TabithaTH
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Post by TabithaTH on Apr 8, 2022 7:56:47 GMT
Fenris quite literally had me at hello. I was all set to romance Anders in my first PT since I knew him from DAA but then Fenris showed up in Lowtown and that was that. Me too. Had read up on the LIs beforehand, thought Fenris looked too emo, so fell back on Anders (thinking he’d be more like in DAA where my warden flirted with him). Ended up not really liking the new Anders and found Fenris surprisingly more likable.
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Post by Sartoz on Apr 8, 2022 14:57:50 GMT
Fenris quite literally had me at hello. I was all set to romance Anders in my first PT since I knew him from DAA but then Fenris showed up in Lowtown and that was that. Me too. Had read up on the LIs beforehand, thought Fenris looked too emo, so fell back on Anders (thinking he’d be more like in DAA where my warden flirted with him). Ended up not really liking the new Anders and found Fenris surprisingly more likable.
Hmpf!
Anders' character I found to be too whiny. That was my first impression... dropped him like a hot potato. Fenris I found to be blinded by revenge. Dropped him too...'cause I'm not interested in hearing his constant revenge vitriol. I don't understand how anyone can be interested in this type of personae. Oddly, I also found Blackwall uninteresting. Maybe he is a great char for someone else... Now about Scout Harding.... here I found potential but Bio decided not to expand the character.... pity.
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Post by Hrungr on Apr 9, 2022 1:03:01 GMT
Allan Schumacher allanschumacher End of an era for me. Today is my last day at BioWare 😵💫 Was offered a very interesting opportunity at Epic Games which I start on the 18th after a short break to rest and take care of some stuff around the house. Will remain in Edmonton area. - Oof... end of an era indeed. Allan was the glue that held BSN (Prime) together for... ages. Did a lot o' good work there behind the scenes. - I'm glad to see him persuing new opportunities, but also...
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Post by AlleluiaElizabeth on Apr 9, 2022 3:55:13 GMT
I thought he’d already left BioWare? What’s he been doing since the BSN was shut down? Am I forgetting something?
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Post by Hrungr on Apr 9, 2022 4:35:01 GMT
I thought he’d already left BioWare? What’s he been doing since the BSN was shut down? Am I forgetting something? Allan worked his way up through QA to... SDET 1 (Software Development Engineer in Test) Working with Python/C#/C++/Angular to create tools for the QA and Dev team to help with data validation and testing for BioWare's games.
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Post by ladyiolanthe on Apr 9, 2022 15:29:38 GMT
Moderating on the official BSN was just a sideline for him.
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Post by githcheater on Apr 9, 2022 17:15:50 GMT
I thought he’d already left BioWare? What’s he been doing since the BSN was shut down? Am I forgetting something? Allan worked his way up through QA to... SDET 1 (Software Development Engineer in Test) Working with Python/C#/C++/Angular to create tools for the QA and Dev team to help with data validation and testing for BioWare's games. Epic Games sounds like a good fit for Allan with his experience with C++ (which Epic and Unreal has used extensively for the past 20 + years). I wonder if he will enjoy working with the cleaner code of Unreal compared to the razor blades of Frostbite. LOL
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Post by QuizzyBunny on Apr 9, 2022 22:44:44 GMT
This is a real bummer, I always liked him and will miss him a lot. I know he hasn't visited here in a long time, but I guess this means we won't see him here again for sure now...
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Post by AlleluiaElizabeth on Apr 9, 2022 23:32:25 GMT
He can still anonymously join and troll us when he feels like it. lol But yeah, in case he ever sees this: good luck at the new job, allanschumacher
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Post by Hrungr on Apr 12, 2022 2:32:31 GMT
Emily C Taylor 💉💉💉 pentapod
"How big is that box?" "Here's a screenshot with some human skulls, for scale." 💀 #overheardintheoffice #gamedev
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Post by AlleluiaElizabeth on Apr 12, 2022 17:19:40 GMT
That’s not even for reference of whether u can fit a head in a box. It’s just a unit of measurement at BioWare now. I’m surprised they didn’t use cheese wheels tho. I sense an imperial vs metric divide brewing.
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Post by Hrungr on Apr 12, 2022 21:34:26 GMT
Patrick Weekes @patrickweekes Good morning, fellow game writers and narrative designers!
I hope you get to write that fun emotionally compelling scene you were hoping to do today, and if you have to write ambient barks telling the player to go into a cave instead, I hope it goes as smoothly as possible.
Here, I've got your back:
(See Cave) That looks like the cave PLOT GUY mentioned.
(Enemies Sighted) Looks like they don't want us getting into that cave!
(Fight Done) Right. Now let's see what's in that cave.
(Player Still Lost) Come on. I think the cave's back this way.
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Post by legbamel on Apr 12, 2022 22:13:57 GMT
Oooh, caves confirmed for DA4!
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Post by biggydx on Apr 12, 2022 22:27:47 GMT
Patrick Weekes @patrickweekes
(Player Still Lost) Come on. I think the cave's back this way. I wonder how often this has to happen for it to be needed.
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Post by Beerfish on Apr 12, 2022 22:48:58 GMT
Patrick Weekes @patrickweekes
Good morning, fellow game writers and narrative designers! I hope you get to write that fun emotionally compelling scene you were hoping to do today, and if you have to write ambient barks telling the player to go into a cave instead, I hope it goes as smoothly as possible. Here, I've got your back: (See Cave) That looks like the cave PLOT GUY mentioned. (Enemies Sighted) Looks like they don't want us getting into that cave! (Fight Done) Right. Now let's see what's in that cave. (Player Still Lost) Come on. I think the cave's back this way. The enemies were not really enemies, they were nice benevolent good Samaritans who knew an ancient purple dragon lived in the cave and were just trying to keep the party and player out of danger.
Stupid player.
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Post by Grog Muffins on Apr 13, 2022 4:29:52 GMT
I wonder how much is the player not actually being lost but rather not wanting to do the plot thing just yet and wanting to just explore a bit more? (especially if the main quest marker is also pointing at the cave) SAM in MEA was extremely annoying with constantly nagging you to the point a mod literally called "Shut up SAM" needed to be made. At the same time, I do remember people never leaving the Hinterlands in DAI because they specifically wanted to do everything, not because they didn't know they should leave, they made the choice to stay and still they complained about not leaving. As always in games, people will find something to complain about.
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Post by Gileadan on Apr 13, 2022 7:08:59 GMT
BioWare themselves taught players to explore everything in a given area before moving on.
"You haven't seen and done everything on Taris? Welp."
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Just a flip of the coin.
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Post by Sanunes on Apr 13, 2022 7:52:35 GMT
BioWare themselves taught players to explore everything in a given area before moving on. "You haven't seen and done everything on Taris? Welp." It was well engrained into humanity before BioWare even thought of the idea to make empty feeling maps. The comments I remember back with Inquisition they were surprised that players wanting to 100% Hinterlands before moving on for its design was for players to come back later.
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Post by gervaise21 on Apr 13, 2022 13:22:30 GMT
I wonder how much is the player not actually being lost but rather not wanting to do the plot thing just yet and wanting to just explore a bit more? (especially if the main quest marker is also pointing at the cave) SAM in MEA was extremely annoying with constantly nagging you to the point a mod literally called "Shut up SAM" needed to be made. This was nothing new. I remember back with Baldurs Gate how Jaheira would keep on reminding me to return to the main plot if I was taking too long either exploring or actually doing something specific, like rescue Minsc's friend, which is something he was quite insistent upon. It is part of the reason I decided to ditch Jaheira and her equally annoying husband once we had located the witch. The thing is I wouldn't mind being reminded to keep to the path if it actually made any difference to the outcome. May be there is some loot that you can get if you go straight there but has gone if you leave it too long, because someone else took advantage of the fact that the place was no longer guarded to sneak in. A similarly annoying aspect was the fact that those occulara kept singing every time you went near them, which was irritating if you didn't want to do the shards quest (again), or those circles that kept lighting up to identify bottles that were merely part of some collection. First run I really thought they were flagging some important item or plot information, so was disappointed to discover otherwise, and every run thereafter wished there was a button that would simply allow me to turn them off.
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Post by Beerfish on Apr 13, 2022 15:07:41 GMT
One aspect I greatly disliked is the 'FORCED' stay out that gets pulled in areas, mass effect Andromeda and dragon age inquis with a few of these. Using environment to keep you out. Just rankled me for some reason.
And yet I did not mind it as much in the Witcher where they just used a super powerful group of monsters to keep you away until later.
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Post by Hrungr on Apr 13, 2022 16:03:23 GMT
Welcome to the BioWare Community Update! by Author - BioWare - Posted on April 8, 2022blog.bioware.com/2022/04/08/bioware-community-update-1/?utm_campaign=bw_hd_ww_ic_soco_twt_bioware-community-update-1&utm_source=twitter&utm_medium=social&cid=73346&ts=1649865601689This is a place for you, the BioWare community, to learn about the work we’re doing behind the scenes, to learn about the people doing that work, and even where you can learn about other members of the community. BioWare Community Update - 12 April 2022 Hey, everyone! We’ve talked recently about how we want to further pull back the curtain for a more transparent look into the process of making the games you love. So, as part of that mission, we’d like to welcome you to the new BioWare Community Update! This is a place for you, the BioWare community, to learn about the work we’re doing behind the scenes, to learn about the people doing that work, and even where you can learn about other members of the community. You’re going to find a few new types of posts in this space, including a series called Developer Stories, where you’ll learn all about the people who make our games and the different roles they play. We’ll also provide dispatches in the form of Community Updates, where we’ll highlight contributions from the community, answer your questions, and keep you up to speed on what’s going on with our games. (You may notice that you’re reading one of those right now. Hello!) Stay tuned for more! So let’s get things started by meeting two of our colleagues who are heading up two different areas of development for the next Dragon Age™. Gary (he/him) recently shared a State of BioWare post highlighting some of the folks who will be leading the Dragon Age team: Corinne Busche (she/her) as game director, Mac Walters (he/him) as production director, and Benoit Houle (he/him) as director of product development. In addition to this talented group, we want to (re)introduce you to two more people working on the game who you should know: John Epler (he/him) and Maciej Kurowski (he/him), who have both been working on the next Dragon Age game since its early days of development. Maciej, the Dragon Age franchise’s technical director, joined BioWare almost six years ago and has spent over 13 years in the industry. John’s been at BioWare for close to 15 years; he’s worked on multiple BioWare titles and took on the role of creative director for Dragon Age last year. For more about John and Maciej after you learn a bit about them here (as well as lots of other folks on the Dragon Age team), be sure to keep an eye out for our upcoming Developer Stories blog series, starting this week! Let’s start with you, John. Can you share with our community what exactly a creative director does? John: A creative director’s job is about keeping an eye on the game as a whole, trying to make sure that the game maintains its “feel,” and making calls about where to focus resources on the project. It also means representing the IP as a whole and working with a team to define the “story” of the IP, past, present and future. [Editor’s note: “IP” stands for “intellectual property,” which refers to a whole franchise, in all its incarnations. Think of it as everything having to do with Dragon Age officially.] So really, the core of being a creative director is being a really effective diplomat, especially as you get deeper into development. Early in a project, you might be able to make more big-picture decisions more independently, but you very quickly need to get good at identifying problems, knowing who to talk to, and then being willing to talk to those people. That’s the hardest part of the job, honestly, but your team needs answers, decisions, and all the things required to do their jobs. Because really, the team is the most important part of all of this. And the Dragon Age team is the most talented group I’ve ever worked with. They’ve taken the vision set out at the beginning of the project and really made it their own. And what about you, Maciej? A technical director is in charge of all the tech for the game, right? How does what you do impact what the players see? Maciej: So, the tech that goes into making a game can basically be divided into two different areas: the tools used by developers building the game, and the software that players interact with directly—what we call the “runtime” technology. And while the runtime is what the player actually sees in action, it’s actually the developer tools that can really make a difference in the quality of the final game. At the beginning of this project, we came up with a few principles we wanted to rely on while building the game, and probably the most impactful one was having the right tools that best fit our game. I strongly believe that the developers are able to be at their most creative when we minimize the friction they encounter in their day-to-day work. So making the tools easy to use and dependable makes it easier for them to be creative, which ultimately makes the game a lot better. We are always learning and pushing ourselves, and with every game we get better. But we can always improve. I can’t wait to talk more about some of the interesting things we have done on the tech side for Dragon Age. We take characters very seriously and do a lot of work to give them more personality than they have ever had in the past. I can't say more yet, but we will over time! Anything else you’d like to say to the fans at the moment? Maciej: We can’t wait to show you more of the game! It’s shaping up to be something amazing. John: Agreed. There’s something special about Dragon Age, and there’s something equally special about the Dragon Age community. The cosplay, the theorycrafting, the streams, the fanfic—so much of it is genuinely incredible. You all humble us daily, and I can’t wait until we’re able to start sharing more. I think you’re going to love it. In each of these posts, we’d like to devote some space to celebrating the awesome stuff you all do. Whether that’s art, videos, clips from a livestream, or anything else that’s creative—or meaningful to you!—we’d love to give you a spotlight. As we share more across social media (Instagram, Twitter, Facebook), we look forward to hearing from you. Use hashtags for our games, like #DragonAge, and who knows? Your content might even be showcased in the Community Spotlight! (We’ll always reach out to the creator for permission before sharing, to make sure they’re properly credited.) While we wait to see your creations, here are a few we’ve loved so far this year. Be sure to check out the artists and give them a follow. "Blue Wraith" Fenris portrait Solas portrait “Blue Wraith” by Haverdoodle | “The cursed one” by Tsukioreo Grey Warden cosplay Hanar in an N7 hoodie Cosplay by Armored Heart Cosplay, photos by GeekStrong | Hanar in a sweater by Jess, original pattern by ishouldgo We’re working on more than just Dragon Age, too. Our team is continuing to work on Star Wars™: The Old Republic™ and its recent Legacy of the Sith expansion, so be sure to check out the SWTOR website for more details about what’s coming! There’s also the next game in the Mass Effect™ universe, which is now early in development. It’s going to be a while before we can talk about it in more detail, but we can’t wait to show you what we’re working on! But of course, scrolls are being inked for a new tale across the lands of Thedas and beyond. We know we’ve said it before, but we really are excited to share more about our next game when the time is right. Until then, we’re keeping our heads down and focusing on making your next big adventure the best it can be. Talk to you soon! The BioWare Team
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bierkrug
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Legendary Edition
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Post by bierkrug on Apr 13, 2022 16:43:38 GMT
It is part of the reason I decided to ditch Jaheira and her equally annoying husband once we had located the witch. I like Jaheira and Khalid, they didn't even mind when I accidentally turned Khalid into a woman XD
Gary (he/him) recently shared a State of BioWare post highlighting some of the folks who will be leading the Dragon Age team: Corinne Busche (she/her) as game director, Mac Walters (he/him) as production director, and Benoit Houle (he/him) as director of product development.
Oh good lord, I hope in the final game we won't have NPCs asking our pronouns every time
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dadithinkimgay
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dadithinkimgay
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Post by dadithinkimgay on Apr 13, 2022 17:29:10 GMT
Thanks for posting Hrungr! But of course, scrolls are being inked for a new tale across the lands of Thedas and beyond. interesting
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Member is Online
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necrowaif
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March 2020
necrowaif
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
LameZombieHunt
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Post by necrowaif on Apr 13, 2022 18:47:04 GMT
Oh good lord, I hope in the final game we won't have NPCs asking our pronouns every time No worries, there'll be a sticker tag you can equip on your armour to skip those conversations.
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dadithinkimgay
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Post by dadithinkimgay on Apr 13, 2022 19:35:40 GMT
Oh good lord, I hope in the final game we won't have NPCs asking our pronouns every time We'll probably get to choose at the beginning of the game, and the NPC's will act accordingly.
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