#WHAT COULD HAVE BEEN IF BIOWARE/EA JUST LET THE DRAGON AGE TEAM CREATE THEIR PASSION PROJECT IN PEACE
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felassan · 4 years ago
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unsourced DA4 snippets under the cut:
(Please remember that these are just offhand comments, don’t read too much into them or jump to conclusions. The game is still years out, we know next to nothing about it and many things could change between now and release.)
Q.) Does DA4 have ray tracing? A.) All they can really say right now is that they are taking advantage of the new hardware. When they’re ready to show gameplay we’ll know for sure
A lot of dev creativity comes from them being able to play around with different ideas and such for a while in “DA Weeks”. These are internal periods when the devs can pursue different individual creative projects that in some way benefit DA, and were talked about in the 25 Year Book [ctrl-F “giants”]. In DAI for example the giant mobs were the result of one of these. A surprising amount of stuff from these weeks makes it into the games because they’re things individual people are really passionate about. Something in one of the DA4 videos that have came out so far was actually the result of a DA Week, but they can’t say what specifically
The timing for when to announce or show stuff is always tricky. They know people are hungry for as many details about the game as possible, indeed any, but until the game is done it isn’t done. This sounds obvious but [the point being made here was that] in game development, things can develop ‘out of order’, for example a vertical slice being made before the game’s opening act. And there’s a lot of times when things have to change during production, and different reasons for this - anything they show too early before release is at risk of becoming ‘cemented’ in fans’ minds, naturally, yet also at risk of being cut still. [My observation here is that this is what happened with the DAI Crestwood demo, as an example]
[Related to the above] They also don’t know what’s going to ‘fit’ - the game is taking a few years to make and the real world continues to change and witness events in that time [it sounds like this means that sometimes events which happen in the real world mean they end up reevaluating what storybeats/plotpoints they think would be alright to make use of in DA4]. The hypothetical example used here was of a pandemic [note that this was a purely hypothetical example only for the purposes of explanation, that’s all]: if there was a pandemic or similar plotline in the current draft of DA4, they would now be like “Hmm we probably shouldn’t do that storyline anymore, it’s a bad time to do a pandemic storyline” 
[More of a general comment] A lot of external people say “BioWare is dead/dying”. People have been saying that for like 15+ years now. At this point EA has owned BioWare longer than the time period when BioWare was not owned by EA. A studio being dead only happens when the studio actually closes and stops giving staff paychecks. When a good game comes out, people come for the good game. When a game underperforms, they don’t play it - this is how products should work. It’s okay to be displeased by a product. If you are, that’s okay, don’t buy it, that’s fine! It comes down to the exchange of money for goods and services
Q.) Is it easier to work on the Frostbite engine now that they have multiple games and DAI, which is on Frostbite, under their belts? A.) The more they work with anything the better they learn it and the more they get to know it better, so things do get easier [this echoes a Reddit comment made by Mike Laidlaw about the team knowing the engine for DA4]. Engines aren’t always a defining factor of a game though, it often comes down to what /technology/ is used. For example, no engine has the conversation/dialogue system/technology that they need. One of the “industry-leading” [quotation marks because this is a quote] things BioWare wants to do is the conversation system. This isn’t something they can just ‘get off a shelf’, as it were, because that wouldn’t be industry-leading, instead they have to do that development in order to make something unique. Consequently they have to invest a lot in their own technology. Whether or not the Frostbite engine comes with it is irrelevant because no engine comes with the level of tech that they need to meet the goals for their product. Hence, they want to make sure they focus in on specific technologies that are unique selling-points of their products and that they have to invest in
Related to the above, they also want their character creation to be considered industry-leading (representation, impactful)
[A comment which ties to earlier dev comments (cautions/caveats) about concept art, such as PW’s]: Concept art and similar stuff is just that, concept art/concepts/early stuff. Sometimes we look at concept art and start playing the game in our heads, or make takeaways like ‘I saw [this], which means [that]’. The example used here was of Varric voicing the recent trailer. The VA / character did the voiceover for the trailer, and so some people conclude “well this must mean that he’s a main character”. The caution is that well, that could be the case, or maybe they just needed someone to voice some lines
[More of a general comment] Looking back at BioWare history, some folks were once like “You have the Star Wars license and made KOTOR 1, why are you now making Mass Effect instead of another KOTOR?” The reason is because they wanted to. Some folks were also like “You have the D&D license and made NWN, why are you now making Dragon Age?” Again the reason is because they wanted to. This is always a factor, they have to have some say in what they make. When you look at anything, be it a movie or a book or a game, you can usually tell if the person or people behind it were enjoying themselves when they created it. If they were, the product is usually better. If people are happy to work on something and into it, it’s better. The point being made here is that the best way to make people work on something is to let them work on what they want. This stuff has an influence on the creative process
[More of a general comment] They love their fans, but a fair bit of decision-making has to come down to the fact that they are paid salaries by a company, which means they need to sell [x]-many copies. It means that if they don’t sell [x]-million units they are at risk because they are spending [x]-million to create a product. This unfortunately means that sometimes they have to make decisions which are impacted by UX reviews [I think this means user experience reviews?]. For example, they could have metrics/data which say that 80% of players want [this], but that [this same thing] is going to anger 5% of players. This sucks but that is good math sometimes at that level [I think “that level” here means in a studio of BioWare’s size which makes AAA games, as there was an accompanying note that in indy game dev they don’t have to do math of this kind as much, as indy games tend to be a lot more tightly-tuned]
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