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Dragon Age Dragon Age: The Veilguard Thread

Joined
May 2, 2012
Messages
559
ign game of the year runner-up

After a brief interlude into the live-service genre with games like Anthem, and a perhaps ill-advised attempt to rush out another Mass Effect game with Mass Effect: Andromeda, BioWare has gone back to what it knows best – a good old-fashioned, dungeon-crawling RPG full of delightful characters, witty dialogue, and the chance to create a character who looks and talks exactly the way you want them to. But while BioWare may have opted for a back-to-basics approach to storytelling, there is one area of major improvement: the combat.

It’s not unfair to say this is the best a BioWare game has ever played, from its sword-and-sorcery combat to even the way you traverse the myriad of dungeons and mystical locales. While we’re only one game into the BioWare renaissance, all eyes are back on the storied studio.
Just rage bait at this point. Not really worth engaging with but regarding gameplay quality, time will tell if complex mods for DA4's combat system are being actively developed nearly 25 years after release à la BG2. If Angry Joe (!) is doing effective critique of your gameplay mechanics you have a problem.

I agree with posters above that further discussion of Veilguard is beating a dead horse. My takeaway is that games media is currently well and truly all in on cause advocacy trumping the actual quality of the craft. It's always been too close to studios & publishers for any real analysis but we're beyond that now. The gaming press will sell you shit as gold as long as the investment funds, studios and consulting companies have it on message; they'll stick the boot in if it isn't. Always been the case, simply gotten more blatant over time. Be sceptical and be pleasantly surprised over getting your eye wiped by positive coverage.

Edit: God damn it I just noticed "witty dialogue" would they ever fuck off with this shit. Lest we forget:



Witty indeed!
 
Last edited:
Joined
Mar 12, 2012
Messages
11,335

Corinne Busche Is the Ruler of RPGs, Conqueror of Haters​

The director of Dragon Age brings her personal journey to life in her games with a rich, messy tapestry of love, life, and romance.
86b36de14cd30d2fd038cccee9e223820d9ef1e3.avif


Source
QED, more insanity fuel. "The Ruler of RPGs" per the headline after a single lead role within the genre on a title that had, charitably, a mixed reception amongst even long time series fans. Some quotes from the article:

From her time with The Sims to Dragon Age, Busche has always brought a deep sense of humanity to the game, putting characters first and never shying away from nuance or complexity in identity, relationships, and existential crises. It’s what makes Busche a leader in the industry, and why BioWare tried so hard to carry on the Dragon Age series’ legacy with Veilguard.

Total nonsense. DA4's depictions of the above are amongst the most blunt, juvenile, gormless and nakedly cynical ever.

Before leading the charge on Veilguard, Busche honed her skills working on an even bigger mega-hit franchise, The Sims. For over five years she worked in designer and creative director roles.

“Working at Maxis and on a game like The Sims, is an incredibly fortunate environment for a designer to really hone their craft, and the reason I say that is they’re deeply complex games,” says Busche, “You’re really exploring underlying systems that drive character behaviors, skill progression, game economies, all allowing for emergent gameplay.”
Busche cut her teeth on the Sims 3: Into the Future expansion.

To Busche, games like The Sims, or even Animal Crossing, continue to flourish because of human nature, the inherent need we have to be social creatures and form connections. They’re deeply relatable games that reflect our real lives, but in a way, that same idea can apply to a complex RPG like Dragon Age — and Busche’s time with The Sims gave her a unique advantage going into Veilguard.

“I love that marriage of simulation and these fantasy worlds full of rich, deep characters that feel lived in. I believe that as RPGs continue to evolve, what you’ll see is an increasing focus on that marriage between simulation and a fantasy storytelling layer,” says Busche “After all, it’s about immersion, it’s about autonomy and relatedness. These are deep common aspects between these two seemingly different styles of games.”

A simulationist's approach and love for emergent gameplay of course being immediately apparent watching Veilguard footage. More nonsense.

For Busche, great games offer a mirror that allows you to reflect on your own identity, preferences, and choices. For Busche, great games offer a mirror that allows you to reflect on your own identity, preferences, and choices. When developing a game, Busche says she is “thinking about the role introspection plays on people in general, and how each of us go through our lives having these moments of crises, epiphanies, and those quiet moments when you’re alone. These are questions that are ripe for personalized experiences like RPGs, especially when you consider our biggest creative pillar: Be who you want to be.”

In Busche’s mind, not embracing the lived experiences of the development team would result in stories and worlds that feel less relatable, less alive. Game developers also need to feel safe in what they do, which ultimately means being able to see themselves reflected in their work.

The most revealing quotes of all. Triumph of the self-insert. Fundamental conflict unaddressed here between the dev team's focus on portraying themselves and what a lot of people like most about RPGs, player choice. A lot of ink spilled already about how little difference dialogue options make in game. No real conflict, no real friction, ultimately no interesting choices either. Laughably, the writer even refers to Rook as a character that the player is able to significantly develop:

To Busche and the team it “felt like the right time” to really take Dragon Age’s exploration of identity further, especially with a character like Rook that’s so molded by the player’s personal feelings and thoughts.

As ever, there's the potential for significant editorialising by the writer. Busche as directly quoted within the text doesn't line up with the sentiments the author attributes. Some of it could even be read as acknowledging failure:

“What I long for is just that opportunity for us as gamers to step back and get in touch with why we fell in love with games in the first place, and recognize how difficult and complicated and messy it is to make games,” says Busche, “To share these vulnerable experience and just approach it with a little greater sense of kindness and curiosity.”

And finally, for a bit of light amusement:

But one of the more interesting strides Veilguard makes is allowing you to share experiences, including romances, with a compelling cast of party members — easily some of the most memorable characters BioWare has ever created.
:hmmm:
So basically failed fantasy book male writers used to write RPGs they had an entire series of thousands of pages mapped out in their head with an entire lore.
And thats why you used to have very dense lore heavy stuff that was hard to condense, but rewarding.

Now failed women tv show writers and " journalists," write for games.

And thats why you have marvel movie quip attempts at banter that are dogshit with no substance.
And as they have no actual depth or substance they stick a gay flag on the dogshit they write to pretend it has depth, but in truth its just gay dogshit.
 

GrainWetski

Arcane
Joined
Oct 17, 2012
Messages
5,463

Corinne Busche Is the Ruler of RPGs, Conqueror of Haters​

The director of Dragon Age brings her personal journey to life in her games with a rich, messy tapestry of love, life, and romance.
86b36de14cd30d2fd038cccee9e223820d9ef1e3.avif


Source
QED, more insanity fuel. "The Ruler of RPGs" per the headline after a single lead role within the genre on a title that had, charitably, a mixed reception amongst even long time series fans. Some quotes from the article:

From her time with The Sims to Dragon Age, Busche has always brought a deep sense of humanity to the game, putting characters first and never shying away from nuance or complexity in identity, relationships, and existential crises. It’s what makes Busche a leader in the industry, and why BioWare tried so hard to carry on the Dragon Age series’ legacy with Veilguard.

Total nonsense. DA4's depictions of the above are amongst the most blunt, juvenile, gormless and nakedly cynical ever.

Before leading the charge on Veilguard, Busche honed her skills working on an even bigger mega-hit franchise, The Sims. For over five years she worked in designer and creative director roles.

“Working at Maxis and on a game like The Sims, is an incredibly fortunate environment for a designer to really hone their craft, and the reason I say that is they’re deeply complex games,” says Busche, “You’re really exploring underlying systems that drive character behaviors, skill progression, game economies, all allowing for emergent gameplay.”
Busche cut her teeth on the Sims 3: Into the Future expansion.

To Busche, games like The Sims, or even Animal Crossing, continue to flourish because of human nature, the inherent need we have to be social creatures and form connections. They’re deeply relatable games that reflect our real lives, but in a way, that same idea can apply to a complex RPG like Dragon Age — and Busche’s time with The Sims gave her a unique advantage going into Veilguard.

“I love that marriage of simulation and these fantasy worlds full of rich, deep characters that feel lived in. I believe that as RPGs continue to evolve, what you’ll see is an increasing focus on that marriage between simulation and a fantasy storytelling layer,” says Busche “After all, it’s about immersion, it’s about autonomy and relatedness. These are deep common aspects between these two seemingly different styles of games.”

A simulationist's approach and love for emergent gameplay of course being immediately apparent watching Veilguard footage. More nonsense.

For Busche, great games offer a mirror that allows you to reflect on your own identity, preferences, and choices. For Busche, great games offer a mirror that allows you to reflect on your own identity, preferences, and choices. When developing a game, Busche says she is “thinking about the role introspection plays on people in general, and how each of us go through our lives having these moments of crises, epiphanies, and those quiet moments when you’re alone. These are questions that are ripe for personalized experiences like RPGs, especially when you consider our biggest creative pillar: Be who you want to be.”

In Busche’s mind, not embracing the lived experiences of the development team would result in stories and worlds that feel less relatable, less alive. Game developers also need to feel safe in what they do, which ultimately means being able to see themselves reflected in their work.

The most revealing quotes of all. Triumph of the self-insert. Fundamental conflict unaddressed here between the dev team's focus on portraying themselves and what a lot of people like most about RPGs, player choice. A lot of ink spilled already about how little difference dialogue options make in game. No real conflict, no real friction, ultimately no interesting choices either. Laughably, the writer even refers to Rook as a character that the player is able to significantly develop:

To Busche and the team it “felt like the right time” to really take Dragon Age’s exploration of identity further, especially with a character like Rook that’s so molded by the player’s personal feelings and thoughts.

As ever, there's the potential for significant editorialising by the writer. Busche as directly quoted within the text doesn't line up with the sentiments the author attributes. Some of it could even be read as acknowledging failure:

“What I long for is just that opportunity for us as gamers to step back and get in touch with why we fell in love with games in the first place, and recognize how difficult and complicated and messy it is to make games,” says Busche, “To share these vulnerable experience and just approach it with a little greater sense of kindness and curiosity.”

And finally, for a bit of light amusement:

But one of the more interesting strides Veilguard makes is allowing you to share experiences, including romances, with a compelling cast of party members — easily some of the most memorable characters BioWare has ever created.
:hmmm:
So basically failed fantasy book male writers used to write RPGs they had an entire series of thousands of pages mapped out in their head with an entire lore.
And thats why you used to have very dense lore heavy stuff that was hard to condense, but rewarding.

Now failed women tv show writers and " journalists," write for games.

And thats why you have marvel movie quip attempts at banter that are dogshit with no substance.
And as they have no actual depth or substance they stick a gay flag on the dogshit they write to pretend it has depth, but in truth its just gay dogshit.
It's a tranny in the article.
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,075
Location
Nottingham
ign game of the year runner-up

After a brief interlude into the live-service genre with games like Anthem, and a perhaps ill-advised attempt to rush out another Mass Effect game with Mass Effect: Andromeda, BioWare has gone back to what it knows best – a good old-fashioned, dungeon-crawling RPG full of delightful characters, witty dialogue, and the chance to create a character who looks and talks exactly the way you want them to. But while BioWare may have opted for a back-to-basics approach to storytelling, there is one area of major improvement: the combat.

It’s not unfair to say this is the best a BioWare game has ever played, from its sword-and-sorcery combat to even the way you traverse the myriad of dungeons and mystical locales. While we’re only one game into the BioWare renaissance, all eyes are back on the storied studio.
Just rage bait at this point. Not really worth engaging with but regarding gameplay quality, time will tell if complex mods for DA4's combat system are being actively developed nearly 25 years after release à la BG2. If Angry Joe (!) is doing effective critique of your gameplay mechanics you have a problem.

I agree with posters above that further discussion of Veilguard is beating a dead horse. My takeaway is that games media is currently well and truly all in on cause advocacy trumping the actual quality of the craft. It's always been too close to studios & publishers for any real analysis but we're beyond that now. The gaming press will sell you shit as gold as long as the investment funds, studios and consulting companies have it on message; they'll stick the boot in if it isn't. Always been the case, simply gotten more blatant over time. Be sceptical and be pleasantly surprised over getting your eye wiped by positive coverage.

Edit: God damn it I just noticed "witty dialogue" would they ever fuck off with this shit. Lest we forget:



Witty indeed!

Jesus fucking Christ. Going off that I think 90% of the Codex could have been Bioware writers when aged 5.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
32,312

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,075
Location
Nottingham
Jesus fucking Christ. Going off that I think 90% of the Codex could have been Bioware writers when aged 5.

Average teenager would be a better writer. Well, maybe not Anglo-Saxon.
At least teens have edge.
You too.
I could probably write a better Dragon Age game than these troons, but so could BruceGPT or fantadomat.
It will be a Beautiful Day when gaming rediscovers "the edge". But until then, I Still Haven't Found What I'm Looking For.
 
Joined
Mar 12, 2012
Messages
11,335
Jesus fucking Christ. Going off that I think 90% of the Codex could have been Bioware writers when aged 5.

Average teenager would be a better writer. Well, maybe not Anglo-Saxon.
At least teens have edge.
You too.
I could probably write a better Dragon Age game than these troons, but so could BruceGPT or fantadomat.
That's the point now, these troons just make up shit off the cuff to make a lore that makes no sense even if it destroys the current lore.

Your regular hetro male that made an RPG WILL have 1000's of pages of lore.

That is because they have to work out reasons for magic and special powers and how it fits in and is perceived by society.

The idiots making games now don't bother, they just cargo cult magic powers and Awesome button stuff and think it works without having a dense lore behind it and it fails.
 

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