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Post by Solas on Jun 6, 2023 22:54:39 GMT
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Post by Hrungr on Jun 8, 2023 19:14:01 GMT
Derek Wilks @deremixliterally me every other day since coming back from vacation
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Post by Solas on Jun 8, 2023 20:57:52 GMT
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Post by Solas on Jun 8, 2023 20:58:38 GMT
new images from the vinyl. also nothing at SGF opening showcase.
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Post by Hrungr on Jun 10, 2023 0:21:56 GMT
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Post by Hrungr on Jun 15, 2023 20:22:42 GMT
Gynedroid @gynedroid Ok Dragon Age community: who is the finest liar?
1. Varric 2. Solas 3. The Iron Bull 4. Impossible Choice
Patrick Weekes @patrickweekes With no canon intended, I would go with Bull. Varric is great at business lies or clean-conscience lies, but I think Bull has the edge in emotional compartmentalization and holding a cover.
Update: I have been informed that some of you were voting based on a much different interpretation of "FINEST" than I was using, and this explains a lot. 🤣
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Post by Hrungr on Jun 18, 2023 17:59:54 GMT
BioWare @biowareHave a day full of enchantments! #FathersDay #DragonAge
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Post by Hrungr on Jun 20, 2023 1:21:19 GMT
David Gaider @davidgaider One narrative design issue I've run into is what I call the "lyrium problem" (for obvious reasons). If you have something in your setting which can technically do anything ("magic" often qualifies, also eezo in ME) then it will, eventually, do *everything*. And that's not good.
Why is it not good? Because it becomes this shiny, easy solution for every issue that prevents the team from doing the work to do anything *else*.
Weird thing happens? Lyrium. Need a mechanic for a cool gameplay thing? Lyrium. Something that breaks all existing rules? Lyrium.
You can try to put limitations on your Anything Thing, but for many members of your team it's SITTING RIGHT THERE. It's the equivalent of narrative jazz hands... why do we need to restrict ourselves to a stupid box when anything is *technically* possible, right?
"The multiverse" is another current example. It can do anything. We can tell any story. We can resurrect characters, break every existing rule of the universe... and what other explanation do we need? Multiverse. Easy peasy.
Thing is, eventually you turn around and that Anything Thing has turned into narrative crack filler. It's lost all meaning on its own. So be careful if you use it. It needs strict, clearly-communicated limitations established from the outset or it will grow like a weed.
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Post by Hrungr on Jun 20, 2023 2:15:16 GMT
More on the topic from David...
Steve Kenson @skenson Great advice aside, I’m immediately adopting the term “narrative jazz hands” into my lexicon.
David Gaider @davidgaider It's probably unfair for me to reference it in a negative since, considering "narrative jazz hands" was my go to response anytime we'd written ourselves into a corner that was too costly to get out of. 😅
Leena 🌵 @leenavand the more constraints you can put on your magic the better. you need solid uncrossable lines with what it can do, what it can’t, and what it won’t. 👇
David Gaider @davidgaider Magic is especially egregious, as many team members can bring existing ideas and assumptions about "magic" from other settings... so you need to be extra clear right from the start about what it can and can't do. Even then, you'll have problems. Because magic! 🥸
pedro @blightedboy2 Do "lyrium ghosts" qualify as such?
David Gaider @davidgaider Indeed. I started out the setting saying there should be no proof of an afterlife. But then we need ghosts (apparently), so if they weren't *really* ghosts then... lyrium? Because lyrium!
NessaLev @nessalevv I think it might be an exception because while stands can do anything, individually each stand is HEAVILY restricted to what it can do for most of each characters arcs. Though they usually do get an ass pull ability but imo it never feels wrong either
David Gaider @davidgaider I should mention that just because an Anything Thing exists and might be a problem for the long-term narrative cohesion, that doesn't render everything automatically un-enjoyable for the audience. People like multiverses. People like magic.
mo ✡︎ @reddrakonmo in the case of something like magic though, it's partially due to the dilution of vernacular that's erased these kinds of boundaries. eg wizards, mage, sorcerer, warlock etc tend to be used synonymously in modern media, but they're very different and in most contexts magic is —--
David Gaider @davidgaider Magic and, to a larger extent, fantasy itself, can be a real issue when team members bring elements that are actually from other settings into the current one... not on purpose, but simply because it's so omnipresent. You have to try really hard if you want to set boundaries.
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Post by Hrungr on Jun 20, 2023 2:36:35 GMT
David Gaider @davidgaider Since it's come up in the replies, I should mention that this issue doesn't automatically render settings with an Anything Thing bad or unenjoyable. People like magic. It's fine... for a time. The problem is with long-term narrative cohesion.
Eventually, once your Anything Thing becomes the answer to everything, suddenly it's a task to explain why it *isn't* the current answer. You have "It's Not Lyrium This Time I Swear" and it's cousin "No Lyrium Is Not the Solution" to contend with if you try to do anything *else*.
"No, we can't go to the multiverse to bring this character back because... uh, reasons." "No, magic won't help you solve this riddle because... uh, reasons." "No, the holodeck won't give you the answer this time, even though it did last time, for... uh, reasons."
I don't claim to be better. I created the "lyrium problem" for myself in Dragon Age, as I was the Lead Narrative Designer. I agreed to everything each step along the way. It was a trap I fell into by inches, mainly because convenience was the Order of the Day. 😅
All I'm saying is that, if you want to save yourself long-term headache, you need to put in the work on cohesion early... assuming you have the support of the rest of your team. Sometimes they don't want to be bothered by your narrative nonsense, and who can blame them? 😉
Patrick Weekes @patrickweekes I am enjoying all the new Star Treks now that I have the streaming service to watch them in Canada, but my lord, two thirds of any episode's problem could be solved by re-doing something the transporter did by accident years ago. "We're low on this incredibly rare resource!"
"Uhhh, have you considered beaming it somewhere and doing whatever got you two Rikers that one time?"
Star Trek: Lower Decks at least ACKNOWLEDGES this before noting that it won't work this time. Nobody else does.
CorbynRed - "Hey, Henry's come to see us!" @corbynred There's the opposite of this though: our Warden and our companions can take Lyrium and have no after effects whatsoever - most likely due to programming limitations.
David Gaider @davidgaider That's easy to explain, actually.
Me: *explaining all the narrative things involved with lyrium use in the lore* The Rest of the Team: Or not.
David Gaider @davidgaider Look, when you gently try to explain to a stressed-out team member why the Cool Thing they just made doesn't actually comply with the lore as-established, and it needs to be redone even though there is No Time, sometimes you gotta accept "just fuck OFF" as the final answer.
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Post by Hrungr on Jun 21, 2023 5:01:23 GMT
David Gaider @davidgaider A common misconception: "narrative designer" is not just a fancy name for writer. Yes, sure, a writer "designs a narrative" in that they form and write a story, but narrative design is about fitting that story in the context of a game.
They're two different disciplines, often performed by the same people because they inform each other a great deal, but they need not be. In early BioWare days (we're talking BG and KotOR), most narrative design wasn't done by the writers - it was done by the lead designer.
It was only later that more and more of the narrative design work started to fall to the writers, mostly out of necessity, and that's where it was slowly recognized it was really its own thing. "Narrative designer" wasn't a separate concept back then... at least to my perception.
To explain the difference, let's look at quest design:
A writer would probably come up with the concept. The story of it. Write the actual dialogue. A narrative designer figures out what systems it involves (like combat or progression), how it supports them and what's needed.
As with most dev things, it's going to vary from company to company. There are no hard rules across the industry when it comes to ANY discipline. But, yeah, this gets awkward when we talk about "narrative design" and all someone hears is "narrative".
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Post by Hrungr on Jun 22, 2023 4:22:07 GMT
Trick @paladinbard@wandering.shop "I think we can solve this by using emotional manipulation." -Patrick, Narrative Designer
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Post by Hrungr on Jun 23, 2023 0:28:11 GMT
Patrick Weekes @patrickweekes Now on Bluesky as well as Mastodon, just trying out different places to see which place ends up with the best Fun-to-Fascists ratio.
Mast: PaladinBard at Wandering dot Shop Bsky: TrickWeekes
Or my website, which is literally just my name.
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Post by Hrungr on Jun 24, 2023 19:36:25 GMT
Hard Drive @harddrivemagGame With Dialogue Wheel Adds ‘Damn That’s Crazy’ Option A recent update for the beloved action role-playing series Gravity Warp has added a dedicated “Damn, that’s crazy” option to all dialogue wheels, sources have confirmed. Patrick Weekes @patrickweekesDamn it, Gravity Warp just stole our thunder. Gonna have to do a whole refactor now to get “lmao mood” in to up the ante. Mary Kirby @biomarykirbyThere's still time for the Paris Hilton, "That's hawt," pass to go in....
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Post by Hrungr on Jun 25, 2023 21:36:45 GMT
Victoria Tran 🧋 @thevtran Doing sentiment reports when u work in games is so hecked up because the analysis tool will be like: "The words kill, dead, hate, and liar are negitive sentiment."
And u have to be like "That's actually integral to the gameplay and positive, but only in certain contexts, sorryy"
Jay (Charlemagne) @jaykingingram Dragon Age and Mass Effect had the worst ratings possible for “sexual content” in a previous tool we used because you’re all unhinged and thirsty.
“These franchises have an F rating for sexual content.”
You better believe it.
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Post by Solas on Jun 27, 2023 16:11:04 GMT
blog.bioware.com/2023/06/27/bright-future-for-swtor/As we look toward the future, BioWare is focused on being a leader in developing immersive, emotionally charged, single-player games, with teams primarily in Austin and Edmonton. This means a renewed focus on our two key franchises: Dragon Age™ and Mass Effect™. For Dragon Age, we continue to build, polish, and tune an exceptional experience we know our fans will love. We can’t wait to share more on this soon. For Mass Effect, we continue pre-production with a core team of veteran storytellers who are bringing the deep franchise history forward in a spectacular new way. I’m excited about the opportunities that lie ahead, and Keith wanted to share his own thoughts about the transition. Stay well, Gary McKay General Manager, BioWare
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Post by Hrungr on Jun 28, 2023 0:34:24 GMT
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Post by Hrungr on Jun 28, 2023 0:37:21 GMT
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Post by Hrungr on Jun 28, 2023 1:26:32 GMT
blog.bioware.com/2023/06/27/bright-future-for-swtor/As we look toward the future, BioWare is focused on being a leader in developing immersive, emotionally charged, single-player games, with teams primarily in Austin and Edmonton. This means a renewed focus on our two key franchises: Dragon Age™ and Mass Effect™. For Dragon Age, we continue to build, polish, and tune an exceptional experience we know our fans will love. We can’t wait to share more on this soon. For Mass Effect, we continue pre-production with a core team of veteran storytellers who are bringing the deep franchise history forward in a spectacular new way. I’m excited about the opportunities that lie ahead, and Keith wanted to share his own thoughts about the transition. Stay well, Gary McKay General Manager, BioWare Ask a Game Dev @askagamedev... One detail that may get lost in the shuffle - Bioware will likely end up closing their Austin studio as a result of this handover Broadsword is based in Virginia and is a third party studio. The SWTOR dev team was based out of Austin before and many have committed to moving over to Broadsword (probably full time remote work). That means Bioware Austin is losing most of its reason for existence
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Post by Sandetiger on Jun 29, 2023 14:48:57 GMT
sourceJon Renish @jonrenishHappy to have a three day weekend coming up, next week's schedule is almost booked solid. [Image description: a screenshot of Jon's weekday work schedule for next week July 3-7th; Monday is a holiday, and then he has 'full play through', ostensibly for DA4, scheduled Tuesday-Friday.]
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Hrungr
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Post by Hrungr on Jul 7, 2023 1:33:59 GMT
Dreamboum @dreamboum Final Fantasy XVI is evidence that putting MMO designers to design boss fights is the most 200 IQ idea that has come out of an action game.
You can't compete with devs who have to design 10 bosses a year on the regular.
Chris Schmidt @nighguy This is smart! Meanwhile, at BioWare, the old Head of Design told all the mmo designers they weren't good enough to be on other games because they didn't know the genre and weren't as creative as the BWE designers. True story! 🙃
To be fair, that individual has been gone for years and there's some really great folks still at BW, but oh boy the stories about that person... From both sides of the border!
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Post by Hrungr on Jul 7, 2023 14:51:06 GMT
Jay Watamaniuk @jaywatamaniuk Alas, my 21 year journey with BioWare has come to an end. I wanted to thank the exceptional team of writers who taught me the business of creation with empathy, patience and humour. Whatever the future holds, my work will be forever shaped by their lessons. It was a privilege
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Post by Solas on Jul 9, 2023 20:55:56 GMT
Ghil Dirthalen: The Guardian??? {Overview. - Spoilers All}
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Post by Hrungr on Jul 11, 2023 23:45:29 GMT
BioWare @biowareCaption this image! #DragonAge
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Post by Hrungr on Jul 18, 2023 23:36:42 GMT
BioWare @biowareIsabela’s #TuesdayTip #DragonAge
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