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[Dragon Age 2] Les News


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#501
Naaba

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"Faites votre choix"

Se débarrassant du système rigide de moralité qui tend à accompagner vos décisions dans la plupart des jeux de rôle, Origins s’est distingué en nous fournissant une perspective plus nuancée sur les choix à prendre et leurs conséquences. Cette tradition continue avec Dragon Age II, la narration cadrée [framed narrative] rend cela même plus facile pour les développeurs de pérenniser la nature [gravity] de vos décisions.

Parce que le jeu se déroule sur une durée plus longue, les joueurs verront le résultat de leur décisions plus tôt. Si vous sauvez une ville assiégée, elle (et ses habitants reconnaissants) sera présente dans les futurs chapitres de la narration. D’un autre côté, si cette cité est détruite, vous verrez comment cela affecte la région les années suivantes.

"This is, I think, the most reactive game we’ve ever done", nous dit Laidlaw. "As we move forward through time, the narrators are offering these comments. Instead of waiting 80 hours for an epilogue that tells me who got married and who did what, I get to see those interactions within hours."

Vos décisions dans ces situations définissent l’histoire de Hawke en tant que Champion de Kirkwall. Comme Origins, les joueurs peuvent s’attendre à disposer d’un éventail de choix mineurs et majeurs. Bioware ne rentre pas encore dans les détails, mais Laidlaw nous en confie un, croustillant, concernant la nature des choix et leurs répercussions : "I think Dragon Age, if it’s about anything, is about human weakness - the inability to see the larger threat. Honestly, that’s where your consequences come from."

Les choix de Hawke ne sont pas exclusivement liés aux échelles du pouvoir [tip the scales of power] dans les Marches Libres - certains d’entre eux ont pour but d’établir un rapport avec ses compagnons et ses alliés. Les membres du groupe répondent toujours à vos actes et à vos mots, le héros perdant ou gagnant ainsi du respect selon les conceptions de chacun. Toutefois, même s’ils vous désapprouvent, vous n’avez pas à vous inquiéter d'être abandonné par eux.

Dans Origins, des compagnons pouvaient être en désaccord avec certaines postures morales. Par exemple Lélianna et Wynne ne toléraient pas la cruauté et abandonnaient le Garde des Ombres si leur taux d’approbation chutait trop bas. C’est ce qui a conduit beaucoup de joueurs aux inclinations maléfiques  à éviter d’utiliser ces personnages, et ce même s'ils étaient le choix optimal en terme d'équilibrage du groupe. Cette sorte de méta-jeu n’est plus d’actualité dans Dragon Age II.

Si des compagnons désapprouvent vos choix, ils peuvent encore se plaindre, mais ce n’est pas nécessairement mauvais. En fait, vous pouvez être ouvertement hostile à vos compagnons de route et débloquer tout de même des bonus de combat -un bénéfice qui était auparavant réservé à ceux qui établissaient des relations d’amitié positives. Au final, les joueurs peuvent  engueuler les personnages qui les ennuient.

"They won’t necessarly leave. They may still join you, but they’re going to try to show you up, and that may influence battle in a different way" nous informe Darrah. "We’d really rather encourage players to be consistent in their interactions with characters, rather than have to play toward the gamey-ness of the system."

Modifié par Naaba, 19 juillet 2010 - 09:33 .


#502
Draigars

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[No more shuffling into position as you wait your maneuver to activate]


"Plus besoin de traîner en attendant que la manoeuvre s'active/se déclenche."



[targeting system/système de visée ?]


Oui. Ou système de sélectionnement (mais ça sonne moins bien :o).



L’équipe conserve pour le moment les détails spécifiques sur les aventures de Hawke. Un immense univers fantastique [fantasy] permet aux joueurs [to uncover the lore for themselves]


Tu peux conserver fantasy dans la langue française, bien que fantastique s'y prête aussi.

Sinon : "permet aux joueurs de découvrir l'histoire / la richesse du monde par eux-mêmes."

Jamais réussi à traduire lore. ^^"



[...] à éviter d’utiliser ces personnages même s’ils étaient nécessaires à l’équilibre du groupe [optimal character in terms of balancing the party]


Hum, j'aurais plutôt dit "même s'ils étaient le choix optimal, en terme d'équilibrage du groupe".



Voilà ma maigre contribution, pas forcément pertinente, mais si ça peut aider...

#503
Amsaradh

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Naaba wrote...

Dans Origins, des compagnons pouvaient être en désaccord avec certaines postures morales. Par exemple Lélianna et Wynne ne toléraient pas la cruauté et abandonnaient le Garde des Ombres si leur taux d’approbation chutait trop bas. C’est ce qui a conduit beaucoup de joueurs aux inclinations maléfiques  à éviter d’utiliser ces personnages même s’ils étaient nécessaires à l’équilibre du groupe [optimal character in terms of balancing the party]. Cette sorte de méta-jeu n’est plus d’actualité dans Dragon Age II.

Si des compagnons désapprouvent vos choix, ils peuvent encore se plaindre, mais ce n’est pas nécessairement mauvais. En fait, vous pouvez être ouvertement hostile à vos compagnons de route et débloquer tout de même des bonus de combat -un bénéfice qui était auparavant réservé à ceux qui établissaient des relations d’amitié positives. Au final, les joueurs peuvent  engueuler les personnages qui les ennuient.

"They won’t necessarly leave. They may still join you, but they’re going to try to show you up, and that may influence battle in a different way" nous informe Darrah. "We’d really rather encourage players to be consistent in their interactions with characters, rather than have to play toward the gamey-ness of the system."

Ca, ça me fait un peu peur, dans le sens où cela diminue un peu l'importance de nos actions et de nos choix.

J'ai l'impression que c'est pour les pauvres petits joueurs qui n'arrivaient pas à jouer en facile sans avoir 3 mages. Et vu qu'ils jouaient les badass, Wynne se cassait et ils n'arrivaient pas à gagner... Alors Bioware à pensé à eux. Maintenant, ya plus à s'inquiéter, Wynne restera et tu pourras massacrer tes adversaires sans problèmes. Bon, elle va râler, mais on coupe le son et sa passe.

Dans mes parties, j'adaptais toujours mon groupe à "l'alignement" de mon personnage. Wynne, Leliana et Alistair accompagnent mon personnage tout gentil et Morrigan, Sten et Zevran accompagnent mon assassine. Et c'est ça que j'appelle " encourage players to be consistent in their interactions with characters, rather than have to play toward the gamey-ness of the system."

Et je ne vois pas trop en quoi le fait que les personnages ne peuvent plus nous larguer va encourager les gens a être cohérent dans leurs actions et leurs conséquences. Au contraire, ils en auront rien à foutre d'être méchant, si cela n'a plus de conséquences importantes (càd conséquences sur sa capacité à basher les monstres).

#504
cabfe

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Assez d'accord avec le fait d'avoir une équipe cohérente pour le côté RP.



Attention sur ce qui suit, spoil sur Dragon Age : Origins !







Mais ça m'a quand même embêté de devoir perdre Shale (pas spécialement Loyal Bon) si on choisit de garder l'enclume (donc une action "méchante").

#505
Eusebius80

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même réflexion qu'Amsaradh

après le système de dialogues, si on flinguait les relations entre le PJ et ses compagnons ? ils vous aiment, ils gagnent des bonus, ils vous détestent, c'est pareil, c'est n'importe quoi !

à force de tout permettre (ressusciter son perso mort pour jouer Awakening, avoir une équipe de templiers et de chantristes moralisateurs soudés autour d'un mage du sang qui bafoue leurs croyances), ça devient difficile de continuer à espérer pouvoir jouer jouer RP...

#506
ermitepasnet

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Amsaradh wrote...

J'ai l'impression que c'est pour les pauvres petits joueurs qui n'arrivaient pas à jouer en facile sans avoir 3 mages. Et vu qu'ils jouaient les badass, Wynne se cassait et ils n'arrivaient pas à gagner... Alors Bioware à pensé à eux. Maintenant, ya plus à s'inquiéter, Wynne restera et tu pourras massacrer tes adversaires sans problèmes. Bon, elle va râler, mais on coupe le son et sa passe.

Et je ne vois pas trop en quoi le fait que les personnages ne peuvent plus nous larguer va encourager les gens a être cohérent dans leurs actions et leurs conséquences. Au contraire, ils en auront rien à foutre d'être méchant, si cela n'a plus de conséquences importantes (càd conséquences sur sa capacité à basher les monstres).


Moi qui suis optimiste et qui essaye d'être objectif par rapport à aux infos qu'on possède , la je dois dire que je suis limite à 100% d'accord avec toi , je suis d'accord pour avoir un jeu ouvert mais la c'est trop , surtout le côté d'avoir des bonus si on est en froid avec le compagnon , la logique aurait voulu avoir plutôt des malus que des bonus , vraiment je suis déçu la aucune cohérence , d'ailleurs sa me rappel l'épisode du gantelet avec les devienttes sur andrasté , on gagnait presque autant d'exp en tuant le monstre  en répondant mal quand répondant juste . J'ai peur du côté stratégique sur pc d'un coup .

#507
brivdl1

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en fait tout çà ressemble encore beaucoup à du ME2

dans ME2 les compagnons étaient loyaux ou pas et celà se ressentait uniquement dans le final qui pouvait de ce fait, mal voir très mal se passer selon la loyauté ou pas des npc qui étaient tous concernés par la bataille finale

peut-être aura t-on droit aussi à une bataille finale dans DAO2 où la fidélité (ou pas) des compagnons pourra changer le sort du combat (et donc ne pas avoir la fin ultime)




#508
Naaba

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"Un meilleur champ de bataille" - "A better battlefield"


Quel que soit le jeu de rôle, l’histoire et les personnages tendent à devenir le centre de nos discussions, mais ils ne sont qu’une partie de ce qui a fait de Dragon Age : Origins une expérience si excitante. Son système tactique de combat permettait aux joueurs d’utiliser les points forts de chaque compagnon pour renverser le cours de la bataille.

Dragon Age II cherche autant à conserver ce qui fonctionnait bien dans Origins qu’à examiner [addressing] ce qui ne fonctionnait pas, c’est pourquoi les joueurs peuvent s’attendre à ce que la même importance soit accordée aux talents, aux sorts et à la customisation des personnages. Nous retrouvons les trois classes de base - guerrier, voleur et mage - dans Dragon Age II [The three base classes make the transition to the sequel], bien que les développeurs espèrent affiner chacune d’entre elles pour créer des styles de jeu plus distincts/particuliers.

"Warrior, mage, and rogue are archetypes for a reason, but I don’t know that Origins delineated them enough. I didn’t create enough space between them. A rogue dual-wielding was just a warrior with less armor in some cases" admet Laidlaw. "What I want to do is  make sure that you feel like this unstoppable juggernaut, a lithe super-ninja, or field artillery."

L’une des raisons majeures pour créer une impression unique à chaque classe  [A large part of creating a unique sensation for each class] est de s’assurer que les arbres de talents s’adaptent à une large gamme d’options tactiques. Origins proposait beaucoup de talents, mais certains des arbres (particulièrement ceux des mages) étaient d’une utilité extrêmement limitée. Dans Dragon Age II, les développeurs se concentrent sur l’ajout de profondeur aux prouesses que les joueurs peuvent réaliser  plutôt que sur leur étendue [breadth].

"What we want to do is give the player more depth of choice" explique Darrah. "So you might really like the fireball. We’re going to let you customize and enhance fireball itself, so by the end of the game you’re actually tailoring that spell to the way you want it to be." Alors que cette approche pourrait signifier moins de possibilités numériquement parlant, elle vous permet de faire des choix plus significatifs et de façonner Hawke selon vos tactiques préférées.

Améliorer les possibilités stratégiques sur le champ de bataille est l’une des autres voies prises par Dragon Age II pour ajouter de la profondeur au combat. Tout comme les combinaisons de sorts dans Origins, toutes les classes peuvent associer des talents pour obtenir des avantages spécifiques. Avant, les joueurs ne pouvaient combiner que de la magie - comme jeter une boule de feu dans une zone où il y avait de la graisse. Maintenant, un guerrier peut fendre l’armure de son opposant, et quand un voleur vient pour poignarder ce dernier dans le dos, la combinaison des deux talents créera un effet supplémentaire qui sera plus que la somme de deux attaques individuelles.

Avec un peu de chance [hopefully], cette approche fera que les joueurs exploreront plus d’options en combat au lieu de compter sur une poignée de capacités maintenues [standby abilities] (carcan compresseur est, à ce propos, de retour [crushing prison is returning by the way]). En mettant l’accent sur le travail d’équipe et la profondeur, les combats de Dragon Age II devraient vous sembler plus variés et plus satisfaisants. "I want you to be taking heads off, and I want everything to feel faster - but more importantly, responsive. If I tell someone to go kill, I want them up there and fighting immediatly.”


Certaines phrases sont alambiquées mais le fond y est.  Ces sont des premiers jets et les textes nécessitent forcément une (des) réécriture(s) pour les rendre plus agréables à lire (d'autant que la matière première est d'une qualité relativement douteuse...:unsure:)

Modifié par Naaba, 19 juillet 2010 - 12:43 .


#509
megamomo

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C'est très exactement ce qu'ils ont fait avec ME2 : techniques peu nombreuses mais efficaces et complémentaires.

#510
brivdl1

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Chouette ! on va jouer 2 fois à ME3 l'année prochainneImage IPB
Est-ce qu Liara et Tali seront dans DAO2 aussiImage IPB

Modifié par brivdl1, 19 juillet 2010 - 01:22 .


#511
Naaba

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« Une Histoire Fragmentée » - « A Story in Pieces »

Tous les événements de Dragon Age II sont liés à l’histoire de Hawke, mais le but pour la franchise est d’assurer que chaque nouvel élément de la trame permette au joueur de développer sa compréhension du monde, celui-ci devant être appréhendé comme un tout. "A lot of RPGs are about character. In the case of Mass Effect, it’s Shepard’s story" nous dit Darrah. "In Dragon Age, it’s really the story of Thedas."

Quand ils analysaient les différentes voies pour aider les joueurs à obtenir une conception plus complète de l’univers de Dragon Age, les développeurs ont perçu l’opportunité d’étendre l’histoire de Dragon Age II sur une décennie. Toutefois, retirer le bénéfice de cette opportunité signifiait se séparer de la structure narrative classique qui a servi de fondements pour la plupart des jeux de Bioware : passer le prologue, s’ouvrir au monde, explorer une poignée de zones indépendantes [standalone areas] et faire la mission finale avant de regarder le générique de fin [credits roll].

"We’ve done a lot of games now" nous glisse Laidlaw. "It’s easy to look at us and go : ‘Oh you guys are going to do one of your stories again.’” Pas cette fois. Dragon Age II a une structure narrative cadrée, ce qui signifie que les exploits de Hawke ont lieu dans le passé mais seront rapportés dans le présent .  A ce point précis de la chronologie, Hawke est déjà le Champion de Kirkwall. Les narrateurs, qui portent un regard unique sur les événements [with unique insights into the events] nous racontent le récit de ses aventures passées .

"There’s a story being told within a story" nous explique Darrah. “A popular example that most people have heard of is The Usual Suspects. The Usual Suspects is really about Verbal Kint telling the story of this heist that’s gone terribly wrong. That’s the way the story-telling is going to happen in Dragon Age II.”

Au moment où notre démo commence, nous sommes témoins d’un échange entre un nain nommé Varric et une Inquisitrice de la Chantrie - un statut qui est essentiellement lié aux Affaires Internes des Templiers. Dans l’extrait, nous apprenons que le monde est sur le point de basculer dans la guerre, et l’Inquisitrice pense que comprendre les actes de Hawke peut aider à expliquer et résoudre cette situation instable. Elle veut savoir comment Hawke s’est échappé de Lothering et Varric lui raconte l’histoire à contrecoeur. Du moins il raconte la version qu’il veut que l’Inquisitrice entende, puis la scène s’estompe, Lothering apparaît et nous passons au point de vue de Hawke.

"By having a narrator - having a focus on story telling that moves me around with a direction and a purpose - I can hear the best parts" nous confie Laidlaw. “As a result, we can cover a bigger scope that we have in the past.” En d’autres termes, la progression de l’histoire est moins restreinte que dans Origins. Les événements n’ont pas nécessairement besoin de se dévoiler chronologiquement, et la structure permet aux développeurs de sauter des périodes où aucun fait notoire ne se produit, conservant ainsi les joueurs dans l’action [and cutting down on the excess travel time].

"What that actually allows us to do is really focus on the key moments that are occuring in Dragon Age II" nous dit Darrah. "We can skip the intersticial between the key action moments, the key decision moments, the key universe-shaping moments."

Modifié par Naaba, 20 juillet 2010 - 08:44 .


#512
nuh5000

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Une carte interactive de Thedas sur game informer:

http://gameinformer.com/p/da2map.aspx

Peut être les lieux qu'on visitera, rien n'est sur.

Modifié par nuh5000, 20 juillet 2010 - 10:10 .


#513
Naaba

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Dernier épisode

« Le Champion » - « The Champion »

Qui est le Champion de Kirkwall ? Des citoyens des Marches Libres vous diront qu’il a survécu à la destruction de Lothering. Ils vous diront qu’il a trouvé quelque chose dans les zones les plus profondes des royaumes nains abandonnés. Certains prétendront qu’il est un mage puissant, d’autres jureront qu’il est un guerrier qu’on ne peut arrêter. Au moment où Dragon Age II commence, tous les joueurs sauront qu’ils sont Hawke, le Champion de Kirkwall, mais il leur appartient d’écrire son histoire.

Hawke est une légende de son vivant, et comme toutes les légendes, son histoire est enveloppée de mystères, de spéculations et d’exagérations. Il s’est échappé de Lothering au moment où les engeances l’envahissaient,  il a fui vers Kirkwall, une cité importante des Marches Libres, au nord de Férelden. Mais que s’est-il passé entre sa fuite et sa montée en puissance ? La réponse à cette question est la force de la narration guidée [driving narrative] qui sous-tend Dragon Age II.

"We’re not necessarily setting up an ancient evil to defeat" nous confie le designer [en chef] Mike Laidlaw. “Instead, we’re posing something for you to answer. By playing the game, you’re not just finding out the answer - in a lot of ways, you’re telling us what that answer is.”

En tant que nouveau personnage principal, l’individualité de Hawke est plus définie que les Garde des Ombres d’Origins. Alors que les joueurs peuvent toujours personnaliser l’apparence du héros et choisir sa classe, certains éléments demeurent gravés dans la pierre. Vous ne choisirez pas la race et tous les joueurs expérimenteront le même prologue. Hawke est un humain et son histoire commence pendant la chute de Lothering [as it being destroyed] - un événement que les joueurs d’Origins ne vivent pas directemment.

Comparé aux choix de race et de scénario d’origine d’Origins, Dragon Age II peut apparaître plus limité. Cependant, avec le début du récit prédéterminé de Hawke, les joueurs ne font pas moins de choix ; plus de décisions doivent être prises pendant que l’histoire progresse, bien plus qu’à la création du personnage avant de commencer à jouer.

Se concentrer sur Hawke en tant que personnage connu [known quantity] permet aux développeurs de se pencher sur une [préoccupation] héritée d’Origins : le doublage vocal du héros. Dans ce cas, Bioware a suivi l’exemple de Mass Effect, sa propre série, qui a été loué pour son sens des cinématiques [cinematic feel] et de ses dialogues crédibles entre les personnages. Ces ambitions sont difficiles à atteindre si le héros est muet. "Especially when compared to Mass Effect, this s something that prevents it from telling a really immersive story, so we’re going to add players VO" nous dit Darrah.

Hawke ne fera pas que parler, mais vous aurez également un nouveau moyen pour sélectionner ses réponses. Dragon Age II utilise un système de conversation similaire à celui de Mass Effect, c’est-à-dire que les joueurs sélectionnent des versions écrites [paraphrased versions] du dialogue à partir d’une roue. Une icône au centre de cette roue illustre même les intentions de départ liées à chaque option de dialogue [line’s basic intent] (comme agressives ou sarcastiques), ainsi vous pourrez plus vous concentrer sur l’interaction plutôt que de lire et d’analyser vos choix de dialogue.

"We do know that, in Mass Effect, most people do not skip the dialogue. They actually sit through it and experience it as a whole" nous affirme Laidlaw. "It tells us that people are experiencing it in a more cinematic way, in that case. Whereas the Origins style is a little more choppy, where you read and listen and read and listen.”

Vous êtes toujours maître des choix de Hawke et vous façonnez sa personnalité, mais il ne sera pas telle une page blanche dont le joueur doit remplir toutes les lignes [a blank slate where the player needs to fill in all the gaps]. [He can speak when not spoken to, and offer contextual insight]. Encore mieux, les personnages qui entourent Hawke auront quelque chose à dire, éliminant ainsi la dynamique empruntée et cahoteuse [stilted and stop-and-go dynamic] d’Origins. Tout comme le Commandant Shepard nous apporte un point de fixation [anchor] convaincant pour la série de Mass Effect, le Champion de Kirkwall deviendra une figure charismatique et  mythique.



J'ai eu un peu de mal sur la fin, pas trop d'inspiration ni de temps... Si quelqu'un veut bien améliorer le style, ça pourrait être cool.:)

Modifié par Naaba, 20 juillet 2010 - 10:44 .


#514
Lost-brain

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En tout cas, merci pour le boulot fourni!



Et non, c'est tout ce que j'ai à dire...

#515
Naaba

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Le seul petit spoiler contenu dans l'article est que Hawke a trouvé quelque chose dans les Tréfonds (enfin, j'imagine que ce sont les Tréfonds). Donc on aura vraisemblablement droit à une immersion dans les anciens royaumes nains.

#516
Naaba

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Quelques phrases tirées des encadrés que je n'ai pas traduits. Ma contribution s'arrête par ailleurs ici, n'ayant plus le loisir de suivre les prochains "rebondissements".





"Dragon Age II is more just a sequel - it serves to establish a new identity for the Dragon Age universe.With success to call its own, Dragon Age is no longer bound by the concept of being a spiritual successor to another series."

Dragon Age II isn’t forsaking its roots. It still places you in the role of an exemplary hero, reacts to your choices, and allows you and your allies to work together in tactical combat. You’ll just experience these elements in new ways while diving deeper into the lore of the Dragon Age mythology.”

You may be controlling a different character in Dragon Age II, but the choices your Grey Warden made in Origins are still imported from your save and reflected in the world. Who is leading Ferelden ? Who defeated the archdemon? These question are vital in determining the current state of the Dragon Age universe, and the team at BioWare wants to make sure your decisions carry over - even if you want to play Dragon Age II on different platform.”

As showcased in some of the screens and concept art on these pages, the new style involves better use of negative space and more angular, grim depictions of your surroundings. Dragon Age is a world of dark fantasy, and the team feels that the previous whimsical qualities of the art didn’t reflect the austere nature of the world and its politics. With the sequel, BioWare hopes that the bloodier, sexier visuals will convey more of what makes the universe unique.”

Dragon Age is a multifaceted fiction, and a single game, novel, or comic can only shine a light on one piece at a time. With Dragon Age II, BioWare is shifting its focus to a nex ergion, a new hero, and a new tale that will shape the larger Dragon Age universe. While the Hero of Ferelden was rallying allies against Teyrn Loghain, a new legend was stirring in the doomed village of Lothering.”

Modifié par Naaba, 20 juillet 2010 - 11:42 .


#517
cabfe

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A force de se référer à Mass Effect et à Shepard, on a de plus en plus l'impression d'avoir un futur Dragon Effect en marche...

#518
Vislayer3

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Merci pour les traductions !

#519
Eusebius80

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Naaba wrote...

"Dragon Age II is more just a sequel - it serves to establish a new identity for the Dragon Age universe.With success to call its own, Dragon Age is no longer bound by the concept of being a spiritual successor to another series."


z'avez compris ? arrêtez avec BG 2 on fera plus aussi bien d'accord ?:lol:

#520
Lost-brain

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Ce qui veut bien dire ce que ça veut dire^^

Bon, au vu de toutes ces nouvelles, je vais donc suivre de loin ce projet, en espérant être agréablement surpris en fin de compte, mais sans me faire trop d'illusions. Je vais plutôt suivre le dévelopement des mods pour DAO ça, ça me botte!:P

Modifié par Lost-brain, 20 juillet 2010 - 12:03 .


#521
Naaba

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Il y a une autre (petite) info que j'ai remarquée pendant la traduction. GI parle de narrateurs au pluriel et chacun d'entre eux narre l'histoire selon son propre point de vue et selon ses désirs/calculs. (cf. Une Histoire Fragmentée, §3 et §5)

En gros, si je suis bien le procédé, on vivra des fragments de l'histoire du héros à travers des vues subjectives. On n'est, du coup, pas très loin d'Usual Suspects. Je pense que s'ils réussissent leur affaire, on aura quelque chose de vraiment intéressant au final, que ce soit au niveau de la linéarité, du dynamisme ou de la rejouabilité. A suivre.

#522
Mimo32

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BioWare’s Official Dragon Age II Podcast !

Bioware vient de sortir le premier (espérons pas le dernier) podcast pour Dragon age 2

Si écouter en anglais ne vous rebute pas trop, voici le lien pour le downloader :

blog.bioware.com/2010/07/20/biowares-official-dragon-age-ii-podcast/

et discussion sur le forum anglais :

social.bioware.com/forum/1/topic/141/index/3182271

J'ai trouvé ça très intéressant d'entendre leur explication sur ce qui s'en vient et sur la voie qu'ils ont décidé d'emprunter concernant Dragon age 2.

Et je trouve amusant, de la façon dont ils pronnoncent "Hawke" en anglais, car ce n'est pas du tout la facon dont sa sonnait dans ma tête quand je lisais ce nom lolll

Un morceau du Podcast rapporter du forum anglais que je trouve très intéressant et qui pourrait rassurer certaines personnes :

"...I think from a long term approach what we really hope to do is see that the decisions you make in Dragon Age Origins will matter far into the future. Not just for one game, not just for Awakening but things should come back to surprise you later that you thought 'Oh god, I thought they had forgotten about that' "


Modifié par Mimo32, 20 juillet 2010 - 08:24 .


#523
Archon360

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Merci Naaba pour les traductions !!:wizard:

Et merci à nuh5000 et Mimo pour ces liens ^_^

Modifié par Archon360, 20 juillet 2010 - 11:09 .


#524
nuh5000

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Transcription du podcast à l'écrit (anglais) par un moderateur du forum anglais "javierabegazo"
http://social.biowar...82271/2#3185035

Not sure if anyone's interested, but I was listening to a cool album so I
thought I'd pass the time by transcripting the Podcast, here it is,


==============================



As
Lead Designer and Creative Director

If you don't feel like you
can go in with a battle plan, then I think we're failing in terms of
getting that tactical, and that Think like  General side of it.
Mike
Laidlaw

Victor Wachter

Hello and welcome to BioWare
Podcast for Dragon Age II. I'm Victor Wachter, Community Manager for the
Dragon Age Franchise, and I'm here with my good friend, Mike Laidlaw,
Lead Designer for Dragon Age II and Creative Director for the Dragon Age
Franchise.

ML: Hey Victor, how's it going?

VW: Good, how
are you?

ML:Oh, doin' well.

VW: So we're here to talk
about Dragon Age II. As we speak it's just been annouced yesterday that
DA II is in development and we wanted to use this first podcast to give
our community a little bit of insight into what it's all about. So
there's already conversation and speculation on our forums and elsewhere
across the internet...

ML: Yeah, there's been a ton of
speculation, It's been kind of cool to watch it go back and forth. I
know it's kind of an informational drip feed, which can be kind of a bit
frustrating but at the same time, it's neat to see people come up with
their theories.

VW: Yeah, exactly. I mean, what's interesting is
DA II has been no secret, you know? And now the community is in a
position where like "Oh my god, we're actually going to start learning
about it."  So, that's what we're here to do.

ML: Yeah, we'll
hopefully what we're here to do is to clear up a few questions that seem
to be lingering and just, ideally, have a chance to talk about, kind of
I guess the WHY, a kind of a philosophical approach.

VW: So
Lead Designer (LD) and Creative Director (CD) what does that mean,
what's your role on the DA team?

ML: Well I look at it as kind of
wearing 2 hats.  LD is the hands on, working with the design team, you
know, David Gaider, your own Jacobs, all the old Vets of the DA Team,
and really carrying through the vision and making the decisions as to
what features are going in, what are we improving, what's our key kind
of goals for the game. And working with all the different design
departments and ofcourse with Art, and Audio, and Programming as to kind
of make the best damn game we can.

So that's kind of on the
ground, kind of leadership of the team. Um, and really trying to
maintain a sense of excitement and keep the vision for DA II pretty
clear.

CD kind of expands on that role and is the hat I wear
when dealing with anything external, so when it comes to the DA Comics,
in a lot of ways through the approval of the Novels, even though that's
still Dave (David Gaider) and I working hand in hand, and of course we
just announced the anime treatment for Dragon Age as well.  So any of
those kind of ancillary products are part of my role of CD is insuring
that not only are they fitting within the DA universe, but , and my
personal goal with this, is that they enhance the DA universe.

So
Kind of the rule I've been running with, is I don't ever want to take a
step backward. I don't want to rehash something that you could see in
another place. I don't want a novelization OF the game, I want a
novelization that ADDS to the game. and I know thats an approach that
Dave uses as well. That's how the novels kind of add that extra layer to
Logain's character, and Duncan, and Maric and so on.

VW:
Interesting, so it's not just Dragon Age II, it's Dragon Age, from
Origins through Awakenings, to Dragon Age II and beyond into future
games.

ML: That's really the approach  we've been taking. The
Executive Producer, Mark Derrick, and myself have had any number of long
talks about this and we kind of look at Dragon Age as a Grand kind of
campaign.  It's not an individual adventure, it's not just a single
movie, and it's not even something that we really want to limit to
something like a trilogy. We want to treat this like it's a world that
evolves, and changes, that I guess as the players are interacting with
the games and the novels, you name it, but definitely with the games
being the Flagship items. That' they're seeing Thedas, and the setting,
and the characters that they know grow and evolve over time.

It's
been a really challenging approach because it'd be really easy to just
knock off, " oh lets just do , lets just staple two Arch Demons together
two wardens together, and we're done, there's a sequel." 

But
instead what we wanted to do is kind of look at a new angle for the
world, with new stories, and what can we do to tell a story not just of
Bob, but of the Age that Bob lives in.

VW: Right, and you're
covering 100 years of that world which to me, is just awesome. because,
if you think about anything that can happen in a century, any century,
even the 21st century, and we're only 10 years into it, the history
playing off of each event, and specific individuals. We have that
continuity.

ML: That's exactly it, and I think that a similar
even of course would be the kind of Liberation of Fereldan right around
the beginning of the Dragon Age. and in a lot of ways, what effect did
that have on the world, and politically, it's certainly changed the
relations with Orlais, Economically, Fereldan became a nation again,
stopped being a subjugate kind of Kingdom, and of course that led to it
being not in that strongest of positions. And if you play through
Origins, there's even hints that it seems like the Darkspawn or the Arch
Demon seem to always start the blight when things are weakest, where
they can salvage a good beach head, and in part, why Fereldan suffered
the Blight as it did. and then the things I'm looking forward to
exploring are that what happens  in a situation where essentially,
Fereldan HAS suffered some devastation, what does that do to the
political shift of power.

And again, so this is why it's really
important for us to remember with any of the games, and any of the
novels, is that all this stuff has to live in context. and again is kind
of tying back to that Creative Director Concept

VW: Right, and
when you consider the fact that We're not even done with Dragon Age
Origins, there's still some stories to be told there, to build on, and
that may even have their ramifications in DA II  (talking about coming
DAO DLC???)  Is that fair to say?

ML:  Absolutely, I'll be frank,
I don't think we'll ever be done with Dragon Age Origins, the team
worked for years on building up the world and what it established in my
mind is an amazing jumping off point.

When I look at what
Origins provides, it's just this tale riddled with story hooks, What are
the Qunari really up to?, What's going on with Mages and Templars? What
kind of struggles come out of the Orlais and Fereldan Debate, what kind
of tensions could flare up there?

Seeing the Ramifications, and
the effects that the Warden had on the world, and I mean this is the
very specific and personal thing for the gamers, What did their Warden
do to the World of DA? 

That's something that we honestly have
to honor,  we have not just a goal, but a responsibility that even
though DAII isn't the continuation of your Warden,  It IS a continuation
of the specific Thedas that you've created and kind of continue to
create as you go forth through the different games.


VW: Nice,
nice. And I think that that's the hook that people are looking for.
They want their decisions that made in Awakenings, and Origins, to 
matter, right?

ML: I think not just "matter", but this is where
video games come into their own as an Art Form, is that not only do they
matter, but we can react to them.

Honestly one  of the most
challenging things is that how can we make a game that can account for
the choices that you've made, and I mean you made some heavy, heavy
choices in Origins. and yet still have some decisions for the Canon, and
the core, because there ARE people out there who I think, would love to
play DAO,  would love to dip into the world, would love to explore this
rich lore, but they may not know about the game,  they may not be able
to play the game, it might be too hardcore, too tough. There were some
difficulty elements in Origins, I'll definitely admit that.

So I
think in a lot of ways, what we want to do is make sure that we're
presenting this story , that we're doing DA II, and the tale of Hawke,
and his role, and his flight from Fereldan, what we're trying to do is
make a new story and a new character, but a world that is intimately
familiar, and intimately reactive for the players  who are coming
forward, so we don't want to alienate people,  to make them feel like "
Oh well I can't possibly play this because I didn't play the first one"
but we want those who did, to understand, that we love this world as
much as they do, and we want their interactions, to be something that
the game celebrates.


VW: Right, because even in Origins, you
made some pretty world shaping decisions,  so I think the future of
Orzammar, basically the future of everybody you visited, I mean like, 
What does Arl Eamon's family look like at this point, what are the
Dalish Elves doing, you basically determine the fate of all these
groups, and I think that that'll be really cool,  to see how that plays 
a little further down the road in future games..

ML: I think
that's a really good point. I think that even there could be a reaction
to where like

"Well, you didn't cover EVERYTHING in DA II" and I
don't think we're going to be able to cover everything, every single
decision, but I think from a long term approach what we really hope to
do is see that the decisions you make in DAO WILL matter, Far into the
future, not just for one game, not just for Awakenings, that things
should come back to surprise you later, when you thought " Oh god, I
thought they forgot about that"

VW: Right, so speaking of things
that shape the world, apparently Hawke, the main character of DA II is
according to the press release and everything we've read so far, is "The
person who changed the world"  

So that's a pretty bold
statement... um so lets talk a little about Hawke. Who exactly is Hawke?

ML:
Hawke is a mystery. He's like a walking enigma, and in my mind, DA II
is in a lot of ways, like an experience in which the players are asking a
question, and that question is "Who is the Man/Woman who changed the
world?"

So the role of Hawke is one where, we already know that
Hawke has had a dramatic impact, that things have already shifted as a
direct result and throughout the game, we'll be exploring the most
important moments in  Hawke's life, It's the largest span of time we've
ever done before.It's where, a full decade is something we're exploring.
through the course of that decade, we get to see not just how he
changed the world, but WHY and in a lot of ways, these are questions
that I don't honestly know the answers to, I don't know Hawkes
motivation because that's where the player comes in. They're the ones
answering this question.

So the things that we know about Hawke,
that are kind of fixed in stone are that he DID have this dramatic
impact on the world, and I don't want to spoil what exactly has
occurred, but we know that Hawke escaped from Lothering, the town that
burned during the course of DAO, You travel through it, your Warden
travelled through it and this is where he's from.

His family has
fled, escaping the Blight, and managed to fight for their survival and
managed to escape a Fereldan that's not just at war, but that's being
torn apart and corrupted by the Darkspawn. Through the course of that,
he makes his way up to Kirkwall, which is a city that's just absolutely
steeped with History, an imperial Port, that, since the Tevinter
Imperium has kind of pulled back, this city has become a hub of trade,
and because of their position just north of Fereldan. They're the
gateway to the larger continent and right along the major shipping route
to Orlais.

In this city, Kirkwall, this is where Hawke has his
impact, this is where the changes begin.

VW: so it sounds like,
from what i'm listening to, it sounds like the Legend of Hawke in some
ways, is written, but it's not.  It's like there's this legend that
already exists, and the players deciding what that legend is. It's sort
of an interesting story telling technique.

ML: It is, it's
something new, something that we, I mean, it's been done historically
for years, is that sense of, ok, something happened, and we're
investigating how. and in alot of ways in like a CSI episode is like,
Someone is dead, How did that happen?  But this is the glory of video
games, is that DA II lets players kind of determine what happened,
rather than it being this predetermined plot that runs through.

So
the mechanic that we're using to do this is called a Framed Narrative. 
It's a Story telling technique it's where basically one story, is
effectively telling another story. It's where, the play, within a play
within Hamlet is an example of this, or a more modern example of this
would be something like the Princess Bride, right? Where you do have the
story of Wesley and Buttercup and all this grand adventure happening,
but around it, you have Fred Savage, and his grandpa who on a sick day
are reading from this Story Book.

So in a lot of ways, there's
as much story as watching this kind of feverish and disaffected young
man get more and more entranced by this story his grandpa  is weaving.  
so to me, that's a really compelling technique, because that means that
not only can we have characters who know where the world is headed, but
they can ask the questions to get us to those most important moments.

What
I don't want to do is feel like any moment  of DAII is wasted shoe
leather, I want to dive right in to the heart of it, the politics, the
struggles, the grand discovery that Hawke makes.

VW: Cool, so
how much choice does the player have in determining the course  of this
narrative, would you say it's uh, as it progresses through the decades.

How
linear, or non-linear would you say it is?

ML: Well the game
itself will move forward through the decade. your period of time, so
we're not just going to build a game that just jumps you around a
timeline, where that can get a bit confusing, though there are games
like Eternal Darkness that really just nail that as the effect, but i
think that it's , when you're trying to get inside your character's
head, you're really trying to dive in and feel like you're role playing,
You're not hearing the story of a family which was the Eternal Darkness
model. In this case  we're trying to have you tell us how this world
turns out. S

So in the course of that we're trying to have you
get big swaths of freedom, meet characters to kind of understand them
and to kind of achieve your objectives your own way . To work your own
way through these political and you know, historical situations. and
then we're going to advance time forward and take a look at how that
turned out.

At how the decisions you made affected Kirkwall,
Hawke, people around Hawke, and so on. So, that we get, you know my
favorite parts of DAO where that we fire up this epilogue and I find out
that oh, Bann Teagan got married, look what happened to Arl Eamon, and
all those kinds of elements, but you get to see them happen more than
once and you get to see them happen in the middle of the game.

For
my mind, if we have any major sucess, it's that    the thought that
there's a player who sees how things turn out and course corrects his
character and goes "Oh god, I was too much of a dick to that group of
people, I need to rectify that"

When we do that, that's when I
think players get really engaged and feel they are telling their own
story.

VW:  So this framed narrative, I liked the example of the
Grandfather in Princess Bride, so um, who's telling us this story?

ML:
it's not so much a story being told,  as more of an Interrogation. Two
characters named Cassandra and Varric and I don't want to get too deep
into who they are yet,  we'll get to that later, but suffice it to say
that Cassandra is a representative of the Chantry, who is desperate to
find out about Hawke because what she's trying to do is understand why
he made the decisions that he did, and in many ways, is trying to find
him/her, and look at the way the world is standing on the brink of war.
Because that is something she establishes very early on, that things are
very very bad right now, and that perhaps if they can find the person
who was there when it all began, that there's a chance they could fix
things.

VW: and By fixing things  we generally mean dropping some
swords, casting spells, dropping enemies. Lets talk a little bit about
Combat

-----------COMBAT IN DA II FROM
TRANSCRIPT---------------------------

ML:  Certainly when  you
read, it's "Enhanced combat", that could mean any number of things, it
could mean Rock paper scissors, cause that's fast.

What we did
is we sat down with the Gameplay Team and the Designers that we worked
with, and we went with 2 steps.

Step 1 was a brutal honest
examination of DAO's combat,  looking through reviews and all the
community feedback, because the guys have been great about what they
loved, what they hated about DAO. Really trying to understand where we
could make improvements, change the experience for the better. so to my
mind, the things that we've done, the  main directions is we've made
Combat more responsive.   What it means to me is that to put it, not too
fine a point on it.  When I'm pushing that button, on my keyboard,
controller, where ever the hell i'm pushing that button,  I want it to
make something amazing happen on my screen.

So when you think
about how kind of DAO played out in combat, you were playing tactically,
you would issue orders, and say, ok, Alistair, I want you to move up
and hit that guy, and then, what would happen, is that he would kind of
move into position, line up, and THEN combat would begin.

The
question that we asked ourselves and the question that we posed to the
Gameplay team was, is there a way that we can make it so that when I
want you, you up there fighting, that that character moves in, and
almost immediately starts attacking. If I want to cast a spell, do I
want to stand their waggling my hands for a few minutes,  or do I want
rains of fire to come down from the sky. Well I think those answers are
pretty self evident, and the guys ran with that, as a philosophy.

How
can we make something like that happen immediately?
How can we
improve the over-all responsiveness of the game?

and that is the
primary change we've made to combat, and it's infinitely better.

VW:
What's changed, what's going to be familiar?

ML: Well the
familiar  elements are going to be the ability to issue orders, the
fact  that you're still controlling a party, we haven't lost any
elements like that.

You're able to say to your mage, Ok, I need
you to heal here, and throw an Inferno here, with a rogue, you can
obviously worry about the tactical positioning of, am I behind, am I
getting the optimal back stabs, and certainly, you can pull your Left
Trigger, or SpaceBar, and pause the game, and look and see, ok where's
the guy who's throwing fireballs cause that guy needs to die.

so
in a lot of ways the tactics, the pause and play and issuing  of orders
and giving that kind of sense of battle field command has not gone
away.

If anything, we're aggressively looking at the way tactics
work, and the way the tactics tables that come preloaded work, for
people that don't want to dive in on tactics, there's an improved
experience there. It's "I want my party to be smarter" was the challenge
that i put down to the guys working on that system.   But in addition
to that, and really, that's where I think things have stayed the same,
when we talk about my boss, Mark is marching is, is I Do not want to
lose things that were amazing about DAO, and to my mind, the tactics and
that sense of party control was part of that.

But then where we
made the enhancements in turn was ok, I can issue these orders, but why
couldn't i see them executed near immediately, why couldn't someone leap
into combat, instead of shuffling into battle akwardly, so that's where
we focused most of the attention.

 VW: So one of my favorite
things was about that, fighting in DAO was the way my party, my
companions could play off of one another,  For example, I could have my
own mage, my PC and Morrigan, could be casting Blizzard and Tempest, the
two combined into the storm of the century, or Morrian could hit a
bunch of guys with Cone of Cold, Zevran could hit the Whirlwind at that
point,

Do we keep that same interplay, are we improving it at
all?

ML: We do, we've actually aggressively tried to improve it. I
think Origins did a really cool thing by introducing that Spell Combo
concept, where certain spells working together to have an extra effect
so what we're exploring right now is kind of the idea of a  Cross- class
combo, where a rogue and a mage, even on a more consistent basis than
you've outlined, where not only can i have those interactions but I can
actually build a party that takes advantage of those interactions. I'm
taking specific abilities, I'm customizing my party, to deal death most
efficiently possible.

I think that there's a class of player that
doesn't need to worry about that, but i think when you think in terms
of , "Is this an RPG" has it still got that depth?"  I think that you
HAVE to have systems like that,  where the player can not only moment to
moment take advantage of that, but can go into combat going " I have a
stratedgy here, I have Zevran and Morrigan and they are going to team up
in this way"

Now of course, no plan survives contact with the
enemy, but if you don't feel like you can go in with a battle plan, I
think we're failing in terms of getting that tactical, think like a
general aspect of it. That's been a major focus for us and in alot of
ways, that's two sides, it's not only the design of how you can upgrade
customize your characters, but how can  we improve the encounters, and
the enemies, how can we make them smarter, and really push me to the
edge, early game, late game so that I'm adapting to situations rather
than just " ah well, the Fire'n' Forget Combat"

VW: Nice, so in
addition we're also getting Smarter Enemies.

ML:That's
absolutely the plan. As the game progresses, we're introducing new
enemies with different behaviours to where you're going "Oh man, I'm
going to have to adjust my strategies and that within the game, there IS
the tool to adjust to those new strategies.

VW: Nice, so do you
feel like if I played Origins, and I have many times, am  I going to
jump in and feel like it's familiar?

ML: Oh absolutely, the big
thing for us is that the interface, is, we've done a ton of work to work
on the interface from the console to the PC to make sure they evoked
the type of gameplay that we wanted to. so that point, to my mind, the
wheel is awfully round, so Tossing it  out and restarting like, "Now,
you communicate with song" would probably undercut the gameplay that
we're trying to do.

I really want players who have played DAO to
be able to just dive right in and be like " Oh cool, I know how this
plays" Now, lets take a look at what's new, and that's where the
improvements in terms of that responsiveness will be almost instantly
visible.

VW: Well cool, I don't want to talk your ear off too
much.
That's a little ways between now the time we enter the free
Marches.

ML: I'll be honest, I'm itching to give out more
details, but I think at this point it would be a disservice to, just
that, there's so many cool things that we're trying to do with this game
that, we're trying to evoke the DAO Elements, we're trying to get that
sense of that improved combat, you know, as we get closer, I think it's
going to get very cool, and satisfying for the team to see people engage
with DA II, because on the team itself the excitement is really high,
it's something that we've taken in a direction where people are like "
wow, this is pretty fresh, this is cool" , I think it's going to be neat
to watch people's reaction to them.

----------------------

Transcript
Stopped at 25:00 as it sort of delves into just miscellaneous chatting


Modifié par nuh5000, 21 juillet 2010 - 12:19 .


#525
LexRage

LexRage
  • Members
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On m'a reproché un jour d'avoir mis une phrase en anglais sur le forum car étant un fofo francophone, certaines personnes ne savent pas le lire / n'aiment pas l'anglais :]



Si quelqu'un se sent l'âme courageuse de traduire ce pavé, il est le bienvenu.