Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Ausir's Dragon Age II Interviews

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,600
Location
Deutschland
Tags: BioWare; Dragon Age 2

<p>Codex Undercover Agent (CUA) Ausir did not only manage to sneak through Germany undetected on his way to the GamesCom, he also managed to capture and interrogate Biopersonnel once he was there.</p>
<p>&nbsp;</p>
<p>The <a href="http://dragonage.wikia.com/wiki/User_blog:Ausir/Gamescom_2010:_Interview_with_Mike_Laidlaw" target="_blank">first victim was Mike Laidlaw</a>, the lead designer of Dragon Age: Origins and Dragon Age 2.</p>
<blockquote>
<p><strong>Ausir: What do you think is the biggest improvement in Dragon Age 2 compared to Origins?</strong><br /><br />Mike Laidlaw: It&rsquo;s tricky. We have the voiceover, the frame narrative as a new way of representing the Dragon Age story. The art style is very cool, more unique and fresh. But I would probably go with the combat improvements, because they&rsquo;re such a fundamental part of the game. Dragon Age has always been about the struggle against whatever the odds are. The key thing is that the combat is more responsive. Once I charge into the combat, I actually feel like I&rsquo;m actually doing stuff. I right click or press A and my character leaps into action rather than kind of shuffling forward awkwardly before beginning to fight. So this concerns every combat ability that we have. You&rsquo;ll be able to execute better strategies, feel like you&rsquo;re playing a game that&rsquo;s paying attention to the way you&rsquo;re playing.</p>
</blockquote>
<p>Not sure what that means. Combat more actiony? More strategic?</p>
<p>&nbsp;</p>
<blockquote>
<p><strong>Can you tell us more about the changes to the character development system?</strong></p>
<p><br />Sure. The one that we showcased today was that we moved away from the idea of ability chains. You had to pick ability 1 to get ability 2, and so on, and so forth. We changed it into a tree, so there are multiple paths. You can build your character without feeling that you have to pick abilities you don&rsquo;t really want. Beyond that, you can also do upgrades. If you are particularly fond of, say, fireball, you can actually enhance it, to make it more powerful, more effective. You can make a character that is very specialized or one that is a more broad-ranged generalist. Each of these is a valid style of playing.</p>
</blockquote>
<p>Not being forced to pick spells/abilities I'll never use just to unlock what I really want - nice.</p>
<p>&nbsp;</p>
<p>The <a href="http://dragonage.wikia.com/wiki/User_blog:Ausir/Gamescom_2010:_Interview_with_Fernando_Melo">second interviewee was Fernando Melo</a>, Bio-Online producer, whatever that means.</p>
<blockquote>
<p><strong>Can you tell us more about the changes in Dragon Age 2 that were influenced by the Mass Effect series?</strong><br /><br />Well, probably the closest one will be the conversation wheel. I think it was something that we saw was very successful in Mass Effect, it was a great mechanic to use, we wanted to use that. One of the things that we saw is that it&rsquo;s not always obvious, not only in Mass Effect, but in other games that use similar conversation systems, even in Dragon Age: Origins at times, what the tone, intent of the line is based on just the text of the option. So we introduced the icons that tell you what tone you should expect from the line. The player will also play an integral part in shaping Hawke, the hero of Dragon Age 2. If you&rsquo;re constantly picking a sarcastic response, diplomatic response, aggressive response, over the course of the game, when you meet a character and make an introduction even before you actually have any choices in dialogue or if you&rsquo;re in the middle of combat and he&rsquo;s doing his combat call-outs, all of this will start to reflect the character you&rsquo;re making Hawke to be. It&rsquo;s a very clever system and I think people will feel, along with the player voice, that these are going to add a lot of character to Hawke.<br /><br />I think the way we make games hasn&rsquo;t changed. We&rsquo;re trying to evolve Dragon Age a little bit, not radically change it. There&rsquo;s a lot of misconceptions in terms of the changes we&rsquo;re introducing. You&rsquo;ve had a chance to see the game now, and you realized that the changes are quite subtle. The players who played Origins are going to feel at home. The BioWare style of gameplay is very much present.</p>
</blockquote>
<p>Look at this pendulum, follow the pendulum with your eyes. You're feeling sleepy. Yes, you realized that the changes are subtle. The way we make games hasn't changed. You're going to feel at home. All critiques are merely misconceptions.</p>
<p>&nbsp;</p>
 

tunguska

Liturgist
Joined
Jul 19, 2004
Messages
227
I don't see why they even bother with text responses at all. They should just have a listing of a choice of sarcastic, diplomatic, angry etc. Actually even that might hurt our brains too much since they would still be using words. They should just use emoticons to represent different attitudes. I particularly like the hands behind your head emoticon. That would just be my response to everything. Still, even choosing an emoticon requires *some* level of thought. So maybe they should just do cut scenes and leave player responses completely out of it. That's essentially what they are doing anyway. At least they could be honest about it.
 

treave

Arcane
Patron
Joined
Jul 6, 2008
Messages
11,370
Codex 2012
So maybe they should just do cut scenes and leave player responses completely out of it. That's essentially what they are doing anyway.

What? No. What would all the Bio-fans do without player responses? You think they play Bioware games for the gameplay rather than the romances?

:suave:
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
You lucky bastard. Just keep it that way, ok?

tunguska said:
I don't see why they even bother with text responses at all. They should just have a listing of a choice of sarcastic, diplomatic, angry etc. Actually even that might hurt our brains too much since they would still be using words. They should just use emoticons to represent different attitudes. I particularly like the hands behind your head emoticon. That would just be my response to everything. Still, even choosing an emoticon requires *some* level of thought. So maybe they should just do cut scenes and leave player responses completely out of it. That's essentially what they are doing anyway. At least they could be honest about it.

I have the perfect consoltard-friendly solution that's sure to be hip among Retard Generation: the game will track how many keys/buttons are pressed simultaneously and how often to decide between 4 options.

If you want to go XTREME!!!!, you smash all the keys and buttons you can like mad. If you do nothing, the game randomly chooses between the other 3 options but you're led to believe that the choice was a result of how you've played thus far ie. OMG CHOYS N KONS-E-QUEENS!

If anyone at Bioware is reading this, I'm free for hiring so feel free to contact me. I have many more ideas full of pure win.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,821
I think they should keep the text responses short and make the voice actor repeat those with no deviations. Less annoying Biowarian dialogue, everyone wins.

Also, Ausir, buddy, pal, a person with a reputation for knowledge and correction such as yourself should know that Mr. Laidlaw was DA's third lead designer and only in the last few months of release while it was being ported to consoles. The guy before him possibly quit in a huff.
 

Ausir

Arcane
Joined
Oct 21, 2002
Messages
2,388
Location
Poland
I stand corrected.

Here's also one with SWTOR lead writer:

http://swtor.wikia.com/wiki/User_blog:A ... _questions

How can The Old Republic appeal to someone who is not that much of a MMORPG fan, but is a fan of Star Wars or the KotOR games?

The one thing I’ve been saying all the time, and the reason why I’m here is if you’re a KotOR fan, you are going to love this game, I can guarantee it. It’s as much KotOR as you could ever want, and it never ends, and you can keep your character going on forever. Every one of our character stories has all of the choice, all of the amazing storyline, anything that you’d want in a KotOR sequel, expect that there are 8 of them and they’re all different.

O RLY?
 

Achilles

Arcane
Joined
Sep 5, 2009
Messages
3,425
Sounds great. It will probably suck as an RPG, but it seems we'll get a decent hack&slasher so :thumbsup:





Huh. It's actually much better now that I've surrendered to the :retarded: and stopped being all :rpgcodex:. The world seems brighter (like it has bloom or something), the birds are :M :M :M again, and everything seems... simpler.
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,622
Location
Your ignore list.
Ausir: What do you think is the biggest improvement in Dragon Age 2 compared to Origins?

Mike Laidlaw: It’s tricky. We have the voiceover, the frame narrative as a new way of representing the Dragon Age story. The art style is very cool, more unique and fresh. But I would probably go with the combat improvements, because they’re such a fundamental part of the game. Dragon Age has always been about the struggle against whatever the odds are. The key thing is that the combat is more responsive. Once I charge into the combat, I actually feel like I’m actually doing stuff. I right click or press A and my character leaps into action rather than kind of shuffling forward awkwardly before beginning to fight. So this concerns every combat ability that we have. You’ll be able to execute better strategies, feel like you’re playing a game that’s paying attention to the way you’re playing.

5yvlok.jpg


v7thjs.jpg


k14avt.jpg


2wp7z9x.jpg
 
Joined
May 6, 2009
Messages
1,876,057
Location
Glass Fields, Ruins of Old Iran
Once I charge into the combat, I actually feel like I’m actually doing stuff. I right click or press A and my character leaps into action rather than kind of shuffling forward awkwardly before beginning to fight.

Is this the "After pressing the A buton for a minute, I realized my character wasn't attacking" games journalist guy that someone here quotes in their sig?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom