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 :)
Dragon Age Central
Updated: Monday, 02 November 2009 02:07PM | Synced: 389187 mins ago
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.
-{ 2008 }-
File: Audio
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Editor: sendu Categories: Quality:
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Title: Dragon Age Origins PAX podcast with I Game Radio (source)
Date: Wednesday, 03 September 2008 07:46PM
Audio interview with Omaha Sternberg [os] interviewing Chris Priestly [cp] at PAX for igameradio. Transcript follows. [... general pax discussion ...] [os] I got a chance to see ‘Dragon Age: Origins’ by Bioware. Oh. My. God. I swear... all right, I called my husband after I saw the demo for this and he laughingly told me he had to clean the drool off his phone after he was done talking with me because I was so, so slathering over this game. Beautiful game. Now of course I’m a big RPG fan anyway, but it’s really an awesome RPG. It’s a spiritual successor of ‘Baldurs Gate’, not based on D&D like NeverWinter Nights was. The graphics and artwork are just stellar. I mean they’re very detailed and refined. If you’re taking a look at the grass and the trees and the castles and the walls and things like that, it’s not just grass, it’s individual blades that you feel like you’re walking past. And the castle walls, each one of them seems to be very very different. The characters themselves are very different. You’re together with a group of people... you’ve got a group that you’re fighting with, and each member of your party you get to control, unlike what happened with NeverWinter Nights for example. You get to control everyone, you get to tell them how to fight, etc. etc. and... the combat, oh my God that was incredible. They were fighting at one point in time during the demo an Ogre, and I swear toward the end when they killed the Ogre, one of the fighters jumped up on top of the Ogre, slashed his neck and just drove the sword two-handed down into his head and it was an awesome, awesome act. Oh wow, it was like you were watching a movie, it was really good. And all of it was a demo of an actual build of the game. None of it was like trailer, or anything like that; all actual build. Magic looks fabulous, they had a mage that they were showing in the demo - performing. When the magic was working... of course you had characters... you had to be careful about the magic you were doing because if you’re not careful and you send a fireball that blows up a particular area against your enemy, if part of your party is there they’re going to get hurt. The funniest things was - they really need to work out too, as far as the AI is concerned - the mage at one point during the battle had hit one of the enemy Dark Spawn, and so all this area around the Dark Spawn was all in flames and three members of the party of course they wanted to go and get the Dark Spawn, so of course they went right into the flames... yeah, that was really brilliant [editors note: when party ai is turned on, they’re intelligent enough not to run into flames]. [laughs] The story is really deep, lot of political strife going on within the story world that makes it really intriguing. Maybe they need to work a little bit on things like, say, foreshadowing, which at one point during the demo it felt like we’d been hit with a club. When I asked them about the Mac version, "no comment at this time". But let’s face it, this is Bioware. They’ve... most all of their games have had Mac ports, including the just announced ‘Jade Empire’ Mac port. So I would be very very surprised if ‘Dragon Age: Origins’ did not make it onto the Mac. [... talks about other games at pax ...] [os] I’m sitting with Chris Priestly from Bioware, and we are talking ‘Dragon Age: Origins’. I just got out of the demo for the game, and it was awesome. I am certainly looking forward to that. So, what caused you guys to create ‘Dragon Age: Origins’? [cp] Well we really wanted to return to our roots. Bioware we’ve had a lot of great success recently with games like ‘Mass Effect’, ‘Jade Empire’, ‘Knights of the Old Republic’, which are sci-fi games. But really Bioware is built on fantasy games: we started with ‘Baldurs Gate’, ‘Baldurs Gate 2’, ‘NeverWinter Nights’, we had great success for many years; we still have people playing ‘NeverWinter Nights’, which is great 5 years down the road. And we have a lot of people at the company that, even though ‘Mass’ and ‘KotOR’ were great games, they really wanted to return to fantasy. So we have a lot of really skilled writers, a lot of really talented artists that work specifically for the fantasy medium, and so it’s really a chance for us to return to what we love best. [os] And thus the name changed from ‘Dragon Age’ to ‘Dragon Age: Origins’. [cp] Very much so. It’s kind of a play on words; part of it is a return to Bioware’s origin, back to the role-playing game. The other part is the origin story. When you start to play ‘Dragon Age: Origins’ you get to create the character that you want to play. Whether you’re a male or female, whether you come from nobility or are a commoner, the racial background like an elf or a human or whatever, the starting class - whether you’re a mage or a fighter... - again, lots of different choices in the game, customise your face and so forth. After you’ve created your character, you play what is called an origin story. The origin stories will be different based on the choices that you made. So a female elven fighter is going to be different than a human mage, and that sort of thing. Different origin stories for different characters, just to help establish the character and how you fit into the world of ‘Dragon Age: Origins’. Then after your origin story - it’s kind of like a prequel - and then it moves right into the gameplay itself. [os] Now unlike previous games like ‘Baldurs Gate’ and ‘NeverWinter Nights’, there’s several different races in there like human and elf, but elves are second-class citizens. [cp] Very much so. There’s all sorts of different levels of politics in the game: how the humans react to the dwarves, how the elves react to the humans, how everybody reacts to the Dark Spawn, which are the main villain. But there is all sorts of different levels in the game. People who play a commoner are going to have a different reaction to the people around them than the people who play nobility classes. It’s just sort of how the world sees you as your character, your racial background, your economic background, you’ll get different approaches. Even talking to the same character if you’re playing an elf will have different dialogue than if you’re playing as a human because their response to you will be based on the character you have created. [os] So, quick summary of the story for the game, and what was the inspiration for it? [cp] Sure, well, the story is basically, as I said, you start off creating your own character, your own origin story. After you’ve played through your origin story you become what is called a ‘Grey Warden’. A Grey Warden is a peace keeper in the Kingdom of Ferelden, where the game takes place. You work for the King, taking care of troubles that arise. And every few hundred years there’s this ancient evil race called the ‘Dark Spawn’ which live under the ground, driving through the tunnels deep below the earth... every few hundred years they rise to the surface, bursting forth, almost like locusts; they don’t really just want to conquer the Kingdom, they just want to destroy everything on the surface. And it’s your job as a Grey Warden to put an end to the Dark Spawn Blight. Now the story, as with any good fantasy role-playing game, has all kinds of different sub-plots and side-quests, different ways to play through the game again based on the choices you want to make, whether you’re playing a more kind and gentle character, maybe you’re playing a bit of a darker, more sinister character. There’s going to be different party people that you’ll encounter, some of whom may join your party, some of whom may not. If they’ve heard your reputation is particularly nasty, they might be too kind and too gentle to want to associate with you, and they’re not going to have anything to do with you. But lots of different side-quests, sub-plots, romances in the game, different ways to get to the end of the game... I don’t want to spoil the ending or anything like that... but there’s all sorts of different choices in the way the story can go. As for the inspiration, I mean we’ve been working on it for 4 years at Bioware. Everything inspires us. I mean we have a very creative team at Bioware, but whether it’s Tolkein, whether it’s George R. R. Martin, whether it’s movies like ‘Conan the Barbarian’ - Dan Tudge the project director is a huge fan of the ‘Conan the Barbarian’ movie with Arnold Schwarzenegger - all the great fantasy elements, but really it still comes down to our own creative imaginations. We have a really creative group at Bioware, and they do a tremendous job. [os] Now even though the Dark Spawn kind of reminds you of orcs or goblins, chaotic evil and things like that, it’s not D&D based. [cp] No, it is our own creation; we’ve worked really hard to create a really rich in lore story, all kinds of deep history of the world, all that sort of thing. The people that have seen our demonstrations here at PAX, at E3, even our videos online, have said "Oh those Dark Spawn, yeah those are orcs, or goblins, they’re like all the other things!"... you’ve only seen the start of the Dark Spawn at those demonstrations; there’s a lot more to come still. You’ve seen some of the foot soldiers, but there’s a lot more still to come. [os] Also you’d mentioned George R. R. Martin, and I have to say I’ve read his novels. He does have a tendency in his latest trilogy - which may be even longer than that, he loves to write - to get very... so in depth with everything, his world, that it becomes incredibly confusing. After a while you start to lose track. I stopped reading the second book half-way through because I lost track of who was who and stuff like that. Is this something that people would end up having happen in the game as they’re playing, they would start losing track of all the different characters that they would need to interact with? [cp] No, we’re making very sure that, especially since it is our creation with a lot of new information for players, we’re making it a) very presentable, so people are going to be able to keep track very easily, characters are going to be very distinctive, so you’re going to be able to remember "Oh, I remember him, the important dwarf", for example, or "That person was the King", so it will be very clear in the game. In the end it kind of depends up to the individual player how much they get out of it. We get some people that rush through the game, they enjoy it, they move on. Other people want to experience everything, they’ll... what we call replayability. They’ll play the first time through they’ll be a human fighter, the next time they’ll be an elven mage, you know different character classes, different plots you encounter. There is a lot of story in the game, but really we’ve got an excellent story management system: journals, people you talk to it’s very sensible and logical how you’ll progress through the game. It’s pretty open-ended, people are going to have a lot of choices to... "Oh, should I go talk to the dwarves in their Kingdom now, or do I want to the city and explore, should I maybe go to the dungeon and do that sort of thing?". There’s going to be a ton of choice in the game, but it’s all going to be logically laid out and really easy to keep track of. [os] And with your own creation, it’s also your own game engine too. [cp] Exactly, this is a new game engine for us, it’s called ‘Eclipse’. It allows you to play the game really the way that you want. Some people, like myself actually... I play really a hack & slash sort of character, I really just pull up my sword, charge into battle and let the party AI take care of itself. But a lot of people really enjoyed games like ‘Baldurs Gate’, ‘NeverWinter Nights’, where you had sort of a top-down tactical view. You can do that as well, you can pull the camera right back over the top, move it around the battle-field, figure out where your opponents are, where you want to assign powers, where you want to cast spells, that sort of thing. So it’s really going to be up to individual people how they want to play the game. But the engine is really powerful and the graphics are tremendous. [os] And as with this new game engine, you also can control, like with ‘NeverWinter Nights’ [editors note: she means ‘baldurs gate’, not nwn], each member of your party and how they fight. [cp] Absolutely. You’ll of course control your character and what you want to do with them. But one of the cool things is you are able to control all the party NPCs. You travel with as many as three at a time, but there’s a great deal of others that you’ll encounter, some will want to join you, some as I said may not. But those that aren’t necessarily with you at the time will wait for you at base camp. But you have complete over them as well, like what armour they’re wearing, what weapons they’ll use, what powers and abilities they’ll focus in. As you level up, they’ll level up as well; you have total control over them. [os] You also mentioned the graphics, and they were just gorgeous. They were fabulous. First question is: does the graphical element of the game mean that you’re going to have high system requirements for people? [cp] Well system requirements still aren’t tied down yet. For us the more people who can play the game it’s always the better for us. We’re still working on them, we want to try to have a really good scaling system so we can have low-end PCs play the game, as well as high-end PCs. Not much information available yet, we’re still working out the system requirements, but we should be able to tie those down a little closer to December this year. [os] Also, what was the inspiration for the artwork in the game? [cp] Wow, again, much like the earlier question about the writing, our artists are amazingly creative just by themselves. Tremendous... but all the great fantasy artists, whether its Brom, Hilderbrandt... you know, there’s a ton of great art out there, again, movies, television shows are inspiration, but we’re really just trying to capture the best fantasy elements. Me personally I can’t wait until our fans experience the Dwarven Kingdoms, which is called Orzammar. It’s tremendous, inspired by a great deal of sources, but again it’s our own creativity. [os] Now this game is also not going to be rated ‘T’, it’s going to end up being rated ‘M’ because along with all the attention to detail is the attention to detail during battle. [cp] Yeah, we don’t have a rating yet, but we are definitely looking at a more mature game, a little more violent this time, some kind of adult situations, I think is the term they use on television. It is definitely for a more mature audience. I think probably a mature rating is likely. Different ratings boards, different systems. It is a darker and grittier gameplay. You’ve seen the demonstration and what we call death blows in the game. Which will differ from your characters and abilities, the powers and weapons that you use, but things like decapitations, we killed an Ogre earlier by leaping up onto its chest, stabbing it through the neck and then piercing it through the head. So it’s definitely a little more mature this time around. [os] So, also, I cover the Mac industry, and I know Mac lovers they’ve had ‘Baldurs Gate’, they’ve had ‘Baldurs Gate 2’, they’ve had ‘NeverWinter Nights’ and ‘NeverWinter Nights 2’, and I know that they will love to be able to see this game on the Mac. So the question would be, how well would this be able to get ported to the Mac with this new game engine? [cp] Well, we’ll see. It is a PC game first. The franchise for ‘Dragon Age’ is huge, there’s possibilities of consoles, Mac versions, Linux versions down the road. All that sort of thing’s entirely possible. Bioware recently released a Mac version of ‘Jade Empire’, we definitely love our Mac community; we’ll see what happens down the road. But first and foremost it’s a PC game. [os] Of, terrific. Well thank you very much Chris for talking to me. [cp] Thanks very much for having us. [... general pax stuff ...] - edited on Thursday, 04 September 2008 05:53PM -
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author: Jason McMaster interviewees: David Gaider ~ Lead Writer Categories: Quality:
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Source: A Farewell to Licenses
Date: Tuesday, 02 September 2008 08:10PM
[...]
[david gaider] So, it’s good to build your own world because you feel a sense of ownership. It’s also tough, because when we show the first bit of Dragon Age, you can’t show everything at once and people see the fantasy setting and say "Oh, this is typical fantasy," but it’s not, it’s really not. Sure, we use elves, dwarves and other archetypes because if you don’t, you run the risk of alienating the people who really like fantasy. Then, when you start using those archetypes, everyone pegs you as generic. When you start developing your own world, it takes time to get below the surface. We took the basic fantasy characters and have put our own spin on them as well. [...] Sure, I’d love to explain the Dark Spawn. The main story is about the Blight, which is caused by the Dark Spawn. They erupt from the surface of the world like locusts. If they’re not stopped, they’ll corrupt the world and make it unlivable. The organization known as the Grey Wardens were formed to stop the Blight, and that’s what you start out as. On the surface, the Dark Spawn would kind of resemble orcs, as they’re an evil horde. However, there’s a little bit more to them. There’s the story that’s told in the world by the Chantry, which is sort of the church, and the story goes that a long time ago the mages ruled. In fact, they became so powerful and proud that they opened a gateway to heaven to usurp the Maker’s throne. The Maker would be their god, of sorts. Well, they did it and stepped into heaven but because of their sin, heaven was tainted and turned the Golden City (what heaven is called) into the Black City. The corruption also affected them and twisted them into the first Dark Spawn. The Maker says, "How dare you?" and throws them back to earth. Because of their corruption, they’re repelled by light, so they burrow down into the earth where the dwarves live. There, they multiplied. The Dark Spawn worshipped dragons, which are now known as the Old Gods. The Maker imprisoned the dragons for lying to mankind about being the real god. So, the Dark Spawn search for their gods and when they find one, their corruption spreads to it and makes it into an Arch Demon. It then bursts from the ground and they come pouring out with it. That’s what begins a Blight. In the game, it has been a long time since the last Blight, and that was one soundly defeated. Humanity then decided that the Dark Spawn were defeated. This leads to the dwindling numbers of Grey Wardens. When the game starts, a new Arch Demon has arisen and started a new Blight. The Grey Wardens are then called upon to do what they’re poorly equipped to do. [...] There are a few big decisions that you have to make towards the middle of the game that change things quite a bit. In fact, those are really hard to write because once those things are in place so you have to account for them through the rest of the game. To that end, there have been places where we’ve been tempted to take things out because it would be easier on us. [...] but we decided to keep them in because we love those parts. We love the way this works and how there’s more freedom. For endings, we have big endings and small endings. [...] The Dragon Age origin stories have entire chapters devoted to them. It also determines where I start. If I’m a poor person from the human city and I grew up in the ghetto -- if I go back to that area, I’ll meet people who will remember me and I’ll get an experience unique to my character because that’s where I’m from. If you’re a dwarf and you come from where the dwarves live, and you go back, you’ll get unique dialogue and they’ll know you. The important thing isn’t how many choices you give. You can give a million choices. The important thing is that those choices are recognized during play. Like, if you have an origin story that makes you a noble -- if someone knows your noble, they’ll treat you differently. Or if you’re a race that is looked down on, people can sometimes behave differently towards you, even in a racist manner. Players like feeling that the experience is more tailored to them and that they’re not just getting some cookie-cutter story. With origin stories, I’m hoping that someone plays as a dwarf and says, "This really feels like it’s made for a dwarf. What happens if I play as an elf?" It’ll feel the same way for the elf. That’s the idea. [...] when you’re Level 1, it’s not like you’re a nobody. Not everyone has a level and class. That makes you special in this world. Most people don’t have a class of their own. That makes you a hero. You’re special and that’s why you’re recognized as being someone with skill, but we aren’t looking at godlike power. [...] I think the plan is to have a little bit of scaling depending on the area, but there’s a top limit and bottom limit. [...] We’ve been playing with this idea of "gateway" encounters. So that when you’re on your way to an area, you might run into a group of monsters and those monsters would be indicative of what you’ll face. That way you can decide to go forward or not. [...] For Dragon Age it’s just single-player. We had planned it early on. We wanted to create a second campaign for multiplayer, and I think that taught us some lessons. The more you spread out your focus, the more you run a risk of making some of the other pillars of the game not as strong as they should be. [...] [crispy gamer] Are you still building the world at this point? [david gaider] No, it’s basically built. [...] |
-{ 2006 }-
Preview Article
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author: Sean Molloy interviewees: Scott Greig ~ Project Director Categories:
Quality:
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Source: BioWare returns home to PC roleplaying with Dragon Age
Date: Thursday, 07 December 2006 12:00AM
[...]
Most of Dragon Age’s production efforts till now have focused on creating powerful tools, but Greig says the content will come together quickly enough for a winter 2007/early 2008 release. The tools will be made public in some form, but don’t expect the ease of use of Neverwinter Nights’ construction kit. "It’s going to take more time for the basic user to make levels," says level artist Andrew Farrell, demonstrating advanced techniques such as the ability to create overhangs in the terrain. "But there’s a lot more power, and the levels will be a lot better." [...] A player character in ratty armor with a shield and sword comes across three ugly orcish things in the street. At first, the camera is behind the player’s shoulder--"Explore Mode," Greig calls it--but as the enemies take notice and move in to attack, the camera swings up to a nearly top-down, parkade-inspired perspective. Greig explains that you can issue commands to your party (four characters all told, at least for now) in real time, pause the action, and queue up spells and special attacks [...] "We wanted to make sure that when you look at a fight, it’s not just swing, swing, swing...we want to make it look like these guys are actually fi ghting and reacting. And we’re making sure group combat is really cool--it’s not just two guys fighting; you can actually have synchronized attacks with the people around you, too." "Instead of people standing toe-to-toe," adds Santos, "you’re actually seeing people duck and move and attack. Every time they get hit, you feel for them because they just got bashed in the head with something really heavy. [...] "Remember the cave troll fight in The Fellowship of the Ring? That’s what our large creature combat is going to be like. You’ve got the party guys running out, one guy jumping up on the back and stabbing, the other guy ducking between the legs." Objects in the environment can be manipulated in your bid for tactical supremacy: Knock over a table to fire arrows or shoot fireballs from behind cover, but only where it makes sense--emergence be damned, in BioWare’s reckoning. "There will be a lot of ways of going through combat, and lots of different ways to interact with the environment...but our philosophy is that handcrafted is always better than random stuff." [...] [e3 2004] "was our proof-of-concept test. [...] we knew it was early, but we wanted to make sure fans knew we were working on PC games, too. [...] we went back to the drawing board and started working on the brand-new engine, the Eclipse engine that’s gonna be in Dragon Age." [...] we hear George R. R. Martin’s A Song of Ice and Fire series spill from more than one pair of lips, and the art direction takes a note from Frank Frazetta’s Conan paintings. Folks utter the word "dark" at least four dozen times; "mature," "realistic," and "sophisticated" aren’t far behind. "'Dark heroic fantasy’ really captures what the world is all about," echoes Greig. "The grittiness, the horror elements, blood, dirt--it’s going to be a lot darker than anything we’ve done in the past. We still wanted to capture the high fantasy elements. There are heroes, villains, obviously dragons--it’s called Dragon Age, after all--but it’s more than just your standard ‘take fantasy elements and toss them together’ game. We wanted to make a living, breathing world that actually had a realistic feel to it. If people actually had magic, how would they react to it? If someone could walk into a room and point a finger and turn you into a fireball, this isn’t something anyone would take casually. If this were history, and we had these situations with magic and monsters and creatures, how would this work out?" Even the name of the game is meant to ground the fantasy in history--this is the Dragon Age, meant to stand in a line tucked amidst the Bronze Age, Steel Age, and Industrial Age. [...] You’re literally going to decide the fate of nations, who’s becoming king, what nations are actually around after...what races are around. You’re going to have to make some hard choices in the game, but we want all the choices to be clear. The player’s gonna know if he does this, there’s a really horrific consequence. Decisions are gonna be hard...and sort of shocking." [...] "We use a class-based system that has levels--we’re staying that close to our D&D roots. You start off with three basic classes, the wizard, fighter, and rogue, just to get you started. Very quickly, you get access to advanced classes, and even within those classes you get to customize abilities, stats, and talents--you buy points, build it up, and after a short while you’ll be able to pick even more advanced classes. If you want to have a fighter-type character with magic-like abilities, there’ll be a route you can take for that. If you want to be a barbarian berserker, you can do that, too...there’s a route for everyone so players can build their character the way they want. There’s a stupid number of class abilities and special abilities...I think it’s more than in any other BioWare game." [...] "Say, for example, you want to be a dwarf--you’ll have different choices for what kind of setting in the dwarf environment you start in. So if you pick dwarf noble, then you’re part of the royal family in one of the dwarven cities, and that’s where we start you off. And you spend the first hour or two of the game interacting with that world. You get to learn all about the dwarves and the plots that are going on, and major things happen to you personally. We also introduce at that point a nemesis for you--not the main villain in the game, but someone who’s going to be dogging your footsteps throughout Dragon Age, and eventually you’ll have to come face-to-face and deal with him. Your nemesis will be different depending on your origin. "One of the other options is a dwarf commoner--pick that, and you start off working the sort of dwarf underclass. The nobles have their honor, but you start off down in the gritty and real dwarf environment, and you have to struggle through the street stuff...you have to work to forge your place in the underworld of dwarf society. And it’s a completely different story-- you’ll run into some of the same characters [that] you would as the dwarf noble, but they’ll treat you and react to you differently." Once you’ve played through your chosen origin, world events intersect, and you’ll find yourself pulled into the same plot as all the rest--with different twists and side quests based on your roots. "If you go back into the dwarf city, depending on whether you were a dwarf noble or a dwarf commoner or an elf or human from one of the other stories, the NPCs will completely react to you differently with different subplots and different stories that open up for you." "We’ve basically covered all the major fantasy archetypes," says Greig. "Each race has a classic, traditional origin story, and then we’ve got one that’s a lot more edgy. We’re finding in testing that the unusual ones are the ones that people like the most." [...] "Every character will have access to the full set of NPCs," says Greig. "They’ll treat you differently depending on the origin story, and when you get them is dependent on origin story too." Characters follow behind you in Explore Mode, and BioWare is strongly pushing the idea of party banter. [...] "These are living, breathing characters...all the NPCs that join you have different agendas. If you say, ‘I’ll side with this faction,' that’ll obviously please some of your party members, but others will say, ‘I can’t believe you just did that.'" [...] Greig hints that NPCs might even go so far as refuse to fight if they feel you’re way out of line. [...] every major area you enter has a "base camp" with activities that change depending on location, and selecting the appropriate NPC for the location will be important. "When you go into the city, it’s probably not the best idea to bring the 9- foot-tall war golem with you," says Greig, pointing to a character modeler’s monitor where a large rock creature is on display--an imposing, runecovered "dwarven war golem" named Shale. "This is one of the NPCs that joins you.... The dwarves used to make these guys for their wars, but the art of creating them has been lost. But you run into one of these guys and he gets to join up with the party--and as the prime mover of the world, you have influence over how this guy turns out. You can explore his past and get into the details to make him a living, breathing person--as far as dwarven war golems go--or you can turn him into a blind follower who’ll basically kill at your every whim." [...] "You’ll also be able to upgrade him--carve new dwarven runes into him to gain new powers. You’ll be able to customize every one of the party members in some way." [...] "The art philosophy is ‘fantasy painting come to life,'" says Greig, invoking Frazetta once again. "It’s dark. It’s gritty...it’s all about dirt and texture detail." Over by the in-game wall, he points out "the best barrels you’ll see in a videogame...running on a high-end PC, you’ll see the level of detail...[we’re definitely thinking about] DirectX 10 and beyond." A giant disfigured blue demon plays bouncer at the door. "The artists went a little bit overboard with him," says Greig. "You can actually see a reflection of the room in his eyes. They also actually went down and did scrollwork on the [treasure] chests," he says, zooming in ultra-close to reveal detailed elvish runes on thin strips of metal. "One of the reasons for this test was to figure out how much is too much." [...] Dragon Age uses a modified version of the Mass Effect conversation system, much lauded at last year’s E3, in which characters’ facial expressions speak at least a hundred words, lips synch convincingly to speech [...] "Back in Baldur’s Gate, if a character needed to be angry, the writers had to write angry words. Then we got to voice acting, and so the words themselves didn’t have to be angry; you could just have the actors read in an angry voice. Now we actually have a lot more options--you can say an angry word, you can have an angry voice, or you can have the character just sitting there glowering." "A level of storytelling fidelity with digital actors that we’ve never really had before," says Gilmour. "That’s what I’d say ‘next generation’ really is." [...] |