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Concepts for DA4?


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#51
Phoenix_Also_Rises

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The dwarves have a good relationship with Tevinter, from what I've read, so I think a dwarf player character is viable, even if not a mage.

 

Dwarven things in Minrathous (from the wiki):

 

  • Dwarven Embassy, home of the Ambassadoria or body of dwarven representatives, and said to be constructed by Archon Darinius himself as a guest home for the legendary dwarven king Endrin Stonehammer. It is still in use and is considered one of the wonders of the world. It is completely subterranean so that dwarves who serve there can retain their castes.
  • Grand Proving Arena, another architectural marvel, built in -1200 Ancient based on dwarven design. It is a triangular prism with hanging terraced gardens on the exterior, said to be a "green jewel at the center of a stone city".

and in general:

 

  • Tevinter has enjoyed a long and fruitful alliance with the dwarven empire. The lyrium trade is the primary reason for their close alliance, and the magic-centric Imperium is mainly dependent on Orzammar to meet its immense demand. Dwarves also provided the Imperium with golems, the most notable of which are the trio of Juggernauts which protect Minrathous. Except the trade alliance, it is also known that the dwarves helped Tevinter during the Fourth Blight by lifting the siege of Marnas Pell and they received many accolades of the ruling Archon, one dwarf even became a Paragon.
  • Many surface dwarves live in the Imperium, not considered citizens but rather foreign dignitaries, even if their houses have existed in the Imperium for ages. The Tevinter Imperium hosts numerous dwarven embassies, since the days of Archon Darinius and his alliance with the founding kings of the dwarven empire, Orseck Garal and Endrin Stonehammer. There are dwarven embassies in every major city, much like dwarven settlements in other countries in Thedas. However Tevinter dwarves have their own branch of government, the Ambassadoria, unlike dwarves in other countries. Ambassadoria representatives are elected by the dwarves to advise the Archon and the Magisterium. The Ambassadoria is more of a lobbying group than a parliament.

The next game could also delve further into the nature of lyrium and whether it causes dwarves to lose their magical abilities, why Seekers don't need lyrium, and whether magical ability is genetic (as it seems to be, given the Tevinter emphasis on genealogy - but that raises questions for me about the role of elves in Tevinter society).

 

I fully expect Bioware to go down a completely different path though. We're all going to the Sea of Ash!

 

I would get so excited for this. SO EXCITED. I have not researched Tevinter to the extent that I would have knowledge of their close ties with dwarves (it makes perfect sense, given the lyrium) but DAMN that sounds amazing. One ticket to Minrathous, please. NO NOT A RETURN ONE.

 

 

Same! There's a thread (already garnering its own ridicule threads) in the feedback section requesting an evil Tevinter mage, though I would prefer to drop "evil" in favor of "practical" or "atheist." Perhaps even a person who is powerful without becoming corrupted, though that's a zero-sum game in Thedas. I imagine the Inquisition will turn completely evil, given the almighty power of the Inquisitor (and how could an Inquisition be anything but evil? Am I the only one who got shivers from being called The Inquisitor?).

 

No, you are definitely not the only one. I always thought that when people asked my Quizzy what she was going to do next and she replied "Oh, I have plans." or "The Inquisition will continue", her next move would be something like this: "Now that I have stopped the Big Bad, built a small nation with the military might, spy network and diplomatic ties that rivals those of most empires, yeah, I will just hang my greatsword on the wall and watch it gather dust for the rest of my life. No, wait, that was the exact opposite of what I am going to do. All of you bow before the glory that is the Inquisition, lest you get a greatsword to the face, like the last guy who tried to eff with me. Oh, remember the last guy? One of the original Magisters? The guy who physically WALKED THE CITY OF GOD and helped unleash something so awful we are still dealing with it nearly a millenium later? Yeah, I killed that guy. And his magic dragon. Like, so hard. Made him cry like a little ******. Now lick my boots."


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#52
Yggdrasil

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I personally hope we're LESS involved in major decisions.  All it does it limit options where the story can go, and so people feel a lack of closure as to their decisions.  I'd rather our choices focus on HOW we get there as opposed to making all of the critical decisions.

 

Edit:  And how about the ability to GIVE our companions approval or demerits.  Let them worry about it for a change!  :)


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#53
Heimdall

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I personally hope we're LESS involved in major decisions.  All it does it limit options where the story can go, and so people feel a lack of closure as to their decisions.  I'd rather our choices focus on HOW we get there as opposed to making all of the critical decisions.
 
Edit:  And how about the ability to GIVE our companions approval or demerits.  Let them worry about it for a change!  :)

Agreed

That's why I hope the Qunari invasion, assuming that's going to be a thing, is more of a backdrop, not something we interfere with directly.
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#54
Graywolfe

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What I would like to see next is make your character a merc. Starting off making your own merc company like Bull's chargers. They could give you the option of bring in anyone of your previous protagonists or creating a whole new character. After the Inquisition you decide to start your own company so you can make a difference your way. They can start off in one spot doing small jobs, the DLCs will add new contracts and open up new parts of Thedas for work. The start will be about finding your crew to work with tracking down protential members to recruit or finding old friends to join up again. As your company grows you can get bigger and bigger contracts. Some you will take care of yourself some you can assign to someone else. 

 

Depending on how its done there could be several paths to chose from for contracts that will develop what type of company you are. You could end up as a trusted military advisor to king or the enforcer of a dictator, a down to earth group always helping the people or a bandit lord carving out his own land. You may end up working one side of a civil war or you may just stick close to one area and try and protect it. You could be a mobile operation or set up a full time base of operations. Which contracts you get will depend on which ones you have taken and how you complete them so you would have to play through many times to experience everything. There are a lot of possibilities for how the story could progress and what you could do. It will also give BW the chance to gradually introduce all of Thedas to us and provide a very flexible spring board for any future story ideas to be added in. 



#55
The_Shade

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Keep it personal. Less of a focus on 'saving the world' more on developing characters and locations. 

Also, bring back origin stories to provide the protagonist with more depth and history that we can experience rather than merely read on screen. The impact is significantly different. Seeing Arl Howe destroy your family in DAO and compel your character to join the Grey Wardens (potentially against their will) carries far more weight than simply reading a codex about the incident. 


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#56
Guitar-Hero

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In Tevinter, you take control of a gardener who has a passion for his collection of rare elfroot, one day a grey warden seeks refuge in the gardeners hut and makes him the new leader of the grey wardens, darkspawn threatens all elfroots and you are the only one who can stop them. Journey into a land with vast mountains and sprawling cities with up to three people in them, one of whom is a merchant from a far a way land. Experience biowares epic award winning story telling as you journey through Tevinter collecting all manner of different colored elfroot and experience the new innovative sidequest system with all new timed collecting missions where you collect as much elfroot as you can before time runs out. Experince thrilling missions of escorting different creatures through dangerous swamps whilst collecting all new rocks to open a path for the heroic Grey Gardener. Recruit up to 9 companions one of whom is a secret companion unlockable through the all new Adventure Pass which is available if you pre-order now. Watch the return of fan favorite Morrigan as you struggle to see the writers struggle to write her into the game. Available 2017



#57
publius1000

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I'll agree with some of the people here in saying that I really really hope #4 isn't in Tevinter - I'd like to see a more fun DA like #2, set in Antiva or Rivain. No supersrs end-of-the-world ****, just you and your companions drinking, maybe sailing around raiding, generally having fun. Throw in some court intrigue, assassinations, Josephine, Isabella, Zevran, etc. and you've got a great calm-before-the-storm game. Then #5 can be The Storm, where ok, now they go to Tevinter and bring it all together - the blights, the blood mages, the old human/elven gods, the Qunari (?), Sandal, etc. - all in a consistent and satisfying conclusion totally not involving god-kids or various parts of the visible spectrum.

 

Oh also pls no focus on elves. No Dalish, no city elves, in fact i'd be ok if i didn't see a single elf the entire game.


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#58
Patchwork

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What I would like to see next is make your character a merc. Starting off making your own merc company like Bull's chargers. They could give you the option of bring in anyone of your previous protagonists or creating a whole new character. After the Inquisition you decide to start your own company so you can make a difference your way. They can start off in one spot doing small jobs, the DLCs will add new contracts and open up new parts of Thedas for work. The start will be about finding your crew to work with tracking down protential members to recruit or finding old friends to join up again. As your company grows you can get bigger and bigger contracts. Some you will take care of yourself some you can assign to someone else. 

 

Depending on how its done there could be several paths to chose from for contracts that will develop what type of company you are. You could end up as a trusted military advisor to king or the enforcer of a dictator, a down to earth group always helping the people or a bandit lord carving out his own land. You may end up working one side of a civil war or you may just stick close to one area and try and protect it. You could be a mobile operation or set up a full time base of operations. Which contracts you get will depend on which ones you have taken and how you complete them so you would have to play through many times to experience everything. There are a lot of possibilities for how the story could progress and what you could do. It will also give BW the chance to gradually introduce all of Thedas to us and provide a very flexible spring board for any future story ideas to be added in. 

 

I like the idea of our own mercenary company, it's a good reason to have BW's typical diverse group but I'd prefer everyone and everything be new, characters and areas. Cameos or quest givers are fine if they're plot relevant but wherever in the north we end up for the most part I want it to be a clean slate.  


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#59
Heimdall

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I like the idea of our own mercenary company, it's a good reason to have BW's typical diverse group but I'd prefer everyone and everything be new, characters and areas. Cameos or quest givers are fine if they're plot relevant but wherever in the north we end up for the most part I want it to be a clean slate.

If it's a larger mercenary company it leaves open the possibility of expanding and improving on features they introduced in Inquisition, like having a home base and the War Table.

I think I like this idea.
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#60
Graywolfe

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If it's a larger mercenary company it leaves open the possibility of expanding and improving on features they introduced in Inquisition, like having a home base and the War Table.

I think I like this idea.

 

That is one possibility for it, with a story based on  a merc company it would provide a lot of different ways to go so people can do things the way they want to. The more options there are available the more happy people. If another person did not like the war table they might keep their company small and mobile no set base of operations making it more like DAO. Also we would not be tasked with saving the world at every turn even though we may help out in big events from time to time. The number of mission lines and possible story arcs are immense. It would also be cool if we could choose our starting location.



#61
Phoenix_Also_Rises

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This is completely crazy and insane and I am just throwing this out here because eeeeh, I am.

 

PIRATES.

 

Think about it - its makes perfect sense! Allow me to explain.

 

One, pirates are a known phenomenon that makes its merry raping and pillaging ways across the seas of Thedas, so pirates wouldn't be entirely without a basis in canNon. har. har. (yarr yarr?)

 

Two, the concept of having a vessel and its crew serve as the base of an (possibly even) epic game has already been established across BioWare's current franchises and proven as a concept that works, especially by this little series you migh have heard of, called Ponderous Corollary (soon to be continued in an upcoming sequel Ponderous Corollary: Triangulum). Point is, ships are a concept that works. Pirates have ships. A pirate ship should be a concept that works.

 

Three, as regards companions, the concept of utilizing pirates comes as a pre-packaged deal including Isabella! And her hat! It has been brought to my attention that these are things people are eager to encounter once more in a single player campaign. By which I mean those are things I am eager to encounter once more in a single player campaign, and I may have seen others mention it here on the boards. I think. Anyways, YAY ISABELLA (thought - would her potential inclusion also mean we would get to learn what the deal is with her crossbow?)

 

Four, Assassin's Creed: The Black Flag. That is all.

 

Five, we would not be limited to a single chunk of land - we are on the sea, we can go anywhere, whooo! So long as it is on the coast, but that's not important. Imagine all that room to roam! Also - remember all those amazing, mournfully beautiful, phenomenal concept art of Kirkwall port, as viewed upon approach? You know, the bits that didn't make the cut into the final version of DA2? On a ship, we could get to see those. How amazing would that be?

 

Six, port cities. PORT CITIES. I know I have already rambled about how glorious cities are and how wonderful it would be to have them in the game again, but I need to say it again - PORT CITIES. Incidentally, both Marcuria and Stormwind, the examples I raved about in the offending aforementioned post of mine, are port cities.       


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#62
Heimdall

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@Phoenix_Also_Rises

 

I thought of that actually.  I was thinking a captured Qunari Dreadnaught could make for an interesting Skyhold-analogue.

 

I was thinking maybe we could work within (But not be in charge of) the Felicima (However you spell it) Armada.  As a loose confederation of raiders, that would let the player have a lot of autonomy and it makes sense if the Qunari are becoming involved again.

 

Seeing Isabela again would be fun, but preferably not as a companion because I'd prefer new ones.  I'd suggest her as an advisor but it seems more likely she'd be the one giving us orders (Admiral and all that).  Or maybe she can still offer advice, but as an equal?

 

I don't foresee actually being able to steer the boat, but it would be interesting...


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#63
Phoenix_Also_Rises

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@Phoenix_Also_Rises

 

I thought of that actually.  I was thinking a captured Qunari Dreadnaught could make for an interesting Skyhold-analogue.

 

I was thinking maybe we could work within (But not be in charge of) the Felicima (However you spell it) Armada.  As a loose confederation of raiders, that would let the player have a lot of autonomy and it makes sense if the Qunari are becoming involved again.

 

Seeing Isabela again would be fun, but preferably not as a companion because I'd prefer new ones.  I'd suggest her as an advisor but it seems more likely she'd be the one giving us orders (Admiral and all that).  Or maybe she can still offer advise, but as an equal?

 

I don't foresee actually being able to steer the boat, but it would be interesting...

 

Yeah, boat steering, I think, would be quite a handful to incorporate. Although... I suppose we'll see just how much of a handful once ME:A comes out and how space travel/ship controls are handled there. I still think it's a bit out there and don't expect it, but on the other hand, it's not entirely outside of the realm of possibility.

 

As regards Isabella, I can honestly see her go either way (she already does go both ways, haha. Sorry. Just so sorry.) and I wouldn't mind her even as a companion, provided the new people get plenty of room to breathe themselves. Although, at the same time, I cannot see her as being our superior, with the power to command us. For one, I don't know how well that would sit with the whole pirate premise (them being about freedom and all), and it would detract from our ability to make large-scale decisions (because if there is one thing I am certain of, it's that there will be large-scale decisions in a Dragon Age title). I can see a similar arrangement working in Mass Effect, but I don't think that Dragon Age, its concept, story construction and underpinning ideas would be ideal for accommodating a relationship like that.


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#64
Heimdall

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I guess I just don't really see Isabella being a companion again unless she loses her ship (again), and I'm not sure I want Isabella losing her ship to become a running gag.


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#65
Serelir

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I'm not thrilled with the merc company idea. I understand its appeal, but for a person who prefers to play a more cerebral character, it sounds tedious. Perhaps a whole merc company of mages with a token rogue could have possibilities. They could introduce spy/stealth operations.

 

I play Dragon Age for the Lore. I quickly grew bored with all that parkour and leaping on people in Assassin's Creed.

 

Ships are father fun, I admit - I even suggested a merchant-captain companion in another thread. I'd completely forgotten about Isabella, because she wasn't quite what I had in mind. If they were to introduce sailing, there could be a chapter set on the sea, like a trip to Orzammar or the Brecelian forest: some operation that would be completed on the ocean. Facing off against a fleet of Qunari Dreadnoughts, for instance. Smuggling elven abolitionists or Ben-Hassrath. Alright, I'm warming up to the idea. I hadn't had enough coffee yet.

 

Here's the dilemma: how do you satisfy both the Hawke-personal and Warden-global type of players? Bring back origin stories?



#66
9TailsFox

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@Phoenix_Also_Rises

 

I thought of that actually.  I was thinking a captured Qunari Dreadnaught could make for an interesting Skyhold-analogue.

 

I was thinking maybe we could work within (But not be in charge of) the Felicima (However you spell it) Armada.  As a loose confederation of raiders, that would let the player have a lot of autonomy and it makes sense if the Qunari are becoming involved again.

 

Seeing Isabela again would be fun, but preferably not as a companion because I'd prefer new ones.  I'd suggest her as an advisor but it seems more likely she'd be the one giving us orders (Admiral and all that).  Or maybe she can still offer advice, but as an equal?

 

I don't foresee actually being able to steer the boat, but it would be interesting...

Dragon age:Skull of the dragon

We play as pirates.I need it. :ph34r:



#67
Taint Enthusiast

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Some great ideas in this thread, everyone. Here are mine, which I often drift off to when I'm on the treadmill, in order to take my mind off the horrible fact that I'm on a treadmill.

 

Start out the game as part of a magister's retinue, he's in the Anderfels, on his way to a meeting of some sort in Weisshaupt.

 

Elf Rogue, Warrior: An enslaved bodyguard.

 

Human Rogue, Warrior; Elf Mage: A low-level soldier in the Tevinter army.

 

Human Mage: A member of the Laetan class (a mage from a non-magical, probably poor family) who's working for the magister.

 

Dwarf: Merchant from an Orzammar background (I'd like for Kal-Sharok to be a mystery that we explore in the game, not a place that the PC already knows about.

 

Qunari: Tal-Vashoth mercenary, again. Sorry. It's the only thing that makes sense for the rest of my plan.

 

Darkspawn attack the caravan, you're the sole survivor. This part has no action, just some dialogue and then getting knocked out like a chump. The Hero of Ferelden rescues you, naturally. S/he has their face covered, and they're unvoiced, because it would mess up the pacing to do two character creations in the prologue. The race, class, and specialization come from the Keep. The actual character creation (including the choice of a few personalities) comes later in the game when they come back like Hawke in DA:I (though as a controllable party member; maybe not for the rest of the game, but for a bit). So, you wake up in Weisshaupt. The HoF just dropped you off, showered, got some breakfast, and left to do mysterious hero things (which come up later). You're forced to undergo the joining. Clearly, something's up.

 

Turns out some nasty stuff was going on in secret at Weisshaupt, as has been hinted. You know how Solas keeps hinting that something terrible could happen if the remaining Old Gods were killed? Well it happened before the game started so we're going to find out. Some other original magisters were involved. And half the Wardens are very much not happy. There's a massive fight among Wardens, which you're now in the middle of. This is the actual playable prologue. 

 

So here are your initial three companions:

 

Korbin: From multiplayer. Classic tank, you gotta have a tank at the beginning when you have no idea what you're doing. There as a representative of the Legion.

Fog Warrior: Archer. Tired of being caught between Tevinter and the Qun. Heard about a legendary, and most importantly politically neutral, group of warriors. Not enthusiastic about this recent turn of events. Probably specializes in stealth and misdirection-based CC.

Qunari Blightmage: Because you have to have at least one completely off the wall, unprecedented follower. She's a member of the mind of the Qun (I think it's unnamed), the part that follows the Arigena's orders. Being the mind of the Qun, they conduct experiments. This experiment involved allowing a mage to stay unbound, and to learn about the blight firsthand, among experts. Has a philosophical, intellectual approach to the Qun, unlike Sten/Arishok's dogmatism and Bull's pragmatism. Nuker, probably. A pioneer in the hinted-at use of the blight itself as magic fuel.

 

Other possible companions: Harding, Maevaris, Caronel, awakened Darkspawn two-hander, some Templar because there's always a Templar, elven outlaw dual-wielder. 

 

So whatever big, bad thing that happens as a result of the Old Gods dying leads to a cease fire between Tevinter and the Qun. The Grey Wardens as an institution are basically destroyed, but somebody has to fight the blight, and "Grey Warden" is as good a name as any for the group that does that. Plus you have a bunch of perfectly good Warden armor and weapons laying around, and a fortress that's only 3/4 destroyed.

 

So you rebuild the Wardens from scratch, how you want it. Ends justify the means, or set moral limits. Remain politically neutral, or favor the Qun or Tevinter. Forcibly conscript people as a massive army of cannon fodder, or build a smaller army of skilled professionals. Tell the world all the Wardens' secrets, hide them like before, or reveal some and conceal others. You'll have to discover these secrets, of course. Travel through the Anderfels, Tevinter, Seheron, Kal-Sharok, and Qunandar (you'd probably have to stay in the city, they don't want you yahoos wandering around Qunari territory).

 

Find the griffin team from Last Flight (that's where you recruit Caronel), follow up with whatever loose ends there are from the book being written now, do side quests with actual cut scenes, and for the love of the Maker, no collectibles that you have to jump up mountains for an hour to collect.