#The next update could completely prove a thought/theory/etc wrong for example
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Just a small heads up - Now that Natlan is out, I will not be writing anything in a Natlan setting until the Archon Quest's story is complete! This is a personal choice; I'd prefer to have the full story and time to explore the nation at a slower pace before I dive into anything related to it on my own. This doesn't mean I won't write with Natlan muses - I just won't write in a Natlan setting, is all~!
Happy Natlan Exploring, everyone~!
~Pom
#Out Of Poms [OOC]#I did this with Fontaine too#I don't like writing a new setting and not knowing things about it?#The next update could completely prove a thought/theory/etc wrong for example#Or something not be as big of a thing as initially thought and so on#Plus as we all know - I like to take new content SLOWLY#I'm an explorer who likes having things to do in the BG <3#Welcome to reasons why I ALWAYS have blogwork to do too XD
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One of the most alarming statements made by anonymous BioWare employees currently working on the next Dragon Age has been the remark that the next game is “planned with a live service component, built for long-term gameplay and revenue.”
Like me, I suspect you have questions regarding what exactly a live-service Dragon Age 4 may entail. While we don’t have all the answers currently, thanks to Jason Schreier’s article on “The Past and Present of Dragon Age”, we certainly have an idea on what the next Dragon Age may look like.
Regardless, I feel like it’s even more necessary to have this conversation on BioWare’s live service future having watched the debacle of Anthem’s post-launch content, and what BioWare hopefully learned from Anthem’s experience going forward with Dragon Age 4.
You see, Anthem’s live service model was originally going to follow story-based content after the base game launched. The content would forward the main narrative in many different directions with new areas, bosses, dungeons, characters, stories, and of course, cosmetics.
In pre-production, Anthem's story had been produced with live service in mind, so the developers could easily write, change and create many different plot points and narratives in future content to come.
“They had a really strong belief in the live service,” said one developer. “Issues that were coming up, they’d say, ‘We’re a live service. We’ll be supporting this for years to come. We’ll fix that later on.’” (How BioWare's Anthem Went Wrong, Kotaku).
The game was originally planned to follow a deep content road map, that would have players still engaged with Anthem ten years after launch.
"Anthem is a social game where you and your friends go on quests and journeys. It’s a game that we’ve been working on for almost four years now, and once we launch it next year I think it’ll be the start of a ten-year journey for us." (Patrick Soderlund)
However, Anthem’s original ‘idealistic’ live-service model didn’t come to fruition due to only 18 months of development time. The content road map we did eventually get for Anthem, didn’t prove to be successful.
[Anthem] was in development for nearly seven years but didn’t enter production until the final 18 months, thanks to big narrative reboots, major design overhauls, and a leadership team said to be unable to provide a consistent vision and unwilling to listen to feedback. (How BioWare's Anthem Went Wrong, Kotaku).
The post-launch content was staged in acts. The first act was called “Echoes of Reality” and would last around three months, providing constant new missions, strongholds and world dynamics. The act would end on a huge update called “The Cataclysm”.
Unfortunately, this road map was too idealistic, and was cancelled after heavy delays of “The Cataclysm” event.
With BioWare’s first live service model not going according to plan, hopefully, the unsuccessful launch of Anthem’s live service-model speaks volume for future BioWare’s titles, and the developers have learned from that experience.
It's worth stating that Anthem isn’t dead and BioWare haven’t abandoned ship. They’ve remained adamant on working out how the game can stay afloat, as a small production team at BioWare Austin work on the preliminary design of Anthem 2.0.
BioWare and parent company EA have been planning an overhaul of the online shooter, according to three people familiar with those plans. Some call it “Anthem 2.0” or “Anthem Next.” (Sources: BioWare Plans A Complete Overhaul For Anthem, Kotaku).
In spite of that, I know for a fact, every Dragon Age fan can look at Anthem’s style of a live-service model and say that this model wouldn't cross-over into a Dragon Age game.
Anthem is a multiplayer game with a heavy emphasis on gameplay as opposed to story. While the game does have a main narrative with all the BioWare trimmings of lore and a codex, the general reason you play Anthem is to kill, loot and customise your javelin suit.
This gameplay loop can be easily continued with a live service model adding new content like levels, enemies, worlds, cosmetics, etc.
Whereas for Dragon Age, the player’s experience is deeper than the gameplay - there are many reasons we play Dragon Age - for instance my experiences have been driven by the story as I, solely, make impacting choices and consequences throughout the world.
Anthem’s live service model reflects a very different perspective, so, what could a Dragon Age live service-model entail?
Well, according to Jason Schreier: “we not sure about the details, and in fact they’re likely still being decided, as the game is still very early in development and could evolve based on the negative reception to Anthem. If it does turn out to be an online game, which seems likely, it would be shocking if you couldn’t play the bulk of it by yourself."
"One person close to the game told [Jason] that Morrison’s critical path, or main story, would be designed for single-player and that goal of the multiplayer elements would be to keep people engaged so that they would actually stick with post-launch content."
"Some ideas [Jason] heard floated for Morrison’s multiplayer include companions that can be controlled by multiple players via drop-in/drop-out co-op, similar to old-school BioWare RPGs like Baldur’s Gate, and quests that could change based not just on one player’s decisions, but on the choices of players across the globe."
“They have a lot of unanswered questions. Plus, I know it’s going to change like five times in the next two years.”
The trouble with Dragon Age 4 being live service is that the game is predominantly single-player, and while there is a multiplayer mode in Inquisition, no one plays Dragon Age for multiplayer. As I said before, there are many personal reasons each of us play the series from escapism to fantasy fulfilment and everything in-between.
Diversification of a live service model or multiplayer in the fourth entry of a single-player RPG just sounds like a recipe for disaster in my opinion.
While in theory, the idea of a drop-in/drop-out coop system in Dragon Age 4 sounds somewhat okay, everything else that multiplayer implicates is not okay.
If this sort of coop system is embedded into the game, then Dragon Age 4 could be an always online game running on servers. If Anthem serves as an example, that means no offline play, long loading screens, and an almost unplayable launch day.
How can Dragon Age 4 follow a live service model, and at the same time appeal to the majority of the single-player fans? That’s not a rhetorical question because I have three approach's BioWare could likely follow:
The Andromeda Approach
In Mass Effect: Andromeda, Ryder has a small unit called Strike Teams, they act like Inquisition’s war table mechanic where you can send out groups into the world for rewards. However, in Andromeda as a secondary option, the player can actually take over these missions themselves in the multiplayer mode to assume full security over the mission’s succession.
Dragon Age 4 could have a new war table that enacts live service content. Perhaps you’re given an incentivise to take on side-missions in multiplayer with other people, however, like Andromeda’s method, if you’d rather not, you can just send NPC’s to do the task with a longer time limit.
The multiplayer mode while connected to the single-player would be a dispatched component. This sounds like the most okay approach for the majority of fans.
The Anthem Approach
Anthem’s approach follows a single-player hub-based world where many key choices and story scenes can play out. Then once you enter the world, or choose a quest, the player is automatically put into a lobby. While you can play the missions and explore the world solo, you can’t play offline, it’s always online play on servers.
Hypothetically, if Dragon Age 4 followed this exact approach, the player would have a single-player based hub, like a castle, fort or camp where we could engage with our allies and further the plot. However, when continuing the main missions, or exploring the world, we’d then have to go through a lobby to continue the adventure solo or with friends on always online servers, with no offline play.
This wouldn’t be a good experience in my opinion.
The “Ideal” Approach
My ideal approach to live service is, of course, way too optimistic, but I’m throwing it out there anyways because Ubisoft did it, so that means anyone can do it. I’d love Dragon Age 4’s live service model to follow many post-launch story-based DLC’s adding to the narrative post-launch.
Perhaps smaller content added monthly like new enemies, quests, areas, etc.
And larger, story-based content perhaps 3-4 months after launch, and onwards.
This is exactly what live service should be, the game is kept alive with more quests and story DLC’s giving the game breathe. If done successfully, this could be a live service RPG done right, with more content coming for months.
Final Thoughts
I may sound cavalier about the whole live service Dragon Age 4 ordeal, but I trust in the developers and their knowledge of their games and more importantly, their fans.
This is something I haven’t stopped talking about, but it’s worth reiterating that the BioWare developers are looking with an eye to what the fans love about Dragon Age. The main team working on Dragon Age 4 created the Trespasser DLC, that’s John Epler’s narrative direction, with Patrick Weekes as the Lead Writer.
Yes, I do get worried when I hear the terms “live service Dragon Age 4”, and “Anthem with Dragons”, but ultimately that’s just unplaced fear. In reality, the BioWare developers know their fanbase more than anyone, and will most certainly cater to our needs for the next Dragon Age game.
I know this topic is rather baren at the moment, we don’t have a clearer picture of what Dragon Age 4 will look like. We’ve just got to trust the epic developers who’ve been at the studio since Dragon Age: Origins and are working on the next instalment to the best of their ability.
I’m sure we’ll touch on this topic in the future, but for now, let’s just focus on supporting the people creating the next Dragon Age, rather than fear what may or may not transpire in the next game. When we know more about live service, I’ll be sure to have another chat about it with you all then.
Let me know your thoughts on how BioWare can handle Dragon Age 4’s live service model.
#dragon age#live service#ea#dragon age 4#dragon age live service#joplin#morrison#past and present dragon age#live service dragon age#dragon age 4 live game#Dragon age multiplayer#solas#thedas#tevinter#anthem#anthem 2.0#andromeda#bioware live service#bioware multiplayer
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