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Post by rapscallioness on Aug 16, 2017 20:10:22 GMT
Oh, and about the tactics: I want the If/Then tactics to return, BW. I do not want DA combat gameplay ported from some MP set up. MP is an add on. SP is still your main game. And that's where your priorities should be. I really did not like hearing that you set up combat for MP, and then ported it over to SP.
This is one of the reasons people were wary of MP being added to BW games. This very kind of thing. Once we had tactics, and now - for the love of MP - all we have is some Follow/Don't follow. It's frustrating when you see SP features that you like being thrown on the chopping block for MP.
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Post by therevanchist25 on Aug 16, 2017 22:43:10 GMT
Aye, I was already fully aware of that. Mike explained that basically, all that stuff was there, because they didn't expect players to be so OCD about wanting to do everything. To which I have to question how a developer that has made RPGs for 20 years hadn't yet realized that. It is a lot easier to criticize something than it is to create it. I understand, but let's be real a second, I've never met an RPG player who isn't OCD on some level. It just seems like that is something they would be more aware of is all.
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Post by Deleted on Aug 16, 2017 23:03:25 GMT
It is a lot easier to criticize something than it is to create it. I understand, but let's be real a second, I've never met an RPG player who isn't OCD on some level. It just seems like that is something they would be more aware of is all. I remember Casey Hudson making the same mistake about the planet scanning in ME2, so maybe It's not that obvious or they just don't think It's that important or things changed at the last minute or...who knows. Anyway, I find it reassuring that on more than one occasion Mike acknowledged the fetching was excessive. It makes me hopeful that the next game will be better, and I really *loved* Inquisition, but no game is perfect.
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Post by Nightscrawl on Aug 16, 2017 23:20:25 GMT
I'd rather have some content that I feel compelled to do because of mild OCD than no content at all.
It depends on what it is, really, and the realities of completing it.
MEA has has these random quests that you just happen upon that are essentially collection busy work. The problem with these is that there aren't any map points, and they require the player to drive around and around and around (and around) looking for enemy camps as the possible locations of the items. There is no reason to go to these random enemy camps other than these "quests." I HATED those so much. The one thing that the DAI collections had going for them was that they were all in locations the player is likely to happen on while exploring and questing. I've never used a guide to find everything in DAI.
I refuse to do these MEA collections and they are the only quests clogging my log at the end of the game. Players don't have to do these things. And it's not the devs' fault that some players just can't help themselves.
And let's not fool ourselves by thinking that DAI is the only DA game guilty of this. DAO had collection/fetch quests disguised as errands for the Chanter's Board, the Mages' Collective, and the Blackstone Irregulars; these were extended into DAA as well with the Blight Orfans Notis Bord. Some of these were real questy quests, but not all. DA2 had a plethora of fetch quests that were merely finding an item in the world and having a quest magically appear in your log and Hawke somehow knowing who the item belonged to. Those were absurd and considerably worse than anything DAI had to offer in their absurdity.
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Post by therevanchist25 on Aug 16, 2017 23:28:48 GMT
In The Witcher 3, I agreed to kill a ghost near a lighthouse. Just a standard bounty. This led to a tavern brawl, dead villagers, Geralt’s imprisonment, a deal with a noble and then a quest in a cave that forced Geralt to face his fears and failings. It was entirely optional. This is a Quest, not running around a zone mowing down packs of enemies at various copy and paste camps after having one conversation with an NPC who asked you to do it for them. Aaaaand you still keep ignoring all the things that aren't "running around zone mowing down pack of enemies at various copy and paste caps" even though I've pointed them out already. Also - what you're failing to mention that quests like that didn't happen all that often in case of Geralt. Most of the bounty quests were just that - "fetch quests". Go and kill this, get a reward, end. I've played Witcher 3 too, you know. And the fact that Geralt had emergent bigger quests like that is because he didn't have content surrounding companions or advisers. Sure, some if his friends had surrounding quests, but not entire, choice and emotion-ladden quests we have with 9 companions once we earn enough of their trust. It just doesn't happen. Witcher 3 simply doesn't have such big emphasis on companions or them being permanent, so the resources for an occasional bigger quest are available to put elsewhere. Also - good luck making the same kind of quests you mentioned in DAI when it Witcher 3 it relied ENTIRELY on Witcher being a fixed character with two games and a whole book series of history behind him. Yes, because people didn't say that they weren't emotionally touched when they've finished companion quests in DAI or impacted by revelations in storyline... And they ARE. Companion quests, among others, are 'sice-quests' that are entirely optional as well. But try and treat EVERY side quest as as important as main quest and you get yourself a recipe for a game that will never see a light of day (and ain't necessarily better because of that). Side-quests have varying levels of detail and impact - that is true in DAI as it is true in Witcher 3. Of course they do - in all the big or small ways you mentioned. But in case of Inquisitor we can't just think about ourselves or our immediate surrounding - all we do impacts the strength of Inquisition - the influence we have, the power we hold, the allies we have or their reach. Majority of quests we can play through, including many smaller ones across the zones, have direct impact on that or how Inquisition is perceived by the world OR what we know about the world. That you refuse to see that... well, whatever floats your boat. You may not like what and how the game handled certain elements - that doesn't entitle you to ferevrishly denying content that is there. I'm not talking about Companion quests, because those are real quests. Those are amazing quests. I am talking about the zones I mentioned previously. Yes, that 1 bounty quest was the exception, but quests of that quality, most surely was not. I can go down the list all night, firing off every amazing optional quest Witcher 3 delivers. It is entirely possible to have quests of deep complexity and writing significance, regardless of Fixed Protagonist. How do I know this? Many games provide examples, KOTOR 1 and 2, Jade Empire, New Vegas, Morrowind, Oblivion in some cases. The list goes on. You cannot use the excuse of "fixed protagonist" as a defense for these half baked quests, when many games that lacked this provided vastly superior quest content. As far as companions go, no, Geralt did not have them, but many other games did, and still achieved better results. I'm not "ignoring" anything, because mowing down packs of enemies is all your doing in the aforementioned quest zones, regardless of how you wish to describe how different you think it is. You talk to basically no one, beyond the initial quest giver, there are never any twists, or moral dilemmas to any of these quests, they are static "Talk to this guy, go kill the enemies and collect stuff, turn it in" Hissing Wastes is wasting 2 hours in a plot irrelevant 3rd desert area, and the entire quest is collecting codex entries, killing multiple enemy camps, and finding the crap rune. Nothing interesting happens, nothing significant happens, nothing happens that is worthy of any mention. It is just a long slog and grind all for the sake of a few tiny lore tidbits. I'm sorry, but that is a waste of an entire Zone, and it's made even worse by being the largest zone in the game by far. Exalted Plains, again you talk to the 1 quest giver, kill various camps of enemies and kill the standard elite "boss" and collect the little note that mentions Emerald Graves. You get a few codex entries, and little else. An entire Zone, and this is the quest with the biggest significance. All this so called depth you say these quests have are contained entirely in Codex entries, or a token NPC that tells you how horrible X is, and that is simply not quality quest content. Emerald Graves is almost the same exact scenario, including being the same group of enemies. You talk to the token quest giver, Fairbanks, you clear the enemy camps, you talk to a token NPC in a cell that tells you how horrible they are, and you collect codex entries that supplement all of the actual story. This is the bulk of the games content, and you can take all the lore you get from these codex entries, and use it as proof of how "different" and "meaningful" these quests are, but that simply is not going to convince me, because that has nothing to do with whats actually happening on screen, with what you are actually physically involved with as a player. The Main Plot and the Companion quests, are all absolutely top quality quest content, and have no complaints about any of that, in fact it is those things that makes Inquisition the best Dragon Age game to me, despite the massive amount of busy work that fills up the game zones. Jaws of Hakkon was an improvement to Zone questing, but more work is still needed. Yes, all games have busy work, and Witcher 3 has many, many quests that are purely fluff, pointless content. However, the ratio is vastly different. Witcher I would say is 60/40 in favor of actually well constructed quests not counting their gigantic expansion DLCs. Whereas DAI is more 65/45 in favor of fluff and busy work.
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Post by therevanchist25 on Aug 16, 2017 23:41:26 GMT
I understand, but let's be real a second, I've never met an RPG player who isn't OCD on some level. It just seems like that is something they would be more aware of is all. I remember Casey Hudson making the same mistake about the planet scanning in ME2, so maybe It's not that obvious or they just don't think It's that important or things changed at the last minute or...who knows. Anyway, I find it reassuring that on more than one occasion Mike acknowledged the fetching was excessive. It makes me hopeful that the next game will be better, and I really *loved* Inquisition, but no game is perfect. Oh I agree it is very reassuring that Mike admitted it was far too much busy work. Provided we not be overly cynical and just say hes telling us what we want to hear so we stop complaining. But Mike typically seems like an awesome guy, not prone to bold faced lies, so time will tell.
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Post by Avejajed on Aug 17, 2017 0:45:19 GMT
Yes, because it's not like all zones have multi-stage main quests and quests linked with it in those... Hissing Wastes is a scavenger hunt, not a quest. The Exalted Plains has no overarching quest either, because clearing out areas of enemies that you would have likely done anyway, is not a quest. Storm Coast also does not have a quest, because collecting journal entries with your radar is not a real quest. The Western Approach like-wise, does not have an overarching quest, you get a quest that unlocks a Dungeon after you've basically already cleared out the entire area and established your presence, and collecting pieces of dead animals for a scholar from Orlais, is a fetch quest. Emerald Graves is a maybe, but is overall still just like Exalted Plains, clearing out areas of enemies that you likely would have done anyways. Yeah but I'm pretty sure they are counting those things as quests. They just aren't - that- related to the main one. I mean maybe in some tenuous way. Like the Exalted Plains has a "quest" that's connected to the war in Orlais where you have to clear the battlements or whatever. You may not consider them quests but I'm pretty sure Bioware does. Nobody ever talks about that one area that's basically only there for the shard fetch quest. I can't even remember it's name that's how little I paid attention to it. I don't think it was a very big area but literally had like, no quests at all in it, just the temple that the shards opened, right? Golden oasis or something. I'd have put the temple elsewhere and not bothered with yet another otherwise-empty area.
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Post by therevanchist25 on Aug 17, 2017 0:58:02 GMT
Hissing Wastes is a scavenger hunt, not a quest. The Exalted Plains has no overarching quest either, because clearing out areas of enemies that you would have likely done anyway, is not a quest. Storm Coast also does not have a quest, because collecting journal entries with your radar is not a real quest. The Western Approach like-wise, does not have an overarching quest, you get a quest that unlocks a Dungeon after you've basically already cleared out the entire area and established your presence, and collecting pieces of dead animals for a scholar from Orlais, is a fetch quest. Emerald Graves is a maybe, but is overall still just like Exalted Plains, clearing out areas of enemies that you likely would have done anyways. Yeah but I'm pretty sure they are counting those things as quests. They just aren't - that- related to the main one. I mean maybe in some tenuous way. Like the Exalted Plains has a "quest" that's connected to the war in Orlais where you have to clear the battlements or whatever. You may not consider them quests but I'm pretty sure Bioware does. Nobody ever talks about that one area that's basically only there for the shard fetch quest. I can't even remember it's name that's how little I paid attention to it. I don't think it was a very big area but literally had like, no quests at all in it, just the temple that the shards opened, right? Golden oasis or something. I'd have put the temple elsewhere and not bothered with yet another otherwise-empty area. Indeed, the Forbidden Oasis is just another example. No one mentions it because doing so is fruitless, as you said, it has literally nothing but Shards. It would have been better to just put that into the Western Approach, make it a blocked off part of the map you had to clear with the War Table or something.
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Post by AlleluiaElizabeth on Aug 17, 2017 3:37:38 GMT
Well, there was a sigil and there's a purple two handed weapon in a spot in the dunes. And it has the visuals of that gorgeous little oasis. They could have made the area a hidden section of the western approach, maybe, but the Forbidden Oasis was memorable to me.
Though I do agree that the payoff for finding all the shards and opening the main chamber is extremely anti-climactic. With a name like "Solassan" in this game, I was hoping for more backstory/purpose to the place to be revealed. An answer behind the why of the existence of the shards scattered around southern Thedas, maybe. Just fighting a Pride demon and getting some normal loot was disappointing.
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Post by Andrew Waples on Aug 17, 2017 11:38:59 GMT
Yeah but I'm pretty sure they are counting those things as quests. They just aren't - that- related to the main one. I mean maybe in some tenuous way. Like the Exalted Plains has a "quest" that's connected to the war in Orlais where you have to clear the battlements or whatever. You may not consider them quests but I'm pretty sure Bioware does. Nobody ever talks about that one area that's basically only there for the shard fetch quest. I can't even remember it's name that's how little I paid attention to it. I don't think it was a very big area but literally had like, no quests at all in it, just the temple that the shards opened, right? Golden oasis or something. I'd have put the temple elsewhere and not bothered with yet another otherwise-empty area. Indeed, the Forbidden Oasis is just another example. No one mentions it because doing so is fruitless, as you said, it has literally nothing but Shards. It would have been better to just put that into the Western Approach, make it a blocked off part of the map you had to clear with the War Table or something. Or the Hissing Wastes for that matter.
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Post by Felya87 on Aug 17, 2017 12:45:30 GMT
I still believe the problem with the secondary quests in DAI was that had little... "presentation". No cutscene, no face-to-face dialogue, no cinematic whatsoever, and just some ambiental dialogue that left the feeling of having done just a fetch quest instead of a true quest. The fact that I have in mind no-face to some of the characters in those quests, like Michel de Chevain, or Imshael (and I even liked the quest!), but I still remember cleary the elven family and the orphaned child in Lothering, say a lot to me.
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Post by Hrungr on Aug 17, 2017 17:32:00 GMT
Blair Brown @thefiddzz PAX WEST IN 2 WEEKS! CANT WAIT TO SEE YOU ALL! Also excited for the 1 shot im going to run for felandaris @scottwenter @lazertuna @sa_roux
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Post by midnight tea on Aug 17, 2017 23:01:59 GMT
I'm not talking about Companion quests, because those are real quests. Those are amazing quests. I am talking about the zones I mentioned previously. You've missed the point I was making.
All the games you've mentioned either have a fixed character OR have less involved main storylines. Heck, you can skip main quest in Morrowind or Oblivion or Skyrim almost entirely - they take about 25%/30% of the whole content and don't have much in terms of followers. DAI is simply a different game.
So far the only games that 'lacked this' that you mentioned happened to not put that much emphasis on main storyline, hence they could have more involved side quests. That was sort of the point. MOST of content in Oblivion, for example, is pretty much entirely optional. And don't get me wrong, I love TES games and Oblivion was my introduction to the world of RPG games, but I know what those game are and what they aren't. And they aren't built in a way the Dragon Age game is. They are built on a different premise, just like games with fixed characters are built on somewhat different premise. We refine, rather than define characters that we play there and that itself enables writing of a different content, just like less involved main storyline enables putting resources into all those sice-quests that rival the main quest with its scope or involvement or less content for followers enabled Witcher 3 to put resources into some more elaborate optional side-quests we can find when venturing around the world.
The irony is that games like Morrowind or Oblivion enables you to play all those side-quests, but they're not building up to the bigger whole (they exist within the same universe and timeline, but they don't really tie to the main quest), which undermines the point you were trying to make before. The emphasis in these games is put into us choosing our own adventure and don't really overlap with one another - in fact I've always found it amusing that I can be a guildmaster of Mages Guild and Fighters Guild/Companions and be master assassin at the same time or somehow sell my soul to all Daedric Princes and pretty much nobody is like "waitaminute...HOW!?".
Yes, I must've imagined all those steps and things I've been doing aside from "mowing packs of enemies"...
I'm sorry, but all this is just a matter of you not recognizing a different way to do design quests. For you a quest is something that is laden with cinematic, choice and fairly linear and self-encapsulated - for me, a quest is something that is following a clear, sometimes quite long and involved narrative. Despite your insistence, that's what the zones provide - even Hissing Wastes you don't like. None of the things we're doing there is not overlapping with one another, like, for example, Oblivion or Morrowind or Skyrim. All the main objectives and some smaller ones are inter-connected and if we choose to follow all the objectives we manage not only to stop the Venatori, release the slaves and deprive them of some of their leaders, I can find the treasure they're looking for and solve the mystery of something unheard of in Thedas which is dwarven ruins on a surface (hardly a small lore tidbit, especially with all the other 'tidbits' and implications left all over the place). These are hardly "tasks" or scavenger hunts - all of this follows a cohesive narrative.
Hmmm, I see you really don't remember all the stages of the quests there, nor the fact that helping the Dalish clan on Exalted Plains is hardly a small side-quest either. And do you even remember that we can choose to reveal Fairbanks' noble birth and that we have to talk to an enamored peasant to gain access to that quest, but she won't talk with us until we save her friends from hands of the Freemen? Or that fact that this ain't even the end of being involved with him, given that we can continue and ensure a better settlement for refugees, but that requires the elimination of the Freemen - the Freemen we know that are in cahoots with Venatori because of what we've found out in Exalted Plains?
Like I said - you're ignoring a lot there's there and just how inter-connected these things are.
I agree that JoH was an improvement and I'm hoping to see more of those in DA4. However, I wouldn't be objecting to the type of content like in zones in DAI, even if you refuse to see those as legitimate questing. Like it was mentioned somewhere above, at times it was a matter of presentation rather than lack of content and I'm fairly sure that with experience the DA team has as well as improvements on technical sides, we'll probably see improvements to game experience overall. Only recently Mike Laidlaw has said during an interview that he views Inquisition not as something akin to Witcher 3, but Witcher 2 - both are first RPG game on a new engine and in many respects they are a prototype. It's only after they gained experience and learned which things worked and which did not that has let them create TW3. I don't think BW is really aiming to create next TW3 - they can't, because in many respects those are different games and I doubt DA4 will be the last of the series (like TW3 was, which allowed for some definitive end results), but they seem confident that whet they're building now will greatly benefit from experience gained during DAI development.
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Post by Hrungr on Aug 17, 2017 23:40:42 GMT
Good discussion, but I think it's time to create a thread for it.
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Post by Kabraxal on Aug 18, 2017 0:14:02 GMT
I'm not talking about Companion quests, because those are real quests. Those are amazing quests. I am talking about the zones I mentioned previously. You've missed the point I was making.
All the games you've mentioned either have a fixed character OR have less involved main storylines. Heck, you can skip main quest in Morrowind or Oblivion or Skyrim almost entirely - they take about 25%/30% of the whole content and don't have much in terms of followers. DAI is simply a different game.
So far the only games that 'lacked this' that you mentioned happened to not put that much emphasis on main storyline, hence they could have more involved side quests. That was sort of the point. MOST of content in Oblivion, for example, is pretty much entirely optional. And don't get me wrong, I love TES games and Oblivion was my introduction to the world of RPG games, but I know what those game are and what they aren't. And they aren't built in a way the Dragon Age game is. They are built on a different premise, just like games with fixed characters are built on somewhat different premise. We refine, rather than define characters that we play there and that itself enables writing of a different content, just like less involved main storyline enables putting resources into all those sice-quests that rival the main quest with its scope or involvement or less content for followers enabled Witcher 3 to put resources into some more elaborate optional side-quests we can find when venturing around the world.
The irony is that games like Morrowind or Oblivion enables you to play all those side-quests, but they're not building up to the bigger whole (they exist within the same universe and timeline, but they don't really tie to the main quest), which undermines the point you were trying to make before. The emphasis in these games is put into us choosing our own adventure and don't really overlap with one another - in fact I've always found it amusing that I can be a guildmaster of Mages Guild and Fighters Guild/Companions and be master assassin at the same time or somehow sell my soul to all Daedric Princes and pretty much nobody is like "waitaminute...HOW!?".
Yes, I must've imagined all those steps and things I've been doing aside from "mowing packs of enemies"...
I'm sorry, but all this is just a matter of you not recognizing a different way to do design quests. For you a quest is something that is laden with cinematic, choice and fairly linear and self-encapsulated - for me, a quest is something that is following a clear, sometimes quite long and involved narrative. Despite your insistence, that's what the zones provide - even Hissing Wastes you don't like. None of the things we're doing there is not overlapping with one another, like, for example, Oblivion or Morrowind or Skyrim. All the main objectives and some smaller ones are inter-connected and if we choose to follow all the objectives we manage not only to stop the Venatori, release the slaves and deprive them of some of their leaders, I can find the treasure they're looking for and solve the mystery of something unheard of in Thedas which is dwarven ruins on a surface (hardly a small lore tidbit, especially with all the other 'tidbits' and implications left all over the place). These are hardly "tasks" or scavenger hunts - all of this follows a cohesive narrative.
Hmmm, I see you really don't remember all the stages of the quests there, nor the fact that helping the Dalish clan on Exalted Plains is hardly a small side-quest either. And do you even remember that we can choose to reveal Fairbanks' noble birth and that we have to talk to an enamored peasant to gain access to that quest, but she won't talk with us until we save her friends from hands of the Freemen? Or that fact that this ain't even the end of being involved with him, given that we can continue and ensure a better settlement for refugees, but that requires the elimination of the Freemen - the Freemen we know that are in cahoots with Venatori because of what we've found out in Exalted Plains?
Like I said - you're ignoring a lot there's there and just how inter-connected these things are.
I agree that JoH was an improvement and I'm hoping to see more of those in DA4. However, I wouldn't be objecting to the type of content like in zones in DAI, even if you refuse to see those as legitimate questing. Like it was mentioned somewhere above, at times it was a matter of presentation rather than lack of content and I'm fairly sure that with experience the DA team has as well as improvements on technical sides, we'll probably see improvements to game experience overall. Only recently Mike Laidlaw has said during an interview that he views Inquisition not as something akin to Witcher 3, but Witcher 2 - both are first RPG game on a new engine and in many respects they are a prototype. It's only after they gained experience and learned which things worked and which did not that has let them create TW3. I don't think BW is really aiming to create next TW3 - they can't, because in many respects those are different games and I doubt DA4 will be the last of the series (like TW3 was, which allowed for some definitive end results), but they seem confident that whet they're building now will greatly benefit from experience gained during DAI development.
I admire the resolve and energy to still debate these points. Mine has been sapped for a little while. But it is astounding how many people muss the depth, omplexity, and variety in Inquisition. Puzzles, errands, companion quests, explorations, hunting... there are a lot of sidequest types within Inquisition. Add to this the way the writers either tie the content to the main narratives (plural people, there are several interwining stories in this game alone) within the game.... and then offer quests and exploration that feed into the myriad of threads started in Origins and DA2. Objectively, one cannot argue the quests do not intertwine with the main content. It just happens the main stories are so layered that many people falsely reduce things to a single thread when Inquisition is doing so much more. This is only made more apparent to those who delve into all the little details of the game... from idle hobbies to foreshadowing and to downright historic scope and implications built on simple world design, Inquisition actually crushes many other games in terms of interweaving lore, quests, and story when everything is taken into account. Is this everyone's preference? No. Some want a more cinematic and streamlined experience. Some want a sandbox to do things. But for those gamers that love deep and expansive lore, exploration, characters, and stories that take games to weave dozens of narratives together... Inquisition is the hallmark experience. I dob't know why some want to claim Inquisition failed. I've never played a game where I explored ruins and wasn't told what I discovered, but shown and nudged into revelations. Hell, I still make small discoveries regarding the expansive nature of the lore. 3 years in... and someone wants to tell me the sidequests don't intertwine with the main stories. Bah. Keep up the good fight. Though maybe in a thread centered on it 😋
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Post by phoray on Aug 18, 2017 13:56:04 GMT
Ok. So DA news is:
Final installment of Knight Errant in September so I can finally get my grubby hands on the full book.
They recently hired a bunch of people
But no confirmation. I really don't get that. Does saying it exists really hurt them that much?
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Post by midnight tea on Aug 18, 2017 13:58:37 GMT
Ok. So DA news is: Final installment of Knight Errant in September so I can finally get my grubby hands on the full book. They recently hired a bunch of people But no confirmation. I really don't get that. Does saying it exists really hurt them that much? There's no official confirmation, but since they're hiring people left and right I don't think it's much of a secret anymore. But they may be barred by any official announcements by contracts or the whole revenue recognition issue.
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Post by phoray on Aug 18, 2017 13:59:50 GMT
Ok. So DA news is: Final installment of Knight Errant in September so I can finally get my grubby hands on the full book. They recently hired a bunch of people But no confirmation. I really don't get that. Does saying it exists really hurt them that much? There's no official confirmation, but since they're hiring people left and right I don't think it's much of a secret anymore. But they may be barred by any official announcements by contracts or the whole revenue recognition issue.1 The moment they confirm is when they have to start counting dollars?
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Post by midnight tea on Aug 18, 2017 14:04:32 GMT
There's no official confirmation, but since they're hiring people left and right I don't think it's much of a secret anymore. But they may be barred by any official announcements by contracts or the whole revenue recognition issue.1 The moment they confirm is when they have to start counting dollars? Maybe? Dunno? Here's a lecture from Mr. Darrah: Mark Darrah @biomarkdarrahOk, pull up a desk. I'm going to try to explain Revenue Recognition issues and the impact they have on public companies... 1. I sell you a thing. You give me money. Everything is great. 2. I sell you the PROMISE of a thing and you give me money. Ok things get complicated. I have the money but you don't have the thing 2a. until I deliver the thing I promised, I have the cash but I can't recognize the revenue in my financial statements. 2b. It gets really complicated when the product is partially delivered. What percentage of revenue gets deferred? All of it? 2c. Arguably, ANY promise that affects the primary product can be construed to trigger this sort of thing. So all of this affects WHAT as well as THE WAY that public companies talk about things. I am not an accountant. Your mileage may vary.
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Post by midnight tea on Aug 18, 2017 14:47:08 GMT
Not sure this was linked. www.pcgamesn.com/dragon-age-4/dragon-age-4-story-alexis-kennedyRelevant pieces: "The writer recently did a freelance writing stint at BioWare, working on a specific section for a game in the Dragon Age series. If you were a betting person, your money would be safe if you put it on Kennedy’s involvement being something to do with death, containing dark humour, and possibly passing through a metaphorical mirror.
“Dragon Age 4 - we can neither confirm or deny,” Kennedy laughs. “This is what people assume I was working on and nobody at BioWare has said ‘that is a crazy assumption’, but, equally, neither have they said, and neither have I said, that’s what I’m working on. It is confirmed to be a project in the Dragon Age franchise and I did work with Dragon Age writers...
“They hived off a bit of the lore for me to go and do a deep dive on, and develop a bunch of typically gothic, miserablist, surreal, Kennedy stuff. I think it would not be surprising if it were about death, and I think that element will survive if nothing else does - it will be related to the body of my work.” The section Kennedy is developing will be a playable part of the story, not just background lore, which means he’s fleshed out characters, written dialogue, and worked on the backstory. "
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Post by Hrungr on Aug 18, 2017 17:05:27 GMT
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Post by Hrungr on Aug 18, 2017 18:06:02 GMT
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Post by Hrungr on Aug 18, 2017 20:48:02 GMT
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Post by Hrungr on Aug 18, 2017 20:51:52 GMT
nicole @ieftbian @patrickweekes do all dogs go to the maker's side? very important.
Patrick Weekes @patrickweekes I believe "Andraste's Mabari" answered that question as clearly as we can.
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Post by AlleluiaElizabeth on Aug 19, 2017 0:51:19 GMT
Not sure this was linked. www.pcgamesn.com/dragon-age-4/dragon-age-4-story-alexis-kennedyRelevant pieces: "The writer recently did a freelance writing stint at BioWare, working on a specific section for a game in the Dragon Age series. If you were a betting person, your money would be safe if you put it on Kennedy’s involvement being something to do with death, containing dark humour, and possibly passing through a metaphorical mirror.
“Dragon Age 4 - we can neither confirm or deny,” Kennedy laughs. “This is what people assume I was working on and nobody at BioWare has said ‘that is a crazy assumption’, but, equally, neither have they said, and neither have I said, that’s what I’m working on. It is confirmed to be a project in the Dragon Age franchise and I did work with Dragon Age writers...
“They hived off a bit of the lore for me to go and do a deep dive on, and develop a bunch of typically gothic, miserablist, surreal, Kennedy stuff. I think it would not be surprising if it were about death, and I think that element will survive if nothing else does - it will be related to the body of my work.” The section Kennedy is developing will be a playable part of the story, not just background lore, which means he’s fleshed out characters, written dialogue, and worked on the backstory. "... Nevarra? O.o Or perhaps something to do with Falon Din.
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