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: 389185 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.
-{ 2009 }-
Forum Post
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Nathan Frederick ~ Lead Quality Assurance Categories: Quality:
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Thread: In-game NPC's that activate DLC? Really BioWare? [+13]
Date: Friday, 30 October 2009 04:09PM
There are currently, exactly, two of these people. One for Shale, and one for Soldier's Peak. They are inserted into the game by the DLC system. Future content may add more. These NPCs aren't on the disk - they are added via the DA Downloader. If you don't want them there, simply disable the downloader - we even tell you how to do this in the readme. You never see them, or any other DLC content, ever. You don't need to mod them out, hack the game, or any other drastic conspiracy measure to remove them. If you don't want them there, THEY ARENT THERE. You'll never even notice that they are missing either - there's already more henchmen than you can utilize fully, and side quests you won't be able to do based on your class/origin, and some encounters that are simply incredibly low chances of happening. Your logic is so full of holes that I could drain my spagetti with it. Is your car incomplete if you don't buy the upgraded auto-dimming mirror, roof racks, or custom mudflaps? No - they're addons. The same is true with our DLC. They add features that don't come with the base package. I don't see you out boycotting the automotive industry, because you can get aftermarket upgrades. DAPC was completed by the main team in March and was supposed to ship then, and was held for a simultaneous release with the console versions (next week). The main team then moved onto getting the console versions ready. The DLC team finished Shale after we finished the PC. The DLC then finished Soldier's Peak after that point. There is future content being worked on, and will be released in the future once it is finished. I'm part of the main team, and have been since 2002. I haven't worked on any of the DLC... because it's not part of the game, and never has been. I've been through the game hundreds of times. The game was designed without this content in it. We didn't take anything out to sell to you later. However, you are going to refuse to believe that, so I'm not sure why I'm bothering. The other argument I've seen you guys use is that "it was finished before you manufactured the discs, so you should have put it on". Each team has a budget, and a profit line they have to meet. You don't get a copy of NBAX when you buy NFLX - they're made by the same studio, in the same building, and their content is based in the same Franchise World (reality). Each team has their own people, their own operating costs, and their own profit margin. This is a business - if a team doesn't make money, they don't exist anymore. And I'll be brutally honest. The main reason why we have this "conspiracy of silence" as so many of you are calling it... is because there is pretty much nothing we can say that will change your mind. I made my post to make it clear that we are not doing any "in-game advertising" - and by that, I mean there's no sponsorship, product placement, or immersion-killing neon signs or billboards. I wanted people to see exactly what it looked like, so they had the facts. You believe what we did is wrong, evil and you hate it. Answer me this - is there ANYTHING I could possibly say, which would make you change your mind. I'm pretty sure the answer is "No". And this is quite likely going to be my last post on the subject, because I'm well aware that you cannot change someone's beliefs - religious wars are fought because of this, and in the end, nobody ever wins. Each side still believes what they believe. |
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Chris Priestly ~ Community Coordinator Categories:
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Thread: Dragon Age Add Ons page with Stone Prisoner, Warden's Keep and Blood Dragon Armor [+7]
Date: Thursday, 08 October 2009 07:19PM
I'll refute it here if it will make you feel better.
The Warden's Keep was created by members of the DAO team while the rest of the team worked on finishing the PC and console versions. It was never in the core game and has been added in once the core game is complete. This extra team is working on more DLC for the coming months. We have lots of plans in the works for coolness to come. Shale (the Stone Prisoner) WAS originally going to be in the core game. However, Shale was cut as the team could not get things such as pathfinding, etc working correctly in time to meet our projected release date. Back when DAO was going to be released back in the spring of 2009, the decision was made to cut him. Since the team had extra time once the release date was moved to November, the Dev team worked to fix the outstanding issues and included this back into the game as Day 1 DLC. Blood Dragon Armor. This was added in a few months ago as a cool way to tie both Dragon Age and Mass Effect together. There. Refuted yet? |
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Georg Zoeller ~ Senior Technical Designer Categories: Quality:
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Thread: Devs Gamespy just said exactally what I was thinking.... [+0]
Date: Saturday, 06 June 2009 01:32AM
Alright.
The PC version was done before the console port. It does not compromise anything. Let me assure you that this is one of the deepest games we've ever made and that we have sacrificed nothing in the PC version because of the consoles - the console team takes code and resource drops from the PC version and that's it - no changes back into the PC from the console. I hope that removes your fear in that regard (I know that the current direction of marketing might fan some of these - but there's litte I can do about that past assuring you that the game has not changed to an action RPG magically to suddenly fit the image you might get from the marketing campaign |
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David Gaider ~ Lead Writer Categories:
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Thread: Well E3 is over. Wheres the crunch DA? [+0]
Date: Friday, 05 June 2009 09:41PM We have more than four months to go. E3 just ended today. |
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Brent Knowles ~ Lead Designer Categories: Quality:
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Thread: Does Bioware actually listen? [+4]
Date: Thursday, 04 June 2009 07:31PM
The more concrete the suggestions are, the more likely they'll be adopted.
"I wants" generally don't happen because they are subjective. They might get us thinking, but it is unlikely that a want will simply get implemented. The developers of the game know how it works, what features make sense in the context of other features, et cetera. Fans, no matter how diligent they are in scouring information about the game aren't actually playing it until it has been released. On the other hand, especially with sequels, the fans do have a pretty good idea of how the game works. And suggestions are much more likely to become reality. Especially when they are no longer "I wants" but "here's how". Example: On Baldur's Gate 2 we were investigating how to add containers to the player's inventory. We had some ideas. And then someone mentioned on the board about using a modified store interface as a container interface. There was much positive response to that particular way of implementing the feature and since it was the least costly manner in which containers could be added, it was done. So, it does happen. - Brent |
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: There are more yet-to-be-revealed party members, right? [+15]
Date: Wednesday, 03 June 2009 05:49PM Ah. I know there is this thing where new information suddenly gets rid of all those "maybes" -- those party configurations or characters someone may have conjured in their head and maybe even pinned their hopes on, a bit -- but our goal was always to provide a viable party first and interesting characters second. Even distribution of any class, race or gender was not really the point. |
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Georg Zoeller ~ Senior Technical Designer Categories:
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Thread: The way in which DA:O trailers are presented. [+20]
Date: Saturday, 30 May 2009 08:15PM
I take 100, thank you. All of us will. It means we can keep making the kind of video games we make. The costs of producing a title like DA or ME are stunning, and you want to get decent return on your investment to keep being able to do so, keep being able to grow with the industry and, you know, get paid well. If you believe the gaming industry is in 'for the spirit' and not for the money, you're mistaken and might want to turn your attention to the indy game scene - they can do what you desire. Games like DA are not made so they can break even - they need to bring in a big profit in order to allow funding the next title the company works on for several years. |
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: The way in which DA:O trailers are presented. [+20]
Date: Saturday, 30 May 2009 07:23PM It isn't? What "kind of game" is DAO, then? DAO is a game with sex and lots of hardcore violence. Complaining that the game being presented isn't the game you hope it might be or which you've built up in your mind doesn't change the fact that that's what it is. So... there's no middle ground? If there's sex it must be hentai? If there's violence it must be slow dismemberment of your enemies followed by sticking his head on a pike? As hardcore as the sex and violence may be, I think you're exaggerating your case more than just a little. You know, I get that many fans really couldn't care less about whether or not a developer does well. If they go out of business, well at least they put out some good games, right? Give them an honorable salute and move on to the next game out there? But as much as some of you might hate to be reminded that this is indeed a business as much as an art, that's what it is. Good games that don't do well don't end up benefiting the "true gamer" any more than anyone else. No, I'm not pissed off. I know it's hard to get tone across in writing, but while I take issue with some of the presumption going on here it's more a cause of concern for me than it is for anger. |
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: The way in which DA:O trailers are presented. [+20]
Date: Saturday, 30 May 2009 06:36PM Because people who like things like sex and violence are clearly people who we think little of, being (I can only assume) immature and stupid? Because only immature and stupid people enjoy such things. This is what you're saying, yes? Well, clearly if you like something so highbrow you could not also enjoy something that is violent or sexually explicit. I think that is self-evident. We PC gamers play our RPG's with our pinkies up, thank you very much. And? What's your point? We should let gamers create our business plan? |
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Georg Zoeller ~ Senior Technical Designer Categories: Quality:
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Thread: Is it true there is no weight limit? [+23]
Date: Saturday, 30 May 2009 07:24AM
You're right. There were design criteria like * intuitive * easy to use * not timeconsuming * provide good information to the player * minimize tedious management tasks * support a large number of different items Realism, on the other hand, was not an objective to the system. |
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: Are there half-elves? [+6]
Date: Friday, 29 May 2009 04:09PM The product of a human and an elf is a human -- they would be called "elf-blooded" by some and perhaps have some minor elven features, though not always. They are not half-elves in the sense that they exist in D&D, however, by any means. I don't know that we would be doing new origins in DLC -- that would be quite an undertaking, if we did, as the impact of an origin on the game is not insubstantial. That said, were we to do it I suppose an "elf-blooded" origin is a possibility? If anything was cut-off due to time constraints, it was incomplete and perhaps not even started. I don't know if I understand the tone of this question, but is the suggestion that completing that content later and offering it as DLC would somehow be bad? What's the assumption, here? |
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David Gaider ~ Lead Writer Categories:
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Thread: Can the player ignore the storyline? [+7]
Date: Thursday, 28 May 2009 11:33PM Err... he's not on DA now but he created the project and was around during its inception and the first several years. Make of that what you will, I guess. *shrug* |
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David Gaider ~ Lead Writer Categories:
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Thread: Is it true there is no weight limit? [+23]
Date: Thursday, 28 May 2009 10:27PM As the designers of the game, we have to decide which is most important to the game we're making, not some theoretical game we're not actually working on. I hope that's clear. |
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Georg Zoeller ~ Senior Technical Designer Categories: Quality:
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Thread: Is it true there is no weight limit? [+23]
Date: Thursday, 28 May 2009 08:54PM
Well, we're protecting the game from the user. We don't like people coming for tech support about very long save times or reviewers complaining about it. Not if we can help it. Therefore, we protect the game by enforcing reasonable limits that the engine is designed to operate with. |
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David Gaider ~ Lead Writer Categories:
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Thread: Bioware Developers? [+14]
Date: Monday, 25 May 2009 08:16PM It was the first one completed and brought to polish, sort of as a "test run" of the concept. |