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Post by Hrungr on Aug 12, 2017 16:04:49 GMT
Do we know the length of a year in Thedas? It may be longer than a year in the real world. 12 months, 30 days each. So similar to ours. Though with how the sun seems to hang perpetually in the same position in the sky... ... maybe the planet's rotation is a lot slower.
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Post by Rascoth on Aug 12, 2017 16:06:21 GMT
12 months, 30 days each. So similar to ours. Though with how the sun seems to hang perpetually in the same position in the sky... ... maybe the planet's rotation is a lot slower. Well, who knows
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Post by LFS on Aug 12, 2017 16:38:22 GMT
I figure with the number of times I crisscross the map (esp. on my first PT), it'd be closer to a 27 year campaign than 1... Same. At some point someone really should have sat my Inquisitor down and had a discussion about the inefficiency of running halfway across the world every time an Advisor completed a task...
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Trouble-shooting Space Diva
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Post by melbella on Aug 12, 2017 17:03:33 GMT
I figure with the number of times I crisscross the map (esp. on my first PT), it'd be closer to a 27 year campaign than 1... Same. At some point someone really should have sat my Inquisitor down and had a discussion about the inefficiency of running halfway across the world every time an Advisor completed a task... Like, why did we have to meet Josephine in VR again after saving her butt? This is why loyalty missions should still be doable after the bad guy is defeated.
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Post by Deleted on Aug 12, 2017 17:06:29 GMT
Let's hope for sending crystals in the next game to save on travel time.
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Post by ladyiolanthe on Aug 12, 2017 17:23:33 GMT
Or maybe the world just isn't as big as we all seem to think it is? Isseya manages to evacuate the Wycome refugees to Starkhaven in a day in Last Flight. Granted she is on a flying griffon, but I don't think the griffons fly as fast as jumbo jets, plus these ones had to fly carefully so as not to tip over the boats carrying the refugees. If you look at a map, that is about half the distance of Fereldan, so in theory a burdened griffon could fly across Fereldan in about two days.
Let's give the benefit of the doubt to griffons and say they can fly at least as fast as a peregrine falcon that isn't diving. Peregrine falcons average 40-55 km/h when they aren't diving. The griffons, having to be careful, might then be flying at the lower end of that range, so 40 km/h. Supposing that day length in Thedas is similar to day length in the real world, that means Starkhaven is about 960 km away from Wycome. That's also supposing that Isseya's "day of travel" was a full 24 hours. It might have been shorter, so the distance between the two cities would also be shorter. But for the sake of the rest of the post, I'll pretend they flew the full 24 hours.
On foot a fit person used to walking can travel around 5 km/h with equipment and gear. Assuming they walk only 8 hours a day, then, they could travel 40 km over even ground or roads - less over rough ground or if bushwhacking, obviously. It would take about 24 days for such a person to walk from Wycome to Starkhaven. If they walk longer days, the journey would shorten considerably. For example, a 12-hour day of walking would shorten the trip to 16 days.
Our Inquisitors had mounts. On good ground, like a road, a mounted horse can travel as much as 80 km/day, and in hostile environments, like a desert, horses in the real world have been pushed to cover 120 km in a day for three consecutive days. So travelling by horse from Wycome to Starkhaven would take about 12.5 days or considerably shorter if the horses are pushed hard for all or part of the journey.
Sailboats exist in Thedas and may have shortened our Inquisitors' journeys at times, as well - like travelling from Skyhold to Val Royeaux, for example - we could have taken a ship from Halamshiral down the river and across the Waking Sea to Val Royeaux.
Where do we travel to, in the game? Skyhold to the Dales, which are right next door. A couple days riding at the most, maybe. Skyhold to Halamshiral - probably less than a week. Skyhold to the Western Approach - probably a month by land, with maybe shorter time if you take a ship for part of the journey. Skyhold to Val Royeaux - by land and ship, probably less than 2 weeks. Skyhold to Redcliffe - maybe a week by horse, less if you sail across Lake Calenhad. Emprise du Lion and the Exalted Plain are part of the Dales - not that far from Skyhold.
Anyway... I don't think it's impossible to have completed everything in Inquisition over the course of a year or so. Where things get weird is when we, as players run back and forth from the maps to Skyhold all the time. I can see how that might break things for some people. But it's a game... I'm willing to suspend my disbelief while playing.
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Post by PapaCharlie9 on Aug 12, 2017 17:26:37 GMT
I figure with the number of times I crisscross the map (esp. on my first PT), it'd be closer to a 27 year campaign than 1... Same. At some point someone really should have sat my Inquisitor down and had a discussion about the inefficiency of running halfway across the world every time an Advisor completed a task... I'm probably beating a dead horse, but Bioware needs to stop using physical presence for what amounts to user interface interactions. It's particularly egregious for the War Table in DAI and the SAM Node in MEA. Leaders should have minions that run messages and orders for them. When a War Table task completes, a messenger should run up to the Inquisitor and deliver it wherever they may be, instead of the Inquisitor having to trudge back home like a scolded 7 year old. Perhaps only in camps and other safe places, like Redcliffe Village, although it would be pretty hilarious for a messenger to run up to my Inquisitor just as three angry bears charge into the party. For those few cases where the plot or narrative requires the Inquisitor be physically present back at HQ, just have a quest phase start at HQ. It's not like they don't do that anyway.
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Post by lilyenachaos on Aug 12, 2017 17:27:27 GMT
I save myself a ton of headaches by just...not thinking about it. :ulikeit:
I can play dumb when it suits me.
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Hrungr
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Post by Hrungr on Aug 12, 2017 19:09:27 GMT
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Post by Nightscrawl on Aug 12, 2017 20:00:05 GMT
Or maybe the world just isn't as big as we all seem to think it is? No, it actually is quite large. In DAO, when you ask Alistair about the other Wardens, he says that Weisshaupt is "thousands of miles away." Even if you reduce that to 1000 miles as the crow flies, it is a considerable distance via horse, and over inefficient roads. The Imperial Highway is deteriorating, and there are also off-road and path situations, as well as ascents to higher elevation, not to mention potential weather difficulties. In fact, with the state of the Imperial Highway, I think it might be safer for a horse to follow alongside on the ground, rather than risk catching a hoof on misplaced stones. We should also assume that people are using the same horses on the entire journey, rather than switching them out, like a postal horse. I also think you're underestimating the efficiency of air travel. Even if a griffon is slower, there are no obstacles and you can fly in a straight line.
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Post by Nightscrawl on Aug 12, 2017 20:03:02 GMT
Same. At some point someone really should have sat my Inquisitor down and had a discussion about the inefficiency of running halfway across the world every time an Advisor completed a task... I'm probably beating a dead horse, but Bioware needs to stop using physical presence for what amounts to user interface interactions. It's particularly egregious for the War Table in DAI and the SAM Node in MEA. Leaders should have minions that run messages and orders for them. When a War Table task completes, a messenger should run up to the Inquisitor and deliver it wherever they may be, instead of the Inquisitor having to trudge back home like a scolded 7 year old. Perhaps only in camps and other safe places, like Redcliffe Village, although it would be pretty hilarious for a messenger to run up to my Inquisitor just as three angry bears charge into the party. For those few cases where the plot or narrative requires the Inquisitor be physically present back at HQ, just have a quest phase start at HQ. It's not like they don't do that anyway. Even our modern military uses the situation room with maps and stuff...
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Post by gervaise21 on Aug 12, 2017 21:04:33 GMT
Regardless of how big or small Thedas is or how long it takes to travel from one place to another, we have some definite dates given to us in the timeline and in the game that clearly show the campaign had to have taken longer than a year.
9:40 Cassandra interviews Varric in Kirkwall. We are told in DAI that she was looking for Hawke to lead the Inquistion. Then having failed to find Hawke she drags Varric along with her to the Conclave to explain to the Divine/sign autographs (whichever story you want to believe). Leliana is also with her. Since none of them get blown up in the Temple, you must assume that they had only just arrived at Haven when it occurred or why weren't the Left and Right hands of the Divine guarding her?
9:41 (Havestmere) Sort of the equivalent of our October. We go to Redcliffe Castle to meet with Alexius. We know this date for definite because Dorian asks Fiona what date it is and says it is very important (presumably because he needs to know how much time has passed in order for him to plot our way back in time). She tells him it is 9:42 Havestmere and he states that it is a year has passed since we were in the hall with Alexius.
At this point we have not even sealed the Breach or suffered the attack at Haven, after which we travel to Skyhold. Even if we only follow the main plot line, on reaching Skyhold we still need to travel to Crestwood and meet Hawke's contact, travel back to Skyhold. Travel to the Winter Palace. Travel to the Western Approach and confront Erimond. Travel to Adamant (with siege engines - rather slow). Travel to the Arbor Wilds. Return to Skyhold (via eluvian) and meet Flemeth (which may or may not involve travel back to her shrine). Corypheus re-opens the Breach and we travel to the site of the Sacred Ashes. You cannot tell me we could complete all this in a couple of months in order to come in under 12 months for completing the entire story. That is just plain daft.
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Aug 12, 2017 21:34:40 GMT
At some point in banter, someone asks Cassandra why she wasn't at the Conclave protecting the Divine, and she confirms that both she and Leliana were in Kirkwall interrogating Varric about Hawke. So she, Varric, Leliana, and Cullen were on the way back to the temple when the explosion happened.
Cullen still being in Kirkwall up to that point yet having no idea anyone in the Order was using red lyrium (per Hawke) makes him come across, at best, as not the most observant person around. At worst, lying through his teeth, especially if Hawke was Viscount and had been in hiding for some time for that very reason. How would Hawke know about it but Cullen wouldn't?
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Post by NeverlandHunter on Aug 12, 2017 22:18:57 GMT
That is some fan commitment! The tattoos look good, though. I can't imagine sitting through all of that. My attempt at getting a tattoo like that would end with me forever hosting half a Dread Wolf and the outline of a dragon.
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Post by thats1evildude on Aug 12, 2017 22:35:48 GMT
I save myself a ton of headaches by just...not thinking about it. :ulikeit: I can play dumb when it suits me. "A statement that possesses more wisdom than it implies." -Flemeth
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Hrungr
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Post by Hrungr on Aug 12, 2017 23:54:47 GMT
James Hutchison @lifeisanact BioWare provides choices that make the player feel more engaged with the characters. @patrickweekes #wwcyyc17 pbs.twimg.com/media/DHDYF6PUwAA25EA.jpg Kai Kiriyama @raggedyauthor Heading to the writing for video games panel at #wwcyyc17 now! @patrickweekes is here and I may be fangirling. Oh man @patrickweekes is head writer for Dragon Age. (I didn't know that and fangirl mode is heightened.) Alright! Here we go. Talking about visual novels and branching narratives. #wwcyyc17 It used to be like writing a choose your own adventure, and are now more like writing an interactive movie/screenwriting #wwcyyc17 With visual novels you are leaning more toward screenwriting, rather than a video game or novel. #wwcyyc17 Players of visual novels, want to feel more like a participant, than an audience member. #wwcyyc17 You want there to be "rewards" for the participant. You want the dialogue to reflect different options/experiences. #wwcyyc17 Looking at it as an experience, rather than a written piece, can help your writing. You want your audience to feel involved. #wwcyyc17 Tone choices are important, because when you can't have a y/n answer, you can make it still feel like a choice. #wwcyyc17 For Bioware games, 4 lines of single NPC dialogue (when giving quests) is max. In a game like Skyrim, you are playing for freedom. In a game like Uncharted, it's linear gameplay. The appeal is playing thru action. Players who choose Uncharted want the cinematic. Bioware tries to straddle the fence, which means a lot of writing the thing 2x Now we're talking about replay ability and how often some modern video games miss that. In visual novels, the appeal is characters. Don't think of it as a cliched plot. Write for characters. When writing a game, if you hate it, then your audience likely won't love it, either. Good advice for all writing! Ugly truth from @patrickweekes - in Dragon Age Origins/Inquisition 60-90 hrs gameplay, trophies for completion 1x is 30% Replay ability is a nice thought but in a game of length? Not entirely essential. "Blank slate" characters are tricky, because as a writer you often find adding a character thru dialogue Had to cut jokes due to it being unreasonable/impossible w/in the game. Ah, writing pitfalls. Talking about expectations, trust in the writer, and how you need to build trust within the experience. So breaking trust and breaking the game (or the fourth wall!) doesn't always work. Examples of dialogue free narrative? Double Dragon. Limbo. (I would add the first Mario Bros.) Transistor was just mentioned as dialogue free narratives, because the art, sound design, everything worked together. Visual cues, when the audience can put the cues together makes the impact bigger and makes the audience take ownership. This whole idea of integrated narrative has been phenomenal.
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Hrungr
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Post by Hrungr on Aug 13, 2017 0:32:16 GMT
Mark Darrah Retweeted Lya Gobetti @lyagobetti A very merry #DragonAge wedding ♡
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Post by Nightscrawl on Aug 13, 2017 0:42:19 GMT
^ Finery mod in real life. XD
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Post by PapaCharlie9 on Aug 13, 2017 16:28:50 GMT
I'm probably beating a dead horse, but Bioware needs to stop using physical presence for what amounts to user interface interactions. It's particularly egregious for the War Table in DAI and the SAM Node in MEA. Leaders should have minions that run messages and orders for them. When a War Table task completes, a messenger should run up to the Inquisitor and deliver it wherever they may be, instead of the Inquisitor having to trudge back home like a scolded 7 year old. Perhaps only in camps and other safe places, like Redcliffe Village, although it would be pretty hilarious for a messenger to run up to my Inquisitor just as three angry bears charge into the party. For those few cases where the plot or narrative requires the Inquisitor be physically present back at HQ, just have a quest phase start at HQ. It's not like they don't do that anyway. Even our modern military uses the situation room with maps and stuff... For commanding officers that stay in HQ, yes. But when a commanding officer is in the field, it's a field office. The "situation room" moves with the leader, not the other way around.
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Post by PapaCharlie9 on Aug 13, 2017 16:30:36 GMT
A. That's some serious commitment to a fandom. B. That's some amazing ink. The artist has some talent. C. What's on the other arm, an ME sleeve? (Oh, wait, I guess the top picture is the other arm? I can't tell if that is the inside of the right elbow, or the outside of the left.)
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Post by PapaCharlie9 on Aug 13, 2017 16:49:43 GMT
For Bioware games, 4 lines of single NPC dialogue (when giving quests) is max. Not sure if this is a recommendation or a complaint about the limitation? If a recommendation, I'm not sure how I feel about that. Certainly for fetch quests and minor tasks, 4 lines is too much, but for a major quest stage? I think I might prefer major quests stages, particularly new branches, to emerge out of a longer conversation/argument organically. Similar to the length given a major decision. DAI's Champions of the Just vs. In Hushed Whispers is a good example. That dialogue was stretched out over many more than 4 lines, both in time and diversity of NPCs offering opinions. Amen. Uncharted is totally about the cinematic, and more importantly, about being the director of an awesome action movie. The better the casting of the main character -- Nathan Drake good, Joel of TLoU even better -- which is to say, the better the writing of the main character, the better the experience of directing. And indeed Bioware takes two interesting intermediate spots on the spectrum. DA is more towards the playing for freedom end, ME is more towards the playing for the cinematic end, but definitely straddling the fence in both cases.
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Post by Gilli on Aug 13, 2017 17:02:20 GMT
For Bioware games, 4 lines of single NPC dialogue (when giving quests) is max. Not sure if this is a recommendation or a complaint about the limitation? If a recommendation, I'm not sure how I feel about that. Certainly for fetch quests and minor tasks, 4 lines is too much, but for a major quest stage? I think I might prefer major quests stages, particularly new branches, to emerge out of a longer conversation/argument organically. Similar to the length given a major decision. DAI's Champions of the Just vs. In Hushed Whispers is a good example. That dialogue was stretched out over many more than 4 lines, both in time and diversity of NPCs offering opinions. Amen. Uncharted is totally about the cinematic, and more importantly, about being the director of an awesome action movie. The better the casting of the main character -- Nathan Drake good, Joel of TLoU even better -- which is to say, the better the writing of the main character, the better the experience of directing. And indeed Bioware takes two interesting intermediate spots on the spectrum. DA is more towards the playing for freedom end, ME is more towards the playing for the cinematic end, but definitely straddling the fence in both cases. How is 4 lines too much? Line 1: Please help me with X? (Quest start) Line 2: Thank you. (Accepting quest) Line 3: Oh well, can't help it. (Declining quest) Line 4: Thank you so much! (Completing quest) That is 4 lines for 1 NPC.
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Post by PapaCharlie9 on Aug 13, 2017 17:36:55 GMT
Not sure if this is a recommendation or a complaint about the limitation? If a recommendation, I'm not sure how I feel about that. Certainly for fetch quests and minor tasks, 4 lines is too much, but for a major quest stage? I think I might prefer major quests stages, particularly new branches, to emerge out of a longer conversation/argument organically. Similar to the length given a major decision. DAI's Champions of the Just vs. In Hushed Whispers is a good example. That dialogue was stretched out over many more than 4 lines, both in time and diversity of NPCs offering opinions. Amen. Uncharted is totally about the cinematic, and more importantly, about being the director of an awesome action movie. The better the casting of the main character -- Nathan Drake good, Joel of TLoU even better -- which is to say, the better the writing of the main character, the better the experience of directing. And indeed Bioware takes two interesting intermediate spots on the spectrum. DA is more towards the playing for freedom end, ME is more towards the playing for the cinematic end, but definitely straddling the fence in both cases. How is 4 lines too much? Line 1: Please help me with X? (Quest start) Line 2: Thank you. (Accepting quest) Line 3: Oh well, can't help it. (Declining quest) Line 4: Thank you so much! (Completing quest) That is 4 lines for 1 NPC. That's the whole quest, though. The original statement was 4 lines max for giving a quest. So take your Line 1 and make it 4 lines. Seems like too much, right?
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Post by Gilli on Aug 13, 2017 18:59:27 GMT
How is 4 lines too much? Line 1: Please help me with X? (Quest start) Line 2: Thank you. (Accepting quest) Line 3: Oh well, can't help it. (Declining quest) Line 4: Thank you so much! (Completing quest) That is 4 lines for 1 NPC. That's the whole quest, though. The original statement was 4 lines max for giving a quest. So take your Line 1 and make it 4 lines. Seems like too much, right? Hmm, idk, look at this quest, does it seem like "too much"? NPC: Line 1 NPC: Line 2 Inquisitor: NPC: Line 3 Inquisitor: NPC: Line 4 Quest: Aquired
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inherit
✜ Forge Mechanic
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Jun 12, 2024 13:49:30 GMT
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PapaCharlie9
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Aug 13, 2017 19:23:33 GMT
That's the whole quest, though. The original statement was 4 lines max for giving a quest. So take your Line 1 and make it 4 lines. Seems like too much, right? Hmm, idk, look at this quest, does it seem like "too much"? NPC: Line 1 NPC: Line 2 Inquisitor: NPC: Line 3 Inquisitor: NPC: Line 4 Quest: Aquired A better one would be blankets or ram meat. This one I think is more than a fetch quest, it introduces the whole attitude of the cult and connects to the story as one little pocket of natural consequences. In fact, this is one of the examples I use as a counter-argument to, "Everything in the Hinterlands was boring fetch quests." Arguably, blankets and ram meat are also natural consequences, but the difference is that this one is richer, at least visually and in location, if not in narrative. But even so, interesting that the NPC's lines conform to the 4 lines max, just like PW said.
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