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: 389186 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.
-{ 2004 }-
Forum Post
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: General Direction of Dragon Age : Story Emphasis or Tool Emphasis [+2]
Date: Wednesday, 11 August 2004 11:59PM
What's funny here is that we had less of a leash in terms of how much dialogue we could write with KotOR than we were with BG2. In BG2 we had a hard cap on word count and even spent a month going back and cutting down the length of every dialogue in the game. For KotOR, meanwhile, there were no caps and nobody looming over our shoulder warning us to keep it short due to the cost of VO. The overall game is shorter, but I don't think the dialogues were lacking in complexity at all... I remember off the top of my head writing several very complex dialogues in Korriban alone. BG2 was just a massively long game by comparison to KotOR. But don't confuse overall game length with dialogue complexity. As for the initial dialogue options: that was true in cases where you didn't know the NPC in question. But you tell me: if you're walking up to someone you don't know and don't have any specific business with and are initiating dialogue with them, just how many things can you kick off a conversation with anyway? Not many. With DA, the dialogues are having even more paths then before. It's quite literally headache-inducing for us poor writers, as we suddenly need to take into consideration all the background options as well as race and gender as well as new-fangled stuff like, oh, an NPC having a philosophical discussion with you where your answers to her questions rely on your background and (at last count) there are ten paths through that part of her dialogue alone. Not plot-critical, I suppose, but fun... and very wordy: VO is not a factor. |
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author: Tor Thorsen interviewees: Unknown Categories: Quality:
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Source: BioWare trademarks new game engine
Date: Friday, 06 August 2004 02:33AM
[...]
on May 28, the Canadian developer registered the name "Bioware Eclipse Engine" under the computer software subsection of the goods and services trademark category. [...] |
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: Voice-over [+10]
Date: Thursday, 27 May 2004 05:40PM
This is true. However, read ahead...
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. |
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Brenon Holmes ~ Programmer Categories:
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Humans, Elves and Dwarves will be in the game as well as one other playable race... possibly more. We'll be releasing more details regarding the playable races later in the dev cycle.
As for the world background, we can't really talk about that yet... however, having read through *all* of the world design docs - they're quite extensive, the history of the world and the various cultures are quite fascinating... |
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Darcy Pajak ~ Associate Producer Categories: Quality:
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Thread: Combat System Question [+5]
Date: Thursday, 20 May 2004 05:03PM
We're currently testing the rules system in a simulator. The idea is that speed, strength, and skill are the biggest factors in hitting, and damaging your opponent.
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David Gaider ~ Lead Writer Categories: Quality:
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Thread: Combat System Question [+5]
Date: Thursday, 20 May 2004 12:51AM |
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author: RPGVault interviewees: Unknown Categories: Quality:
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Source: E3 2004 RPG Round-Up
Date: Tuesday, 18 May 2004 12:00AM
[...]
Perhaps the biggest surprise of the show was the fact BioWare showed this project, even on a very limited basis, since release is likely at least two years away. The demo was based on proof of concept work [...] the game will be party-based, using a new engine capable of rendering battles with hundreds of participants. The rules system and IP will both be proprietary, the latter incorporating both familiar and original fantasy races. [...] |
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author: Greg Kasavin interviewees: Unknown Categories: Quality:
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Source: Dragon Age First Impression
Date: Friday, 14 May 2004 07:49PM
[...]
Dragon Age is being built using a new 3D graphics engine, which lends the game a look that’s reminiscent of Knights of the Old Republic but with much more detail both in the characters and in the environments. [...] some of the interpretations of conventional creatures, like ogres, trolls, and the undead, are certainly being depicted in a distinctive manner in this game [...] The first gameplay sequence we saw featured a massive, Lord of the Rings-style battle zone as the setting. Two characters, a surly barbarian who was dual-wielding swords and a female magic user, were the focus of the action here, and they were guided across a castle’s parapets as war raged below. [...] With Dragon Age, BioWare is seeking to combine the dramatic, fully 3D look of a game like Knights of the Old Republic with the more-sophisticated, party-based combat of its classic Baldur’s Gate games. Basically, while you’re running around and exploring, the game will default to a third-person perspective similar to KOTOR, but when combat occurs, gameplay will shift to an isometric, tactical view similar to Baldur’s Gate. [...] In combat, they’ll be able to pause at any time while managing the fight tactically, or they can zoom in for a KOTOR-style third-person perspective, directing any of the party members, while allowing the optionally artificially intelligent party members to hold their own. Like KOTOR, Dragon Age will feature full speech, which is great. Unlike KOTOR, though, Dragon Age’s characters will do a lot more emoting. The level of detail in the characters’ faces allows them to serve as "virtual actors," to use BioWare’s term for it. [...] We were told that the game’s story will be serious in tone and will involve a lot of political intrigue, conspiracy, and so on. [...] |
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author: ActionTrip interviewees: Greg Zeschuk ~ CEO Categories: Quality:
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Source: Dragon Age Preview
Date: Friday, 14 May 2004 09:13AM
[...]
Greg Zeschuk calls the game "a spiritual successor to all of our recent games," and goes on to add that Dragon Age "melds the fun of party interaction from Baldur’s Gate, the community and multiplayer aspect of Neverwinter Nights and the tactical combat of Knights of the Old Republic." [...] The usual fantasy races like the orcs, dwarves and elves will not be present in their original form, though certain variations of those will be included in the game. BioWare says that they’re reluctant to make a break from some of the more conventional concepts of Tolkien-inspired lore as they’re afraid such a move might alienate many of their devoted fans. [...] they’ve hired linguistics PhD students to develop specific languages and dialects for the game. [...] you’ll be able to pause the action at any time during combat to issue specific orders to your party members (you’ll probably have 4-6 party members available to you), while the actual fighting goes on in real-time. Another welcome change in terms of combat is that, once you enter the fray, the camera will switch to an overhead view from the default third-person perspective, therefore offering a chance to better asses the field of battle and use more strategy than you would by observing the battle from up close. Another nice thing about the combat is the more streamlined option of having to take over just one character while the rest of your party members call their own shots. [...] Dragon Age will be powered by a completely new proprietary 3D technology that will allow full 3D camera movement. This doesn’t just translate into better looking scenes though, as it actually has a lot of influence on the gameplay. The full 3D representation of the game world now allows for vertical movement and actual depth. [...] the new 3D technology is that it will boost something like 2 million polygons per model (probably when you completely zoom in on them) and that the character animations were done with motion capture to make their movement and acrobatics look incredibly smooth and true to life. [...] |
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author: Tor Thorsen interviewees: Unknown Categories: Quality:
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Source: New Dragon Age details emerge
Date: Wednesday, 12 May 2004 11:06PM
[...]
Besides boasting that it would have the "tantalizing blend of the exploration and combat of Baldur |
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author: John Keefer interviewees: Greg Zeschuk ~ CEO Categories: Quality:
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Source: E3 2004 Dragon Age Preview
Date: Wednesday, 12 May 2004 12:00AM
[...]
"This is a spiritual successor to all or our recent games," said BioWare cofounder Greg Zeschuk. "This melds the fun of party interaction from Baldur’s Gate, the community and multiplayer aspect of Neverwinter Nights and the tactical combat of Knights of the Old Republic. We wanted to take all of that and put it together in a new game that was our own." [...] The game will use BioWare’s new terrain technology to create a tremendous feeling of height and depth in the game, allowing players to traverse heights seamlessly without loading screens. All the animation and lighting is dynamic, while all of the acting is done with motion capture. Each character is rendered in millions of polygons, allowing the player to zoom in as close as they want. What makes the combat system unique is that the game can be played in the over-the-shoulder mode of Knights of the Old Republic or in the tactical overhead mode of Baldur’s Gate. The player can toggle back and forth in whatever way feels comfortable. The game also utilizes the "combat pause," which allows players to plan strategy while the action is frozen. [...] Zeschuk said they are aiming for an immersive experience that will keep the player in the game for plenty of hours, although maybe not as long as Baldur’s Gate or Baldur’s Gate 2. "It may be a bit shorter, but it will be a wider experience and the immersion will be better," he said. "Everyone loves a tremendous story, and we are using this new setting to help tell it. We’ve even hired more and better writers. This is going to be a living world that players will want to explore to get familiar with the people and the characters." [...] |
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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
[...]
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. [...] |

