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sendu

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Title: Old to New
Date: Monday, 02 November 2009 02:06PM
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Most of the content of Dragon Age Central has been developer posts to the official Dragon Age forums, first opened in May 2004. But all things must come to an end, and these forums were shut down on 2nd November 2009, the day before the game’s release in North America.

Since I haven’t had time to add much other content to the site for most of 2009, I’ve decided to also shut down Dragon Age Central as it was, leaving it here as an archive.

The new Dragon Age Central is now a much simpler (and fully automated) website dedicated to making developer posts to the new official forum (on Bioware’s social site) easier to find and search through.

It’s been interesting running this site, and in a way I’ll miss it... but hopefully I’ll be too busy finally playing the actual game to care :)
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Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.


 Interview Article 
author:
GameSpy Staff

interviewees:
Ray Muzyka ~
CEO

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Source: Interview: Ray Muzyka
Date: Thursday, 15 May 2008 12:01AM
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[...]
One of the games we’re planning a lot of post-release content for as well is Dragon Age. We haven’t announced any details about that lately, but it’s the kind of game that people just love, that sweet spot of BioWare games, the aspirational fantasy, the spiritual successor to Baldur’s Gate, kind of the next-gen interpretation of it. We’re really going to want to stay in that universe a long time. It’s taken literally years of design time building this universe that feels coherent, kind of like the top of a mountain poking above the clouds. It feels like it’s got weight, it feels like it’s got a lot of depth to it, it feels like if you build something, it’s going to hold, it’s a strong foundation. That’s the kind of time we invested in it, and because we do that, we can build all kinds of small structures coming out of that foundation, and they feel like they resonate, they feel like they’re not just held together.
[...]
Dragon Age is going to appeal to the fans who love Baldur’s Gate. It’s the next-gen interpretation of that. It’s really a rich fantasy universe.
[...]
It’s an interpretation of the archetypal fantasy, the aspirational fantasy universe.
[...]
 Interview Article 
author:
Charles Onyett

interviewees:
Ray Muzyka ~
CEO

Categories:
Quality:
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Source: Interview: BioWare’s Ray Muzyka
Date: Thursday, 15 May 2008 12:01AM
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[...]
"Dragon Age has been in development for a while," said Muzyka. "Part of that is BioWare’s attention to quality and detail and making this rich universe that you want to be part of. Dragon Age is in BioWare’s sweet spot; it’s the ultimate fantasy-adventure. It’s going to appeal to the fans of Baldur’s Gate and Neverwinter Nights and it’s sort of the next generation of that…We haven’t talked about it recently because we’re just building up to something hopefully in the near future…I was just playing it last week and it’s pretty damn cool."
[...]
 Interview Article 
author:
videogaming247

interviewees:
Ray Muzyka ~
CEO

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Quality:
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Source: Mass Effect’s emotional lessons will be brought forward into Dragon Age, says BioWare boss
Date: Saturday, 26 April 2008 10:05AM
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[...]
But we’re certainly taking the things we’ve learnt from digital actors and emotionally compelling narrative [in mass effect], things like that, and we’re trying to apply that back to Dragon Age.”
[...]
 Interview Article 
author:
Charles Onyett

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

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Quality:
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Source: GDC 2008: BioWare Bosses Speak Out
Date: Thursday, 21 February 2008 12:00AM
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[...]
"Dragon Age you can picture fitting back into the more core BioWare experience," said Zeschuk. "it’s fun for us to get back to fantasy, there’s a huge amount of passion for that." The game will take on a dark, brooding atmosphere, they say, yet remain a heroic experience. "We’ll certainly have humor, but the world is a pretty heavy world. I don’t think it’s a direct social commentary, but there’s a lot of strife…it feels very mature. It’s not like a kids fantasy where there’s dancing elves. It’s for adults." They promised more information will start to roll out soon.
[...]
 News Article 
author:
Stuart Bishop

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

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Source: Episodic content is the future for BioWare titles
Date: Thursday, 18 January 2007 10:27AM
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[...]
"...we have big plans afoot at BioWare for post-release and episodic content for upcoming cool BioWare games like Mass Effect, Dragon Age, Jade Empire: Special Edition and other upcoming BioWare titles, both on console and PC", BioWare CEO Ray Muzyka divulged
[...]
 News Article 
author:
Andrew Park

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

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Quality:
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Source: GDC 06: BioWare talks Mass Effect, next-gen, and mergers
Date: Friday, 24 March 2006 06:22AM
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[...]
The studio heads went on to give a vague but optimistic update on Dragon Age
[...]
 News Article 
author:
Tor Thorsen

interviewees:
Ray Muzyka ~
CEO

Categories:
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Source: Two BioWare games for 360, Dragon Age going next gen?
Date: Friday, 27 May 2005 02:03AM
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[...]
"With Dragon Age--the first iteration of it, anyway--we’re focusing on making it the most ambitious PC RPG we’ve ever done at BioWare," said Muzyka. However, just because it’s not a current 360 project doesn’t mean it won’t be so in the future. "It’s a franchise we own, so there will be other versions that will be on other platforms," Muzyka said
[...]
 Interview Article 
author:
Andrew Park

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

Categories:
Quality:
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Source: BioWare talks E3 2005, Xbox 360
Date: Friday, 27 May 2005 01:40AM
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[...]
RM: Like Dragon Age! We are taking the features of Neverwinter [nights], including online multiplayer and content creation, with the kind of single-player story arc from Baldur’s Gate, and combining those together.
[...]
RM: There might be some of each. For instance, with Dragon Age--the first iteration of it, anyway--we’re focusing on making it the most ambitious PC RPG we’ve ever done at BioWare. It’s a franchise we own, so there will be other versions that will be on other platforms. And there are other titles that are designed for a console. We certainly want to support our PC audience in the future too. We’ve got both a console community and a PC community, and we recognize there’s overlap between them, but we also recognize that there are design preferences that are different between the two. The interesting thing is that with next generation, [hardware platforms] are evolving together, but they’re also staying separate, so we want to make sure we accommodate both audiences and make games that are going to be seen as platform-defining games, no matter what platform they’re on.
[...]
GS: But it’s safe to say that Dragon Age will have a toolset that players will make modifications [to], as well as other content, long after the game has shipped.

RM: That’s one of our goals, yes. It is the spiritual successor to both Baldur’s Gate and Neverwinter Nights, so it’s got to have some of the best features of both.
[...]
 Interview Article 
author:
David Adams

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

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Source: BioWare's Unreal New RPG
Date: Monday, 20 September 2004 12:00AM
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[...]
[rm:] We’re still developing our own engine technology for other BioWare titles like Jade Empire and Dragon Age, and we also have some very impressive next-gen technology of our own in development right now as well -- the BioWare Eclipse Engine. The team working on that engine is really talented as are all the other BioWare teams working on advanced technology for games like Jade Empire and Dragon Age, plus others. At BioWare we have five internal product teams and we’re also working with a number of external developers who have licensed our own advanced RPG engine technology -- like the BioWare Aurora Engine or the BioWare Odyssey Engine -- for their own titles.
[...]
Dragon Age is looking amazing as well -- it’s the spiritual successor to BioWare’s own Baldur’s Gate and Neverwinter Nights, a PC fantasy RPG set in a brand new world full of magic, noble quests, and of course the occasional dragon or two!
[...]
 News Article 
author:
Tor Thorsen

interviewees:
Ray Muzyka ~
CEO
Greg Zeschuk ~
CEO

Categories:
Quality:
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Source: BioWare licensing Unreal 3.0 engine
Date: Thursday, 16 September 2004 11:09PM
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[...]
Dragon Age will run on BioWare-made engines
[...]
 Preview Article 
author:
Tal Blevins

interviewees:
Ray Muzyka ~
CEO

Categories:
Quality:
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Source: E3 2004: Dragon Age
Date: Wednesday, 12 May 2004 12:00AM
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[...]
As Joint-CEO Ray Muzyka told us, "Dragon Age is the spiritual successor to Baldur’s Gate."
[...]
it will be filled with Dwarf-like, Elf-like and Halfling-like races
[...]
Ray explained that BioWare wanted to try something a little different, but still wanted it to be familiar to fantasy RPG players. Although nothing is finalized at this point, Dragon Age will feature archetypal races and classes (you know, fighters, clerics, mages and the like)
[...]
We did see one completely new race that will be in the game, though. Although they don’t have a name as of yet, or at least BioWare wasn’t saying what the name was, the characters sport horns on their heads and look rather lizard (or perhaps dragon) like.
[...]
BioWare even has a few linguistics PhD students developing entirely new languages for Dragon Age. When asked about the significance of the title, BioWare told us that, like the Stone Age and Iron Age, they wanted to indicate that the game takes place in a time where dragons are prevalent.
[...]
You’ll also be able to hire henchmen during the game, and BioWare promises you’ll run into some characters with a lot of personality, like Minsc from Baldur’s Gate.
[...]
Our actual demo of the game opened up with a camera fly over of a massive battlefield. Reminiscent of the huge battle scenes from the Lord of the Rings movies, there were tens of thousands of units battling it out down below us as our two heroes, a barbarian mercenary and a priestess-like character walked across a bridge high overhead. For this part of the demo, we were zoomed out to a wide overhead view similar to Baldur’s Gate. Since the game uses a new fully 3D engine, they’re going to use a lot of elevation perspectives such as this in the game, where something may be happening on one level while you’re at a completely different elevation, and you’ll be able to travel both vertically as well as horizontally.

The next part of the demo featured the pair of adventurers deep in a dungeon. To show off the close-quarters, we opted for a tighter third-person view similar to Knights of the Old Republic. This allowed us to get right into the action and see the characters up close. Not only do the character models look impressive, but they’re also very reactive to the environment. We saw examples of eye tracking and our beefy mercenary turn into a scared little baby when he was startled by a flock of birds as he rounded the corner.
[...]
Like the Baldur’s Gate combat system, Dragon Age will feature real-time combat with a pause feature to let you get more tactical with your choices. The game also features full motion-captured animation, giving the characters some very realistic looking moves during combat.

Although they weren’t saying much about the multiplayer side of the game today, Ray did tell us to expect all the level of community and multiplayer support that we saw with Neverwinter Nights. You can expect a separate multiplayer campaign with a similar story, but no cutscenes to slow down the action.
[...]