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Question for DA Devs/Writers.


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#76
deuce985

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Sheryl Chee wrote...

Upsettingshorts wrote...

Foolsfolly wrote...

I agree. You guys are hilarious.


I didn't give all of them permission to laugh at their own jokes.  Just Mary.


What? I thought we had something, Shorts. I'm wounded. Wounded to the core.

On-topic, I played Origins, even after having worked on it for several years. I actually stayed up till 4 am, playing Origins. I played a city elf warrior who romanced no one, and was friends with everyone else.

I can't romance anyone in the games. It just feels a little wrong. 


That sounds like me and my loyal companion - Murder Knife. When the option comes up, I have to use it. Otherwise, it feels wrong to ignore it.

May I ask who writes those scenarios? If it's a single person at all?

#77
Guest_Trista Faux Hawke_*

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deuce985 wrote...

May I ask who writes those scenarios? If it's a single person at all?


It's written by Jan and Wayne Skylar - the only married news team.

#78
Kidd

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Mary Kirby wrote...

And I laugh at my own jokes. I'm terrible, I know.

To be fair, they're delivered by professional voice actors, no? =)


Allan Schumacher wrote...

Crafting for DA3 has me super giddy. There's my tease for this post :)

Me and the sentiments brushyourteeth left in my signature thank you completely for this piece of data!

#79
David Gaider

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Foolsfolly wrote...
Hey, David Gaider and other BioWare writers. This year I got to hear dialogue I wrote performed by actors for the first time. I had a minor crisis of... "I suck forever and no one speaks like this but me." Specifically I told the director "Oh ****. I wrote me speaking to also me." How do you guys deal with hearing your dialogue. Does it get better? Will I ever stop cringing at it?


I tend to read my lines out loud as I'm writing them, and for important scenes we have a readthrough with the VO team where I get to hear someone else reading my lines out loud-- both of these things allow me to pick out the things that are awkward, or which people just don't say. So, yes, it should get better if you work at it. You just need to remember that you must write your dialogue as if it's going to be recorded, not just as prose on the page.

Modifié par David Gaider, 01 octobre 2012 - 03:19 .


#80
Melca36

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Just wondering if the writers go over past dialogue from both games and ever wonder

"Geez, that did not work out the way I intended it to be"


And is there anything from either game you wish was editted out or redone? :)

Modifié par Melca36, 01 octobre 2012 - 04:54 .


#81
Iosev

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Hello David Gaider, Demon's Souls and Dark Souls have become some of my favorite games this console generation (including Mass Effect and Dragon Age), and I was wondering if you've played them, and if there were some aspects of these games that you enjoyed and may take inspiration from. Understandably, From Software's minimalistic approach on certain elements is probably something that comes at odds with your emphasis on dialogue, codices, and so on, but how about aspects like atmosphere or world/dungeon design?

Modifié par arcelonious, 01 octobre 2012 - 05:44 .


#82
John Epler

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arcelonious wrote...

Hello David Gaider, Demon's Souls and Dark Souls have become some of my favorite games this console generation (including Mass Effect and Dragon Age), and I was wondering if you've played them, and if there were some aspects of these games that you enjoyed and may take inspiration from. Understandably, From Software's minimalistic approach on certain elements is probably something that comes at odds with your emphasis on dialogue, codices, and so on, but how about aspects like atmosphere or world/dungeon design?


I'm not sure if Dave has played them, but I know that our level design team and a number of other folks (Mike, myself, some of the QA guys) have played Dark Souls fairly extensively. We tend to draw inspiration from a lot of different sources, but one thing I feel Dark Souls did exceptionally well was creating a very cohesive world - everything connected in a logical fashion. And, of course, finding shortcuts later on that were not available immediately always felt like it made sense - of course you can climb up that ladder now that you've knocked it down, or of course you can go into that tunnel now that you've unlocked the gate from the other side.

I'm not on the level design team, so I can't comment on any specific impact this might have on our own creation process, but I know that the sense of cohesion is definitely something we liked.

Modifié par John Epler, 01 octobre 2012 - 08:46 .


#83
LPPrince

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^As someone who hasn't played any of the Souls games, that's cool to hear...err, read.

#84
John Epler

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LPPrince wrote...

^As someone who hasn't played any of the Souls games, that's cool to hear...err, read.


I'd really recommend giving Dark Souls a whirl. It's one of my favourite games from the current generation of consoles - it can get pretty tough, though, so that's one thing to bear in mind.

#85
LPPrince

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I'm not too big on difficult games- hell, I play the DA games on Normal or Casual unless an achievement forces me out of my comfort zone.

But regardless of playing it or not, I can appreciate good design if I'm shown it or research it independently.

#86
Dave of Canada

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Dark Souls also did something which I really enjoyed and that was enemy placement in the well-crafted levels, just the very beginning with the archer over the stairwell forcing you to dodge the incoming arrows and use your shield was great as a tutorial and it only got better from there.

Things like Archers using the walls so you can't reach them, enemies emerging / submerging in water and the entire pitch-black area. Loved it all.

Add in online interaction where you can read what other players wrote or see where other players died and it makes the entire experience "feel" better.

Off-topic that this is, I had to say it just cause I just re-beat it on the console not too long ago. >.>

Modifié par Dave of Canada, 01 octobre 2012 - 09:20 .


#87
Iosev

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John Epler wrote...

I'm not sure if Dave has played them, but I know that our level design team and a number of other folks (Mike, myself, some of the QA guys) have played Dark Souls fairly extensively. We tend to draw inspiration from a lot of different sources, but one thing I feel Dark Souls did exceptionally well was creating a very cohesive world - everything connected in a logical fashion. And, of course, finding shortcuts later on that were not available immediately always felt like it made sense - of course you can climb up that ladder now that you've knocked it down, or of course you can go into that tunnel now that you've unlocked the gate from the other side.

I'm not on the level design team, so I can't comment on any specific impact this might have on our own creation process, but I know that the sense of cohesion is definitely something we liked.


I agree, the cohesiveness of its world is one of elements that I enjoyed from Dark Souls.  I've often wondered if and how that type of world/level design could be applied to Dragon Age, without taking away from what you want to focus on in your game.  Thanks for the response!

Dave of Canada wrote...

Add in online interaction where you can read what other players wrote or see where other players died and it makes the entire experience "feel" better.


Yes, I think the Souls games have done a good job in challenging the contemporary view of how a single-player game can be played, particularly with it's online features.

Modifié par arcelonious, 01 octobre 2012 - 09:27 .


#88
LPPrince

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Its not so off-topic, as great design such as that could inspire DA devs to incorporate their own take/version of such design in future DA titles. Whether its world building, combat areas and styles, art styles, etc etc. Its all good.

Example- heavily looking at Skyrim for inspiration and/or why it was so successful, which we already know they did/are doing.

#89
rolson00

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John Epler wrote...

LPPrince wrote...

^As someone who hasn't played any of the Souls games, that's cool to hear...err, read.


I'd really recommend giving Dark Souls a whirl. It's one of my favourite games from the current generation of consoles - it can get pretty tough, though, so that's one thing to bear in mind.

i played deamon souls but had to sell my ps3 and i havnt seen it on 360

#90
The Elder King

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rolson00 wrote...

John Epler wrote...

LPPrince wrote...

^As someone who hasn't played any of the Souls games, that's cool to hear...err, read.


I'd really recommend giving Dark Souls a whirl. It's one of my favourite games from the current generation of consoles - it can get pretty tough, though, so that's one thing to bear in mind.

i played deamon souls but had to sell my ps3 and i havnt seen it on 360


The sequel of Demon's souls, Dark Souls, is available on 360.

#91
Il Divo

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rolson00 wrote...

John Epler wrote...

LPPrince wrote...

^As someone who hasn't played any of the Souls games, that's cool to hear...err, read.


I'd really recommend giving Dark Souls a whirl. It's one of my favourite games from the current generation of consoles - it can get pretty tough, though, so that's one thing to bear in mind.


i played deamon souls but had to sell my ps3 and i havnt seen it on 360


Give it a shot. Probably the greatest game I have ever played. It has a pretty unique take on multiplayer functionality and if you have Live, it should help a bit with the difficulty. The lore is also phenomenal.

#92
Remanentmoss01

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ME and DAO were by far my favoorite games until the day i came upon Demons Souls , The atmosphere in that game is astonishing and creeps me out like no other game or movie ever has,
And the world design in Dark Souls is just crazy brilliant in the way it all just comes together,
I often wonder what a Bioware game would be like if you used the constant save system they use in the Souls games,
In coversation or when you had to make a choice there wouldn't be a previous save to reload you'd have to live with the outcome, it would be great for replayability

#93
LPPrince

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^It would also ****** A LOT of players off

#94
NedPepper

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I have a couple questions.

As I understand it, different writers handle different characters arcs. Which is interesting.

So, I'll just it lay out.

Who wrote Anders? (I want to say Jennifer Hepler...that's the name that keeps popping up in my head.)
Varric? (Someone deserves a pat on the back)
Isabela and Aveline? (Superb writing for both. There was so much more to them than the trope suggested.)
Merrill?

I do realize some of you forum folk can probably answer these, which would be cool. : )

And one last question? How is it divvied up? Who makes the decision of who writes what arc? (Although, I'll make a guess and say it's Mr. Gaider.)

#95
Boss Fog

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LPPrince wrote...

^It would also ****** A LOT of players off


Demon's/Dark Souls is technically an online game so that type of save as you progress but cannot backtrack is necessary.

#96
LPPrince

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I'm talking about if that was used in DA3. I'd like to go back to earlier saves.

#97
TEWR

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John Epler wrote...

I'm not sure if Dave has played them, but I know that our level design team and a number of other folks (Mike, myself, some of the QA guys) have played Dark Souls fairly extensively. We tend to draw inspiration from a lot of different sources, but one thing I feel Dark Souls did exceptionally well was creating a very cohesive world - everything connected in a logical fashion. And, of course, finding shortcuts later on that were not available immediately always felt like it made sense - of course you can climb up that ladder now that you've knocked it down, or of course you can go into that tunnel now that you've unlocked the gate from the other side.

I'm not on the level design team, so I can't comment on any specific impact this might have on our own creation process, but I know that the sense of cohesion is definitely something we liked.


Having not played Dark Souls myself (much like LPPrince) this certainly sounds awesome. It also makes me think of FFXII's world of Ivalice to an extent, based on how you described Dark Souls.
 
Probably not exactly what you were talking about, but my mind went there.


Allan Schumacher wrote...

Crafting for DA3 has me super giddy. There's my tease for this post :)

I'm excited. And somewhat suspicious. For some reason, I just can't shake the feeling that it's the idea for a crafting system I thought up, but never discussed on the forums.

Makes me feel a bit douchey though, thinking "They're going to use the same idea I thought of the other day but never posted, I just know it!"

Part of that I guess is due to the fact that if I do become a writer for a video game company like I want and propose an idea for whatever, I'd always feel like I'm just using someone else's idea if they did it -- even if I may have thought of it first -- and not coming up with something original. Sort of a weird bit of shame, I guess.

Though I will state that my idea is somewhat influenced in part by Star Ocean: Till the End of Time's crafting system. I honestly think that type of crafting was the best I've ever seen.

So if DA3's is in any way like TtEoT's or even closer to the idea I thought up, I'll be hooked.

nedpepper wrote...

I want to say Jennifer Hepler...


Yes.

nedpepper wrote...

Merrill?


Mary Kirby.

nedpepper wrote...

Isabela?

 
Sheryl Chee.

nedpepper wrote...

Aveline?


Off the top of my head I think his name was Lukas Kristjanson or something along those lines.

nedpepper wrote...

Varric?


Varric wrote himself.

Modifié par The Ethereal Writer Redux, 02 octobre 2012 - 04:39 .


#98
Sibu

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That isn't the subject of the thread, so I'll not answer your questions and promote further hijacking-- other than to say we have focus testers, both internal and external, that test any content which is in a state to actually play.

Soooo... how do i get to be one?... i mean, playing unfinished Bioware games sounds good

#99
Dhiro

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A question for Gaider, though I'd love if other writers could answer it. In this post ( http://social.biowar.../3&lf=8#5780473 ) Gaider talked about character hooks and such. Can we have any other examples of hooks you used for other characters? (I don't think Gaider ever revealed Fenris'?)

#100
Allan Schumacher

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Remanentmoss01 wrote...

ME and DAO were by far my favoorite games until the day i came upon Demons Souls , The atmosphere in that game is astonishing and creeps me out like no other game or movie ever has,
And the world design in Dark Souls is just crazy brilliant in the way it all just comes together,
I often wonder what a Bioware game would be like if you used the constant save system they use in the Souls games,
In coversation or when you had to make a choice there wouldn't be a previous save to reload you'd have to live with the outcome, it would be great for replayability


I think the idea of not letting people go back and redo conversations is a fascinating idea.  Having said that, just looking at the responses to a game like Alpha Protocol or even the inital suggestions for TOR, I'd be exceptionally surprised if we did something like that.