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Will we always have to play as a Human in future games?


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#401
LobselVith8

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Allan Schumacher wrote...

Partly, but while I believe race choice and not having it shown will make some upset, in most cases it will be similiar to blood magic, why can't my elf respond here, or others are not reacting?


I actually consider the way our games react to blood mages to be a non-trivial oversight. And it frequently comes up in discussions (although in this discussion, usually as evidence of "They didn't care on blood mages, so they shouldn't care on races!" Whereas I'm of the opinion "We should care for both." But then, if it was up to me blood mage would probably have never been a potential specialization - certainly not in retrospect).


Can I ask why you feel that being a blood mage shouldn't have been a specialization? Aside from the mechanics and the issue of reactivity, I actually think it makes a lot of sense for a mage protagonist to use blood magic - whether it's The Warden using blood magic for the same reason that Duncan noted that some mages in the order turn to blood magic, to give them a necessary edge, or an apostate Champion of Kirkwall who needs to survive as an apostate in a city dominated by templars who could (lore wise) nullify his abilities if he uses ordinary magic. One of the things that's interested me about Inquisition is the developers talking about reactivity for a possible blood magic specialization, since I think this school of magic is very interesting.

#402
Maria Caliban

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Allan Schumacher wrote...

I actually consider the way our games react to blood mages to be a non-trivial oversight. And it frequently comes up in discussions (although in this discussion, usually as evidence of "They didn't care on blood mages, so they shouldn't care on races!" Whereas I'm of the opinion "We should care for both." But then, if it was up to me blood mage would probably have never been a potential specialization - certainly not in retrospect).


If it were up to me, blood magic would be a specialization and it would be de-emphisized in lore as the One True Power.

An extension of that is that I don't consider the non-reaction to be an oversight. Choosing between classes/specializations should not be choosing between 'serious RP impact' and 'no RP impact.'

If picking a blood mage specialization is going to prompt unique reaction and possibly quests then I want picking a templar, spirit healers, or bard specialization to do the same.

#403
jkflipflopDAO

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Really, you could make it work that the PC had to be a mage. You could still play the classic sneakthief and warrior types via magic. You'd still play as a warrior if you wish, except the story would be that you're channeling your magical abilities to become that way - like arcane warrior spec.

#404
Allan Schumacher

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LobselVith8 wrote...

Allan Schumacher wrote...

Partly, but while I believe race choice and not having it shown will make some upset, in most cases it will be similiar to blood magic, why can't my elf respond here, or others are not reacting?


I actually consider the way our games react to blood mages to be a non-trivial oversight. And it frequently comes up in discussions (although in this discussion, usually as evidence of "They didn't care on blood mages, so they shouldn't care on races!" Whereas I'm of the opinion "We should care for both." But then, if it was up to me blood mage would probably have never been a potential specialization - certainly not in retrospect).


Can I ask why you feel that being a blood mage shouldn't have been a specialization? Aside from the mechanics and the issue of reactivity, I actually think it makes a lot of sense for a mage protagonist to use blood magic - whether it's The Warden using blood magic for the same reason that Duncan noted that some mages in the order turn to blood magic, to give them a necessary edge, or an apostate Champion of Kirkwall who needs to survive as an apostate in a city dominated by templars who could (lore wise) nullify his abilities if he uses ordinary magic. One of the things that's interested me about Inquisition is the developers talking about reactivity for a possible blood magic specialization, since I think this school of magic is very interesting.


The issue I have with Blood Magic in our games is that it's not reflected.  Wynne hates blood magic, but doesn't comment on it and can even become one herself.  As many people point out, it's a bit silly for Meredith and Co. to be so understanding of a mage in general, let alone a blood mage.

I agree that the school of magic if very interesting, and I'd wager someone (long before I started work at BioWare) agreed, since it exists in the game and people tend to like it.  For myself, it's a "hey this is cool" but I always have to wrestle with "though it's a bit silly I can do so without any consequence."


If it were up to me, blood magic would be a specialization and it would be de-emphisized in lore as the One True Power.


This would be another acceptable alternative.


If picking a blood mage specialization is going to prompt unique
reaction and possibly quests then I want picking a templar, spirit
healers, or bard specialization to do the same.


I'd consider this the ideal.  I'd love to have unique content for each of the classes.

Modifié par Allan Schumacher, 28 juin 2013 - 01:05 .


#405
Drasanil

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Allan Schumacher wrote...

Is there any sort of non-spiteful-towards-fans reasons why you think that there may have been technical challenges for doing so? (with the move to Frostbite)


If you're asking if I think it may have been cut due to technical challenges? I don't believe so, I'm not an expert but it seems like it should not be much harder from a technical standpoint to add additional race models to the player character than it would be to add a second gender. 

Add to that the recent E3 news that the release has been pushed back for a ~year to sort out technical issues. It leaves me with the impression that if it was something you guys felt was really worth including technical issues in and of themselves would not necessarily have held you back.

It's a bit the same way I don't put much faith in the 'it's for the story' explanation. When you have complete control over the story and you build it from scratch it is rather hard to believe your talented writers couldn't craft the story in such a way that it works.   

Plain and simple, I think it was cut for expediency because you guys figured even those who wouldn't 'happy' with it would be 'ok' with it. I don't attribute any malice to it, but I am annoyed at the percieved calculus. One of DAO's major selling points for me was that it was a top quality release where you weren't forced to play a human protagonist. Unlike 99% of what was on offer. Seeing the franchise I otherwise really like backtrack on it, kills a lot of the potential enjoyment and value I would get from the game right from the start. 

What makes you seem like we didn't even bother trying to include it?


The fact that both times now it was more or less the first concrete thing you announced about the games. The games aren't/weren't in a state where you could really talk about them, in this case for more than half a year, but nonetheless you absolutely knew for sure that race selection couldn't/wouldn't happen. 

What would you need to see to convince you that some effort was actually put into it?


Uhm, that's a good question:)

It would be rather cool to hear some general examples/concepts of what you would have liked to include and how you might try to work in similar concepts in the future. 

Allan Schumacher wrote...

I agree, and I think this is what lends itself to being a much larger task than say, race options in Baldur's Gate.


Which is what made the loss all the more noticeable when going from DAO to DA2. That'll learn you to be too successful ;)

Letting the player play an elf, but not having the game play or conversations reflect that, would be pretty hollow (and I think it'd get us mountains of criticism).


Indeed, but by the same token you are including different backrounds that are supposed to have some impact on the story, so we know you guys are capable of doing it! I don't think anyone expects to get full blown origins again, but we know your capable of weaving differences and recognition into the storyline.

Modifié par Drasanil, 28 juin 2013 - 01:06 .


#406
Allan Schumacher

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If you're asking if I think it may have been cut due to technical challenges? I don't believe so, I'm not an expert but it seems like it should not be much harder from a technical standpoint to add additional race models to the player character than it would be to add a second gender.


Well, let's try looking at this from a different angle.

What sort of things would you expect to be impacted, in terms of developing the game, by adding character races?

#407
Drasanil

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Allan Schumacher wrote...

Well, let's try looking at this from a different angle.

What sort of things would you expect to be impacted, in terms of developing the game, by adding character races?


-Armour models would need to be resized for each race. Alternatively you could have fewer armours but make them rarer/better and race specific, so something like Orlesian Plate would be top end stuff for humans and truly valuable but wouldn't be wearable by elves or dwarves due to it not being crafted with them in mind. 

-Additional triggers to factor in race would need to be added to conversations/events when appropriate. 

-Cut-scenes would need to be abdjusted, more so for dwarves, elves if they were roughly the same hieght as humans like in DA2 would probably be fine with no tweaks for 90%+ of them. 

#408
jkflipflopDAO

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Drasanil wrote...

Allan Schumacher wrote...

Well, let's try looking at this from a different angle.

What sort of things would you expect to be impacted, in terms of developing the game, by adding character races?


-Armour models would need to be resized for each race. Alternatively you could have fewer armours but make them rarer/better and race specific, so something like Orlesian Plate would be top end stuff for humans and truly valuable but wouldn't be wearable by elves or dwarves due to it not being crafted with them in mind. 

-Additional triggers to factor in race would need to be added to conversations/events when appropriate. 

-Cut-scenes would need to be abdjusted, more so for dwarves, elves if they were roughly the same hieght as humans like in DA2 would probably be fine with no tweaks for 90%+ of them. 


And you see that quick list as "not a challenge?". You should look up the dunning-krueger effect.

#409
Drasanil

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jkflipflopDAO wrote...
And you see that quick list as "not a challenge?". You should look up the dunning-krueger effect.


Perhaps you should pay more attention to what was actually said? I don't see it as 'technical challenges' (Allan's term) which from the sounds of it implied there was some sort inscrutable project killing difficulty involved not inherit in doing a human protagonist. 

I never said it would not be more work. I questioned whether Bioware found that work to be worthwhile and that from the latest trends it appeared that they did not. Hence the odds of us seeing a return of race selection in future titles would be highly unlikely despite previous statements claiming that they would like to or that it was a possibility. 

Modifié par Drasanil, 28 juin 2013 - 04:18 .


#410
karushna5

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Allan Schumacher wrote...

Partly, but while I believe race choice and not having it shown will make some upset, in most cases it will be similiar to blood magic, why can't my elf respond here, or others are not reacting?


I actually consider the way our games react to blood mages to be a non-trivial oversight. And it frequently comes up in discussions (although in this discussion, usually as evidence of "They didn't care on blood mages, so they shouldn't care on races!" Whereas I'm of the opinion "We should care for both." But then, if it was up to me blood mage would probably have never been a potential specialization - certainly not in retrospect).


oh, I didn't mean it like that, I meant that players might grumble but it wouldn't be a big deal if it were played the same as Origins, honestly any reactivity to choice of race would be mostly fine by most players as the race itself was a choice. I often only visit forums when I am tired, so sometimes I get a bit long winded and circled logic.  I mean in no way that doing one you should do the other, at all, you guys do a lot of hard good work and I realize things need to get cut or downsized to make way for unintended setbacks or so a better greater thing can come through.

#411
Allan Schumacher

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And you see that quick list as "not a challenge?". You should look up the dunning-krueger effect.


Play nice. Your post comes across as rather terse.

Perhaps you should pay more attention to what was actually said? I don't see it as 'technical challenges' (Allan's term) which from the sounds of it implied there was some sort inscrutable project killing difficulty involved not inherit in doing a human protagonist.


I think this might be part of the issue, because my usage of "technical challenge" wasn't really meant to be "Think of anything so fundamentally challenging that it just couldn't be done." Just challenges beyond simply writing words.


-Armour models would need to be resized for each race. Alternatively you could have fewer armours but make them rarer/better and race specific, so something like Orlesian Plate would be top end stuff for humans and truly valuable but wouldn't be wearable by elves or dwarves due to it not being crafted with them in mind.


This is definitely one thing. And it's keen of you to realize that in doing so, it likely means less armor variants (we take a bit from one pot and put it into another pot, so to speak) in general. Which may or may not be a bad thing, and if one is super keen on race it's probably a cost worth making to boot.

-Additional triggers to factor in race would need to be added to conversations/events when appropriate.


Yup. Much of this exists in our conversations and plot systems, so those flags would need to be created (probably not too much work), and then hooked up (this would be more work) properly via the scripting system. Fortunately the Eclipse engine had some tools in the Conversation Editor to try to make this fast for the majority of lines.

On top of this would be the QA work to playthrough with the various races. If there's any systems that are created to assist with race specific functions (cameras would be one thing) then those would have to be tested as well. I mention this just more as a "the web gets thicker, and the potential for bugs goes up with it."


-Cut-scenes would need to be abdjusted, more so for dwarves, elves if they were roughly the same hieght as humans like in DA2 would probably be fine with no tweaks for 90%+ of them.


There'd likely be some work here, yes. The most obvious ones are when the camera is design to track and follow the player character. There might be some where the player character is simply on camera. A less obvious one would be considerations for how the custom race armors end up working, which could create an X-Factor if we realize that some armors cause issues with particular shots.


I'm at home now so I'm going to just go off from the top of my head. Some of these you likely are aware of, and probably catalogued into your other points, but I want to list them just to make sure they get covered. I'll also try to mention the risks for some items as they pertain to Frostbite's engine, compared to Eclipse, for the system as a whole (not just for player races). Some of this will be repeat from your points too, and some of them I'll have more insight into than others (namely, Digital Acting stuff) since those things directly affected me in my work.


First off is writing. I think this is kind of easy, and probably something you factored in in your second point. The lines will need to be written, and the more variation/flavour, the more lines that will need to be written.

Frostbite challenge: Upon receiving Frostbite, first and foremost was the complete lack of any sort of conversation editor. All lines spoken in other games were set up manually. For our games, which tend to be conversation heavy, this would never have worked (and it would have been made more complicated with variations based on race/gender). The big problem with this is that some of the unknowns are not only creating the front end for the editor, but much of the backend pipeline as well.

Our games have a ton of lines (strings). Localization is also important, and something that couldn't possibly be done manually. So we don't just need to create a conversation editor, but one ensures that the lines have appropriate metadata for localization, meaning (all StringIDs must ultimately be uniqued.. there must be a way to flag lines as ready for Loc/VO, etc. etc.). This also includes having to build the Database to properly store all these references for quick look up and editing, while ensuring things like copy/pasting/cutting do not break the system.

So, there were questions: "Will our writers be able to write content as quickly into the engine as they could in DAO/DA2?" The answer was unknown (as many of them are) So we have to try to figure out how much writing are we willing to commit to in order to make sure we cover a story that we feel is appropriate in scope, length, etc. and this is without considering other dependencies that other teams might have (you can write billions of lines, but if your CinDesign team has the capacity to do 100, it's going to complicate how much the writers will actually be able to deliver, and force us to come up with alternatives than having "all lines must be touched by CinDesign" in order to get that content in).


Slightly separate, but related, is of course the VO. Aside from tracking different audio files based on player race, this is mostly a fairly easy to comprehend cost: we'll need to pony up for the VO if we want to have voiced characters (and we do).


From there, we'll segue into design. This is covered by your points 2 and 3. Level design will need to create the plot flags and hook them up in the editor so that the game can properly react to the choices. On top of this is the cinematics work.

Frostbite challenges: There was nothing resembling a plot system. We needed to create one from scratch, which involves creating the GUI front end for the designers/writers to use, as well as the backend to ensure the game itself understand what those bytes of data are for and how to use them. Frostbite uses a visual scripting environment, so there will have to be some alterations in how the editor was created from Eclipse (which had a more traditional, text based scripting system). Get the editor to a point where we can mimic similar workflows is a bit easier to conceptualize, but a risk is that there may be be some loss in velocity due to lack of experience. There may be some gains in velocity once people are familiar, but at the beginning of a project it's still an unknown.


Moving onto CinDesign, the CinDesigners are going to need to create/modify cutscenes to account for player race - you've recognized this.

Frostbite Risks: Outside of a sequencer that could play out some scripted animated sequences, there was really nothing resembling a cutscene editor. WIth the cutscene editor doesn't just come the ability to create the content, but to audition it in a speedy way to minimize iteration time. Ideally the designer can find this out without having to load the game up proper. There is a mode in Frostbite to let us do this (Called "GameView"), but there were some functions missing from it, such as variable party members, multiple camera viewports, and everything needed to be done manually. The only way for us to work on small scale changes at this stage of the project was to rebuild the assets every time (depending on size of the level, 5-15 minutes the first time, and 1-3 minutes for each subsequent time). This cripples velocity, so we need to build up the infrastructure and tools to allow this:

Stuff like:

A staging editor, that lets us create stage templates for quick references to stage marks and cameras
A new camera system that deals with the conversation cameras.
Building up the functionality of the current tools to allow CinDesigners to manipulate the scenes in a way that is efficient for them.
- We ended up agreeing that we should rebuild this system, which did have the plus side of having buy in from teams such as Frostbite Vancouver, who have helped out in a lot of ways since the idea was for these tools to be rolled out to all studios using Frostbite (indeed, I think Need for Speed used the "Timeline" system in some capacity, though I can't remember for certain).

This stuff is many man months of work just from the programming side (and my QA side.. >.>), and with it there isn't even assurances that the tools, once completed, will be as speedy as they were with DA2. In fact, our assumption is that they very likely won't, since Eclipse was a very mature engine with loads of iteration done on it.


SO now we backpedal a bit. Okay, some stuff that we typically put in our standard conversations may result in too much work. So now we need to go back "Are there things that we can do differently, that didn't even exist in DAO/DA2, to allow us to still get the word count in that we feel is necessary? And so on and so on.


I'll cut it off here (other things still come into play, such as animation rigging - for DA2 humans, elves, and dwarves did not share the same animation rig apparently - and so forth) since this post is already getting VERY long.

When there are a lot of things that are deemed potential high risks, and a lot of workflow efficiency is completely unknown since we don't know how well we can get to the speed at which we were able to deliver on. As such, on some of these things conservatism was the way to go, because for all this stuff multiple races just becomes an effective force multiplier.


Our original goal was to get a game out for the end of this year. Still doing so would have had some definite risks, especially in terms of employee health (crunch crunch crunch.... no one wants to do DA2 all over again!), so we were able to push the game back a year. Part of why we could push it back so far is because (at least in my opinion) we have some pretty promising stuff, as well as some solid foundations for other systems. We want the game to be super high quality. Some of the time extension lets us assure that we can get our original commitments to quality, but also awards additional opportunity to get in other stuff. What exactly that is (if anything) is part of discussions that I'm not directly able to really influence, but I do take part in on a tertiary level.


But yeah, player race was one of the first cuts because it was a quick way to reduce the force multiplier for the workload on several teams, since there was a lot of uncertainties because we were working with a new engine. It's also, in my opinion, a situation of "Don't let the fanbase get its hopes up if we are already pretty sure we aren't going to do it" since it was definitely something that some groups have been pretty vocal about.

There was quite a handful of stuff that got nixed earlier in development that people don't ask about, but I do think that for a feature like that, it's probably better to say it sooner rather than later.

#412
Drasanil

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Thanks Allan! I really appreciate you making the effort and taking the time to explain it, especially since it was during your off hours. I had gotten some questions answered before, but most of the time it felt either like platitudes or passive-aggressive indicments of those very same questions... making your reply a joy to read. Bioware should give you a raise and put you on the PR team.

Can I say I am not disappointed in your [Bioware's] decision to cut racial choice? No, like I said earlier that was one of the major (if not the major) selling points of DAO as far as I was concerned. But it's nice to have a tangible reason laid out in an appreciable manner and understanding why you did it certainly makes it easier to accept. 

That said, would it be too much to ask what you guys had thought or would have liked to include with regards to elven or dwarven characters in DAI before it was cut?

PS: Please no engine reboot for DA4 whenever that may be=]

#413
Allan Schumacher

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I can't really answer the "what would we have like to have done" since in many ways I'm not 100% sure what we were thinking, as preproduction results in a lot of idea spitballing.  (I also don't know if it'd necessarily help to be all "So we were going to do this super awesome thing!  You would have loved it!" either haha).

I don't think anyone wants to reboot with a new engine for our next games. One advantage is that pretty much all of BioWare is "all in" with Frostbite, meaning that Mass Effect will work on some things that we'll be able to use, and I'd be utterly flabbergasted if the new franchise doesn't also use it, which is a very different situation for BioWare (where switching projects meant higher degrees of context switching).

In my (not entirely extensive programming) experience, Frostbite appears to be a much more modular design than Eclipse was, so extending beyond will hopefully require much less of a conversion going forward. Frostbite 3 basically came along because enough work had been done on the Frostbite engine, that someone said "It's changed enough from when we first called it Frostbite 2, so lets increment the number."

Modifié par Allan Schumacher, 28 juin 2013 - 06:50 .


#414
Nightdragon8

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@Allen funny enough all the things you listed was exactly what I was worried would happen when going over to the Frostbite engine. And so I feel is a very good justfied reason to push back the realese date considering all the crap you are going to have to go though.

Pretty much what you are saying is, you got the GFX engine, and now you are going to have to make the other 80% of the game yourselves.

#415
Sylvius the Mad

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Allan Schumacher wrote...

Wynne hates blood magic

Wynne says she hates Blood Magic.  I think making her a Blood Mage makes her a very interesting character, and I'd hate to have been denied that option just because the developers didn't think it would work.

Since the developers can't know everything a player night want to do, they shouldn't add restrictions unless those restrictions facilitate some tangible benefit.  And preventing Wynne from being a Blood Mage doesn't do that.

And it makes perfect sense for a Warden mage to pursue any means available to him, regardless of any civilian prohibitions.

I cannot explain the availabilty and use of Blood Magic in DA2, however.

#416
Sylvius the Mad

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Allan Schumacher wrote...

Armour models would need to be resized for each race. Alternatively you could have fewer armours but make them rarer/better and race specific, so something like Orlesian Plate would be top end stuff for humans and truly valuable but wouldn't be wearable by elves or dwarves due to it not being crafted with them in mind.

This is definitely one thing. And it's keen of you to realize that in
doing so, it likely means less armor variants (we take a bit from one
pot and put it into another pot, so to speak) in general. Which may or
may not be a bad thing, and if one is super keen on race it's probably a
cost worth making to boot.

I would pay for this by eliminating the persistent iconic looks for companions.  This would eliminate the need for custom appearances for each armour type to suit the iconic looks (something mentioned by Mike Laidlaw in the original DA3 character customisation presentation), and require all armour fit all races anyway.

But since you do seem to want to keep the iconic looks, I can see how PC race selection becomes a more expensive feature to implement (since resizing armours wouldn't have already been done for the companions, as it was in DAO).

Cut-scenes would need to be abdjusted, more so for dwarves, elves if they were roughly the same hieght as humans like in DA2 would probably be fine with no tweaks for 90%+ of them.

There'd likely be some work here, yes. The most obvious ones are when the camera is design to track and follow the player character. There might be some where the player character is simply on camera. A less obvious one would be considerations for how the custom race armors end up working, which could create an X-Factor if we realize that some armors cause issues with particular shots.

My first choice would obviously be to simplify the cutscenes to avoid the height problems.

As for blocking the armour, I saw in DA2 how this could be a problem.  I was using a mod that let me dress the companions in PC armour, and Fenris's pauldrons routinely drifted through his head.  To avoid it, I might go so far as to limit armour designs to fit within pre-defined dimensions, and I'd design all the cutscenes using default animated blocks that took up all of the space the various armours could fill.

But, it's no suprise that I'm willing to constrain the presentation of the game in order to facilitate more player choice and control.

Frostbite challenge: Upon receiving Frostbite, first and foremost was the complete lack of any sort of conversation editor.
-snip-
Frostbite challenges: There was nothing resembling a plot system.
-snip-
Frostbite Risks: Outside of a sequencer that could play out some scripted animated sequences, there was really nothing resembling a cutscene editor.

If I might ask, what were the benefits of choosing Frostbite?  I mean, it's pretty, sure, but does it do anything to make game design easier or cheaper?

"all lines must be touched by CinDesign"

Is this seriously one of your design rules?

#417
Allan Schumacher

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Nightdragon8 wrote...

@Allen funny enough all the things you listed was exactly what I was worried would happen when going over to the Frostbite engine. And so I feel is a very good justfied reason to push back the realese date considering all the crap you are going to have to go though.

Pretty much what you are saying is, you got the GFX engine, and now you are going to have to make the other 80% of the game yourselves.


We have a lot more than just a graphics engine.  There's all sorts of pipelines and build deployments, visual scripting system, asset depot management, and blahblabhalh stuff that most people probably wouldn't find too interesting.

We also have physics, audio, etc. etc.

It's just lacking in the RPG systems :)


Eclipse was long in the tooth (it has legacy going as far back as the original Neverwinter Nights) and I think moving on was a good decision (as is pushing back the release).

#418
Sylvius the Mad

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Allan Schumacher wrote...

We have a lot more than just a graphics engine.  There's all sorts of pipelines and build deployments, visual scripting system, asset depot management, and blahblabhalh stuff that most people probably wouldn't find too interesting.

We also have physics, audio, etc. etc.

Good answer.

It's just lacking in the RPG systems :)

aka The only important parts.

Eclipse was long in the tooth (it has legacy going as far back as the original Neverwinter Nights) and I think moving on was a good decision (as is pushing back the release).

I still think Aurora was BioWare's best engine.

I don't dispute, though, that Eclipse had some issues, and moving on was a good idea.  I also really like the delay.  Nor am I arguing for player races.  I'm just interested in BoWare's decision-making process.

#419
Allan Schumacher

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Is this seriously one of your design rules?


No.  But it is a consideration when deciding to write new lines.

It's easier to add new lines that have limited dependencies.  A silent codex entry only really requires translation.

Want to add a big scene to the climax of a plot arc, there's more to think about.

Modifié par Allan Schumacher, 28 juin 2013 - 07:38 .


#420
fchopin

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simfamSP wrote...

He's just proved twice that an avatar of Hawke has the capacity to care for elves and show it. Under circumstances, I'm sure some of the BSN's own Hawkes would gladly fight for the elves. However much you want to go on the hate bandwagon, Hawke can be defined.



I saw no hate mentioned in my posts so that comes from you.
 
Helping an elf does not mean that you will give your life for them or fight to free them, it will require a special elf to do that.

#421
SamFlagg

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I'm incredibly torn here, on the one hand I find all of Allan's explanations glorious because they peel back the window on the cold hard calculus of design decisions and why some of them get made for extremely practical reasons.

On the other hand it reminds me that I know how things like that happen because I'm updating use cases all day. Which makes me have work flashbacks.

#422
Friera

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The main reason I could not invest emotionally in DA:O was because the Warden had no voice. It feels... pale, and... stupid when He´s silent when the rest talk to him. PArticulary because the expressions is not that great in videogames either (with the exception of Last of Us. We are going in the right direction)
I did end up replaying DA2 four times, because I cared more for Hawke. And the voice surely was one of the main reason for that. I am SO happy there will be a voiced protagonist in the next game. Let´s hope the "main protagonist" is male, and I will be stoked.

I wouldn´t mind playing an elf. But I will always prefer human. So in the end, I really do not care wether we have race selection or not.

Modifié par Friera, 28 juin 2013 - 01:39 .


#423
Bigdoser

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Eh the only time I picked a human was human mage when I wanted an amell import for DA2 all my characters have been non-human. More of an elf man and even then in D&D i always roll tieflings/drow.

Plus I hate human noble like origins now the dwarf one? That was awesome.

#424
AlanC9

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Sylvius the Mad wrote...

Allan Schumacher wrote...
Wynne hates blood magic

Wynne says she hates Blood Magic.  I think making her a Blood Mage makes her a very interesting character, and I'd hate to have been denied that option just because the developers didn't think it would work.

Since the developers can't know everything a player night want to do, they shouldn't add restrictions unless those restrictions facilitate some tangible benefit.  And preventing Wynne from being a Blood Mage doesn't do that.

And it makes perfect sense for a Warden mage to pursue any means available to him, regardless of any civilian prohibitions.


The question is whether it makes sense for Wynne.

And I think making Wynne a blood mage is incoherent, not interesting. It should have been locked out. ( I think this is related to our different opinions on NPC reactions to non-voiced PC lines, actually)

Modifié par AlanC9, 28 juin 2013 - 04:16 .


#425
Sylvius the Mad

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AlanC9 wrote...

The question is whether it makes sense for Wynne.

Well, yes, but I think the player is the best person to decide that.

If the player doesn't think it makes sense for Wynne, then the player shouldn't select those abilities for Wynne.

And I think making Wynne a blood mage is incoherent, not interesting.

So don't do it.  But why prevent other players from doing it?

Some players don't care about coherence.  Some players are able to do different mental gymnaastics from yours.  If not all players want the same things, they shouldn't all be forced to endure the same things unless those limitations offer some tangible benefit.  And this wouldn't.

It should have been locked out. ( I think this is related to our different opinions on NPC reactions to non-voiced PC lines, actually)

Possible.  I insist that all Wynnes might not be identical.

Modifié par Sylvius the Mad, 28 juin 2013 - 04:51 .