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: 389217 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 |
Thread: more work for dave [+9]
Date: Tuesday, 25 May 2004 10:01PM
Right. It's going to be all more of the same just because we wouldn't consider doing sneaky evil quite like that. |
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David Gaider ~ Lead Writer |
Thread: Hey, DA Devs ... what have you been reading? [+5]
Date: Tuesday, 25 May 2004 10:00PM
I really like George R. R. Martin's work, as do most of the designers on the project. As a "for instance", anyway.
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David Gaider ~ Lead Writer |
Thread: more work for dave [+9]
Date: Tuesday, 25 May 2004 09:41PM
Ummm...
...I'm thinking no. There's other neat stuff that can be done that is far less confusing, I think. |
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David Gaider ~ Lead Writer |
Thread: Betrayal in Dragon Age [+4]
Date: Tuesday, 25 May 2004 09:39PM
Oh, there's no reason we can't have more plots of this type. We just have to pick and choose where to spend our time, and if betrayal is a feature that fits into the story then maybe we'd do this. The reason you don't normally see it, however, is that having an NPC who you've had in your party all this time betray you or run off... well... kind of sucks, good story or no. If it's done, it should be done sparingly or at the very end of a plot (like ToB or HotU) where all stops can be pulled out. I would say, personally, that I like having NPC's who react realistically to your decisions. Have a paladin in your party, for instance, and he should really get upset if you start doing evil things. Unless you give the player a lot of alternative party members as options, however, you don't want to have every NPC running off like that, either, and while everyone automatically goes "yes! lots and lots and lots of NPC's! And all of them detailed with stories and quests and romances!" that isn't always an option. |
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David Gaider ~ Lead Writer |
Thread: Betrayal in Dragon Age [+4]
Date: Tuesday, 25 May 2004 09:10PM
Oh, I have quite enough writing on my plate without making every party member both romanceable as well as a potential traitor, thank you very much. Talk about your pipe dreams, sheesh! |
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David Gaider ~ Lead Writer |
Thread: Betrayal in Dragon Age [+4]
Date: Tuesday, 25 May 2004 08:08PM
I kind of like the fact that every keen story idea that the fans come up with, like having every party member able to betray you, just happens to also involve working me to death.
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David Gaider ~ Lead Writer |
Thread: Lets have elves how they were meant to be [+1]
Date: Monday, 24 May 2004 10:20PM
We didn't feel constrained. In fact, built-in preconceptions can be advantageous for several reasons.
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David Gaider ~ Lead Writer |
Thread: Must have flying [+15]
Date: Monday, 24 May 2004 09:58AM
While I love City of Heroes, I would have to comment that the cool flying/teleporting/super-speed not only is pretty integral to the whole superhero thing (integral as opposed to a nifty addition) we're also talking about a game that is purposefully massive to allow hordes of fellow players in at the same time you are and where you spend lots of time traveling.
If flight were similarly integral to DA's theme and gameplay, it would pretty much be a given. |
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David Gaider ~ Lead Writer |
Thread: Having your own house/castle [+0]
Date: Monday, 24 May 2004 09:54AM
If it makes sense in the overall context of the story that might be cool to consider. I always liked the class-specific stuff from BG2. If it doesn't make sense, however, there's no way we would put such a thing in... putting an urgent quest on hold so you can run an inn or shop around for a new castle only fits in certain campaigns. If it doesn't fit in ours we'll just have to find other neat stuff.
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David Gaider ~ Lead Writer |
Thread: Lets have elves how they were meant to be [+1]
Date: Monday, 24 May 2004 09:51AM
I think there are certain things people expect to see in any race that is called 'elf'. Some preconceptions can be done away with, however, but we've tried to do that in a way that is refreshing rather than jarring. I suppose some people will be jarred anyhow, but I expect they might just be those looking for the LoTR elf verbatim and nothing else... in which case they will be disappointed.
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David Gaider ~ Lead Writer |
I'm going to close this one down, mostly because it's gotten too long but also because it doesn't seem to have anything to do with the original question anymore.
All I can say, personally, is that some folks seem to have some fine ideas for games should they ever decide to make one. |
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David Gaider ~ Lead Writer |
Well, now, that's not quite what I said. It IS perfectly acceptable to provide alternate solutions to combat... just like telling the player that they should sneak by the dragon and not try to kill him. And if they do... well, better reload that game, pally. What I said is that you don't want to present a situation to the player where fleeing is the best or only option... because it will not happen. When presented with a fight (meaning the player is attacked/encounters hostiles) a player simply will not back down. I remember a plot where a first-level player was put in a single hallway and the door at the far end burst in to admit a large group of monsters. The NPC with the player ran the other way and said "Quick! Run this way!" as the monsters advanced and attacked. The idea was that the player was supposed to retreat down the hall to "fall into" the next part of the plot and not fight the impossible-to-beat monsters. What do you think happened 9 times out of 10? |
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David Gaider ~ Lead Writer |
Thread: Does your own IP speed things up or slow them down? [+4]
Date: Friday, 21 May 2004 08:48PM
Why? I'm not bitter. *twitch* |
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David Gaider ~ Lead Writer |
Thread: What does "Dragon Age" say to you... [+2]
Date: Friday, 21 May 2004 08:47PM
I truly doubt the name will be altered at this point. And as I've said before, give it a bit of time and you won't be able to think of the title being anything but... names are like that. We did consider naming the game after the world. That might have been okay after a time when that name became associated with the game in everyone's mind, but prior to that really wouldn't mean anything at all. Had we named the game "Ice Age" does that suddenly mean that the story would have necessarily revolved all around ice? No, though you'd be surprised if it wasn't a feature and this is the same thing. The only way that the title implies masses of dragons in the plot that you fly and use to rule the world is a combination of overactive imagination and maybe a bit of wishful thinking. |
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David Gaider ~ Lead Writer |
Thread: Does your own IP speed things up or slow them down? [+4]
Date: Friday, 21 May 2004 08:23PM
Much quicker in that things don't need to be constantly approved by twelve different vice presidents or hung up by cautious lawyers who don't want to set any kind of precedent that would lose them control over the license. We can change plans and make decisions much, much quicker... something that should make the support we can provide after release a whole different ball-game than what you're used to.
In the meantime, however, all the usual work still has to be done and there's plenty of it to do, so you won't be seeing it any sooner per se. Is it more fun? Well... I imagine many of you out there have created your own world for your campaigns. What difference does that make to you? |