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Post by Hrungr on Dec 28, 2021 18:07:40 GMT
During the development of Dragon Age: Inquisition I was asked 2 questions by an executive: - What do I do in the game? - Why do I do it? I have been chewing on thede two questions for 8 years and I think they point to a problem in the RPG genre in videogames.
Bonus points: How many of the TTRPG "What is a Roleplaying Game" pages can you identify?
Chapters: 0:00 Executive Questions 0:28 FIFA and Battlefield 1:26 In RPGs 2:00 Grab a Players Handbook 3:28 Tabletop Is Doing This Better 5:06 Ambiguity of Path 6:55 The Journey IS the Game 7:22 Unintentional Gatekeeping 8:14 I'm OLD
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Post by Hrungr on Dec 30, 2021 15:47:06 GMT
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Post by Hrungr on Dec 31, 2021 18:55:21 GMT
Crystal McCord @mrscmccord Another great part of this year for me has been joining my first ever DA game for development as a Narrative Producer. This team is so experienced, so inclusive, and so collaborative. I have been loving every minute of it! Cheers to everyone on the dev team and our community!
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Post by Hrungr on Jan 1, 2022 4:42:25 GMT
Patrick Weekes @patrickweekesMay ‘22 be kinder to us all in countless happy ways, both great and small.
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Post by Hrungr on Jan 1, 2022 6:46:28 GMT
David Gaider @davidgaider If you start playing Dragon Age Inquisition right now, there's an excellent chance you'll still be in character generation by midnight.
Einar, the scholar (Caution 6.0 Spoilers) @devanialis I feel so called out by this. Sir...how do you know I have spent five hours making one of my inquisitors.
David Gaider @davidgaider I do the same thing. The CC is its own game, really. 🤪
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Post by Hrungr on Jan 3, 2022 20:50:06 GMT
Mary Kirby @biomarykirby For those who need to know this: A Creative Director is like the coach for a sports team. Their job is not to tell each team member what to do and how to do it. That's not possible in the daily pace of game dev. Their job is to get their team to work together well.
Directors make the call on whether a given piece of game content fits the overall plan for the game, and whether it meets quality to ship. They work to get their teams to reach their fullest potential.
If they're not doing those things, either because they constantly change their minds, or because nothing is good enough, or because they don't care about the team itself, they are bad directors. Period. Endstop. The vision doesn't matter. Ideas are cheap. Implementation is hard.
Miss May @genevrael I loved working with @mike_Laidlaw as our Creative Director; he made me feel both protected and motivated, and I always felt that our teams were being treated with trust and respect.
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Post by Hrungr on Jan 4, 2022 0:14:15 GMT
John Epler @eplerjc*changes the number to 0 on the 'Days Since We Had Game Auteur Discourse' sign* Every game is the product of every person who worked on it, and if you see identifiable aspects and think 'ahh, it's because of person X', it's because of the team that works with them. That person will influence the direction but they are not solely responsible for it. What a good director does is unblock their team and give them the support they need to do their best work, while keeping everyone aligned to the same direction. A direction which they may have kicked off, but which has evolved with the team. The other thing the director should do? Make decisions. When things are deadlocking between departments, come in and make a call. And then stick with it. I can't remember who said this (@biomarkdarrah?) but you can recover from a bad decision. You can't recover from no decision. Imperator Furiåsa @devilkittenIt’s a shame that we rarely get to work with good directors. Or that there’s usually a mix of really good ones and really shitty ones on the same project and the shitty ones usually create more problems than the good ones offset. (Yes I’m bitter but I feel I’ve earned that ) John Epler @eplerjcYou have.
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Post by Hrungr on Jan 6, 2022 4:31:28 GMT
Sam Sharma @s3rioussam Dir of Product (Destiny) Ever since I’ve learned that Thedas stands for The Dragon Age Setting I’ve never been the same. David Gaider @davidgaiderI still remember the meeting where we (reluctantly) decided to keep the “TheDAS” temp name because nothing else “sounded right”. We’d had the internal temp name for years, by that point. Definitely a lesson learned about what temp names should be (and not be). If you’re wondering why we even gave the setting a temp name to begin with, it’s because (as I recall) James Ohlen had a name he wanted to use which… I didn’t really like. But he was my boss, at the time, so I couldn’t very well just tell him no and name it something else. So my compromise was to use a temp name which had been mentioned on the BioWare forums… with the idea we’d pick a real name “at some point in the future”. At which point I was hoping James might have forgotten the name he wanted. Eventually, James went on to Austin to work on SW:TOR, and even then we didn’t circle back to selecting the real name again for years. At which point we’d been saying and writing “Thedas” for so long… well, you get the picture. This lesson was one I used for the Qunari, actually. When I first named them, everyone was weird about it. “Sounds like canary!”. With Thedas in mind, I said “let’s keep Qunari as a temp name and come back to it in 6 months or so.” We did, and voila. Qunari stuck.
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Post by Hrungr on Jan 6, 2022 17:04:13 GMT
State of BioWareblog.bioware.com/2022/01/06/state-of-bioware/by Author -BioWare - Posted on January 6, 2022 Hello, It’s been just over a year since I took over as General Manager of BioWare. As we start the new year, I wanted to take the opportunity to look back on 2021, talk about where we are as a studio right now, and share some thoughts and plans for the future. This has been another challenging year, with both work and home life continuing to be disrupted by the uncertainty of the global pandemic. We’ve had to continue to think on our feet to adapt to changing circumstances. But despite all that, it has been an absolute joy to lead a studio with so many unbelievably talented people, a team that always pushes the envelope through innovation and an unflagging pursuit of quality. Looking back, we had a couple of exciting moments when two people at the studio reached historic milestones: They both celebrated working with BioWare for 25 years! That blows my mind! The entire studio celebrated along with them, and it was amazing hearing what the studio, the people, and the journey have meant to them. Even with the challenges of the pandemic, we saw some earlier success with the incredible reception to the launch of Mass Effect Legendary Edition in May. From the press to our fans, the feedback has been insanely positive. We’re so proud to have released one of the highest-rated games on console, and the reception really underscores the value of striving for excellence and quality in every element of a game. This past year certainly hasn’t been without its challenges, though. Continuing to work under the pressure of a world pandemic has not been easy. We’ve had to adopt new tools, processes, and ways to communicate. We’re all balancing personal time and work, and each person is dealing with their own unique situation. The biggest challenge continues to be the uncertainty of it all, which makes everyone’s life more difficult and makes it hard to plan for the future. But that’s had its upsides, too. We’ve come together as a studio to help each other out, even in our personal lives. We show up for each other and pull together as a team. One example is the February “Snowpocalypse” in Austin when the storm had literally taken down the city. It was encouraging and inspiring to hear how people were going above and beyond to ensure others were safe, including finding shelter or delivering food and water. The pandemic has also taught us a lot about how we can work together, even while working across North America from hundreds of different locations. And now, we’ll use what we’ve learned and apply it to a new work model that will ensure flexibility for everyone in the studio. Our goal is to lean into the things that everyone likes about working from home, while also giving people the opportunity to return to the office with more flexibility. Going forward, we’ll have new challenges with a hybrid approach to work and are focused on new tech that will help maximize collaboration and communication between onsite and remote people. Another subtle but important change we’ve made is in our hiring practices: Previously, we were only looking for people willing to relocate to Austin and Edmonton; now we’re looking for new talent from anywhere in North America and we’ll meet them where they live. So as challenging as things have been, we have a lot of really exciting things to look forward to — especially our upcoming releases! First off, I’m excited to launch Legacy of the Sith, the latest expansion for Star Wars®: The Old Republic™, on February 15. We’re on the doorstep of a new expansion that will see the players with more combat style choices, a new storyline that returns you to the underwater depths of Manaan and the ruined Sith fortress on the planet Elom, and so much more! It all starts in February, and we’ll have more updates throughout the year. We are extremely proud of having created a game that has been running successfully for ten years now. And of course, we remain hard at work on the next iterations of Dragon Age and Mass Effect. I’m seeing some incredible work from both teams. If you’re curious about Mass Effect, I’d encourage you to take a look at the poster we released on N7 Day. If you look closely, there are a handful of hidden treats; by my count, there are at least five surprises, all of which point to an amazing future in the Mass Effect universe. As for Dragon Age, we have a veteran group of talented developers working on the next iteration of the franchise. We are focused on a single-player experience that is built on choices that matter. When I took on the GM role, I talked about rebuilding our reputation, and that remains a huge priority. We are laser-focused on building back the trust of our fans and community, and we plan to do that by delivering the types of games that we are best known for and ensuring they are of the highest quality. Our mission is to “Create worlds of adventure, conflict, and companionship that inspire you to become the hero of your story.” We want the launch of our games to be seminal moments in the industry. We want each game to earn the kind of reaction we’ve seen with Mass Effect Legendary Edition. We feel that we have the right people, the right creative focus, and the support from EA to deliver on the promise. One of my favorite quotes from 2021 comes from GameSpot’s Games of the Year roundup, and I think it illustrates that we’re moving in the right direction: “Mass Effect: Legendary Edition is a gargantuan reminder of just how good developer BioWare is when it’s firing on all cylinders.” We can’t wait for you to see what we’ve been working on and look forward to sharing more in the future. Until then, thank you for being part of our story. Wishing you all the best in the New Year, Gary
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Post by necrowaif on Jan 6, 2022 22:04:57 GMT
Alex Calleros @ Alex_CallerosI am SO excited to announce I will be joining the @dragonage team at @bioware next month (!!!) ... and reading this message from Studio GM Gary McKay made me even more proud to be a part of the studio's next chapter. Let's gooooo! www.alexcalleros.com/
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Post by Hrungr on Jan 7, 2022 16:18:46 GMT
RainbowGirlstandstill loves Kaidan AlenkoUnicorn face @girlstandstillI did not know that Tim Curry was nominated for an award for his performance in Dragon Age: Origins. That is pretty cool to know, because he did smashing work as Arl Howe. David Gaider @davidgaiderHuh. In fact, I did not know that either.
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Post by Hrungr on Jan 10, 2022 4:56:27 GMT
John Epler @eplerjcEverything seems possible in gaming when you’re not working on them, and then you try to make one character hug another and quickly come to the conclusion that we should’ve stuck with text adventures. Osama Dorias @osamadoriasPaired Animations FTW! John Epler @eplerjcUnless you have eight different heights and sizes across your four playable races, and then you learn the value of implying and camera cuts. Osama Dorias @osamadoriasOh I should have added /s John Epler @eplerjcI did animation systems design for a stint on Anthem and it nearly destroyed me.
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Post by Hrungr on Jan 12, 2022 23:18:31 GMT
Mark Darrah @biomarkdarrah I need some B-roll for upcoming videos so I'm going to play Dwarf Commoner in DAO. its been 11+ years since I've played a 3rd person game with mouse and keyboard. Some come watch me suck! (Jan. 13th, 8:00 am PT)
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Post by Hrungr on Jan 13, 2022 16:03:42 GMT
Mark Darrah @biomarkdarrah We are live? If this do well, we may do more.
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Post by Hrungr on Jan 15, 2022 2:04:43 GMT
Carly Hibiscus @carlyqueuei mentioned not drawing much this week and that's because i started my new job at bioware as a world animator on dragon age ! so thankful for all the support over the past few months and im so excited for this new journey
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Post by Hrungr on Jan 18, 2022 16:03:06 GMT
Let's talk about "BioWare magic"
Its a term I thought had stopped being used but SOMEONE used it on Anthem. BioWare magic when used within the studio refers to a particularly bad bit of development that causes crunch. It isn't good or cool. Its naming a crappy thing in order to make it seem better, or ok. Much of this channel is dedicated to trying to improve process so that "BioWare Magic" or whatever other studios call it can disappear forever.
Chapters: 0:00 "BioWare Magic" 0:40 The Hockey Stick 1:41 Terrible 2:30 DO Something 3:06 Naming it Doesn't Make it Better 4:04 Its not JUST BioWare 5:16 Anthem 6:02 We can do BETTER
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Post by Hrungr on Jan 18, 2022 21:52:50 GMT
Let's talk about "BioWare magic"Its a term I thought had stopped being used but SOMEONE used it on Anthem. BioWare magic when used within the studio refers to a particularly bad bit of development that causes crunch. It isn't good or cool. Its naming a crappy thing in order to make it seem better, or ok. Much of this channel is dedicated to trying to improve process so that "BioWare Magic" or whatever other studios call it can disappear forever. David Gaider @davidgaiderMark out there telling it like it is. "BioWare Magic is bad process and lack of completion urgency." Yup. One question is: "Why on EARTH would anyone compare such a terrible system to magic?" It's like how science can seem like magic to those who don't understand science. This probably originated from those high up enough to have little awareness of what was actually happening. To them, I suppose, the way the teams would get their shit together and, on a consistent basis, turn projects that seemed to be floundering into -- ta da! -- great games in a very short time seemed like pure wizardry. It wasn't, of course. The "pivot point" Mark talks about always came after many many months - or years - of people further down the chain ringing alarm bells of how THIS IS NOT WORKING! DO SOMETHING!! And they would. Eventually. Crunch and desperation to make up the shortfalls. After each project, we'd have this big show of post-mortems where we'd talk about what went wrong. We'd get our anger off our chests, vows would be made to change... and were then quietly filed away and ignored. Why? Because those projects were all, in the end, successes. You reward success, right? Lead a project where the processes were so bad you ended up having death crunch to the point where half the team left the company after ship? Well, did it sell well? It did? Yay! You're now a hero!! Clearly you did SOMETHING right! What's more, success meant those projects now became benchmarks. If it took X months to do Y then, it should now take X (or less! because this time we'll be somehow smarter!) to do it in this project. Never mind that X was only achieved through blood and sweat and tears. There was magic at BioWare, don't get me wrong. And still is, I expect. The magic is passion. People who love what they do, and will make huge sacrifices to make games fans will adore. Passion can be abused, however. And there's nothing even remotely magical about THAT.
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Post by Hrungr on Jan 18, 2022 22:15:56 GMT
David Gaider @davidgaiderMark out there telling it like it is. "BioWare Magic is bad process and lack of completion urgency." Yup. seb hanlon @hanlspIt’s blood magic. Your blood, and mine, and every comrade in arms who saw the sun going down on the project and lit pieces of themselves on fire so there’d be light enough to finish. David Gaider @davidgaiderGod, it hurts how much that's absolutely true. seb hanlon @hanlspPainful truths and good coffee, that‘s my jam
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Post by Hrungr on Jan 20, 2022 21:18:14 GMT
GamesBeat: Dragon Age 4 is still more than a year awayventurebeat.com/2022/01/20/dragon-age-4-is-still-more-than-a-year-away/BioWare’s fantasy role-playing franchise is still a long way from its return. Dragon Age 4 is still in the works, but don’t expect to see it for at least a full year from now at the earliest. This is still in line with what I wrote in July about the game launching in 2023. But don’t take that to mean early 2023. A summer release is the earliest possible timeframe for the launch of Dragon Age 4, and even that is a vague hope more than a real target. Freelancer Tom Henderson reiterated this timeline in a tweet today. According to his source, the game has no chance of launching this year. But this isn’t the result of some internal delay or anything — EA has long known that BioWare wasn’t getting it ready for 2022.
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Post by Hrungr on Jan 21, 2022 5:38:08 GMT
Chef Andy Lunique @andylunique (Works with YouTube Creators and Streamers for the Epic Game Store.) Who are the most trusted Dragon Age creators? Links and tags are appreciated.
Curtis @mobilesinper (Worldwide Strategic Partnership Manager for Logitech Gaming) To all my friends out there who are fans of Dragon Age I'd speak up on this one. #dragonage
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Post by necrowaif on Jan 24, 2022 22:02:08 GMT
Jen Cheverie Cott @jencheverie First day back at work! HELLO DRAGON AGE!
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Post by necrowaif on Jan 25, 2022 1:07:58 GMT
BioWare Gear Store @biowaregear Dragon Age fans! Who would you like to see as a statue in the gear store? o_o
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Post by Hrungr on Jan 26, 2022 2:51:33 GMT
elena 'elle' tchi @elenatchii well guess who broke the build today
John Epler @eplerjc One of my former leads managed to delete all of Mass Effect.
elena 'elle' tchi @elenatchii that is almost an acheivement tbh
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Post by Hrungr on Jan 26, 2022 3:44:21 GMT
Crazy Colonizer Alenko @yukizomelsterI always thought that if they were gonna do a movie or something about ME or DA, it should be about something related or some side story that's written on the codex, or the books, etc. and not the actual plot of the games, precisely because of the reasons you pointed Like, if would be really cool to have a series based on that complex worlds... But I don't want to see an Alistair whose voice it's not Steve Valentine's Bek @thnderthighsAlistair played by Chris Pratt. Lol. David Gaider @davidgaiderI know it seems depressing, but Chris Pratt... kinda DOES look like Alistair? Weirdly?
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