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.

Dragon Age Dragon Age: The Veilguard - coming October 31st

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
7,058
Location
Asp Hole
>muh ethics

GSQc6fvagDAeUu2
Bioware are just lazy and want to skimp on reactivity.

That's exactly what this is about. Minimal effort masked as social credit. Many of them no doubt consider being bad in a game 'eww", so in order to reach consensus - that all-important compromise to all cow brains and their orbiters, they have to nix the nasties.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,317
https://www.gameinformer.com/exclus...companion-design-philosophy-in-dragon-age-the
Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

A Deep Dive Into BioWare's Companion Design Philosophy In Dragon Age: The Veilguard​

by Wesley LeBlanc on Jul 15, 2024 at 02:00 PM




During my visit to BioWare in its Edmonton, Canada, office earlier this year for the current Game Informer cover story on Dragon Age: The Veilguard, I heard a sentiment repeated throughout the day from the game's leads: in past Dragon Age games, BioWare stumbled onto great companions, but with Veilguard, it's the first game where the studio feels it purposefully and intentionally created great companions. As such, those companions are key to everything happening in Veilguard.
With such a significant emphasis on these characters, I spoke to some of the game's leads to learn precisely about BioWare's philosophy on companions in Veilguard.

"No, that is the case," BioWare general manager Gary McKay tells me when I ask if he agrees with the stumbled-onto-greatness sentiment. "I would first start with Dragon Age – each installment in this franchise has been different, so we didn't set out to make a game that was a sequel or the same game as before. We really wanted to do something different and we did push the envelope in a couple of areas, companions being one of them. Once we got knee deep into it, we really realized we had something special with these companions, again, around the motivations, the story arc, and it really started to become the centerpiece for this game."

The Philosophy Behind Dragon Age: The Veilguard’s Companions​

Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

Game director Corinne Busche agrees, adding that Veilguard's companions are "the most fully realized complex companions we've ever crafted." She also believes they're the Dragon Age series' best. "They're complicated, they have complicated problems, and that's what's interesting," she continues. "As much as I adore the companions and the journeys I've been on with them in past Dragon Age titles – previously, it feels like companions are going on an adventure with me, the main character, whether it's the Hero of Ferelden or Hawke, you name it. But in [Veilguard], in many ways, the companions are so fleshed out that it feels as though I'm going on a journey with them. I'm exploring how they think and feel; I'm helping them through their problems. We're working through their unique character arcs. They feel like my dear friends, and I absolutely adore them."
Busche says these companions participate in the game's darker and more optimistic parts. "We've really moved into a place where you can have the highest of highs, and it can be colorful, it can be optimistic, but also, you can have the lowest of lows where it gets gritty, it gets painful, it gets quite dark. But throughout it all, there is a sense of optimism. And it creates this delightful throughline throughout the game."
When I ask creative director John Epler about BioWare's philosophy behind Veilguard's companions, he reveals a phrase the studio uses: Dragon Age is about characters, not causes.
"What that means for us is [...] let's take the Grey Wardens, for example – the Grey Wardens are an interesting faction but by themselves, they don't tell a story, but there are characters within that faction that do," he tells me. "And the same thing with other characters in the story. They represent these factions, they show the face of the other parts of Thedas and of the storytelling we really want to do, which, again, shows Thedas as this large, diverse living world that has things going on when you're not there."
Dragon Age: The Veilguard Game Informer Cover Story Exclusive Details

Epler says one of BioWare's principles when creating Veilguard was that the world exists even when you – Rook – are not around. There are things, ancient conflicts, grudges, and more, that happen even when Rook isn't participating in them, he says.
"You kind of come in 'in media res' in some of these, so that's where we wanted to go with the companions," he says. "They have stories of their own. Where can Rook come into these stories, and what interesting ways can those stories develop not just based on themselves but also based on Rook's presence within them?"
Dragon Age series art director Matt Rhodes adds that companions are the load-bearing pillars for everything in Veilguard, so "when you're designing them, it's not just designing a character; they're the face for their faction, the face for, in [some cases like Bellara Lutara], an entire area of the world." From his aesthetic-forward part of developing companions in Veilguard as the game's art director, he tells me Veilguard's characters are (hopefully) going to give cosplayers a challenge.
"The previous art director had the mindset we should make things easier for [cosplayers], which I think is a misunderstanding of cosplayers," Rhodes says. "We've seen the kind of challenges they're willing to take on, and so we've gone for, in some cases, a level of complexity and detail that I hope a lot of them are excited to rise to the challenge for."

A Quick Detour: Neve Gallus​

Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

As Neve Gallus is the companion I spent the most time with during my visit to BioWare, I asked Epler about this character and her role in the game. Here's what I learned: "So Neve is a private investigator in Minrathous. Minrathous is the capital city of the Tevinter Empire. It’s also a mage-ocracy; mages run the entirety of the Empire – they’re all-powerful. A lot of them still believe in slavery, they keep slaves, it’s a very oppressive, totalitarian regime. And Neve is a member of the Shadow Dragons, which is a rebel faction within Thedas that fights back against this mage-ocracy, fights back against this oppressive, very damaging regime that’s taken over the city, because she believes there’s good, and she is there for the common people. So if you’re not a mage in Tevinter, you are lower than dirt for a lot of people. She and the Shadow Dragons, in general, fight back, but Neve, in particular, is this character that represents this more, ‘voice of the streets, the voice of the common people.’ In previous Dragon Age games, you go to Orlais, you meet Emperor Celene, you meet Briala; we wanted to have a character that showed not just what is Tevinter at the top, but what is the average person who lives in Tevinter. And she is very much about, again, fighting oppression, fighting tyranny and, as a private investigator, finding clues and ways through problems that aren’t maybe as action-focused as some of the other companions."

Companions, In And Out Of Combat​

Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

Rook's companions in Veilguard have roles both in and out of combat, but since I only saw a few hours of this game (which is sure to be multiple dozens of hours long), I wanted to ask Busche about these roles and how they play out. Here's what I learned:

In Combat​

Bushce: "So companions as realized characters, we have to take that premise when we talk about how they show up in combat. These are their own people. They have their own behaviors; they have their own autonomy on the battlefield; they'll pick their own targets. As their plots progress, they'll learn how to use their abilities more competently, and it really feels like you're fighting alongside these realized characters in battle. So I love that, I love the believability of it. It feels like we're all in it together.
"But then when it comes time for the strategy, and the progression I might add, that's where a sense of teamwork comes into play as the leader of this party as Rook. When I open the ability wheel, I almost feel like we're huddling up. We're coming up with a game plan together. I see all the abilities that Harding has, and I see all that Bellara is capable of, and sometimes I'm using vulnerabilities synergistically. Maybe I'm slowing time with Bellara so that I can unleash devastating attacks with Harding, knocking down the enemy, and then me as Rook, rushing in and capitalizing on this setup they've created for me. It is a game about creating this organic sense of teamwork.
"Now, there are more explicit synergies as well. We very much have intentional combos where your companions can play off each other, you can queue up abilities between them, and each of those abilities will go off and have their effect. But it results in this massive detonation where you get enhanced effects, debuff the entire battlefield, all because of planning and teamwork. What makes it really cool is you can introduce Rook into that equation as well. One of my favorite things to do is upgrade some of Harding's abilities so she will automatically use some of these abilities that normally I'd have to instruct her to do. And she'll actually set my character up to execute that combo that, again, has that detonation effect."

Outside Combat​

Busche: "It's one of my favorite topics. I talked about the idea that these are fully realized characters, that they're very authentic and relatable. So outside of combat, what that means is they're going to have their own concerns, fears, distractions, and indeed, even their own sanctuaries, their own personal spaces. In our base of operations this time, our player hub, the Lighthouse, each of the companions has their own room. And what I love about it is it becomes a reflection of who they are. The more time you spend with them, as the game develops as you work through their arc, their room and their personalities will evolve and flourish and become more complete as they trust you more and you understand them better.
"What's interesting, you mentioned romance, the companions also develop romantically and I'm not just talking about with the main character Rook; I'm talking about each other. There are moments in the game where two of our companions fell in love with each other and I had to make some pretty challenging choices as it related to the quest we're on. And it broke my heart, it absolutely did [Editor's Note: I get the sense Busche is talking about a specific playthrough of Veilguard here – not a definitive sequence of events for every playthrough].
"So I would say, as you're adventuring with them, as you're returning to the Lighthouse and getting to know them – all these decisions and conversations and things you learn about them – it endears them to you in a way that I honestly haven't experienced before. And sometimes that fills me with joy and sometimes it breaks my heart"
 

Camel

Scholar
Joined
Sep 10, 2021
Messages
2,357
combat_wheel.jpg

Oh great, BioWare included the combat wheel in addition to the dialogue wheel. They still use the ME 3 combo mechanic too and why is everything so purple? :despair:
 
Joined
May 1, 2024
Messages
358
Location
Neverwinter, Always Sunny
Minrathous is the capital city of the Tevinter Empire. It’s also a mage-ocracy; mages run the entirety of the Empire – they’re all-powerful. A lot of them still believe in slavery, they keep slaves, it’s a very oppressive, totalitarian regime.
:prosper:
The article says "Slavery" and the thing that triggers you is "Totalitarian"?
 

9ted6

Educated
Joined
Mar 24, 2023
Messages
903
Even if the end result's going to be a pozzed pile of trash you have to admit Bioware is doing the most sensible thing by going all in on the companions and their appeal to drive sales.

What little fandom Bioware has left is all about the (often literally) gay companion fuckery and it's all any of them care about. Nearly every fan post is about how excited they are to see x again or how eager they are to get z's sex scene.

BG3 proved that if you focus heavily on the coomers and waifufags of the audience, it doesn't matter if your game barely has any actual gameplay. You can throw a fucking bear sex scene in there and it'll still sell because your target audience will buy it.

Whereas BG3 had a flimsy and shallow gameplay structure around its companions it seems like Bioware is lasering in on the companions and making everything else an afterthought entirely, and again that really is their only chance of success. Not even the most retarded redditor is gonna buy this shit for its stellar visuals, storytelling or tactical combat.

Make a glorified dating sim at the lowest possible cost in the shortest possible time, spew some woke bullshit about ethics and make sure everyone knows it has full nudity sex scenes then sit back and hope EA doesn't shut down your company the next day.
>muh ethics
Bioware are just lazy and want to skimp on reactivity.

That's exactly what this is about. Minimal effort masked as social credit. Many of them no doubt consider being bad in a game 'eww", so in order to reach consensus - that all-important compromise to all cow brains and their orbiters, they have to nix the nasties.
Same reason they're making all the NPCs unquestioningly playersexual. They won't need to record gender or race specific lines.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,413
Location
Free City of Warsaw
Minrathous is the capital city of the Tevinter Empire. It’s also a mage-ocracy; mages run the entirety of the Empire – they’re all-powerful. A lot of them still believe in slavery, they keep slaves, it’s a very oppressive, totalitarian regime.
:prosper:
The article says "Slavery" and the thing that triggers you is "Totalitarian"?
Probably he means that 'totalitarian' has no use in the context of pre-modern society (since totalitarianism is an ideological product of modernity and is possible thanks to technologically advanced methods of surveillance and control). Absolutism would probably be better to describe the level of power wielded by the governing clssses of the Imperium. On the other hand, absolutism usually means a rule of one, and mages are many.

However, since Tevinter is a mage-ocracy, the wizards most likely invented some really devious methods of surveillance and control of the non-magical part of society not unlike these of a modern totalitarian regime, so perhaps the term is justified.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,232
I've played a mage in all three games and I don't remember shit except the useless kungfu moves you do for basic ranged attacks.

And I only remember that because it looked cooler than the actual martials.

:deathclaw:
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
21,360
I've played a mage in all three games and I don't remember shit except the useless kungfu moves you do for basic ranged attacks.

And I only remember that because it looked cooler than the actual martials.

:deathclaw:
DOA mages don't do kung-fu moves. They had a staff and moved like they were getting recoil from the staff when it fired.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
16,042
Location
Frostfell
except Bloog Magic which is very cool both in lore and gameplay.
I played a blood mage and I found very little use for the blood magic spells. The best one was still the combination of freezing and then shattering them.

Taking control over an enemy ogre and doing AoE DoT damage + Paralise with a spell was quite powerful. Sure, there are better combos, but in cool factor, I liked all blood mage spells. Much more than the """"""""necromancy""""""" of inquisition which is merely a very capped down spirit tree from Origins.
 

SmoothPimp

Augur
Joined
Jan 27, 2013
Messages
190
Location
Ukraine Paradise
But in [Veilguard], in many ways, the companions are so fleshed out that it feels as though I'm going on a journey with them.

"As much as I adore the companions and the journeys I've been on with them in past Dragon Age titles – previously, it feels like companions are going on an adventure with me, the main character, whether it's the Hero of Ferelden or Hawke, you name it. But in [Veilguard], in many ways, the companions are so fleshed out that it feels as though I'm going on a journey with them.
 

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