Corinne Busche π³οΈββ§οΈ @corinnebusche Every time I walk past the table full of prop weapons in the gameplay pit it puts a smile on my face βοΈ
Patrick Weekes @patrickweekes They once borrowed the Writer Pit Claymore for what they SAID was mocap.
Conal Pierse @conalpierse We went and forged a whole new sword after they told us the Darkspawn sword wasn't suitable for cutting watermelons
Patrick Weekes @patrickweekes Miss you, Conal.
Not just because of you forging a new sword specifically for cutting watermelons, but like... it's in there.
Karin Weekes-West @karinweekes The Dragon Age Apostrophe Wars flare up anew (Iβm looking at you with significant side-eye, @oiblair and @patrickweekes). Makes me miss @davidgaider every time.
Courtney Woods @courtneywoods You can use your power for good or you can use it to add more apostrophes. There is no in between.
Karin Weekes-West @karinweekes Let your words of truth RESOUND, Courtney!
The guys are back! In episode 216 they welcome former BioWare Executive Producer Mark Darrah to the show to discuss his time with BioWare, role in Dragon Age and how the new entry was coming along, what happened with Anthem (I mean comon we have to talk Anthem!), the presence of EA, and more.
Prior to the discussion, the guys also discuss their favorite games from Gamescom, the PS5 price hike, PS5 Edge controller, and more!
An awesome DA fan transcribed all the interesting conversation from the interview.
It's... a lot, so I'll put it behind a spoiler block, but certainly worth a read if you haven't watched the video.
βWhen BioWare got bought by EA, they were publishing north of twenty to thirty games a year. Now itβs - seven? - I donβt wanna actually put a number on there but yeah, itβs the sports titles, Sims, probably a shooter, and then once in a while a BioWare or Respawn game comes out.β
Q. from the hosts: βDo you reflect fondly on the days when you and your peers could just, from a AAA perspective, sit down and create a game like Dragon Age: Origins, and do you see that thatβs kind of faded in a way? Is that a lot less feasible in todayβs market?β
A. βIt may be a lot less feasible. But honestly I think, what happened with Dragon Age is that Dragon Age always had the misfortune of never being understood by EA and always being sort of pushed to chase a broadening. So you see this in - so, Dragon Age: Origins, just an RPG. By Dragon Age: Inquisition, youβre definitely into action-RPG space. And if you actually look across the RPG space as a whole, I think thatβs actually kind of happened everywhere, where thereβs been a push towards broader, more accessible features and language. I mean, there was a time when we wouldnβt even say the word βRPGβ out loud because it was seen as being too niche. Now, I think, thatβs definitely past, people say 'RPGβ now, but I mean honestly, in a lot of ways, the path from Baldurβs Gate 1 to Dragon Age: Inquisition, I think itβs pretty evolutionary. Itβs a series of steps towards more action, more accessible features and bits. I think the question is, you canβt sit down and make Baldurβs Gate today as a AAA game, and it was a AAA game, if such a term even existed back then in the nineties, because it doesnβt have the market, and back then it didnβt have the market for the budget youβd spend these days - the industry was just so much smaller. I question whether or not you could sit down and make a Dragon Age: Origins in terms of, that hard, some of the themes in it also just - even at the time itβs actually not the most attractive game, it was already looking years old when it came out, so as a AAA game I think, yeah, Dragon Age: Origins snuck in under the wire honestly, in terms of what it was. But in terms of scope, in terms of size, I think you can still do that, itβs just you gotta maybe aim a little bit differently. You could definitely, you could pretty much make Dragon Age: Origins if you just went out and set out to make a game of that size and basically of similar fidelity, just let the hardware crank it up a little bit, you could probably make that game, well under, these days, well under thirty million dollars. So aim right in the middle of AA and you could definitely make something of that size. The Witcher 3 is huge, Dragon Age: Inquisition is huge, Bethesda is a special entity, but Skyrim is hugely huge.β
βOne of the realities is there arenβt that many AAA RPGs or even AA RPGs because theyβre the most expensive genre to make, especially from a content perspective, and the longest to make, so you kind of get news by managing to exist.β
βWe got bought by EA in 2008 and Dragon Age: Origins had started development in, like, 2002. Originally Dragon Age: Origins was only gonna be on PC.β
[on changing look of qunari from Dragon Age: Origins to Dragon Age II] βDragon Age: Origins doesnβt really have, it has an art direction, but basically itβs generic fantasy. Every RPG that came out around Dragon Age: Origins pretty much looks like Dragon Age: Origins. So, Dragon Age II, the goal was to make it look like something. And you may not like what it looks like but it looks like something. So it stands on its own, you can look at a screenshot of Dragon Age II and know itβs Dragon Age II. The intention, as I remember, was always that the qunari were going to have horns. We couldnβt do that in Dragon Age: Origins. So Sten just basically looks like a guy and, very much like, with Klingons in Star Trek, I feel like the retcon is almost exactly the same retcon. βYeah, yeah, there are some qunari that donβt have hornsβ. So it was, I believe, it was always intended and we were able to do it in Dragon Age II. So it was partly driven by art direction and partly driven by a desire to do that in the first place.β
Q. βWas the idea for Anthem born out of BioWare at its heart wanting to try something new, or was it purely driven by looking at games like Destiny, which seems to be the most apt example, or other games where you could drive a long term monetization of this service genre - like how did Anthem come to fruition in its original scope and idea?β
A: βYeah, so, first thing actually, Anthem started development well before Destiny came out. So Destiny, I would argue, Destiny should have had a greater influence on Anthem than it did. Because I think that there were people in the leadership of that team who refused to make any sort of connective statement like, they would push back on any statement like βItβs Destiny with flyingβ, or anything like that. And I feel like those kind of statements can be incredibly valuable, but, so Iβve been thinking about this a lot, because as weβre getting close to the, I have to do the Memories and Lessons from Dragon Age: Inquisition, but then the one right after that is probably going to be Anthem. So Iβve been thinking about, 'why did this game exist in the first placeβ? So, the team from Mass Effect 3 didnβt, the leadership team at least, was looking to not be on Mass Effect anymore. So they were basically looking to pitch something new and this was led by Casey Hudson. And there was a, like, Casey has a whole thing of like, a pyramid of process, but basically the goal was to make something that was not Mass Effect, that was different. At the time at Ea, and this is where Iβm not sure of the reality, but at the time of EA this is when you have, you know, Frank Gibeau saying, βWe will never release a game that doesnβt have a live serviceβ, whatever pro-multiplayer, anti-singleplayer rhetoric was being said out loud, that was inside of the company times ten. So the thing that I donβt know the answer to was, I donβt know if Anthem is the game that Casey, or [Anthemβs codename] Dylan, which was the game at the time where Casey, what Casey was pitching in the early days was, βThis is a new way of telling story, itβs going to be multiplayer in its conception', he had a bunch of kooky distribution models as well that went away, but the goal was βWe will solve multiplayer storytellingβ. And then a bunch of other stuff. The thing that I donβt know is whether or not this is a story that Casey crafted because it was exactly the right story for EA in that moment, or if this is the game that Casey secretly always wanted to make, or some sort of combination of those two things. But the reality is is that it was exactly the right story for EA in that moment; it was BioWare, a game that will win awards, and get lots of positive press, and itβs also gonna be a live service and itβll make, and this is a time when foot was [gestures upwards], they were just figuring out the possibility of these long-tail live services. So the reality is is, yβknow, Dylan got pitched with a well-crafted story that hit the thinking of EA almost perfectly, then Casey leaves in 2014, that story is sooo powerful that Iβm trying to get, yβknow, Dragon Age 4 funded and the ghost of Caseyβs story is beating me in these pitch meetings. So I donβt know, the short answer is I donβt know if this is exactly what they were trying to do, I think a lot of the art direction, I think was very much in line with what they were trying to do, in terms of the β and I know that the design director was, loves Diablo, so it is in some ways trying to be, it lines up with things that people in senior positions like, but itβs not the game that I wouldβve set out to make in, like, I guess, 2012. But it was definitely the game that EA wanted to hear that we were making.β
[on Anthem] βBasically when I took over the project, is when, or slightly before maybe, is when that hockey stick [the hockey-stick shape theory is something he talks about on his YouTube channel] flipped. So a couple things on that. One, I would say different genres have different expectations of everything kindβve meshing together. And this is where, so, this is going to be, I donβt know, me bragging about how Iβm terrible, I guess. Arguably thereβs only probably, I might be the only person in the entire game industry who couldβve shipped Anthem on its timeline. But the, just the nature of my relationship with the team, but just the way that I think about finaling, but the reality is is that was a mistake. What you actually wouldβve been better off, Anthem wouldβve been better off with was someone who was incapable of shipping it on its timeline, actually fail to get it across the finish line, so that it then had to step back and maybe do some other stuff. But going back to different genres, RPGs are basically large collections of good-enough features. Theyβve got lots of things that are pretty good and then the whole is greater than the sum of its parts. In some of these other genres, looter shooters, even normal shooters, that central core has to be rock solid, and I would say, yβknow, combat in Anthem at launch is better than good-enough but itβs not, but better than good enough isnβt gonna cut it in that space. The not so classic, but the weird example that I would use is, back on Jade Empire, this was when in the early days when Dead or Alive was out as a fighting game at that time, and then there was another fighting game which was a contemporary of Dead or Alive which was called Kabuki Warriors. So Dead or Alive is yβknow, an 80%-rated game, and Kabuki Warriors is a 50%-rated game. Working on Jade Empire and playing both these games against each other, and you could tell that Dead or Alive is the better game, but from inside the RPG space it doesnβt look like a 50%-rated game and an 85%-rated game, it looks like an 85%-rated game and a 75%-rated game. And to a large degree thatβs Anthem, is that itβs good but good is bad in this space.β
[on Anthem] βI was the Lead Producer on Sonic Chronicles: The Dark Brotherhood. So that game didnβt position itself very well, and so a lot of BioWare core [fans] bought that game and went βThis is basically, this is a game for kidsβ. Of course it was. And yβknow, itβs got the mechanics but itβs just not there enough. So the lesson that I learned there, and Casey was doing the same thing, was to try to position Anthem as accurately as possible as we could from a storytelling perspective. I think we actually overdid it, arguably, like I think thereβs, itβs certainly not BioWareβs best story, but there is a story in there thatβs okay. There were conversations about how it had gone too far, but the reality is is I think the way that, if you wanted to get it up to the level of βThis is a pretty good BioWare storyβ, what you donβt have is followers. You have your crew, I mean you have Owen, and itβs kind of almost there, and so you can kind of imagine maybe you could do it, but the lesson there was probably the lesson we shouldβve learned from Jade Empire during development where we actually didnβt have a follower originally, and we realized we couldnβt do, the storytelling was just falling flat, because BioWare stories are told through the characters and the character development, much more than through the actual story. I mean, the actual story of most BioWare games is actually pretty stupid, when you sit down, but so is the story of Star Wars, you know, itβs like, farm boy blows up a moon with his feelings, like itβs stupid, but itβs great.β
[on Anthem] βThere was a live service team [on Anthem]. It was probably a lot smaller than it shouldβve been. So, a couple of things on that actually. So, one, your launch matters a lot, for, if youβve got a box title, if itβs free-to-play, I think youβve got a lot more permission to build from nothing. So Destiny has one massive advantage on its launch over Anthem, which is Destiny hadnβt launched yet, so Destiny is competing against a concept that is coming into being - I mean arguably Borderlands I guess - so it has kindβve the space to flail around for a little bit. Anthem doesnβt get that because Destiny already exists, The Division already exists. Now you could argue that, βbut Destiny already exists, The Division already exists, you shouldβve known what the hell you were doingβ. You absolutely should [learn from the mistakes of other developers]. One of the major problems, so Dragon Age: Inquisition spent about 30% of its tech budget on tooling. On Anthem, for reasons Iβll never fully understand, that number is way less than 10%. So youβre going into a live service that are not up to the challenge of delivering content quickly. You have to remember that a big part of the Anthem team was in Austin, where they support Star Wars: The Old Republic, so this is a time that, while they havenβt done this particular kind of live service, they are familiar with live services, theyβre screaming that this needs to be happening, but partly, itβs partly that team is getting starved to death in an effort to ship in the fiscal year, partially the tools arenβt there, and then the other thing that really hurt Anthem in its launch, and this is gonna make a bunch of people potentially hate Dragon Age, is, so, BioWare, within EA BioWare is different than most of the other studios. Most of the other studios are essentially serial, and what I mean, and the reason why this matters is this; if you ship, Iβll use examples that actually happen, if you ship Sims 4 and it falls on its face, which it did, then what are those people gonna do? Well, theyβre gonna fix Sims 4 cause thereβs nothing else for them to do. Your only other choice is to fire them all, and EA has decided that it doesnβt like being that company so much anymore, because it makes them get on lists of 'worst companies in Americaβ. If you ship Battlefield 4, same exact thing happened, fell on its face, whatβs that team gonna be doing? Theyβre gonna be fixing Battlefield, because the next thing theyβre gonna be working on would be also Battlefield, so step one, fix the thing you make. If you ship Mass Effect: Andromeda, and itβs not really that good at launch and needs some work, what are those people gonna be doing? Well theyβre going into Anthem. If you ship Anthem and itβs not really quite there, thereβs an intense amount of pull coming from the Dragon Age [4] team saying βWeβve been starving to death since 2014, itβs 2019, where are our people?β And theyβre pulling people and increasing the pressure on this team to slow down. Then you got EA whoβs, which is basically a hedge fund that has a video game hobby, saying βSpend less money on this dogβ, so the problem is is what happens at most studios at EA, if they have a mistake, is thereβs a tension that occurs. The corporate is saying βSpend less moneyβ and the studio is able to say βWhat do you want us to do, fire these people? Because then we wonβt be able to make the next game?β and then they kind of reach a point of some sort, like even Battlefront 2 was able to, yβknow, spend the time and the money and try to fix it. But at BioWare, often those two forces are pointing in the same direction, saying βYou know what, letβs just move on to the next thingβ, so unfortunately BioWareβs very structure means that it is, isnβt really well-structured to fix its own mistakes, because thereβs a pressure, or several pressures to move on to the next thing.β
Q. βSounds like youβre speaking almost directly to Anthem 2.0.β.
A. βYeah, itβs partially that. So, again, itβs because, itβs not that me, now running Dragon Age [4] is saying βshut that thing down, give me all the peopleβ, but it is me saying βI need more people to ship this gameβ and EA saying βwell youβre not allowed to spend any more money, so how are you gonna do thatβ? βOh well, you know, you got this collection, youβve got this cost centerβ, and certainly it doesnβt help that Anthem is completely client-server with relatively expensive servers, and so every single month itβs still running itβs costing money, whereas Destiny, much more sustainable network model so, I mean, yeah, itβs peer-to-peer, I mean itβs brilliant peer-to-peer engineering on Destiny, so I donβt know that I wanna try to replicate that at launch, I think that, technically Anthemβs launch is at least pretty solid. To go peer-to-peer, then you might add additional stability issues on top of everything else.β
Q. ββSticktuitivenessβ [stick-to-it] is difficult if your studio does multiple things, right? [β¦] The companies that tend to stick to [games] have those success stories, even if, when they launch, thereβs lots of examples where they stuck with it and it turned that corner. It seems like BioWareβs a victim of their own success, they had too many successes for EA to be willing to stick by Anthem long enough that it wouldβve probably eventually been successful.β
A. βYeah, and EA doesnβt like sticking. I mean you can even see, even with a big huge success for EA, Apex Legends, that team had other stuff to do. They didnβt wanna support Apex Legends in live service, they wanted to move onto Star Wars or to whatever else. [β¦] If Anthem had had, like, come out and knocked Destiny off its throne, then yeah, then maybe thereβd be 300 people in Austin supporting Anthem in its live service, but it didnβt, and so they, I mean EA doesnβt wanna spend money, ever, so.β
βThe game that is the most the game we were trying to make is Dragon Age: Inquisition. We were setting out to make a bigger game with more exploration and bring a lot of things back into the franchise, I think that game is the one that is most that.β
[on having to use Frostbite for Anthem] βSo yeah, that decision was basically forced upon the team, but, so people ask that question and I feel like itβs asked from a position of, in a perfect world where any option was available, Dragon Age: Inquisition should have probably been on Unreal, and then everything should have been on Unreal going forward after that. But, two things. Mass Effect: Andromeda uses almost nothing that Dragon Age: Inquisition made and Anthem uses almost nothing that Mass Effect: Andromeda made, so we made three games in a row, on Frostbite, that pretty much started from a blank paper with Frostbite in front of us every single time, which is ssssuuuper stupid. But the question is, is like, okay, so was Frostbite forced upon Anthem? Yes, but in the world that existed at that moment, I know that there are people who were on the development teams in the early days before I was on the team who were trying to, they were arguing for, 'it should be on Unrealβ. The reality is the political situation at EA at that time is, you had two options: you use Frostbite or you write your own thing. There was no appetite for Unreal at that time within EA, so itβs like, yeah itβs on Frostbite because the other option was much worse than Frostbite, which was writing your own engine. Now, should Anthem have built upon what has come before it? Of course it should have. That tiny percent, 8% tool spend is a lot more acceptable if youβre building upon the tools spend of Dragon Age: Inquisition and Mass Effect: Andromeda. Now, very different game, thereβs lots of arguments why you wouldnβt do that, those arguments are usually wrong, but thereβs lots of arguments there that we made so yeah, I mean, Patrick SΓΆderlund was a rising star within EA throughout the 2010s and that political force meant Frostbite was ascendant in that time period, I mean Spore was resisting moving onto Frostbite and they lost that fight, so.β
Q. βSo when you left BioWare in 2020, obviously itβs fair to say that the new Dragon Age, BioWareβs currently working on a new Mass Effect, new Dragon Age, was already in, what should I call, pre-production?β
A. βYeah, it was, yeah, cause it entered production after I left I think, or right around when I left, I think it was after.β
Q. βOkay, so weβve talked a lot around our fondness, and I know weβre not alone, of the classic BioWare experience and youβve talked a lot about whatβs happened in the 2010s with Anthem and through Dragon: Age: Inquisition, Mass Effect: Andromeda we didnβt even touch on, which is its own thing obviously, but, y'know, are you, I donβt know if this is gonna be fair to say or not, but Iβm just gonna say it, are you, how confident are you that BioWare as a studio can kindβve recapture, and thatβs the word Iβm gonna use, recapture that feeling of the classic RPG experience with the new Dragon Age and new Mass Effect that weβve kindβve talked about loving so much from our past, do you think thatβs gonna be done?β
A. βI mean I think it depends on what you mean by 'classic RPG experienceβ, but if you mean, you know, get back to character-driven storytelling, I think that, I absolutely am confident of it, and one of the, I guess, good things that comes out of Anthem is it shook EA to its core in terms of, maybe everything doesnβt need to be a live service, like, I mean, weβll talk, Iβll talk about this when I talk about Dragon Age 4 - when I talk about Anthem I mean, in my videos - but one of the, so Joplin, which was my original pitch for Dragon Age 4, the live service was 'okay, no live service, what if we just do, weβll do a game and then twenty months later, I will release another game, another Dragon Age, we will just smoosh the development process down, not do all this monkeying around, weβll do, maybe, one piece of DLC, thatβs itβ, that was the live service pitch for Joplin. In 2017 after Casey came back and itβs like, well we need to get people on to Anthem, one of the arguments used for that was Dragon Age needs a live service, it needs to figure out a live service. And the reality is without multiplayer, some sort of ongoing multiplayer, a live service is really hard, I mean, I canβt think of a game thatβs done it, Iβm sure thereβs - [hosts mention Assassinβs Creed as an example] - yeah, thatβs true. But itβs really hard because people wander off and they, and once theyβve wandered off theyβre not coming back, whereas with multiplayer youβve got, itβs stickier, and itβs also like the problem with DLC is, youβre into attachment hell [conversation topic shifted here.]β
[discussing The Legend of Zelda: Breath of the Wild and its 'climb anythingβ & similar mechanics] βThe very verb-driven design where, I can, I have certain verbs like 'burnβ and I can interact with anything in the world using those verbs, that is a factor of its incredibly long development cycle and frankly its art direction. The fact that I can walk up to an apple tree and hold a torch under it and get a cooked apple in the sort of cartoony style of Breath of the Wild, sure, makes perfect sense. If I tried to do that in a photorealistic game thatβs gonna feel really stupid. [β¦] We looked at, in early Dragon Age 4 days, we looked at a verb-driven mechanic system and itβs just like, but, you just quickly realize that the fidelity requirements isnβt possible, basically.β
βFor BioWare I think the voiced protagonist is forever because itβs become too much about cinematic presentation, but Iβm kind of on the fence on it as a feature over all.β
βIβm not a big Geralt fan, I get why heβs, I just donβt know, so, I have a very complicated back-history with CD Projket because CDβs Projektβs relationship with BioWare has been - messy. Well if you go back to The Witcher 2, they said some things in the press that I would say that as a professional game developer they shouldnβt have. They basically, like, shat on us for no particular reason, but also wayyy back, way back in the past, when I was a lead programmer on Baldurβs Gate 2, I got an email from these people that were porting Baldurβs Gate 1 to Polish and they just wanted to know how the font worked. I had never heard of these people, that was CD Projekt. So itβs weird.β
βOne of Mass Effectβs sources of its longevity is Shepard, and one of the problems that Mass Effect: Andromeda had was, itβs not Shepard. What I would argue is Shepard is a nineties action hero built by people who watched movies in the nineties, and Mass Effect: Andromeda, Ryder, he is an action hero from the 2000s, built by people who watched movies in the 2000s. Shepard is stoic, heβs just stoic competence porn. And Ryder is more emotionally complicated, more emotionally damaged, more uncertain, and the problem with that is that for a lot of people, do you really wanna play Guy Whoβs Not Sure He Wants To Be Here? I provided this feedback during the development. Itβs younger, itβs a younger, itβs skewing way younger, he skews as a hero from a CW show, and, but that was on purpose, they were trying for a younger, and I think thereβs an audience who like it better because they can identify with that and theyβre like, yeah, if I was in this situation this is how Iβd feel, whereas Shepardβs just like, 'just gotta go to workβ, like heβs, heβs from the movies that I watched. [β¦] Caseyβs favorite game is Star Control and Mass Effect 1 is definitely trying to be Star Control, and it comes through, somewhat.β
βMost of the games in BioWare history that did really well, did really well by getting bigger and going later. So Mass Effect was very late, but also, in its late stage added a bunch of people to it. Itβs just that before the acquisition (by EA) BioWare was adding people by hiring people and getting bigger and bigger and bigger and then after the acquisition it can no longer do that so the games that come out right after the acquisition, thereβs a bit of cannibalisms that happened there where a bunch of projects - the handheld group got consumed. Revolver, which was the Jade Empire sequel, got consumed. Agent which was a game as well got consumed, everything just got eaten to shore up Mass Effect and Dragon Age. And so then when you look after that point, well, there was no more cannibalisms to be done, there was no more, it was harder to slip because you couldnβt slip, it became almost impossible to slip a year, because of fiscal boundaries you could slip three months, six months, maybe nine months, but it became really hard to slip more, constraints became a lot tighter. I do wonder if the golden age of BioWare didnβt predicate on basically spending whatever it took to make it go.β
βEA sits on so much IP, itβs ridiculous.β
βRight before I left the handheld group [handheld games development group within BioWare], we started working on Mass Effect: Corsair. It wouldβve been a, you wouldβve basically flown around in a ship and it would have been some sortβve trading/space combat game, but the reality on that one is the economics of DS development unless your name started with 'Ninten-β and ended with β-doβ, were really bad, so there wasnβt - and also it was impossible to get EA to give it more than a sales target of 20,000 units, so that one was, that one, unfortunately, had to die. I think that game wouldβve been great but y'know it was very early days. [β¦] In the case of Mass Effect: Corsair, that was probably, that was never gonna fly, EA was not behind it at all, the economics for the DS were tough so that one was just probably obvious.β
βBlackfoot was the code name for the first game on Frostbite at BioWare, it was a Dragon Age multiplayer game that ended up just getting eaten by Dragon Age: Inquisition when Dragon Age: Inquisition kicked off.β
Q. βWell with that, thank you Mark, hopefully, we can have you on again in the future, maybe we will circle back with you once we see more of the new Dragon Age and we can get your commentary on it, that would be a fun conversation to have.β
A. βYeah, absolutely, Iβm looking forward to seeing more from that team for sure.β
Corinne Busche @corinnebusche Nothing like prepping for 3 days for a doc appointment, only to goof up the instructions an hour before because I'm preoccupied thinking about quest flows.
Corinne Busche π³οΈββ§οΈ @corinnebusche A Dragon Age fan who picks fashion over stats, and wonders what her companions think of her fit
Patrick Weekes @patrickweekes In DAI, there was this heavy armor that was only Tier 1, but it looked like a long badass coat with gauntlets under it, and I wanted to wear it forever, because it made Warrior look cool to me in a way no other armor did.
Corinne Busche π³οΈββ§οΈ @corinnebusche Gosh, if only technology would allow such a thing
Corinne Busche π³οΈββ§οΈ @corinnebusche Been seeing a lot of Dragon Age character tier lists here and on YouTube lately, and I absolutely cannot wait to see where yβall think the new characters will fit in! βΊοΈ
Patrick Weekes @patrickweekes Mmm, yes, so much love for character tear lists. All those character tearsβ¦
Jos Hendriks @sjosz I know at least one that'll end up in the S tier. For me, anyway.
BioWare Gear Store @biowaregear "Everyone's destined to die sometime. Not many can say they'll be doing service to something worthwhile when it happens."
Limited edition Blackwall statue. Only 1,000 pieces available worldwide.
BioWare @bioware "You look upon the world around you and you think you know it well. I have smelled it as a wolf, listened as a cat, prowled shadows that you never dreamed existed."
Art by @_aristotem #dragonage #dragonagefanart #morrigan
Emily C Taylor ππππ pentapod "Look, even the statue looks condescending somehow!" "That statue needs a punch" "And look at those thighs, is that shapewear?" "It's from Solas's fitness influencer period" #OverheardInTheOffice #DragonAge
Emily C Taylor ππππ pentapod #TFW the voice recordings for a scene are only half done so the scene switches between buttery-gorgeous deep-voiced actor talking, to computer-generated VO that sounds like a chipmunk on helium, and the entire meeting goes from swooning to hilarity π
John Epler @eplerjc Do you find a new song you love and then listen to it 200 times in a row or are you some kind of weirdo.
Emily C Taylor ππππ pentapod I regret to inform you that a not insignificant amount of the quests Iβm working on have been made with the soundtrack from βCome From Awayβ on repeat loop. (Since you know the quests Iβm working on I leave it to the reader to imagine how well this meshes with their themeβ¦)
Corinne Busche π³οΈββ§οΈ @corinnebusche I LOVE knowing what tracks were on repeat while content was being created!
Pedro is waiting for Dragon Age Dreadwolf @blightedboy So DA:D has quests??? Omg, people, news!!!!!
Corinne Busche π³οΈββ§οΈ @corinnebusche Get this - there is loot too!
Mir-art mir _art_write @ccclady1203 @vee4vampy I don't feel like doing anymore... Here's the alt Trespasser scene. =P It's okay. Hope you like it... #DragonAge #Solavellan lol
Patrick Weekes @patrickweekes It's so weird to see him like this.
With his...
toes... covered?
John Epler @eplerjc I don't believe I have the emotional range to properly react to this.
Patrick Weekes @patrickweekes They also didn't include the wolf-paw-print tattoo on his upper thigh, which is a weird oversight, unless... did we never show him with legs bared in DAI/Trespasser?
John Epler @eplerjc And we've never REALLY gone into how far his giant wolf back tattoo wraps around to the front, so I guess it's TECHNICALLY lore accurate.
Last Edit: Sept 19, 2022 2:55:01 GMT by ladyiolanthe
A few interesting tidbits from the Comments Section...
Nizar El Zarif I only played Mass effect series and Dragon age series, I never played Kotor or baldur gate but I hear great things about them. But Mass effect was the first game where you can say that games aren't just digital toys, but an experience that can change someone, like a damn fine book. Dragon age series was definitely amazing but I don't think it has the same emotional impact as the mass effect series, probably because of how well Shepard is written as a protagonist and the relationship that you build with them and their companions over 3 games, the ME trilogy is great because the three games work together to make one of the best story ever told, on par with lord of the rings. Dragon age felt more like three separate games in the same universe. They are all great, but they don't work as a cohesive trilogy. DA:O was the so well written with real weight behind decisions, and some of the best character's in gaming. DA:2 had a lot of heart, and DA:I I felt have some of the best original soundtrack in gaming. To me that is the golden age of Bioware. When it came to Andremda, I belive the base for a great game is there (great gameplay mechanics, graphics and sound), it start very strong and ends very strong, in fact most of the main quest and companion quest are fine, but it the rest of side content was not as good as mass effect or witcher 3 which at that time is the standard for excellence in quest writing. I was really disappointed when the Quarian ARK DLC cancellation. I started Anthem but I couldn't really get into it.
Mark Darrah We talked about retconning DA:O, DA2, and DA:I into the "champion's trilogy" but that was never planned that way.
C. Shep I'll always wonder why Bioware&EA don't organize small teams to create small but impactful dragon age/mass effect games in between the "BIG" games. Just from the lore that is already written in games via codex for example there can be made some great great games with good stories to tell and adventures to happen. I get it when other games aren't rich in world universe and characters but Bioware games sometimes have a better history than our real life one. My dream schedule for bioware games would be a big game every 4-5 years and a smaller one in the middle
Mark Darrah EA doesn't like spending money. As a result BioWare is constantly fighting itself over resources.
Though, to be fair, this would probably STILL happen if you added 500 people.
To do this would require a formal structure.
I think its a good idea, though.
B B It will be almost a decade between Inquisiton and Dragon Age "4" when Dreadwolf will arrive. How crazy this sounds. Hope Dreadwolf will set a bar for "true" sequels.. if we'll have to wait another 10 years for Dragon Age "5".. now that sounds even more crazy lol
Mark Darrah Hopefully BioWare can find a new, sustainable, cadence
LastofAvari For me epic Bioware stuff ended with DA Inquisition (where camera and controls were somewhat disappointing and felt somewhat broken compared to DAO and DAII). The first Bio game I'd played was NwN 1, which was pretty awesome + it had Aurora Toolset module editor.
I don't think a modern husk of Bioware (I consider it nothing, but a name, since the founders dropped it and many other original Bioware people left) would ship a game with a fully functional editor, becuase why do that when you can sell 10 billion DLCs instead?
Mark Darrah We were trying to push for a toolset with Joplin. There wasn't much appetite at EA but (surprisingly) that actually changed after we dropped the idea.
UGC doesn't hurt DLC sales too much, TBH because it is canonical. But Story DLC is expensive for the $ it makes.
BelieveIt1051 Dragon Age: Origins is BioWare's greatest game. DA2 did some things wrong. Inquisition was a massive leap back in the right direction, but wasn't quite as great as Origins. I think BioWare should have made more true sequels to Inquisition by utilizing the Frostbite engine and Inquisition resources to make new, short adventures that continue the story of the Inquisitor. Hakkon and Descent were good. BioWare should have kept doing DLCs like those and sold them for $5 to $15 depending on length. I'd have even liked to have seen new adventures for the Champion and Hero as well, to get their character models loaded in and ready for DA4 if nothing else. It just seems BioWare spent all that time converting Frostbite's FPS style to accommodate the RPG style, but they didn't quite get their money's worth for all that effort.
Mark Darrah DLC is a tough business because you are dealing with attach rate. 8-20% of your original audience buy each DLC. Not a great $ maker in magnitude as a result
BelieveIt1051 8% of Inquisition's 1.14 million units sold is 91,200. Even at $4.99 each, that's $455,088 for a DLC that reuses assets and game engine. Hakkon, Descent, and Trespasser each sold at $14.99, Origin deals not included. So that's anywhere from $455,088 to $3,417,720 per DLC.
Mark Darrah So Inquisition is north of 10 million (units sold) not 1.14. Think about it this way: A piece of DLC at 10$ with a 10% attach will make 1.6% of what the original game made (10% * 10$/60$) So if the game sells a lot, it can make money. But only a small percentage.
BelieveIt1051 Oh. I only had Inquisition's initial release number to work off of, not the full eight years it's been out. I think the major payoff for DLCs would be that they don't take that much time or money to produce thanks to reused assets.
Mark Darrah They can have pretty good ROIs as a % of cost (though something like Trespasser is actually worse than the main game was).
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard