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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.


 Forum Post 
Stanley Woo ~
QA Ninja

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Thread: Voice actors involvment in Dragon Age?  [+4]
Date: Tuesday, 14 April 2009 11:28PM
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A couple of months ago, I noticed a line of VO that was a problem. The line as written didn't make any grammatical sense at all, but the voice actor, ever the professional, read the line verbatim and put the best inflection on it that he could.

this mistake went unnoticed by everyone. After I filed the bug, one of the editors asked me why it was wrong. We went back and forth for 15 minutes with me insisting it was wrong and him trying to explain to me why it wasn't and what the line is trying to say. It wasn't until he re-read the line for the twentieth time that he realized he'd been misreading it all along and yes, it was wrong.

Because it was too late by then to re-record the line, we merely substituted a different line and changed the text to match. Just one of the adventures of a Grammar Awesomizer.
 Forum Post 
Mary Kirby ~
Writer

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Thread: What's a day in life of a DA developer like?  [+4]
Date: Friday, 03 October 2008 03:00PM
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In theory there is a synopsis of the conversation (or an explanation of the character, if it's a file with a lot of different conversations in it.) on the first node of the dialogue. "King Cailan is enthusiastic and very blonde and can't wait to go to war." And then there are comments on individual lines. "Cheery." Or possibly, "As if this is the best idea ever."
 Forum Post 
David Gaider ~
Lead Writer

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Thread: What's a day in life of a DA developer like?  [+4]
Date: Friday, 03 October 2008 07:22AM
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Quote: Posted 10/03/08 07:13 (GMT) by vilnii
Why did DAO take sooooo very long to make?
Best answer? It's a new engine. Every game with a brand new engine takes longer. Also, it's an RPG and thus we have a lot more systems to stuff in than some other genres do (those bastards *shakes fist*). And it's big.
Quote: When does the story stop changing and is frozen?
Tomorrow. Or so they promise me.
Quote: Who is responsible for writing side quests?
The writers?
Quote: Does the programming govern what story can be written or does the writing drive the programming
Some days I feel like writing is at the bottom of the totem pole. Occasionally an artist or a programmer will throw the writers a bone and then we have a bone. Which is nice.

-------------

As for a day in my life, well... it's often different. I'll give it that. I rarely have the same tasks in any given week as the next, though some tasks can seem like a long haul. I guess it's better than being stuck in a cubicle. It's amazing how little time someone can actually spend not writing, however. Except when I'm writing.

Today I spent most of the day in the studio down here in LA. I traded jokes with the VO director and we got punchy as the day wore on. I got angry at myself for writing piss poor VO comments -- Today Dave wrote nasty notes to Last Year Dave. One of the assistants brought us bagels with cream cheese and I got a glop on my shirt, which made me frown smile ...but otherwise the day was productive. Then I sat in the hotel room and ate take out while watching the VP debate. That made my tummy hurt.

But, umm... there you go. A day in my life.
 Forum Post 
Mary Kirby ~
Writer

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Thread: dialogue  [+4]
Date: Thursday, 02 October 2008 01:05AM
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Man, you guys wandered across the whole spectrum of dialogue topics here, didn't you? Sheesh...

Okay, first: dolol8888, there are skills used in dialogue. Persuade, as was already mentioned, is a regular skill that you have to sink points into, and which only the player character can use. And Intimidate, which is not a skill, but rather is based on who is present in your party at the time, your levels, and generally how scary the lot of you are.

There is no charisma -- or equivalent stat that you have to divert points that would otherwise go toward combat into -- in order to be better at conversation.

There are a few occasions (not many, though) in which you will have dialogue options appear only if you have a sufficiently high stat like intelligence, strength, or ranks in one of the other skills like, say, knitting.*

Sylvius, sorry, as we've said before, the player character is always the party spokesperson in Dragon Age. We know you don't like it. It is, however, necessary.

VO and translation means never being able to use a token for a speaker name in an NPC dialogue ever again. No more, "Hi, FirstName!" Merely leaving lines unvoiced, however, does not make this problem go away, as in many other languages verb conjugation and pronouns have to change depending on the relationship of the speaker to the addressee. If we can at least assume that the NPC is talking to the player, that eliminates some of the headache for the localization team. We only have to narrow down your gender, origin story, and degree of familiarity with the NPC due to plot state, instead of also worrying if maybe the speaker is a golem, or a dog, or a gender-neutral unicorn**, and trying to work out the relationships and degrees of familiarity of every joinable NPC with everyone you have a conversation with in the entire game.

*Knitting is not an actual skill in Dragon Age: Origins no matter how much Sheryl wishes it were.

**There are no gender-neutral unicorns that can join your party. They are all hostile.
 Forum Post 
Georg Zoeller ~
Senior Technical Designer

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Thread: No PC Voice over?  [+0]
Date: Sunday, 20 July 2008 11:10PM
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Mass Effect had a clearly defined identity for the main character - He/She is a soldier, which made it much easier to create a limited set of voices (2) that work for pretty much anything you build at character creation. (Other factors, such as limiting the hair selection to military style choices, etc contributed to this).

Dragon Age not only allows you to play different races and classes, you also get to chose from a number of backgrounds (Origins).

Without giving away the available origins, they are different enough that we would have to record a lot more than 2 voices for all dialog options ... and DA has significantly more lines than Mass Effect. Like a lot more. Maybe if we shipped on like 10 DVDs...

I mean sure, we could dramatically shorten the story to PC voices, but even then I bet a lot of people would not be satisfied with their available choices (and PC RPGs like DA:O are all about customizing your character) ... and be annoyed at the shorter game.

The game will however feature expanded voice sets (similar concept to what you've seen in our previous games).
 Forum Post 
David Gaider ~
Lead Writer

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Thread: Voice Acting Update?  [+1]
Date: Tuesday, 05 June 2007 04:43PM
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Quote: Posted 06/05/07 05:26 (GMT) by the-expatriate
I'm very interested in knowing if voice recording has began, or if actors have at least been chosen.
No to both.

At the moment, the writers are going through the dialogue in the game and writing up VO notes ("this line should be spoken with restrained shock, as if someone just ripped off your towel"). The programmers, meanwhile, are running through all the lines and having it spoken by the computer so they get an idea of timing... so currently the game sounds like it's been VO'd by Stephen Hawking, which is a bit bizarre.

But the actually VO recording won't come until much later.
 Forum Post 
David Gaider ~
Lead Writer

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Thread: Interview with David Gaider  [+11]
Date: Saturday, 02 June 2007 10:55PM
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Quote: Posted 06/01/07 21:18 (GMT) by Nighteye2
Wait. You're not present at the recording of the lines you wrote? Shouldn't you be present to judge the actor's performance and give pointers for new tries to get it right, while the actor is still in the studio from the first recording?
We try to be. The problem is that recording tends to take place far away (BG and KotOR were both recorded off in California) and there are often numerous writers... who are busy still working on the game, as well, when the voice-over recording is being done. Personally I *love* being there to help direct the voice actors -- and so do the directors.

To a point. The only complaint we writers sometimes get from directors is that we tend to "feed" lines to the actor -- meaning we'll tell the actor how to say the line the way we hear it in our head. Then the actor simply repeats that -- instead of acting. Then the director frowns at us.

I think my favorite thing, sometimes, is getting VO back for a character that doesn't sound at all like I thought he would, and he doesn't say his lines quite like I imagined -- but it's better. That's always great. Irenicus was like that, as I recall. And HK-47, as I've said. And Carth. (Raphael Sbarge is dreamy, what can I say? lol smile )
 Forum Post 
David Gaider ~
Lead Writer

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Thread: Interview with David Gaider  [+11]
Date: Friday, 01 June 2007 09:11PM
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Quote: Posted 06/01/07 00:07 (GMT) by I'a Dagon
I suspect they sometimes do re-writes once they hear an actual actor deliver the lines.
Never, in my experience. SAG rules have something like a $5000 minimum to get an actor back in the studio for retakes. So we only re-record lines if it is VERY IMPORTANT. Meaning sometimes, if the actor didn't do it like you imagined, you have to just sulk and deal with it.
 Forum Post 
David Gaider ~
Lead Writer

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Thread: Your Favorite Romance, Part 2  [+5]
Date: Tuesday, 27 March 2007 07:35PM
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Quote: Posted 03/27/07 17:36 (GMT) by fluffyamoeba
I'd agree for the actual dialogue... but how could anyone have thought Anomen going

"What is it now?" (hmm...or close to that, it's been a while)

every time you clicked on his portrait anything other than irritating?
No, that was actually intended. He was written as a bit of a pompous *** before he was picked as the actual romance character. I do recall going, "Oh, you're telling me this now?" when James informed me he would be the romance. We thought of adding in more VO lines later for when he was romancing the PC, but by then it was too late (the usual story when it comes to VO, I'm afraid.)

Since then we tend to know ahead of time who the romances are going to be, now that we have a better idea of what we're doing. Or I get to add in stuff like Valen's "My love?" VO line.
Quote: Posted 03/27/07 17:47 (GMT) by Melirinda
I just find it all too sad that apparently chosing a voice actor/ess for a major part is happening outside of the developers' quarters. I saw a comment to VA in NWN2 in Casavir's voiced lines to the extent of 'please, make it as neutral sounding as possible, a player is going to hear it million times.' And in IWD2 dialogue files there are actually detailed directions on how the char should sound, so I kind of thought... Oh, well, if the voice actors can't take a clue....
It's not that they can't take a clue, it's that the interpretation of your directions can vary a lot more than you think. Back in BG2 we learned a very big lesson that you must NEVER tell the VO people that a given character is an elf. That might work today with Lord of the Rings having come out, but back then what we got back was a Keebler elf, a la "Oo look at me lucky charms!"

Which made for some very hilarious drow elves (especially since "evil" is another one of those watch-words), but that was seriously not what we were looking for.

Often, when unsure, the VO people would have an actor do 5 or 6 versions of a given line for us to pick from and NONE of them would be quite right. But sometimes it's all you can do.

Since those days we do more and more of the VO direction in-house, and have started looking for local talent when we can so we have more input into the process. I know we did that in HotU and that made a big difference. I'm not sure how the process worked in Jade Empire, but I understand the experience was pretty positive.
 Preview Article 
author:
PC Gamer

interviewees:
Scott Greig ~
Project Director

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Source: The masters of the RPG return
Date: Monday, 12 February 2007 12:00AM
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[...]
BioWare are looking to add a third layer of communication to what is said and how it’s said; how characters look when they speak.
[...]
Five people have spent four years fleshing out the details. Not programming or designing levels, just creating the world and writing its history.
[...]
We want Dragon Age to feel like it has a history, rather than a few random fantasy elements thrown together.
[...]
Your main character will be joined by up to three comrades. "All the characters have their own agenda," says Scott. "We’re very clear about what they want, and it’s not just straightforward good or evil. We’re going to be clear that when you act, there will be fallout."

Your hero will also be invested with an Origin Story. There’ll be two to choose from for each race - the example they give is a dwarf noble or commoner - and this choice entirely dictates your first couple of hours in-game, giving some texture and logic to your involvement in the main quest. It will be a recurring theme later in the game, too: there’ll be a nemesis specific to your Origin Story who’ll be back to haunt you throughout your adventure and if you, as a dwarf, ever venture back to the dwarven lands you came from, your history as well as your choices can impact the plot.

All the Origins lead to the same starting point for the overall plot after an hour or two, but their influence continues throughout the game, creating different subplots later on. For each race, there’s one traditional fantasy Origin, and one that’s "a lot more edgy". From three archetypes - fighter, rogue, mage - before long you’ll get a chance to specialise your main character’s class (and those of your party). Later in the game, yet another level of choice will enable you to mix and match abilities in a way old-fashioned D&D wouldn’t dream of.

Wondering about that name? Think ‘Bronze Age’ or ‘Iron Age’ - the game takes place in an era dominated by dragons and powerful magic. "Magic is a really big deal. If someone were to walk into a pub, point the finger, and you burst into flames, that would have real consequences in the world. There’d be all kinds of controls put on the use of magic." Scott’s point is that this world isn’t complacent about magic, death and destruction.
[...]
Instead of people standing toe-to-toe and swinging repeatedly, they’re ducking and dodging and moving to attack.

They also wanted to get large-scale combat right - presumably because there’s likely to be dragons to fight. "We really want it to feel like the cave troll scene from The Fellowship of the Ring," explains Scott. "The key thing is that you’re not in control of one person, you’re in control of the whole battle. You’ve got the party guys running out, with one guy jumping up on the back and stabbing, the other guy ducking between the legs. Maybe one character distracts the dragon so another can sneak up behind it, while magic-users find cover and cast spells. Maybe your wizard turns over a table and shelters behind it. Or maybe you’re under attack from a wizard behind an overturned table, and you just blow that table away."
[...]
"I was the first programmer on the Neverwinter Nights project," says Scott. "We expected a certain level of community involvement, but it’s gone beyond our wildest dreams. We’ll be including a similar level of support for custom content in Dragon Age. But the training wheels are off. You’ll be able to create a game as detailed as Dragon Age using our tools."
[...]
 Preview Article 
author:
Sean Molloy

interviewees:
Scott Greig ~
Project Director

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Source: BioWare returns home to PC roleplaying with Dragon Age
Date: Thursday, 07 December 2006 12:00AM
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[...]
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."
[...]
 Preview Article 
author:
Sean Molloy

interviewees:
Unknown

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Source: Bioware's next RPG is unveiled in GFW magazine
Date: Thursday, 02 November 2006 12:00AM
  • Currently 2.5/5 Stars.
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[...]
  • The story is dark-much darker than the usual BioWare fare-and influenced by "realistic" modern fantasy like George R. R. Martin’s A Game of Thrones.
  • The game uses an evolved "tactical real-time combat" style of Baldur’s Gate, only in 3D-you queue up orders for multiple party members, pause the game when you need to think, and your party members will be able to execute coordinated attacks.
  • Large-scale creature combat will have your characters doing stuff like ducking between legs and jumping on backs of monsters
  • (dare we say dragons?).
  • Even though Dragon Age isn’t a D&D game, per se, BioWare is sticking close to those roots with the class and rules systems.
  • The game uses a "modified" version of the Mass Effect conversation system we’re all so keen on.
  • Depending on the type of character you choose, the game offers multiple different "origin stories"-meaning the first few hours of the game will be totally different depending on which character archetype you choose.
  • The game’s actually coming out in late 2007 or early 2008.

[...]
 Forum Post 
David Gaider ~
Lead Writer

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Thread: Voice-over  [+10]
Date: Thursday, 27 May 2004 05:40PM
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Quote: Posted 05/27/04 15:49:05 (GMT) by Orik
The trouble with full VO is that the writers will find themselves suddenly limited to what they can write. For example, specific references to the PCs race/gender/class etc. will have to be avoided as each change would require different VO. What would have been a simple engine-handled substitution becomes expensive multiple VO recordings.

This is true. However, read ahead...

Quote: So use of VO will inevitably lead to simpler dialogue. It will also lead to less dialogue and less forks through a conversation, as VO is much more expensive than the cost involved in typing extra words.

This is not necessarily true. It was not true in KotOR, for instance, and for a very good reason. Would you believe that KotOR had a first draft? It was a completely written game at one point, with the shortest dialogue we could possibly get away with because we were under a very draconian word count limit due to the cost of VO. It was also terrible. Awful. If a character had more than one line it, out of necessity, both introduced itself and gave it's quest by the time the second line was done. When you have a 10,000-word limit on a chapter, though, there's not much wiggle room.

And the Powers That Be acknowledged the problem. That version of KotOR was scrapped and we started over... with complete carte blanche to write dialogues as long as we felt were necessary. I think it showed in KotOR's writing and we're doing DA the same way. Indeed, we're actually going out of our way to make extra paths the standard.

And while we can't do character names, we *do* intend to do such references as he/she and him/her, only sparingly. As you can imagine, doing one of those requires two seperate lines, but when you have another line for an elf and one for a nobleman and one for a barbarian and... well, you get the picture... then it doesn't seem like such a big deal.

In short, I would agree that VO can be a huge limiting factor on the writing... but only when it is done cheaply. If the Powers That Be are willing to put the writing first and the VO second there really shouldn't be a problem (beyond having no NPC ever actually say the player's name, which is a bit of a trick to get around... but they didn't do it in KotOR, either, and I don't think it was actually missed.)
It should also be noted that less VO does not equate to more writing/more story. Us writers do not work on VO, so it's not as if having less VO means more time for us to write.