darthshadielavellan
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Posts: 40 Likes: 40
inherit
11882
0
40
darthshadielavellan
40
Apr 13, 2021 11:42:27 GMT
April 2021
darthshadielavellan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by darthshadielavellan on Nov 8, 2022 22:21:39 GMT
Heya!
I wanted to share some highlights I think are relevant from BioWare's latest Community Update for DA:D with my thought/theories regarding some of them, and to hear what you all think about these.
Narrative Experiences: To me this is a key note. As opposed to hinting at Multiplayer or live services, this focuses on what we're used to getting from Dragon Age games, which is a narrative story that unfolds in a semi-linear fashion and molds into a different story based on the choices we make.
"The kind of character they want to play...": While it could just be the classes and races we choose, it can also be representative of the types of choices, like a light side/dark side meter, paragon/renegade type of meter. So not only would our choices mold the story that unfolds before us, and not only would our race and class alter some interaction, but so would this meter. I'm not opposed to the idea of such a meter existing in DA:D. In ME, having enough paragon or renegade points unlocks specific dialogue choices or decisions. In DAI, it's the Inquisition perks that unlocks dialogue choices. I think I prefer a meter, but I'm not opposed to a combination of perks and a meter. It would make each new protag different and encourage replayability.
Pre-Production: Is that the same as the Alpha Milestone? I'm not entirely sure what this entails. I thought it was already in pre-production. It could be pre-prod is right before most recordings are made. With the Brazil conference, we saw that some motion capture recording have already been made, so maybe this is just to complete all recordings, including voices, and maybe some facials and whatnot.
Fun stuff planned: I'm thinking a trailer at the Game Awards, hopefully. They are hinting at showing us in-game designs, so I'm hoping for characters designs, possibly companions. And also, I'm predicting more short stories for Dragon age Day like they've done the previous two years.
I've got more thoughts on this in a video I put out today if you want to hear more.
What y'all think?
|
|
inherit
1398
0
4,633
Absafraginlootly
"Abso-fraggin-lutely!" ~ Captain John Sheridan and Satai Delenn
1,666
September 2016
absafraginlootly
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda, SWTOR
|
Post by Absafraginlootly on Nov 8, 2022 23:33:25 GMT
" The kind of character they want to play..." While it could just be the classes and races we choose, it can also be representative of the types of choices, like a light side/dark side meter, paragon/renegade type of meter. So not only would our choices mold the story that unfolds before us, and not only would our race and class alter some interaction, but so would this meter. I'm not opposed to the idea of such a meter existing in DA:D. In ME, having enough paragon or renegade points unlocks specific dialogue choices or decisions. In DAI, it's the Inquisition perks that unlocks dialogue choices. I think I prefer a meter, but I'm not opposed to a combination of perks and a meter. It would make each new protag different and encourage replayability. I suspect that quote is just a reference to the player character being customisable like the previous games rather than set. Gender, appearance, name, and class choice, probably race aswell. But you don't need a morality or personality points Meter in order to play different kinds of characters. Just the ability to make choices in story and in dialogue allows you to play the character you want to play. I appreciate special dialogue options based on race/background, class, or the knowledge/skill perks you may have unlocked. And I would appreciate special dialogue options that result from our decisions, but i personally would prefer that they be specific rather than triggered by a generic meter 'you completed this quest first so you get this extra option in a later quest' 'You pissed off/made happy this faction in the game and that effects whether you can convince them to help you now' If there must be a meter I'd rather it be a reputation meter that affects how npcs react to you, rather than morality or personality meters affecting how your character speaks in auto dialogue and/or what dialogue choices you have in the future. Having my character assigned a personality because they happened to pick one dialogue option position a couple more times then the others and then being forced to talk that way in situations where they wouldn't is annoying. Having the game assign moral value to my char based on a choice makes an assumption about why i made it in a game where i can roleplay many different reasons for it, some of which are completely opposed to one another. Paragon/renegade, light side/dark side, diplomatic/humour/aggressive: These meters attempt to declare who my character is and feel like they limit the kinds of character I can play. A reputation meter just says what other people think about my character based on my choices, not so restrictive. But I think you can do without a meter entirely in a story focused game.
|
|
darthshadielavellan
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Posts: 40 Likes: 40
inherit
11882
0
40
darthshadielavellan
40
Apr 13, 2021 11:42:27 GMT
April 2021
darthshadielavellan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by darthshadielavellan on Nov 8, 2022 23:41:43 GMT
" The kind of character they want to play..." While it could just be the classes and races we choose, it can also be representative of the types of choices, like a light side/dark side meter, paragon/renegade type of meter. So not only would our choices mold the story that unfolds before us, and not only would our race and class alter some interaction, but so would this meter. I'm not opposed to the idea of such a meter existing in DA:D. In ME, having enough paragon or renegade points unlocks specific dialogue choices or decisions. In DAI, it's the Inquisition perks that unlocks dialogue choices. I think I prefer a meter, but I'm not opposed to a combination of perks and a meter. It would make each new protag different and encourage replayability. I appreciate special dialogue options based on race/background, class, or the knowledge/skill perks you may have unlocked. And I would appreciate special dialogue options that result from our decisions, but i personally would prefer that they be specific rather than triggered by a generic meter 'you completed this quest first so you get this extra option in a later quest' 'You pissed off/made happy this faction in the game and that effects whether you can convince them to help you now' Having the game assign moral value to my char based on a choice makes an assumption about why i made it in a game where i can roleplay many different reasons for it, some of which are completely opposed to one another. Yeah, I gotcha. Your mention of moral value makes me think of DnD alignments, which can be rather fluid at times. A character who may be Choatic neutral, might act in a way that seems evil or good depending on the choice in a given circumstance. A Lawful character may bend the rule IF they have a moral compass that allows them to be at times unlawful if it saves a life or something. So it's not etched in stone. Having no meter would be different to what most games have implemented BUT I agree it could work even better because characters would react based on what we previously chose or said, but generic dialogue would not be affected or force us to say things we would never say. People would react within a said mission and a certain series or choices while keeping others freer. I'm not sure how they'd implement that, because with no meter AT ALL, it might cause all dialogue to be more generic, so they would have to work it in suck a way that made sense and that did not feel like all characters had the same neutral personality.
|
|
inherit
∯ Oh Loredy...
455
0
31,186
gervaise21
13,101
August 2016
gervaise21
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights
|
Post by gervaise21 on Nov 9, 2022 10:24:02 GMT
Pre-Production: Is that the same as the Alpha Milestone? I'm not entirely sure what this entails. As I understand the process, pre-production is where they hash out the story they want to tell, main plot points and characters involved. They also establish what sort of systems they are going to need, visual effects they want, gameplay mechanics, etc. It is much easier to make adjustments to the story or mechanics at this stage, which is why so much time is devoted to it. Full production is when everyone starts working on their own part of the process. The writers flesh out the characters and write dialogue for them. The designers create the backdrops for the action. People start programming the various elements. Alpha is when all the component parts are brought together into one cohesive whole. This allows them to play through the game in its entirety and see whether all those component parts work together. At this point, adjustments may need to be made because it is discovered that they don't. Maybe a character needs extra lines of dialogue for a conversation to make sense. Maybe a fight scene doesn't really work. Also, programming bugs can be spotted. I once supported an IT student working on an element of his course involving creating and programming a simple child's game. All worked fine until one specific place and I was amazed at the amount of lines of programming we had to look through to discover exactly what the problem was and fix it. Just one omission of an instruction had made all the difference. My respect for the creators of major computer games increased enormously after this experience. It must be a nightmare trying to locate and fix what seems to the player to be just a small bug. I gather from Mark Darrah's pod cast that Alpha can also be important when it comes to starting and releasing funds for the marketing process. They are near enough to release to begin hyping up interest in their product. It could be anything from 6 months to 1 year before the game actually ships. He thought it more likely the latter with DA:D to avoid crunch and choose an optimum time to maximise sales, namely autumn of 2023. He anticipates another trailer either for DA Day or more likely the game awards. Anyway, the next stage will be the Beta milestone, when they hope that everything is now working okay and the game is very near its final form.
|
|
inherit
∯ Oh Loredy...
455
0
31,186
gervaise21
13,101
August 2016
gervaise21
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights
|
Post by gervaise21 on Nov 9, 2022 10:40:49 GMT
n ME, having enough paragon or renegade points unlocks specific dialogue choices or decisions. In DAI, it's the Inquisition perks that unlocks dialogue choices. I think I prefer a meter, but I'm not opposed to a combination of perks and a meter. I prefer this sort of flexibility so it makes sense. For example, it makes sense that taking the arcane knowledge perk will allow you additional dialogue options related to that knowledge that are denied to someone without it, whereas that being dependent on whether you are paragon or renegade would not. However, how someone responds to you and that opening up additional dialogue options, does make sense in relation to an approval meter. We did seem to get a bit of both with DAI.
|
|
darthshadielavellan
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Posts: 40 Likes: 40
inherit
11882
0
40
darthshadielavellan
40
Apr 13, 2021 11:42:27 GMT
April 2021
darthshadielavellan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
|
Post by darthshadielavellan on Nov 9, 2022 11:41:36 GMT
Pre-Production: Is that the same as the Alpha Milestone? I'm not entirely sure what this entails. As I understand the process, pre-production is where they hash out the story they want to tell, main plot points and characters involved. They also establish what sort of systems they are going to need, visual effects they want, gameplay mechanics, etc. It is much easier to make adjustments to the story or mechanics at this stage, which is why so much time is devoted to it. Full production is when everyone starts working on their own part of the process. The writers flesh out the characters and write dialogue for them. The designers create the backdrops for the action. People start programming the various elements. Alpha is when all the component parts are brought together into one cohesive whole. This allows them to play through the game in its entirety and see whether all those component parts work together. At this point, adjustments may need to be made because it is discovered that they don't. Maybe a character needs extra lines of dialogue for a conversation to make sense. Maybe a fight scene doesn't really work. Also, programming bugs can be spotted. I once supported an IT student working on an element of his course involving creating and programming a simple child's game. All worked fine until one specific place and I was amazed at the amount of lines of programming we had to look through to discover exactly what the problem was and fix it. Just one omission of an instruction had made all the difference. My respect for the creators of major computer games increased enormously after this experience. It must be a nightmare trying to locate and fix what seems to the player to be just a small bug. I gather from Mark Darrah's pod cast that Alpha can also be important when it comes to starting and releasing funds for the marketing process. They are near enough to release to begin hyping up interest in their product. It could be anything from 6 months to 1 year before the game actually ships. He thought it more likely the latter with DA:D to avoid crunch and choose an optimum time to maximise sales, namely autumn of 2023. He anticipates another trailer either for DA Day or more likely the game awards. Anyway, the next stage will be the Beta milestone, when they hope that everything is now working okay and the game is very near its final form. Thank you for the detailed explanation. Helps understand where the game is at and how it's coming together. And video game devs definitely have their work cut out for them. We do tend to complain about "simple" bugs, and how in SWTOR some things break after each patch. My husband's a programmer and he'd explained to me how changing or updating one detail might break things because of its relation to older content hence why changing one thing might break something else. I'm still awed at the level of work that goes into creating video games. Mad props to devs, for sure.
|
|