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Post by midnight tea on Nov 21, 2024 5:05:50 GMT
David Gaider @davidgaider.bsky.socialCHARACTERS - DAY TWO: Kieran (Technically this is an addendum to yesterday, but I make the rules here so nyah!) Heading into DAI, I had a bite-sized problem on my hands. I knew Morrigan would feature. I also knew we were importing previous choices. So now I had to contend with: the Old God Baby. Here's the thing about honouring previous game choices, from a design perspective: it's a sucker's game. What many fans picture, when you mention it, is divergent *plot* -- the story changes path based on those major choices. How exciting! But you will never be able to deliver divergent plot. You can deliver flavour differences (usually in the form of divergent dialogue), character swaps (character X appears instead of Y), and extra content (such as a side quest) -- but plot branching, particularly the critical path? It's a question of resources, and there's never enough to go around. "Here Lies the Abyss" in DAI was about as good as it gets, and even that was a far cry from how I originally pictured it (hello last-minute insert of Stroud when a DAO Warden import got cut). The Old God Baby was one of the main choices from DAO -- Morrigan has a baby? With the Archdemon's soul?! Most DAO players who flagged that choice surely expected *monumental* consequences. World-shaking consequences! And we talked about it. We did. There were, like, three different designs of the DAI ending where OGB Kieran could cause complete divergence: new path, cutscenes, the whole nine yards. But it wasn't going to happen. It was a decision from *two games ago* that only a small minority (hello telemetry) would even choose. To the rest, they probably neither knew about it nor cared... so how many resources could you invest? To do what? Set up an even bigger divergence for the NEXT game? The other writers acknowledged my anxiety with a grim nod every time it came up, but they had no solutions. Finally, I realized there WAS a solution, and that was changing how I thought about the choice: don't make it about Kieran. The players don't know him, never have. Make it about Morrigan. Thus began a feverish three days where I wrote probably the most complicated scene of my career: Morrigan's reckoning with Flemeth in DAI and the fallout after. Three different versions (OGB Kieran, non-OGB Kieran, and no Kieran), each with branching for other choices (like the Well of Sorrows). 🤪 I did it all at once. There was no other way to wrap my head around the complexity of it. It was also a tough sell to the team, considering the amount of cinematics work, but they agreed we had to do *something*. And still it felt... underwhelming, insofar as divergence goes. But it was also good. I remember when I first spoke with Claudia, about how this was Morrigan's story. This was about how motherhood had changed her, how she'd grown up. Claudia got a bit teary-eyed. It was a journey she was familiar with, she said. Her first son, Odin, had been born in 2005 not long after DAO came out. And, man, she killed with that performance! Kate, too, but I'll get to her later. Claudia dug down, and that scene where Morrigan tells Flemeth she'll never be the mother Flemeth was to her? That came from someplace very raw. It was devastating to witness in the booth. There were tears all around. Not long after, Claudia called and asked if maybe - just maybe - Odin could play Kieran? He was a bit young (not yet 5, then), but it felt... right? We agreed. Claudia was in the booth, gently coaching him through his lines, and I think that was the first moment I felt I'd done the right thing. 😎
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Post by fistoffiori on Nov 21, 2024 7:29:57 GMT
...Gotta wonder if many people recognize that the Hermit is actually Anders. Yeah it's pretty much the same design as that concept art of The Inquisition seeking him out in a cave (I don't 100% know the context actually, but gotta wonder if he was a Warden option - if Hawke didn't kill him - to leave in the Fade!)
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Post by TabithaTH on Nov 21, 2024 7:43:15 GMT
David Gaider @davidgaider.bsky.socialCHARACTERS - DAY TWO: Kieran (Technically this is an addendum to yesterday, but I make the rules here so nyah!) Heading into DAI, I had a bite-sized problem on my hands. I knew Morrigan would feature. I also knew we were importing previous choices. So now I had to contend with: the Old God Baby. Here's the thing about honouring previous game choices, from a design perspective: it's a sucker's game. What many fans picture, when you mention it, is divergent *plot* -- the story changes path based on those major choices. How exciting! But you will never be able to deliver divergent plot. You can deliver flavour differences (usually in the form of divergent dialogue), character swaps (character X appears instead of Y), and extra content (such as a side quest) -- but plot branching, particularly the critical path? It's a question of resources, and there's never enough to go around. "Here Lies the Abyss" in DAI was about as good as it gets, and even that was a far cry from how I originally pictured it (hello last-minute insert of Stroud when a DAO Warden import got cut). The Old God Baby was one of the main choices from DAO -- Morrigan has a baby? With the Archdemon's soul?! Most DAO players who flagged that choice surely expected *monumental* consequences. World-shaking consequences! And we talked about it. We did. There were, like, three different designs of the DAI ending where OGB Kieran could cause complete divergence: new path, cutscenes, the whole nine yards. But it wasn't going to happen. It was a decision from *two games ago* that only a small minority (hello telemetry) would even choose. To the rest, they probably neither knew about it nor cared... so how many resources could you invest? To do what? Set up an even bigger divergence for the NEXT game? The other writers acknowledged my anxiety with a grim nod every time it came up, but they had no solutions. Finally, I realized there WAS a solution, and that was changing how I thought about the choice: don't make it about Kieran. The players don't know him, never have. Make it about Morrigan. Thus began a feverish three days where I wrote probably the most complicated scene of my career: Morrigan's reckoning with Flemeth in DAI and the fallout after. Three different versions (OGB Kieran, non-OGB Kieran, and no Kieran), each with branching for other choices (like the Well of Sorrows). 🤪 I did it all at once. There was no other way to wrap my head around the complexity of it. It was also a tough sell to the team, considering the amount of cinematics work, but they agreed we had to do *something*. And still it felt... underwhelming, insofar as divergence goes. But it was also good. I remember when I first spoke with Claudia, about how this was Morrigan's story. This was about how motherhood had changed her, how she'd grown up. Claudia got a bit teary-eyed. It was a journey she was familiar with, she said. Her first son, Odin, had been born in 2005 not long after DAO came out. And, man, she killed with that performance! Kate, too, but I'll get to her later. Claudia dug down, and that scene where Morrigan tells Flemeth she'll never be the mother Flemeth was to her? That came from someplace very raw. It was devastating to witness in the booth. There were tears all around. Not long after, Claudia called and asked if maybe - just maybe - Odin could play Kieran? He was a bit young (not yet 5, then), but it felt... right? We agreed. Claudia was in the booth, gently coaching him through his lines, and I think that was the first moment I felt I'd done the right thing. 😎 You know, It might be the luxury of never having to wait and see what a resolution to OGB would look like or maybe it’s because I’m a mom myself. I feel like they did a great job with that scene. It might not have been earth shattering in the game, but just reading about it like this makes me emotional, which just shows how impactful it was.
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Post by Rien on Nov 21, 2024 7:56:46 GMT
This is so weird, I play the game on Linux and I got zero visual artifacts bugs. The only issue I had was strand hair causing my video card to reset which is now fixed via a driver update. How's the performance on Linux generally? And if I may what's your gpu/CPU? (I'm looking to upgrade my rig in the near future and going back to Linux) I'm playing it on Linux (Arch), via Steam and Proton..and it's good, surprisingly so, really. No bugs at all.
And my system is pretty old all thing considered (AMD Ryzen 5 5600 / GeForce RTX 3070).
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Post by VARMAELEN on Nov 21, 2024 8:03:13 GMT
How's the performance on Linux generally? And if I may what's your gpu/CPU? (I'm looking to upgrade my rig in the near future and going back to Linux) I'm playing it on Linux (Arch), via Steam and Proton..and it's good, surprisingly so, really. No bugs at all.
And my system is pretty old all thing considered (AMD Ryzen 5 5600 / GeForce RTX 3070).
Nice. I'm looking for cheaper deal for 6700 XT or Arc (but not sure how Intel Arc would perform in Linux), I'm told that AMD is pretty safe for Linux in general.
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Post by Rien on Nov 21, 2024 8:11:52 GMT
I'm playing it on Linux (Arch), via Steam and Proton..and it's good, surprisingly so, really. No bugs at all.
And my system is pretty old all thing considered (AMD Ryzen 5 5600 / GeForce RTX 3070).
Nice. I'm looking for cheaper deal for 6700 XT or Arc (but not sure how Intel Arc would perform in Linux), I'm told that AMD is pretty safe for Linux in general. AMD is pretty safe overall and I think it's in general a better choice, but that's just my opinion. Other than that, I don't know... sorry, it's been many years since I've had an Intel-something CPU.
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Post by Rascoth on Nov 21, 2024 9:02:09 GMT
...What The longer I look at it, the funnier it gets
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Rien
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Post by Rien on Nov 21, 2024 10:38:43 GMT
Yeah, I have seen some people say some truly disgusting things about the devs (especially Corinne and Trick, unsurprisingly, since some of the backlash is just naked transphobia) and every Twitter post the official Dragon Age account makes is flooded with negative responses. I can't blame the individual developers for not wanting to engage with any of that, especially right after the U.S. election. Doesn't help that even Dragon Age *fans* are historically very cynical people and don't help much in pushing back against the vitriol. Like I barely see any people commend just how stable the game is. People ironically straight up proving that releasing stable games is not actually a priority after all. Just release broken games and people will be fine as long as the vibes are good. You know... that might be an interesting point. At least... I can play a broken game, with bugs and glitches and a lot of problems as long as I like the story. And maybe that's why I like DA2 so much. Or... if there's room for me to build a story that I like... and that would be the case with DAI, I played that game (and replayed and replayed so many times) filling all the void with stories and plots that made sense to me.). But The Veilguard? Yes, it's stable. Yes, it looks nice... but... I just can't go on and play. I've stopped. I just don't like it.
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Post by andorvex on Nov 21, 2024 12:15:46 GMT
Historically, RPGs are better the more broken they are. Fallout NV, Kotor2, Vampire bloodlines, DA2....
Polish is very important, but isn't worth anything if it's a polished bad game
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Post by Frost on Nov 21, 2024 12:30:46 GMT
Old God Baby plot was a mess. At the end of DAO Morrigan won’t tell the Warden why she wants to do this but makes it sound ominous. The other choice is the death of the main character or another grey warden.
Then in Inquisition it is suddenly instead about how motherhood changed Morrigan? What were her initial plans? Why was it a big choice between that or a major character’s death?
It adds a lot if decisions and characters can be carried forward to the next game in a meaningful way. However, I prefer having a self-contained game to carrying forward choices, plots, and characters in a way that makes no sense. What they write has to make sense as a plot and not only be a good performance from the voice actor.
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Post by andorvex on Nov 21, 2024 12:47:10 GMT
I feel like this discussion is from a different place
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Post by sjsharp2010 on Nov 21, 2024 12:59:59 GMT
Doesn't help that even Dragon Age *fans* are historically very cynical people and don't help much in pushing back against the vitriol. Like I barely see any people commend just how stable the game is. People ironically straight up proving that releasing stable games is not actually a priority after all. Just release broken games and people will be fine as long as the vibes are good. You know... that might be an interesting point. At least... I can play a broken game, with bugs and glitches and a lot of problems as long as I like the story. And maybe that's why I like DA2 so much. Or... if there's room for me to build a story that I like... and that would be the case with DAI, I played that game (and replayed and replayed so many times) filling all the void with stories and plots that made sense to me.). But The Veilguard? Yes, it's stable. Yes, it looks nice... but... I just can't go on and play. I've stopped. I just don't like it.
Yeah I can pla ygames wit hbug sand glitches. Andromeda is proof of that because despite the bugs an dglitches there I was enjoying the story and gameplay of tha tenoug ht opush through them. I tis erfershin gthough t osee a game without too man ybugs though. I will say that. But I didn' tfind to oman ywit hDAI either other than when playing a melee character wher sometimes when clickin gon a power you rcharacte doesn't execute. That's abou tthe onl ybu gtha tannoys me with Inquisition. It's on eo fthe other reasons wh yI d oten dt opla ya lo to f ranged characters lik emages o rarchers rath retha ndual wielders an dwarriors. I'm no tsaying that's goin gt ohappen wi hVeilguard as I haven' tplayed a rogu eo rwarrio ryet.I do have a warrio rand 2 rogues planned in my firs twave o fRooks. I jus thaven' tgo tround t oplaying them yet.
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midnight tea
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Post by midnight tea on Nov 21, 2024 15:08:26 GMT
Old God Baby plot was a mess. At the end of DAO Morrigan won’t tell the Warden why she wants to do this but makes it sound ominous. The other choice is the death of the main character or another grey warden. Then in Inquisition it is suddenly instead about how motherhood changed Morrigan? What were her initial plans? Why was it a big choice between that or a major character’s death? It adds a lot if decisions and characters can be carried forward to the next game in a meaningful way. However, I prefer having a self-contained game to carrying forward choices, plots, and characters in a way that makes no sense. What they write has to make sense as a plot and not only be a good performance from the voice actor. But how does that not make sense? Gaider is right - only a small number of people chose or cared about OGB. They have telemetry; they know only a minority chose the dark ritual, and - realistically - only a part of that minority cares about the choice made 2 games ago. In that sense, minimizing the role of OGB, while putting more spotlight on a character that the audience (and author) always cared about more and has long been foreshadowed to have some sort of special destiny, is a decision that does indeed makes a lot more sense - both from a regular storytelling perspective and what gets carried through to another game. Anyway... while DG's thread is in large part about dealing with choices from earlier games (which may also be related to why they chose not to carry over many choices from DAI to DAV, if they didn't think they could do them justice, or would cause more problems than it was worth) to anyone who dabbled with storytelling, the kind of writing challenge Gaider talks about rings as very familiar. Writers deal with similar conundrums all the time (entirely outside of gaming or designing game with choices) and I think quite a few people would be surprised how many of their favorite stories pivot from earlier plans and ideas in a similar fashion. Creative process is usually quite messy like that, and it's not unusual for someone to imagine a story much farther from what was written, make very detailed plans for that future story, only to sit down to write it all down and be like "...oh crap", and then face the challenge of taking things that were already written in a different direction.
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Post by wickedcool on Nov 21, 2024 16:19:24 GMT
What is this rumor of anders in dai? They should have killed off the warden in dai. Morrigan could have said she/he passed away and just add a grave. Ends the story once and for all. Just like they did for the old god baby and Conner (Conner shows up in dai) so resources were spent for a character that nobody expected and only a few even know about. Awakening and those other expansions should have been closed off by now as 2 world ending events have happened and the heroes aren’t interested? Veilguard add a blurb that xyz people died etc
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Post by smilesja on Nov 21, 2024 18:33:51 GMT
Historically, RPGs are better the more broken they are. Fallout NV, Kotor2, Vampire bloodlines, DA2.... Polish is very important, but isn't worth anything if it's a polished bad game Not necessarily, if a game is so broken that I can’t even play it without it crashing then is it really a good game? People talk about Bethesda releasing unstable games but they give obsidian a pass? I can actually play Fallout 3 and that to me makes it better than NV. I can tolerate buggy games but if my game constantly crashes on me, then I’m going to have to dock it.
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azarhal
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Post by azarhal on Nov 21, 2024 19:08:29 GMT
People talk about Bethesda releasing unstable games but they give obsidian a pass? I give a pass to both!
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Post by colfoley on Nov 21, 2024 19:13:14 GMT
I give neither a pass.
And to be fair BioWare's bugs are usually of the cute/ funny variety but yes owing to what a bad habit gaming has gotten into BioWare deserves an 8/10 on technical performance alone for VG.
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Post by smilesja on Nov 21, 2024 19:13:21 GMT
People talk about Bethesda releasing unstable games but they give obsidian a pass? I give a pass to both! Unlike No Mutants Allowed users, you don’t posses double standards.
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azarhal
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Post by azarhal on Nov 21, 2024 19:18:26 GMT
I give a pass to both! Unlike No Mutants Allowed users, you don’t posses double standards. I didn't play that game, but I'm rather tolerant to bugs...which is kinda bad for my job since I'm a software programmer.
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andorvex
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Post by andorvex on Nov 21, 2024 19:41:55 GMT
Historically, RPGs are better the more broken they are. Fallout NV, Kotor2, Vampire bloodlines, DA2.... Polish is very important, but isn't worth anything if it's a polished bad game Not necessarily, if a game is so broken that I can’t even play it without it crashing then is it really a good game? People talk about Bethesda releasing unstable games but they give obsidian a pass? I can actually play Fallout 3 and that to me makes it better than NV. I can tolerate buggy games but if my game constantly crashes on me, then I’m going to have to dock it. 100% I didn't mean to say that a broken game is a good game. If I had to play Vampire Bloodlines on release I probably would've hated it and would have thought it's the worse game ever. Same is true for New Vegas. However, the really good games get dedicated fans to fix them. While this practice is not great because it taught developers to not do enough optimization, me as someone who plays these games some time after release doesn't really mind all the drama of the release and I just enjoy. So sure, on release new Vegas was vastly inferior to fallout 3. But now, if you can get it to work properly (and from personal experience, you can) I think it is better
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Post by Felya87 on Nov 21, 2024 19:51:31 GMT
I think the only "big" bugs I ever got on a BioWare game was Dorian's personal quest not triggering in my first run in Inquisition, and in DA2 the Tallis DLC being stuck in a freeze for the finale if I had Fenris with me instead of other characters...
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Hrungr
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Hrungr on Nov 21, 2024 23:59:35 GMT
David Gaider @davidgaider.bsky.social CHARACTERS - DAY THREE: Flemeth
I have a type. I admit it. There are certain wells I can return to repeatedly and always find something new to explore.
One of them is older female characters. Mike used to rib me about it. Consider Wynne. Meredith. Genevieve. And, of course, the biggie: Flemeth.
Why are they a type? I... don't know, honestly.
I guess I have a feeling that older men fade, they strive to regain their youth or establish a legacy and we've seen that story a thousand times, but older women? They become free to become something new. I guess I see so many possibilities in that.
I had a conception of who Flemeth was, and why, right from the very start. Her creation went hand in hand with Morrigan, as a being whose thirst for retribution hundreds of years ago attracted an entity (slight confession: I didn't know Mythal specifically, at the time, "an elven god" was enough).
I also knew where Morrigan was right and very wrong about her. Misconceptions of the truth are built into DA's foundation, and they were fundamental to this mother-daughter relationship I was building.
Like many seeds I'd put in the world, however, I had no idea whether I'd ever get to explore it.
Knowing that she was a character of possible future importance, if not a major player in DAO, I wasn't much surprised when she was one of the first cuts the art team made in terms of getting a unique appearance. Thus the "batty old woman" players met in DAO. Not as hard a cut as the Qunari, though.
Going into DA2, I wanted both Morrigan and Flemeth, but we could only have one. So I picked Flemeth. This was the game where she really got to come into her own.
I remember the art team coming and asking if it was OK if she got a new model, as it'd be a retcon of sorts. I didn't care. I wanted it.
I honestly don't remember whether Kate Mulgrew was cast before or after Claudia. After, I think? All I recall is that Cab came into my office one day and asked if Kate might be a good fit.
Asked me, the dyed-in-the-wool Trekkie who had stuck with Voyager even through the admittedly lean years?
The squeal I made was un-manly. Cab took that as a "yes". 😅
I didn't get to talk to Kate until DA2, however. Schedules being what they were, we had a tight window to record Flemeth... so I had to write all her scenes before almost anything else in DA2 was written, before I even had a team! Ack!
It was OK, though, for the most part. I knew where I wanted to take her, and a big part of it was going to explain her transition - to set her up for the future. So I whipped up a script in, like, two days and off we went. Kate was a marvel in the booth. She adored Flemeth and you could really tell.
I didn't get to meet Kate in person, however, until DAI. This came pretty late in its development, compared to when we recorded her for DA2, and we flew down to Virginia (to accommodate her schedule - she was writing her memoir at the time, I think) for a single session. It was going to be *tight*.
I was a mess. I was finally going to meet Captain Janeway... and yes yes, I know she's also more than that. But come ON.
When we sat down, I figured I'd have to talk her through the character all over again. It'd been years since that one session at the start of DA2, right? And even more since DAO.
But, no. Kate remembered Flemeth perfectly.
I remember sitting there as she told me how much she loved the character, how rare it was to get one with so much texture and possibility. She called out my writing - my writing! - and waxed poetic about how she viewed Flemeth's arc. I... I was floored. 🫠
Then we began recording. One issue that quickly reared its head was how Caroline had to speed through the lines if we hoped to finish. Kate was a trooper, and most takes she'd get it in one (which is rare), but I was alarmed because we weren't giving Kate time to read the VO comments on each line.
I brought it up, as there were some lines (so much sarcasm) that required nuance - Kate was getting them, oddly, but I was worried.
"Oh, it's fine," Kate said. "I read the comments as we go." "How could you? We're going so fast!" "I'm a speed reader."
Oh. OK, then. That certainly explained it. 😁
We got to the confrontation scene with Morrigan and she nailed it. Over and over. More than once, Caroline would make a call and, before I could even interject and say "no, Kate had it right, actually" Kate would explain exactly why she did it that way and why it worked for Flemeth. I was in love.
She did the "I will see her avenged!" section all in one go. I got chills. Then we got to the final scene.
You know the one. With Solas.
It was this beautiful moment. She took it somewhere quiet and sad... and when she got to that last line, we all felt it: Flemeth was dead. Everyone was in tears.
I suppose I could talk more about the process. How she started off aligned with Morrigan's original Delirium inspiration, but I didn't pull back her loopy way of talking as much (bet you wondered).
I still don't know why it was so easy to slip into her voice, but I'm grateful I got the chance. ❤️
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Post by fairdragon on Nov 22, 2024 10:27:18 GMT
I took another look at the early concept art for the game. Considering the types of companions we could have in our roster, I feel like BioWare should consider having less of our companions be romance options. It would open up opportunities for us to have more unique companions accompanying us, rather than always needing to look human to make them more personable. It doesn't even have to mean to you have less romances. Just make them non-companion NPC romances like the previous games. After hearing Ghil speaking about cut content i think Bioware have had a big problem and companion was a small part of it. The video is on the Executors Thread and has heavy spoilers. She speak about it at the end of the video. So i am really happy that we have what we have.
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Post by fairdragon on Nov 22, 2024 10:43:45 GMT
As I recall, this was met with resistance from higher up - they had this image of Morrigan as young, like 18 years old (no idea where this came from) and complained that Claudia sounded "too old". This is the problem DATV has as well and i think it is the reason the game is as it is. We loved her performance so much we had the feeling that the team would love it too and forget their nonsense. This doesn't work every time as we see with Joplin.
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Post by fairdragon on Nov 22, 2024 11:07:03 GMT
David Gaider @davidgaider.bsky.socialCHARACTERS - DAY TWO: Kieran (Technically this is an addendum to yesterday, but I make the rules here so nyah!) Heading into DAI, I had a bite-sized problem on my hands. I knew Morrigan would feature. I also knew we were importing previous choices. So now I had to contend with: the Old God Baby. Here's the thing about honouring previous game choices, from a design perspective: it's a sucker's game. What many fans picture, when you mention it, is divergent *plot* -- the story changes path based on those major choices. How exciting! But you will never be able to deliver divergent plot. You can deliver flavour differences (usually in the form of divergent dialogue), character swaps (character X appears instead of Y), and extra content (such as a side quest) -- but plot branching, particularly the critical path? It's a question of resources, and there's never enough to go around. "Here Lies the Abyss" in DAI was about as good as it gets, and even that was a far cry from how I originally pictured it (hello last-minute insert of Stroud when a DAO Warden import got cut). The Old God Baby was one of the main choices from DAO -- Morrigan has a baby? With the Archdemon's soul?! Most DAO players who flagged that choice surely expected *monumental* consequences. World-shaking consequences! And we talked about it. We did. There were, like, three different designs of the DAI ending where OGB Kieran could cause complete divergence: new path, cutscenes, the whole nine yards. But it wasn't going to happen. It was a decision from *two games ago* that only a small minority (hello telemetry) would even choose. To the rest, they probably neither knew about it nor cared... so how many resources could you invest? To do what? Set up an even bigger divergence for the NEXT game? The other writers acknowledged my anxiety with a grim nod every time it came up, but they had no solutions. Finally, I realized there WAS a solution, and that was changing how I thought about the choice: don't make it about Kieran. The players don't know him, never have. Make it about Morrigan. Thus began a feverish three days where I wrote probably the most complicated scene of my career: Morrigan's reckoning with Flemeth in DAI and the fallout after. Three different versions (OGB Kieran, non-OGB Kieran, and no Kieran), each with branching for other choices (like the Well of Sorrows). 🤪 I did it all at once. There was no other way to wrap my head around the complexity of it. It was also a tough sell to the team, considering the amount of cinematics work, but they agreed we had to do *something*. And still it felt... underwhelming, insofar as divergence goes. But it was also good. I remember when I first spoke with Claudia, about how this was Morrigan's story. This was about how motherhood had changed her, how she'd grown up. Claudia got a bit teary-eyed. It was a journey she was familiar with, she said. Her first son, Odin, had been born in 2005 not long after DAO came out. And, man, she killed with that performance! Kate, too, but I'll get to her later. Claudia dug down, and that scene where Morrigan tells Flemeth she'll never be the mother Flemeth was to her? That came from someplace very raw. It was devastating to witness in the booth. There were tears all around. Not long after, Claudia called and asked if maybe - just maybe - Odin could play Kieran? He was a bit young (not yet 5, then), but it felt... right? We agreed. Claudia was in the booth, gently coaching him through his lines, and I think that was the first moment I felt I'd done the right thing. 😎 You know, It might be the luxury of never having to wait and see what a resolution to OGB would look like or maybe it’s because I’m a mom myself. I feel like they did a great job with that scene. It might not have been earth shattering in the game, but just reading about it like this makes me emotional, which just shows how impactful it was. I 100% agree. I think with what they have had, this was the best decision they could make. And for me it feels like the choice have meaning.
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