces, bows, daggers and a very few crossbows? The qunari uses Spears which is awesome but despite it's medievel, there is a lack of different kinds of wepons. Of, sure there is magic and even grenades but no flails, spears, polearms. Look at NWN, lots of different types of wepons. Sure they might fall under one of the above wepon groups but there is a Big difference between a longsword, scimictar, shortsword and a greatsword in terms of how to wield and use it.
.
that is a good question, why was there only three type of look for each weapon?
#324
Posté 05 novembre 2012 - 05:32
Crazy Eyed One wrote...
Glaso wrote...
Are we going to get nice battles WITHOUT ennemies spawning on us from nowhere? I mean, "Oh an empty room with a shiny in it's center, i wonder how many spiders will descend from the ceiling this time and how about that surprise in a form of baddy who just appears from nowhere and blasts the entire team into a pile of ashes?" I liked the battles in DA:O, you could scout places in advance, disarm traps, place a few here and there, DA2 killed the pleasure for me...
It was already stated that DA:I's combat will be more tactical I think it was Mr Laidlaw that said it I'm not sure. But I'm certain that they would rather show you what the combat is instead of just saying, it's going to have a, c and g.
You mean like they did for DA2? In the videos it was "super duper awesome" and ingame i almost broke my keyboard on the third nuclear type almost indestructible "squishy" mage...
#325
Posté 05 novembre 2012 - 05:55
I hope that story is simply forgotten. Or?
...
please
Modifié par Dukemon, 05 novembre 2012 - 05:57 .





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