#and the dev teams can focus
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Snippets. you know what about. 😊
On configuring the HUD: "Too be clear, you can't go crazy - but there are a bunch of options if you want fewer things on screen or some alternate ways of having some elements activate" [source: the Discord]
"One of the skill trees for Rogues is more focused on ranged combat, and it's pretty viable to go almost pure ranged (honestly maybe a bit OP at the moment" [source: the Discord]
Each of the 3 main classes has 2 distinct weapon types [source] (Fel note: this is written in a way that makes it sound like it applies for mages too. Apart from staff, I wonder what the other weapon type for mages is..? :>) it's bow and dual swords for rogue, 2h and sword and shield for warrior.
for the Discord Q&A, the goal is to be able to read it in writing later on. [source: the Discord]
So for classes, it's looking like this right? ^^ 3 mages: Neve, Bellara, Emmrich. Lace - Rogue in DA:I. Lucanis - Rogueyness akimbo. Davrin - sword and shield in trailer, so warrior. Taash - seems like a warrior. 3/2/2 mage/rogue/warrior.
Many of the devs that made previous games are still at BioWare. "The creative director of this one has been there since 2007, the art director since 2004, the producer since the MDK2/BG2 days." and there are tons more too. [source]
It's not huge open regions like DA:I [source]
The team took focus to get keyboard and mouse on PC feeling good [source]
A user asked about accessing more abilities and how there was a 'second layer' of mapped abilities in a previous game. Answer: The DA team is going to showcase more combat soon where they talk about that and show the full list of options for how many abilities you can use [source]
A user asked about the presence of complex fights in the game, and mentioned the Cory battle in DA2. Answer: there is some stuff in the game that takes forever to get to and then kicks your ass for a while. there is also some fixed level stuff that you need to explore to find [source]
More on exploration coming later [source]
"Pretty sure the team is primed to showcase a lot more of the combat and progression depth in the near future." [source]
The name of the game has officially been changed internally for a long while. "It just takes a lot of moving pieces to make it official" [source]
"At a proper time we will disclose more details about our composer, soundtrack and playstyle options." [source]
"I have to say that even though I knew what was going to happen, when I played the SGF Demo for the first time, in a room with full surround sound, I got several emotions." [source]
Mark Darrah on the name change: "Change can be scary but this is a good sign." [source]
Re: the game's character focus: "It's not that DA hasn't been about characters [in the past] it's more that we haven't been willing to admit it [until now]" [source]. This is the first DA to be this deliberate in its focus on characters [source]
A request for Ukraininan language localization to be added to the game was passed along [source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost
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btw yes, I'm also still stuck thinking about how in the cutscene at the start of the attack of Astarion's siblings, Astarion himself is standing right next to your bed.
Every time that scene is mentioned or brought up on my dash, I just keep thinking about how the bed the PC is shown using in the long rests (which seems to me like the top left one as you enter that side-room), and the one in which he's presumably been resting, are basically on the very opposite ends of the room.
like... sure, it already has me scratching at the walls to think about how, when unromanced, he probably felt something was wrong and went immediately to wake you and let you know (trust!!! friendship!!!), but it has me extra feral to think that he had abandoned the bed he had originally claimed in favor of yours, and was sprung from his lover's embrace by the arrival of his siblings. (Because you can't talk about cuddling, and cuddliness, and call yourself "cuddly Astarion" in the same scene, without actually cuddling sometimes lol.)
I kind of like to imagine that even on top of it being self-defense, springing to his feet so fast, there could also be something instinctively protective in the fact that he so quickly puts his own body between you and danger.
I mean,
right before the camera would focus on him, he's bent forward, snarling at them to get away, coiled to strike even unarmed (well. as unarmed as a vampire can be), and only relaxes into the conversation-pose when you stir, and Aurelia speaks.
And like, that doesn't feel like a conscious action, or even much of a purposeful decision from a mechanic standpoint (most likely the devs needed him to stand there-ish for there to be enough room for the PC to get up, and stand next to him for the conversation's camera angles to make sense), but I do like to imagine that at this point in the relationship, he just... acts without thinking, and puts himself into the more dangerous position on instinct. It lines up very nicely with that sweet, rather earnest line he says in the Wyrm's Lookout scene. (PC: "All that matters to me is that you're safe." Astarion: "I know you do. It matters to me, as well. I want to be able to protect you, too.")
... The rest of his "this is for us, this is to protect you, we're a team" lines are of course calculated, manipulative bullshit, and taking them at face value would be a mistake even if there is a kernel of truth at their core, but I think that one is genuine, and it's corroborated by this unthinking jump to your defense.
#baldur's gate 3#astarion#oc: iona raedir#sigh fuck how do i figure out how to tag shit so people can actually find it#astarion ancunin#squirrel plays bg3#hello influx of new followers; i do this type of rambly shit pretty often#enjoy your stay; it'll be verbose#my poor little mind; it flits between thoughts with all the grace of a fat-assed bumblebee in a field of flowering alfalfa#edit spotted a silly grammar error like fucking 50 reblogs deep#it's fine; i sigh as i edit to fix it
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modern tobiizu au where izuna and tobirama are rival e-sport players. they take the competition the most seriously out of the entire league. they are a pr nightmare and definition of toxic competition because they constantly go on twitter and shit on the other. they deliberately fuel fanwars. people call them the physical embodiment of league of legends despite the fact they don't even play league of legends (leaving what game they play ambiguous).
tobirama invents new ways of playing the game and abuses bugs in competions until abusing bugs gets banned because it reached a point where he was discovering exploits faster than the devs could patch them. izuna shits on tobirama for a full twitch stream saying how tobirama needed those bugs to even match him, and he says he hates how he ended up adding a new rule to the league because of how he played. izuna doesn't even play the same as tobirama, its just the principle of the fact he got a whole new rule made.
izuna is really intuitive, he's fast at figuring out new strats and mechanics and enjoys mimicing other ppl's playstyles as a form of psychological warfare. his reaction speed is very fast; "oh, you're ambushing me? lol get rektd." he goes through mouses like his monster energy cans because he just keeps breaking them (they can't handle the stress of his intense playstyle). if he had a mouse that was actually well made, he probably would not have this problem. however, those mouses just don't feel the same as the super specific, dirt cheap $15 mouse he got down at konoha-mart (or so he insists). he has a closet filled with boxes of this mouse for when he inevitably breaks it again.
one of tobiizu's pr nightmares happened like this:
at one point izuna figured out rpf fanfiction existed so he encouraged his fans to write really bad fanfiction of tobirama. why? he wanted to send it to tobirama so he could witness tobirama snap/explode/have a conniption. psychological warfare. this wasn't too bad, actually.
until tobirama publicly tweeted a link to a 100k word slowburn fanfiction he wrote detailing a forbidden love affair between uchiha izuna, professional esport player, and uchiha madara, the retired esport player who is his team's manager and his BROTHER. izuna livestreamed himself screaming for 30 minutes straight. he cried off camera. pr for both teams scrambled as they had to clarify, no this work is not real (because some people are dumb). madara has to announce his engagement for ppl to stop thinking he and his brother r like that. he's not engaged, but the internet scrambling to figure out who his (nonexistent) fiance is makes tobirama's fanfiction fall out of focus so it works out. originally the pr team wanted izuna to come out as straight but he flat out refused because "if everyone thinks i'm straight i'm doomed to not ever have a boyfriend" (he is bi and very dramatic.) he also gets back at tobirama for this eventually with the Hacked Reddit Incident (in which he hacked tobirama's reddit acct and posted various (nonexistent) issues on various subreddits, including AITA. everyone figured out very quickly it wasn't tobirama but that didn't matter to tobi because not only was his pride wounded, those posts will forever be associated with him [because things can still circulate around the internet even after the original post is deleted])
so yeah. i think you can imagine how the fandom space is if tobiizu r pulling stunts like that off extremely frequently. (chaos. its pure chaos.) somebody is probably crying in a corner, somewhere.
at one point somebody likens tobiizu's dynamic to a boy pulling on his crush's pigtails at a playground, except for them it goes both ways and is far more extreme. this spirals into the fandoms splitting into four factions: "omg they're so in love they're adorable like little kittens", "are y'all fucking CRAZY", "im just chilling here can we pls go back to normal", and unaware. tobiizu find out very quickly, and for once don't know what to do. the pr teams are just glad its nothing negative, for once.
(tobiizu are screaming in e/o's dms like this is YOUR fault. no its YOUR fault. they dont realize it but they're acting exactly like how the person who sparked it all said.)
(they'll get there. eventually.)
(somewhere, somebody is wondering "how can two people so smart be so DUMB.")
(finished this post after over a month bcause my pookie @oh-no-its-bird asked me to here u go bestie it's finally here <3)
#sai speaks#naruto#tobiizu#izutobi#senju tobirama#tobirama senju#izuna uchiha#uchiha izuna#modern au#i guess?#or would it be like#streamer au#idk bro#naruto au#can you tell i wasnt sure how to make them end up kissing
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So, Sektor's trailer just came out.
youtube
And here is a bit of Bi-Han:
And... the way they kinda pushed Bi-Han and Sektor together. She longs for his safe return? The "Bi-Han, can you hear me?" quote??
Look, no hate to the dev and the amazing team for making a good combat and design, and this is all just my opinions, and may change in the future. But story-wise... If the reason why they genderbend Sektor and Cyrax so that they can be hetero-paired with the Lin Kuei bros, then i'm disappointed.
Sektor... Her bio shows she is a genius and honorable and driven, so please make her exactly like that. And her intro trailers show she is sassy, and determined to experiment with automaton! But her trailer shows the opposite?? C'mon NRS, just because she's a woman, don't just show the 'gentle' side of her, like "oohh she cares for Bi-Han, she longs for his safety".
"But we need diversity, more female kombatans!"
Khameleon? Sareena? Sonya? Frost? Ferra? Madam Bo? Heck, even D'Vorah??
NRS genderbend the male characters to female, and their first move is making them 'romantically' involved (or be "kindred spirits") with the popular male characters -- even Johnny is flirting with Sektor?? Uh??
Anyway, i understand fighting games don't necessarily focus on the story (and MK has had different/branching storylines since day 1), and maybe, MAYBE, even NRS couldn't do much with the story/characters cause everything needs to be approved by the higher ups, so even their hands are tied. This is just my opinions and thougts about the game.
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I did a live transcription of the Dragon Age: the Veilguard dev Q&A session today.
UPDATE/EDIT: I made a second pass of this and cleaned it up into a full/complete transcript.
Q: If you could belong to any of the main factions, which would you choose?
Corinne: Listen Katie, you say softball but this is hard. I'm gonna cheat and I’m gonna give you two. So for fashion, the Antivan Crows all day long. their threads, you're gonna love it. For vibes though, the ones that capture my vibe, Mournwatch. Gimme those necromancers.
John: Those are good answers. I have one for fashion and for just general faction that I’d like to be a part of. Veil jumpers - who doesn't like a nice walk in the forest, you know, even if that forest is filled with horrifying monsters and terrifying anomalies, but uh, yeah.
Matt: For me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, and I think I’ve finally settled on them, and I think it’s just because pirate barbarian is just such a great combination of elements. Treasure hunting, plus beaches and palm trees and all that stuff, it’s a really good mix, so that’s kind of my default.
Q: I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning this and will we get the same companion conversations and banter as seen in the previous Dragon Age Games??
Corinne: Such a good question. Thank you to whoever submitted this one. I'll start and then turn it over to John Epler. As you saw in the gameplay reveal, this is a much more intimate experience. We pulled the camera in. For those that aren't aware, the reason why is we want you to feel like you actually are in this world, like you’re walking these the city streets of Minrathous, you’re looking up at the buildings all around you. You're a part of this place. It's much more intimate, and we believe as the narrative unfolds that this creates a lot more immersion. Now how this relates to the companions is in doing this, we went back and forth on it a lot, but we actually found that having two companions allows them more visibility and presence. We've talked about the incredible depth and focus we’ve put on fleshing out these companions, they're very fully realized, so here you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and release a volley of arrows, you can only get that because of this more intimate view. So I love the spotlight that’s been put on them. But I think in addition to the banter, one of the things people are wondering about is, ok but what about gameplay. Again, this has come about from our testing, working with the internal team and also our lovely our council of players. We just found that in the combat system, when you're planning your strategies, two felt like the right number to manage. Keep in mind, Rook has a lot of different types of actions: abilities, individual attacks that are more fleshed out than ever before. Timing and positioning matter a lot, so this really felt like the right balance. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say that I engage with the companions, I actively control what they're doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter.
John: So banter, honestly I don't think you could stop the writers from writing banters. I will say for myself, it's one of the more light but fun things to do. You get to write little stories, little arcs between the characters, and Veilguard is no different. Banter is still absolutely a core part of it. We've got global banter, you know the general stuff that you get in all spaces, as well as mission specific stuff. But yeah. It's definitely still a big thing, if anything it's the most we've ever done for pairings of companions. Beyond that, we’ve also made sure—and I mean, I’ve been on Dragon Age for a while, and I know there’s been an issue, you know, things like, “well, I don’t wanna miss this banter.” So we've even added stuff like interruptable and resumable banter as well, just to make sure that—because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other. Everyone loves hearing these little stories and relationships develop over the course of the game, and as mentioned before, companions are the heart of this experience. So we still have it, if anything like I said, you could not stop the writers from doing it, even if you tried.
Corinne: Well John, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field, do I get less interaction? Like do I get a scene with my companions interacting with a broader group more often? And the way you'll gather them around the kitchen table, there's just so many of those moments where they're all interacting with each other. Those are some of my favorite parts.
John: Yeah, and that’s a good callout, because I think the other side of it is, we aren’t talking too much about your home, but we also wanna make sure that they feel like they have relationships and a life outside of just the times you take a certain pair of companions out on the field, so we made sure that they have interactions there as well.
Q: How customizable is the backstory of Rook? Will we get to determine their past in the character creator?
John: Absolutely. So Rook has six different backgrounds that you can choose from. Each one is tied to one of the major factions in the Veilguard, and each one sets out who Rook was before they were recruited by Varric. While that sets up the broad events, as you go through the game and have conversations either with members of your faction, other characters, you can define not just what those events were but what they meant to you – what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience, and taking Rook, giving them a background in the world but letting you decide what that means and what that says about you is also a big part of it. And again, there are six different factions in this game. Two which anyone who’s played Dragon Age for a while would remember, you’ve got the Gray Wardens and Antivan Crows. We also have, in addition to them, four new ones because we’re in Northern Thedas. We’ve got the Veil Jumpers, Mournwatch, Shadow Dragons, and Lords of Fortune. A lot of different options, a lot of different backgrounds, and a lot of opportunities to define who your Rook was and who they are now.
Q: Will crafting return and has it been improved since Inquisition?
Corinne: Will crafting return? You can absolutely improve and customize your gear, yes. That is a big part of RPG progression, so yes you can improve and customize it. I will say though, it's different this time around, and it does get into spoiler territory so I'm gonna be a little cagey about it, but there might be a mysterious entity that assists you with that that will be an important part of the narrative.
Q: Can we kiss or romance Manfred the skeleton?
John: I would say, not that skeleton, but we're not saying no skeletons.
Q: What were some of the development considerations that you had to take into account to ensure this game flows & functions with prior games & dragon age keep, if keep is being utilized?
Corinne: We did an interview with IGN that goes into some of the details there. To summarize, we have taken a different approach on how you import your decisions this time around. It's now fully integrated into the character creator and serves a dual purpose, to be honest. It’s not called this in game, but I playfully think of it as "last time on dragon age". When I talk about its dual purpose, it's been 10 years since the last dragon age game release, so it serves as a refresher on critical events as well as allowing you to remake those decisions that are critical to you. The thing I love about it is it's very highly visual, it uses the familiar tarot card aesthetic, so it's actually a very visual and playful experience as you go through it. It is very much important to us that it's built into the client, though. You can play this game entirely offline, no connection, you don’t have to link to your EA accounts. That's been a really big request, so the refresher plus make those decisions in client, I think we're all pretty happy about that. I don't wanna spoil anything by revealing what decisions you can import. Y'all don't want the spoilers. But it's been a really interesting creative intersection for us. Because on the one hand, this is a whole new adventure. You're in northern thedas, these locations you've literally never been to before, so that affects what will matter and what we’re not using this time around as far as decisions. But obviously there’s some very very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so that's a factor.
Q: Will this next game be an open world game or is it just confined to Tevinter?
John: Yeah, so you are in northern Thedas, but the game only begins in Minrathous. It doesn't stay there. I think one of the most exciting things for me, and again, I don’t wanna get into too much spoiler detail, but getting to go to and work with the art team, the narrative, the design team to build out these locations we've talked about, places that character have referred to as where they’ve come from, places that characters obviously in previous games have hailed from, has been absolutely exciting. So you do start in Tevinter, you do start in Minrathous, but again that’s not the entire game by any stretch.
Corinne: And the first half of it is, is it an open world game? We've gone back to what we believe delivers the best, most curated, intense narratives. So this is a hand crafted experience, it's mission based. Now these locations can open up, you can go back, solve mysteries, do some really great side content - not fetch quests, not grind quests, some really great side content. But I wanna be clear, it's a really curated, hand crafted experience.
John: Just to bounce off of that very quickly, the most important thing for us and what Corinne was saying about hand crafted, obviously we’ve talked about how characters, story, narrative are critical to us, and this has allowed us to build those experiences in a way that emphasized that really well while still tying it into the story threads and story beats.
Q: Will the companions have unique specializations like DA2 or the same as player?
Corinne: I think the best way for me to describe this is that yes, our companions will have abilities that are truly unique to them, but also the companions do fall into the archetypes of mage, rogue, and warrior. For instance, you might be surprised to hear, because she has a bow, but Bellara is in fact a mage, and I love that. Some of the abilities, the bulk of the abilities of the companions, are based on their own unique personalities. Neve is the only mage that is an ice mage, so you get distinct abilities for her. But because she's a mage, she does have access to abilities that all mages share, like Time Slow. We really like the balance there. It’s a good mix of representing their archetype, their class, and also their distinct specialization or personality or whatever you wanna call it.
John: Yeah actually, I would say the word personality is a great one, because all of these characters exist, have a story, have a history of how they became who they were, and part of that was finding that intersection between narrative and gameplay and making sure that again, we serve the needs of gameplay, but also allow these characters to exist as their own people, not just in conversation but out of conversations as well.
Corinne: I would also say that as part of that core mage kit, healing spells are there. So if your mages, you wanna make ‘em a healer, yeah.
Q: Will the Veilguard have tactical combat still?
Corinne: Yes. Combat gets quite tactical. Obviously this is an evolution of the combat system. I talked about immersion, wanting to put you in the world like you’re actually living and existing in it, but it is very tactical and I will say we have a robust difficulty system. The tactics are increasingly important the higher difficulty that you go. So if you’re showing up for a highly tactical experience, I would crank that difficulty in particular. But I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets in and out of combat, there’s a reason for that. As the game progresses, you didn’t see this in that opening hour of the game, but it will display strategic information on the enemies, so what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to, so your type of abilities, leaning into elemental gameplay matters a lot.
I would also say, this is a long answer because it’s such a great question, tactical decision making also takes the form, I would say this is front and center, of coordinating your ability usage between Rook and your companions to create synergies and or really devastating, we call them detonation combos. So let me give you a couple of examples, because it can be really hard to visualize, so hopefully this helps. One of the tactics that I personally enjoy in my own builds, I just recently played as a veil ranger, I love it, it’s one of my favorites. if I'm fighting fade touched enemies in Artlathan, I like to use Bellara's galvanized tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve – Slow Time affects the world around you, but it does not affect you, so you clump them up, you slow time -- and then with Rook I come in and do a devastating AOE or damage over time spell or ability. And it’s even better if it's a lightning based ability, because the fade touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategies and tactics. We did talk about the devastating detonation combos, that's one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook or the companions together. When I build out my team and I'm going into a mission, I try to ensure that I have at least a couple possible synergies, detonation combo synergies, between my team. It might be between Harding and Neve, Neve and me, or both. So here, I'd go into battle, pause time, open the ability wheel, get information on the enemy – and the wheel will actually tell you that there is a synergy combo, you might have seen a screenshot that says “combo available” – it will remind you of synergies between companions, you can queue both of those abilities up at the same time, close out of the pause time menu, they’ll both execute, both abilities will happen. Then the detonation AOE happens, applies debuffs to all the enemies in a radius of it. It's so satisfying. I can’t wait for yall to see it, but the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity costs. I could spend the rest of the session talking about this, apologies for being long winded, but this is one of my favorite parts of the game.
Q: Can you choose rook's pronouns? If yes, is being non-binary an option? How detailed is the character creator?
Corinne: Well yeah you can select your pronouns. Absolutely. You can actually select your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing. Yeah, you can be non-binary, we have he/him, she/her, they/them. Yes. Emphatic yes. How detailed is the character creator? Oh my goodness, yall. Very. I don't wanna give away too much just yet but it's very very deep. It has been revealed, it’s out there in a couple articles about the focus on hair, the focus on skin tones that are done respectfully, full body customization, hell yeah, we love to see it. But we’re gonna come back, we’re gonna show you a lot more on character creator, but we wanna make sure we have the time and space to do that.
Q: Will there be a photo mode in game?
Corinne: That is something we’re actively looking into, we know there’s a ton of interest, so stay tuned on that one, but we are very much looking into it.
John: I can add too, that is a feature that we like, we like the idea of, and it’s not just player facing, but internally it’s a really helpful thing to have that as we’re building things out, so we’ll let you know.
Corinne: Yes, yeah, absolutely. We are as geeked on that possibility as you all are.
Q: A lot of people were asking about abilities. Are we going to be limited in how many abilities we can pick from the wheel?
Corinne: Ability wheel does have a capacity. You have to choose which three abilities you wanna bring for Rook, which three for a companion, and which three for another companion. What I like about this is there is kind of an emergent gameplay depending on who you and your companions are coming into a mission with. Now the reason for that is it actually creates a really interesting balance between strategizing, having to do that strategy about your combat kit before the mission, and then the tactical decisions once you're in the field deciding what to do. I want to clear one thing up, while there are three ability slots for Rook, there's so much more than that - other actions that you can perform directly from the wheel like you’ll have an ultimate ability associated with your class or your specialization, so there’s variants there. There’s a type of items you can get that function like abilities, they’re typically like buffs and enhancements, in the form of runes, so you’ll control that for Rook and/or the team from the wheel. You may have also seen that you can direct which targets your companions can focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing with your companions. When you issue those commands, that too will proc depending on the gear they have equipped, really interesting and strategic effects. They can be more ability like, more like proc’d effects, there’s just so much from the wheel that once you get in and see everything working together, becomes more and more apparent.
Q: Will fireball and cone of cold be back as spells in Dragon Age: the Veilguard?
Corinne: All these combat questions, really good. Fireball and Cone of Cold aren't specifically back, however their successors are, frost nova and meteor. These serve the exact same combat role and function as those other abilities. I would also say it gives them quite the glow up. Meteor in particular, so satisfying nuking a group of darkspawn with a well placed meteor. It’s wonderful
Q: What accessibility features are available? Arachnophobia mode? Mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too. My partner always laughs at me, I’m just terrified of them. That said, that's one we're going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you we have spent a lot of time thinking about this topic, so that you can play the game in a way that really works for you. I'm excited to share that with you when the time is right.
Q: How long is the time skip from Inquisition to the Veilguard?
John: Anyone who's paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change and they morph over development as we see how longs things are taking, but for Veilguard we were actually pretty consistent from the start that it's been about 10 years since trespasser, as you may or may not have noticed, Varric's become a bit of a silver fox. I’ve seen a lot of comments about that on social media. Yeah, 10 years. Solas's ritual has taken time to set up and you’re kinda coming in at the end of that hunt.
Q: Is Solas still bald?
Matt: Yeah. I mean if you’ve watched the gameplay thing, we can all confirm that Solas is still bald, Solas is still Solas. I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitor, but once you get a chance to play a little bit more, maybe you’ll – In Thedas, ancient elves go bald when they are millenia old, so Solas wasn't always bald. So if you end up seeing what Solas looked like in the past, things might be a little different. Now that said, I’m sure some of you are wondering what happened to Solas’s wig from Tevinter Nights. I’m sure he still has it somewhere, so… It’s his most important possession.
Corinne: Some pride there, huh.
Q: Will we be able to change companions appearances and outfits or are they fixed, similar to Dragon Age 2?
Matt: Dragon Age 2 was, we loved how the followers turned out in that, but it was sad given our constraints that we had to keep them with just one basic outfit. We really tried to make some space for them this time around. They have iconic color palettes and things like that, but they do have a wider range of appearances that you can find for them, some are just cool but then there are some that are tied to directly to their narrative and just kind of what’s happening in their life.
Q: Will we be seeing or visiting Kal’Sharok?
Matt: What’s been really cool, so in previous games, we’ve kind of alluded to this before, it was a lot of fun to hint at the locations that were off the map, the mysterious places you were not going, and so you could just bring in some props, some characters, a piece of art, things like that. Even Tevinter was only vaguely hinted at and we’d just add drips and bits and pieces, so that stuff was really fun. In the Veilguard we’re actually getting to visit a whole lot of those locations that had only been hinted at for real, so you do actually run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means that we're not completely filling out the map, and that there are new things we can start hinting at and we can start drip feeding. It’s kinda fun, I’d say for what we can show of Kal’Sharok and other locations, there’s more to do.
Q: Will the dialogue wheel/options be similar to Inquisition and Andromeda in the sense that it's more tone based?
John: We have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle, anyone who’s played a dragon age game and remembers what they look like. In Dragon Age: the Veilguard, we have tone wheels which are roleplaying your character picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions, and choice wheels which are, I don’t have a strong emotional or tone tie here, but I do want to make a choice based on what I do. Investigate’s obviously return as well. We want players to understand as much as possible what it is they are going to be picking, we want the choice to be clear even if one of the best things about consequence is making sure that’s not entirely clear.
Q: How extensive are Rook’s dialogue decision trees?
John: Huge. Again, it’s a Dragon Age game. We wanna make sure you have choices, we wanna make sure you can choose your roleplaying, but also choose outcomes of conversations, choose how events unfold. Again it’s a Dragon Age game, we wanna make sure we also react to decisions you’ve made. So for example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you'll have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to be entirely new dialogue trees, as well as based off decisions you’ve made throughout the game, so again, making sure the game feels like it notices what you’re doing is a huge part of how we’ve written out the dialogue wheel and dialogue trees in this game.
Q: All companions romanceable by all player characters regardless of race and gender?
Corinne: Yeah, yeah. We have talked about this in some of the interviews, I’ve seen a few articles about it, so I'd recommend everyone check out those articles, but let me just give you a quick interview. Each of the seven companions has full romance arcs and they are romanceable by all genders. Absolutely. But something that’s really important to us on the team, and so I just wanna make sure and double down on, that doesn't mean playersexual. If anyone’s unaware of what we mean by that, it doesn’t mean they conform or twist their identities to who you the player are. They won’t suddenly have a preference for men or women based on what you’re playing. Instead they have their own fully fleshed out identities. They are true and authentic to that. So in this game they are all pansexuals, they all have histories and romances, sometimes you’ll hear about preferences and things of that nature. And what I really love is if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because it’s one of my favorites. I’m gonna put a question back to the community though. I’ve heard we’re going with Laash for that ship name? You tell me what is that ship name?
Q: What are the markings on the faces of the elven warden and veil hopper?
John: So there’s quite a few, I think more than we’ve done before, tattoos from various cultures. We're bringing the vallaslin back of course but there's a ton of different options, especially when we’re going into these new regions. Each area has its own kind of visual language for that. We are bringing the vallaslin back and a couple characters have them, but we've customized them a bit. They’re a bit more specific to their personality.
Q: What are you as a developer most proud of and excited for players to experience?
Corinne: I suspect for most of us, myself included, it's the depths and authenticity of the companions journey along with on their arcs, learning about their hardships, what they care about, being by their side. That authenticity is just so good, they all feel like my dear friends. But I have to say, the closest runner up for me has to be the character creator. Has to be. That character creator, the makeup options, the range of sliders... I'm a Qunari fan, so even just the way you customize the horns and combine that with the really great looking hair. Character creator has to be my very close runner up.
Matt: As far as what I can say I’m most proud of on this one, I can speak for the art team, we worked incredible hard to make the story more visible than ever. Games are a visual medium, but sometimes it's easier to do things in text format or written in a codex somewhere or alluded to off screen, but we really leaned into trying to make sure that every design, prop, character, environment, that the effects we’re choosing, all these choices were putting the story on screen so you can see it unfold, and I think having worked on all the dragon age games, I'd say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat and kind of combine both Corinne’s and Matt’s answers. Honestly the companions for me are the absolute highlight. Just being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we've ever done, not just on Dragon Age but in BioWare in general. Each companion has their own story arc you can go through, decisions you can make. They really do take center stage. As you play through them, you see the care and love that the team has put into each and every one. I mean, there’s moments in each arc that make you cry, make you angry, make you excited, and the way they integrate into the story as a whole for me is something that’s been really fun. Finding ways to bring these characters together, ways to bring this story, this narrative, of you know, you need to put together a team and stop the end of the world, has been absolutely exciting and thrilling. And again, you see the team's love in every single piece of it. As for what I’m most excited, Dragon Age has been part of my career and part of my life for literally the last decade and a half, I’ve worked on it since Origins, and there's something about the Veilguard that feels an amazing mix of novelty and familiarity, it’s like coming home in a way that I feel is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. Going to parts of the world, seeing things we’ve never seen before, and just getting to take this amazing world and series and expand on it and build on it in ways that I’ve just been, honestly an absolute thrill, the best part of my career, and I’ve been in games for 17 years now and this has been the absolute highlight for me, so that’s what I’m excited about.
Corinne: I just wanna yes and that. I so completely agree with you. There’ve been times in companion arcs where even knowing what's going to happen, we work on the game, with some of these decisions, I've had to set down the controller, let out a heavy sigh, and go “oh my god, what am I gonna do here?” The depth of them is wonderful. I do wanna put this out there, when we talk about as a developer what we are most proud of, can we just give a big shout out to the dev team? I am so proud of them. This team has poured their hearts into this. Anyone from BioWare who’s listening in, thank you so much. Y’all are just the best.
Q: Why does Varric have dark hair now?
Matt: He's been adventuring for a while now. His hair is more gray, but he's been in very dark scenes so far, so we’ll see him in some more contexts.
Q: Will the Inquisitor be appearing in the flesh or are we just choosing their major DAI decisions?
Corinne: Yes they will. The Inky does appear. We've know how attached y’all are to the Inquisitor, we’ve seen the love for your OC. Yes, the Inquisitor shows up. We'd already confirmed that a few places, so let me just say you can also customize them and it includes some of our new customization options. Yeah they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think beyond that, the story of Solas and the story of the Inquisitor obviously are tied together as much as any story, so it would have been strange for us not to bring them in for this one. They’re gonna be a part of this story.
Q: Will there be any planned DLCs and transmog armor?
Corinne: Right now our focus is entirely on the quality of the game, it's so important at this stage for us to be all in, all attention on finishing this game and delivering on the quality and the promise of it. So that's all I can really say on it, we're 100% focused on this being the most complete game we can make it. I wanna emphasize, there's not gonna be any microtransactions or battle passes, you don't have to connect online. Our focus is making this the most complete single player we possibly can. Now this was kind of a twofer question. Will there be transmog? Hell yeah. I’m the kind of player that believes fashion is the real endgames. Yeah there’s a transmog system, absolutely. It’s sick.
Q: Will any of the characters be asexual?
Corinne: Such a good question. So, look I'm gonna be really forthcoming with yall and a little bit vulnerable, I'm ace. I'm a gray ace, I don't mind sharing that, I’m kind of public with it. I will say though that none of our companions this time around are explicitly ace. We look at the characters, their motivations, who they are, we always assess is this the right time. This time it wasn't. What I will say for everyone on the ace spectrum on there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. And I do see some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Q: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: OK, this gets a bit spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna wanna be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits, and perks to give you a ton of flexibility in your magic. Gonna go off script just a little bit because I’ve seen “just tell us about the specializations”. I’m not gonna tell you the deets, but there is a necromancer one. There is an elemental one, and there is one that’s actually more of like a combat mage. It’s my favorite.
Q: Can we name the griffon? We also have a griffon emoji in this Discord server.
John: Excellent. So, someone in your party, again, spoilers, may have already named the baby griffon, but don’t worry, Assan is a very good boy.
Corinne: All these griffon emojis, y’all are killing me.
Q: Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that, but narratively it serves kind of a different purpose, but also the same purpose. As far as customization goes, there are elements of it that change over time and some things you can adjust. I don’t know how much we’re really going into that at the moment. One thing I like about it is that it definitely does start to feel very much like home over time.
Q: We need to know, does pasta and noodles exist in Thedas?
Matt: I’ll take it as a chance just to geek out about worldbuilding. Again, the Veilguard for us is a really kind of dream opportunity to go to places we've only ever heard reference to or we’ve seen in set. In going through the world building process, and trying to build these things out not just as neat things from the IP, but also as, if you’ve read about this stuff, you've got your own version in your head, you’ve imagined what it might be like and you're probably hoping for something spectacular, and our brains are always far better at creating this stuff than any game developer or any artist can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. That can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture and costume design, and also food. This time around that was one of the many things we did look into to try to catch the character and feel of a place to make it feel believable and lived in. So that’s my really long answer for yeah, I'm sure at least one place does have pasta.
Q: Are we getting a mabari?
Matt: Ooh, that’s a good question. I will say you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so in this particular instance, no, you will not get a mabari, sadly.
Q: Can we pet the griffon?
John: You, I’m really sorry to have to be the one to tell you—Nah, I’m kidding, yes you can. It's not even just petting the griffon, I've actually hugged the griffon, so that feels like even there a step up.
Matt: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see Assan in chat if we wanna see him in the Lighthouse hanging out? And hey, y’all, this was so important to the team, too. Like this is the team’s like, just huge support for this feature, so props to them.
Q: Will we get to see any of the character creator before the game releases?
Corinne: Yes. Yes you will. You've probably seen we are laying out a roadmap for what we're gonna show and when we’re gonna talk about it. You will see it as we get a little closer to launch.
Q: Will we be able to play as a qunari dwarf elf or human?
Corinne: hell yeah you will. All 4. And all 4 have that full body customization. I already talked a little bit about, I’ve always loved the qunari, I will say in Dragon Age: Inquisition it was hard to get a good looking qunari hairstyle. So yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also related to this, your lineage gives you a lot of really unique dialogue options. So that’s really one aspect of choosing your lineage as well.
John: So actually just to bounce off that, earlier questions about backgrouds. Each lineage, depending on the lineage you choose and the background you choose, there are some specific callouts to, for example, if it’s a Mournwatch, Mournwatch being from Nevarra and mages, if you play as a dwarf, obviously your experiences in that faction is going to be different from, say, a human or an elf, so there are also specific callouts tailored to those combinations and, with the intention of giving each lineage a little flavor as to how they fit into that faction as a whole.
Q: Where is barkspawn and is he ok?
John: Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden. Don’t worry, he’s fine. You may ask yourself, “but John, it’s been so long.” To which I say, Mabari live exactly as long as they need to.
Q: Will Rook have a set of default name?
John: Yeah, so Rook’s last name is defined based on their faction, again we wanted to tie that into your backstory, but also there's a name generator that can give you a selection of first names, obviously if you wanted to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little more difficulty coming up with a name, so for example you name every single character Bob because that’s the only name you can think of, we also give that opportunity for that generation.
Q: When will the voice acting cast be announced?
John: We worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast, we’ll be talking about it more over the summer, we’re not quite ready to announce names yet.
Same answer for collectors editions and preorders, and required PC specs.
Q: Any special musical guests? Tavern songs?
Corinne: Yeah there are tavern songs and a huge credit to the audio team and performance teams, because they’re pretty great. There’s one at a little tavern in Minrathous called the Swan, and the song you hear there might just be my favorite of the tavern songs.
Q: DA2's main theme brought back motifs from DAO main theme. Can we expect DAV to recall more or less of that original thematic material than inquisition?
John: We are not quite ready to talk about music yet in specifics. But in broad strokes I can say that the process for us is always the same. Working with the composer, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to maybe specific characters, it's very in depth process and a very collaborative process. We have some fantastic audio people on our team that have done some fantastic work, that have done an amazing job working with composers and with the team as a whole to make sure that again, we said earlier about cohesiveness, making sure that the music feels like a cohesive part of the experience.
Q: When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: Again, it’s interesting. When writing these games, and this has been true on every Dragon Age I’ve been a part of, what you start with and where you end up aren't always necessarily the same. Sometimes you start writing a theme, you realize actually it’s more interesting if you attack it from this angle, or maybe it ends up twisted a little bit. I will say for Dragon Age: the Veilguard, from the beginning one of the biggest themes has been regret. How regret shapes people’s lives, how they deal with their regrets, how maybe people move past regrets. Each of the characters and the story as a whole have elements of these. We wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing.
Q: Can you play a dwarf and does the world react to your race and backstory?
John: Yes, you can play as a dwarf. Yes, the world does react to your race and backstory. And again you’ll have unique dialogues or unique conversations based on that backstory as well as that race.
Corinne: And to give you a little nugget here because I saw it scrolling through real quickly, you have beards. So when I think of dwarves, I think about glorious, fantastic beards. Hell yeah we do.
John: Yeah I can say, as somebody who plays a lot of games, the character creator—I don’t know what magic they did, but the beards, they feel like a beard should feel like, it’s great, they look awesome.
Q: Will our heroes and companions leave us if we go against their wishes?
Corinne: Do y’all just love pain? Do you want us to make you cry? Um... if you go against their wishes and make decisions they don't like, I will tell you, you can piss them off, they might not agree with you, and they will take some time away. That said this is the biggest threat to Thedas we've ever seen, so they will always be willing to defend Thedas, but yeah you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah they will, UNLESS…
John: No spoilers, Corinne. No spoilers.
Corinne: Alright, alright. But they want it!
Q: Did any songs, books, movies, or anything inspire character writing?
John: Art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention. I don't think that any characters have a direct reference or inspiration, but yeah, they're all inspired by the things we do both in the real world and in the media we consume. And you’re gonna see elements of characters that yeah. The things that we’ve enjoyed show up in these characters. For me it comes down to, writing can be a deeply personal experience, so even if you don't intend for it to be the case, parts of you will show up in the characters. I think that’s true for all the characters in the Veilguard. Sometimes it's exploring things about yourself that you may like or may not like, and sometimes exploring things about characters you like or don't like. So that’s my longwinded way of saying yes, it’s impossible to not have that happen when you’re creating art, but I don’t think there’s one where you can say, “oh this is this character, this is this character.”
Q: What was the thinking process behind making Harding a companion this time around?
John: When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She has always been a fan favorite obviously. But I think beyond that, it's something that Harding's writer wanted to explore, there was more of a story to tell there and more perspective. And beyond that Harding also has a strong connection to Solas, to Varric, and the events of the last 10 years. So I wouldn’t say it’s always been but I’d say Harding’s probably one of the first ones we settled on as like yes, this is a character we want, and the writer had a story that they wanted to tell with her, so it just made sense.
Matt: You know, actually, to piggy back on that, that’s something I hadn’t even thought about that much and it’s not a huge part of her character, but she tends to be one of the people that have the most insight into who he was.
John: Yeah that’s exactly—that’s a great way of looking at it, too, it also provides you with a little bit of perspective, for players who’ve been around for previous Dragon Age games, but also for new ones, who was Solas? What kind of character was he? Yeah it’s a great, using characters to provide windows into the world is honestly one of my favorite things.
Matt: And when I say was, I just mean in Inquisition.
John: Yes, that’s exactly, yes. Thank you for correcting that.
Q: What approach are you taking to quest and world design in the Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We wanna make sure that each quest provides either a perspective on the world, a perspective on the characters, or it feels immediately and obviously relevant to what you’re doing here. You’re here to save the world. At the end of the day, one of the things that we heard loud and clear was the feedback about how relevant, or in our case not relevant, previous quests have felt, so for Veilguard, we really wanted all quests to feel like something somebody faced with the end of the world would believe was necessary and important. So again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that the Veilguard would do. This is the kind of thing that my hero would do. Especially faced with the end of the world.
Corinne: That’s really good, John. That’s so right. I would just again double down on how hand crafted all the quests are. Whether you’re doing the main story or you’re journeying with your companions or you’re out exploring and you encounter a mystery, everything's hand crafted, intentional, we spend a lot of time listening to what yall said, and of course everyone has slightly different tastes, but you're not gonna be gathering shards in the Hinterlands. Everything is built with intention and they’re lovingly handcrafting the experience.
Q: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the choices you make have an impact on how these spaces exist and develop.
Q: Will we be able to control companions in combat?
Corinne: If Rook gets KO'd, the player character gets knocked out, this time around it is time to reload your save, or better yet, the companions have really interesting progression. You can spec them out to be able to revive you, but that’s if you’ve invested in their progression and what they can do. And that said, I mentioned this earlier but I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games. So like that’s interactivity between them. Once you play it you’ll see just how engaged the scene is.
Q: Will Solas still occasionally or dramatically speak in iambic pentameter?
John: I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter, and then I very quickly gave up. Massive kudos to Patrick who always writes Solas so well. Again, Solas is a returning character. It's the same Solas you know and love or hate depending on who you are. The same writer. So I think this is, the answer is yeah, it's Solas.
Q: Will our decision of who was left in the fade be important?
John: While that decision does not show up—not for the Veilguard, now that said, that doesn’t mean that’s not a decision that won’t ever be important in the future. Not for this one.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in Reboot.
John: That’s a deep cut! The sound of my childhood.
Q: Will we have mounts again?
Matt: No, mounts were, they addressed a need in Inquisition that we don't have in Veilguard, and you’ll see why when you get to play.
Q: How is the side quest design? Will they be mostly story based or will there be a lot of radiant and quests for power like in Inquisition?
John: We talked about this a bit earlier, but they are all hand crafted and story focused. The narrative, the companions, not just the companions but the characters and the world as a whole, are so much at the core of the Veilguard that anything other than handcrafting quests just felt like it would be a disservice to the game we were building.
Corinne: And maybe we can clarify as well, because with power was such a devisive mechanic in Inquisition, there’s no mechanic like that that blocks your progression until you fill a bar. That’s just not a thing in this. You have the autonomy to engage in these quests as you like, there’s no grind out gates before you can progress.
John: That’s right. Again we want to make sure that doing this content feels as natural and part of the logical flow of the story as possible.
Q: Will there be a similar system to war table?
Corinne: We haven't talked much about the player's base, the Lighthouse, and we're gonna save that, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that's an area that we'll leave for you when we talk more about the Lighthouse and when you have a chance to hop in, you’ll be able to see what those unique purposes are.
Q: If there is dual wield for warriors, is it dex or str?
Corinne: So we did wanna bring dual wielding back. It is part of the rogue kit this time, warriors are really focused on mighty two handed weapons, I can’t wait until you see, when you swing those weapons there's a real heft to it, and then of course sword and shield. So we’re leaving the dual wielding to the rogues, but you can see, the amount of hits you can get in in rapid succession dual wielding as a rogue is really satisfying.
Q: What have been some of the challenges and advantages of working on a single game for so many years?
John: That is a fantastic question. I have often joked, and I don’t know how much of a joke it is, that when this game is out and I suddenly don't have to keep all these pieces of game and lore and story and everything straight in my head, I'm suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brain power freed up. But for me it’s just, the thing that keeps me sustained is just knowing the game we're building is the right one. Knowing that the pieces are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work the team has been doing. I’ve been on this project since the start, and even today I see things on a daily basis that I’m like holy smokes I can't believe what the team is doing, I can’t believe how good this looks. It's a huge game and I don't see every piece every day, so I get pleasantly surprised on a daily basis. Sometimes if I’m having a particularly long day, I'll spend about an hour late at night just watching cutscenes come in, watching the work coming together, and just sitting back and being like, holy smokes, I can’t wait for someone who hasn’t seen this every day as I have, to see this and just be blown away by the work.
Corinne: It's been very real, hasn’t it? I will just say speaking on behalf of the dev team, everyone's working so hard and putting so much passion, so much of themselves into it. This is a franchise they truly love and seeing your support cheering us on has meant a lot to them. So let me just say thank you to all of you.
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im a huge sucker for Real Time Combat but I will never get behind thinking its the natural evolution of Turn Based Combat. What!! these are different styles!!! i genuinely think the turn based influence is explicitly what MAKES FF7s real time combat INCREDIBLE for me. without it, it would be just a kind-of mid action game.
FF16 just has me thinking about that and it kind of reminds me of how we had a 2D platformer drought for a while because of 3D being seen as inherently better but we've ALREADY gone through the whole loop of realizing these are two different styles with pros and cons to those. The thought that goes into designing both styles vary greatly and they both accomplish different things.
like, being able to just mash X and kill a guy in real time is not inherently better than carefully strategizing and experimenting to kill a guy in a couple turns!! these are two unique stances in gameplay with strengths and weaknesses and its weird to see one treated as better. and i admit, im a fucking sucker for real time, i like at least some real time elements in most game's combat, but i think FF7R's combat is incredible BECAUSE it's not just purely real-time. You can swap around, go through menus, plan stuff!! its such a cool synthesis!! Real Time Combat can offer the thrill of really BEING in combat, dodging and weaving, getting gritty with your foe, but Turn Based allows you to strategize and plan and have MUCH easier access to a potentially HUGE arsenal of moves without having to fiddle with menus while you're scrambling to avoid getting hit. These styles are different and can bring a lot to the other, but acting like one is somehow better beyond just preference is very silly to me.
When you play a game with turn-based combat that sucks, know that it's probably because the balancing/design itself is not fun, not the actual genre. Super Lesbian Animal RPG has no real-time elements at all in combat, but it's some of the most engaging and fun and well-balanced turn-based combat I've had the pleasure of experiencing. And it has a deep focus on teamwork and friendship, and I think that's genuinely very hard to instill in Real-Time games because the player is forced to control only one character at a time in linear, progressively flowing time. I love KHII, but it rarely feels like you're working together because aside from your Limit attacks, you can't really collaborate with your party members or strategize. It's still a FANTASTIC game that I love playing, but the element of teamwork is lacking in comparison to a turn-based game, like, say, Bug Fables, which has you control all three members of Team Snakemouth. It allows you to have a myriad of attacks and moves that all influence each other, and because you can control all members, it feels really good and rewarding! And you all feel like friends, not just in cutscenes, but explicitly in gameplay because teamwork is highly incentivized to make things work!
i guess if ur a dev or just someone who appreciates games remember that there's no objectively better style for gameplay; it's all about context!! what is the GOAL of combat? What choices does it have the player make? Would one style work over the other for achieving this goals? That's how you pick what style you want to use! That's how you can analyze why or why not a game's style is working for you! rghaGHHHH GAME DEVELOPMENT IS COOL ARRHGHGHGHHGFJG
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I think Veilguard would've been better as a bridge between Inquisition and a game that's about the final stand against the Gods.
By that I mean, ONLY focusing on gathering a team of people that Solas doesn't know (as stated by The Inquisitor themselves). The entire game would be just that: creating and building up "The Veilguard" as an established group sworn to stop Solas and all that comes with him. The devs were very adamant about making friends with our companions and experiencing their stories this time around, but it feels SO out of place next to literal reality/world ending circumstances.
The focus on Solas and the "Dreadwolf" is still SO heavy that the game should've just stayed "Dragon Age: Dreadwolf".
Hardly anywhere within the game did I feel like a "Guard" was truly being made for this purpose. It was just.. "well I'm here I guess idk I just heard from so and so he has to be stopped lol. I'm good with *insert class abilities here* so I'm perfect for the job!"
This is a whole other can to open about how Rook just feels undeserving to be here. They did not deserve to experience Varric the way that they did. I will always love my OC's etc but a lot of the time I just kept thinking "and who tf are YOU to be doing this?" WHO THE FUCK ARE YOU TO BLAME THE INQUISITOR FOR EVERYTHING THAT'S HAPPENED?? HELLO?? TF WAS THAT ABOUT???
BUT, I digress.... I almost just wanted them to just go full GOTG, look at the camera and say to our faces: "We're creating The Veilguard, we need experts *Dreamworks grin*"
Establish The Veilguard, as ordered by The Inquisitor, gather your allies across Northern Thedas, since The Inquisition, whether dismantled or not, still holds ground within Southern Thedas. Get to know our team on a personal level, go through their personal trauma's and drama's and all of that. Learn to become a family of people sworn to protect the immaterial at ANY cost, as The Inquisition was sworn to protect politically and systematically at any cost.
THEN and only then, can the Veilguard feel like it belongs in this mess, and not just stumbled within it.
Following that within the next game, can The Veilguard and The Inquisition forces join TOGETHER to stop Solas and the Gods.
#dragon age#da:tv#da:tv spoilers#dragon age: the veilguard#dragon age: veilguard#veilguard#DAV#DAV spoilers#dragon age critical#listen I know I'm talking about making 2 ENTIRE whole games here#and that's a lot of time effort money and resources this industry simply does not have anymore#but Veilguard felt like a rushed TV season where they had no choice but to shove everything in all at once and condense it down
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Indigo Park Time Frame?
Hey there, so I watched a playthrough of Indigo Park and it's apparently the new thing my brain has decided to focus on. I thought I was immune to mascot horror after my FNAF fixation died about a decade ago but whoops, apparently not Anyway, I watched this video wherein UniqueGeese says the game canonically takes place in 2023 (time stamp is 6:06 if you want to skip to it) and it made me think back to this scene:
Someone much smarter than me has probably already done the maths for this but I got curious and decided to try and do it anyway. That time adds up to 7 years and 11 months. Meaning the park presumably shut down in 2015. The game does give us enough information to be more precise though. Now originally, I did a bunch of sleuthing here using the date and time given in the roadcam footage we see early on and other bits of context we get given by the game to figure out what the date Ed shows up to the park was... only to somehow completely miss the fact that the game gives you that information directly at the registration center 💀 So here's that:
On the bright side though, after doing the math before I saw this I can safely say the date I figured out was right using the information we're given ingame. So kudos to the dev team for their consistency with that! Regardless, if we trace that date back using the time frame Rambley gives us, that means Indigo Park shut down and was evacuated on October 8th 2015.
This correlates with the newspaper we see on Ed's desk in the opening of the game. That said, this newspaper seems to only report on the sudden evacuation of the park on October 22nd?
So do with all of that information what you will 🤷
#indigo park#rambley the raccoon#mascot horror#sorry for liking the silly raccoon mascot horror game#as if it's my fault#solar talks
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Imagine assassin's creed in The Boys au? What powers would they have? Was Desmond a compound V experiment? The assassin's and Templars views on vought and the seven?? Imagine Edward meeting Butcher...
Let’s make it more complicated.
For this one, AC’s history stays the same but with the inclusion of Supes during/after WW2.
And the inspiration of creating a supersoldier?
The stories of an immortal woman whose very presence turn the tides of battle because of her strength and, if the stories are to be believed, ‘powers’.
From there, the Templars start to focus on finding this immortal to find out her secrets while the Brotherhood tries to stop them.
The immortal remains illusive to both organization, doing her own thing, helping people while remaining alone.
Some even says that she answers to the whispers of an old god only she can hear.
That’s when the Templars realized…
She might be an Isu experiment or someone who had managed to get a POE that grants her immortality and super powers.
That’s what the Templars in Germany during World War 2 wanted to recreate.
Immortality.
They could not recreate immortality even when they used POEs or any Isu research they could get their hands on.
They were able to create a compound that grants random powers to people (or kill them). They’re not sure why the power seemed to be random but one theorizes that the human gene was created by the Isus to have ‘disabled’ functions that this compound activates. A leftover of possible ‘drafts’ of humans that the Isus made before finalizing the current human body.
After that, AC history merges with the Boys’ history with the most glaring change being Abstergo does not exist in this world.
Vought International is the current name the Order takes and they had successfully almost wiped out all of the Assassins with the help of their Supes.
Desmond grows up on the Farm, one of the remaining safe compound of the Brotherhood as the only child who doesn’t have a power.
AC plot continues only this time they have to escape the Sevens more than once during their time in Italy and Desmond sacrifices himself to save the world from the incoming flare.
It’s during this time that the Supes felt it.
For a brief moment, before Desmond sacrifices himself, all of them felt weak.
As if their power was being stripped from them.
And, of course, the Order wants to know why. So they took Desmond’s corpse to study it (as well as use Sample 17 to start making Animus profitable now that Vidic is dead and not there to say ‘the Animus is meant to help us find POEs’ like the profit-sucking old geezer that he was) and that’s where they made a discover.
Desmond does have enough of the compound to become a Supes and it activated more than one power. A failsafe has been placed in Desmond’s body that stops him from using his powers because multiple powers would have overloaded his body and killed him.
So the Order starts to experiment on creating a body that can take the ‘impact’ of having multiple powers activating.
This team of elite scientists is codenamed Abstergo and their project is called ‘Project Phoenix’.
The most secretive research and development team in Vought International, not even Homelander knows of it.
And then…
Juno hijacks the Project Phoenix and all hands are on deck because an Isu body can absolutely take the stress of multiple powers activating. This catches the attention of both Butcher’s group and the Sevens, ending with Juno being taken out by a non-Supes Assassin Charlotte de la Cruz with the help of a child who may or may not have a superpower that makes him as intelligent or more intelligent than Sage (he doesn’t Elijah’s a non-Supe as well and his intelligence comes from Aita’s memories) who used some kind of device to not only make the unknown experimental Supe gone feral in the eyes of both the Sevens and Butcher’s team but also all the Supes in the area.
Even if the aim was only at Juno, all the Supes were affected as well and Butcher realizes that the device could be used to even the playing field even more.
But the building collapses and it’s highly likely that the child is already dead with the device destroyed.
Now, both Homelander and Butcher have a more important goal.
Find any and all similar devices and destroy (Homelander) / use (Butcher) them.
Not knowing that team Abstergo had made use of the results of Juno’s resurrection to make a ‘perfect’ vessel for a human to have multiple powers.
But the first human to be created escaped and the research facility that housed their current experiment and data was destroyed.
And that artificial human has Desmond Miles’ memories and his Bleeds.
.
Unorganized Notes:
Elijah is alive and is on the run. He’s actually the one who helped Desmond escape and is being pursued by the Sevens who has learned he was still alive.
Desmond was a big Homelander fanboy when he was alive but he grew to not like the Supes when they started hunting them down. He and Homelander have this… “if there was a fandom for this, they would have been shipped a lot” intense relationship.
Desmond himself does not have any super powers BUT his Bleeds does and the power changes depending on who’s in control.
All of them have Eagle Vision but it doesn’t count as a super power for some reason. It seems to be something humans can activate if certain conditions are met.
Altaïr’s power is hallucinations that can hurt anyone who believes they’re real. It directly attacks the brain and, as long as the brain believes it’s real, the pain and the ‘consequences’ are real.
Ezio’s power is producing flames as bright and as hot as the sun. He’s pretty much the most destructive of them.
Ratonhnhaké:ton’s power is super strength but it’s more on the side of strengthening one’s body, making him stronger and faster as well as heightening his senses if he wanted to.
Haytham’s power is slowing down time as an AOE but it was a drawback of slowing down Desmond’s heart as well. The longer he keeps the AOE up, the slower Desmond’s heart beats and it’s possible that using it for too long would stop Desmond’s heart.
Edward appears as a Bleed later on and his power is the ability to use any kind of water around him and manipulate it. Anything that has water in it… including the human body.
The main setup of this idea is that Desmond and Elijah are on the run and they get in contact with Butcher’s group, having a shaky alliance while Desmond is trying to find the Assassins who have gone truly underground after his death because Vought/Templars’ Supes had been hunting them down more aggresively.
#assassin's creed#desmond miles#ask and answer#teecup writes/has a plot#fic idea: assassin's creed#fic idea: the boys#homelander#the boys#elijah miles#altaïr ibn la'ahad#ezio auditore#ratonhnhaké:ton#connor kenway#edward kenway#haytham kenway
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God this community is so fucking split.
I feel bad for everyone that just wants to enjoy Destiny or wants to get into destiny, everywhere you go it's people complaining about metas, asking for things to come back and immediately 180 into hating the devs for bringing things back, complaining about not getting anything new yet every time something new comes out it's an immediate "this is shit" or spamming "RECYCLED CONTENT" when it's just too similar to something else, begging for more pvp content then getting salty when we get it
This community just needs to stop. It needs to stop entirely.
Gambit is fun, it just doesn't get the care it deserves because you lot insist on more crucible content
Why do you even need more crucible content? We don't need 50 modes and 100 maps, crucible is about killing the other team and doing objectives before the enemy team does. The maps don't fucking matter anymore. There's already plenty of them and you've just gotten three more. Fuck off.
Stop with immediately discarding everything that isn't a perfect meta. Plenty of weapons are just fine, stop whining about not getting a new weapon with all your favorite metas, because what has happened is the devs ship out weapons built mainly around metas instead of niche weapons that have potential to be really neat weapons. It's why a lot of newer perks have mainly been about damage. There's no interest in synergies, or interesting perk combinations, it's all Voltshot this and Bait And Switch that. Sure, there's neat combos that end up as a meta, but we should have a sole focus on meta, as that's led to the BRAVE arsenal being designed purely around metas as we've seen from the reveals. And we all saw the craftable combinations for Whisper and Outbreak, I saw you fuckers in the chat automatically complaining about perks that weren't "good". FUCK YOU! THOSE PERKS CAN HAVE SYNERGY WITH THE EXOTIC WEAPONS, AND THEIR VARIOUS SCENARIOS! THE DEVS THEMSELVES SAID THEY WERE MEANT FOR DIFFERENT SKILL LEVELS AND PREFERENCES! More importantly, such heavy focuses on meta have led to everything being more difficult and hectic for new/casual players.
I love this game with all my heart, but without a doubt I hate the community. To the few like me who just want a game to play and enjoy, I hope the community doesn't make you want to stop playing like it has for others. Don't let them tell you what to like, don't let them decide what you should use.
Let's enjoy this game while we still can.
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Some snippets from DA dev Luke Barrett on the unofficial BioWare forum, cut for length:
DA:I -
User: "I am still convinced that Bioware cut the healing spells and went with barriers instead because of the Multiplayer." Luke Barrett: I can't speak to any other games directly but I can give a bit of historic context for DAI. The game was initially a more dungeon/linear delving - see how far you can get - experience and there was no barrier of any kind. As a side note: healing has always been a hot topic in design because as soon as you include it there are many other conceits you now need take into consideration for the gameplay - one of which I will call 'the Anders problem'. Anyway, as DAI got the date moved and shifted more into the pseudo-openworld the concept of attrition (see how far you can get before having to return to camp) became less relevant and we needed to help the Players have more moment-to-moment agency around their survival. Unfortunately for various reasons (one of which is the sad reality of designing a game with a shifting timeline) the healing couldn't be re-added so we ended up with more of a mitigation strategy in the barrier system. It went through a lot of iterations but eventually landed on what it shipped with which I would call... acceptable (but just barely). Now, I will concede that a part of the reason it didn't return after that shift was an aversion to holy trinity gameplay specifically for MP but it wasn't the core reason. As a side story, trying to balance the game (as that was my job on DAI - and yes, it could be much better haha) we had to all but force Players to take barrier. It is intentionally the first skill in the first tree for the Mage and all the autolevel (I also handled that) is designed to get it right away." [source]
User: "Merry Christmas Luke! Sooo what was the hardest class you had to balance? [DA:I]" Luke Barrett: "I feel like anyone who was around for the post-launch content will already know the answer to this as it was the bane of my existence when I got put exclusively on MP after launch but the Knight-Enchanter barrier absorbing was a pain. Stuff like that is very challenging to feel good without being broken as they are relative to damage so scaling is fairly open-ended. Too little and the casual players won't get use out of it, too much and the character builders will be wildly OP. We actually had a 'no nerfing' guideline for the SP side so it was a hard battle to fix that silly thing 🙃." [source]
"As a fun fact, I did all the logic for autolevel on DAI and the guideline I was given was literally "make functional builds, but don't make something optimal that you'd play"." [source]
DA:TV -
User: "If you can, say thanks to the people making the no die option possible." Luke Barrett: "Done! My team handles this stuff so I let them know 😊" [source]
"Comically, I designed the majority of the items and skills and I am still finding it fun making awesome builds (been almost entirely doing playthroughs lately" [source]
"Was really important to the team that everyone could play the way that felt best to them." [source]
"Each specialization has a focus around a few specific mechanics, some of which are the weapons or damage types but you can go off script and make it work for sure (this was intentional in the designs)." [source]
"I designed all the skills and so they're each enjoyable to me to some extent. I have been playing through the game over and over the last couple months for balance purposes so I've played them all fairly extensively." [source]
User: "Necrotic sounds like it could be either Spirit or Nature." User: "For Rogue, it replace "poison". For Mage, it replace spirit (Spirit bomb). For Warrior, it's more spirit (especially Reaper), but some skills could work as poison too. So basically they merged spirit and nature." Luke Barrett: "Thats pretty close to spot on. They were actually heavily iterated on throughout development - I can't (at least currently) go into specifics as to why though." [source]
"the target for the progression vision is that you can make a viable build out of almost** any aspect of the gameplay." [source]
"As for timelines, We started DA4 in October of 2015 roughly. The entire team was moved to MEA for about 3-4 months to help it ship and I also spent all of 3 weeks helping out on Anthem. But otherwise I've been on some incarnation of DA4 for about 9 years now - pretty ready for it to release 😅." [source]
"yes, years of working on the same thing can cause some burnout but I've played through the full game probably about 8 times in the last few months and it's still fun (though some of the specific levels that haven't changed in a long time I've done 50+ times easily and I could do without ever seeing them again 😂)." [source]
User: "I do kind of feel that at this point the DA team has put so much work into creating and improving their tools and learning the ins and outs of Frostbite [...] But who knows what the devs in the trenches really feel" Luke Barrett: "I will say it does some things very well and some things poorly, relative to other engines. Personally I really enjoy Frostbite but I've been using it since 2012. In an ideal world, many engines would be viable and developers would make games suited to the strengths of a specific engine." [source]
User: "Since this game is much more stat heavy than prior titles, specifically when it comes to skills and gear, there's likely a need for some balance changes to be made post-launch. Does the game being playable completely offline hinder the data capture side for your team (in terms of analytics), or is this a non-factor?" Luke Barrett: "Generally speaking, most people leave data analytics on so we get more than enough data coming in. Additionally, I'll personally be watching several channels for things that are underperforming (relatively speaking) and not have to nerf anything. The rpg side is vast though and I'm sure people will find OP combinations/synergies that might need 'adjustments' but as long as it's fun and not an "I win" button that trivializes combat I'm pretty cool with it." [source]
Luke Barrett: "I can safely say there are many builds for each class that will feel very powerful if you're not on the highest difficulty 😉. What I'm really excited for is when the guides comes out that show people the fastest way to get some of the uniques that unlock 'special' gameplay 😊. Let's just say I love the feeling of rushing to Patches in DS1 and kicking him off the bridge for the Crescent Axe (iykyk)." [source] User: "Speaking of guides. Will there be a guidebook like there was for DAI? " Luke Barrett: "Not that I'm aware of but I'm happy to help feed info to somewhere like fextralife or the dragon age wiki after a week or so to help with those pursuits. Have to leave some time for exploration and discovery before the optimizers streamline the experience 😉" [source]
"Effectively, at least until the game launches (and likely a week or so after), you won't get anything interesting out of any of the devs save Mike Gamble or John Epler. Longer term I hope to be very active, at least for build mechanics and all the combat/rpg nuts and bolts conversations." [source]
"I started "da4" in October 2015 and so after 9 years of effort (minus 3 months on Andromeda) I'm quite excited for tomorrow and the launch week. I don't know if I'd say nervous, I feel pretty confident in the product, but definitely that eager kid before Christmas feeling 😊" [source]
"As the person who did all the balance, I will say that if you are comprehending how to make a cohesive build and understand the combat mechanics, you should play on Underdog. One of the downsides to having a lot of power growth vectors is the difference between people who engage vs those that don't becomes a chasm quite quickly. If you start blowing enemies up rapidly, turn up the difficulty (or play on nightmare where that will not be the case) - basically if it ever feels super easy or like enemies are health sponges you're probably on the wrong setting for your skill level. The custom difficulty settings are there to make the gameplay enjoyable (for whatever that means to you)." [source]
"As a tip from me, the balance is subtly tipped in the players favor until the last fight of the 3rd combat mission. Be warned if it's feeling too easy you may want to wait until after that to decide." [source]
[on DA MP] Luke Barrett: "It was actually pretty fun but very much not what most people wanted us to make (including internally). Also we had, let's say, limited staff who had a passion and background in MP so it was definitely the right call to go SP only. Now, it would have been nice had we just started that way but so it goes sometimes." [source] User: "You still play it yourself from time to time (DA MP), or have you left it be?" Luke Barrett: "After playing variations of DA4 for so many years (9!!!) it's hard to go back to anything with DAI controls/gameplay speed. Even the initial Joplin prototypes I was doing were much more snappy/twitchy - for everything good about DAI the combat was definitely in the middle of two different styles." [source]
[on aiming bows] "we actually used to have separate buttons for ADS and ranged attack but it was wildly overloading the controller. These RPG games need controllers with at least 2 more buttons (fingers crossed for the next gen)" [source]
User: "After the last few games, I'm really surprised by the current skill... tree?" Luke Barrett: "I call it a skill graph - aside from the beginning where you have 3 choices the entirety of it is 2 choice splits and it'll essentially make a build for you. Just go a little at a time and aim for whatever specialization seems most fun to you 😄" [source]
"Loot is not random so theoretically guides with drop locations should appear pretty soon." [source]
"Yep, Spellblade is the only spec that directly impacts fire damage but you can get benefits from most of them and still go fire. As for the specs, yes it would have been nice to support all of them but just wasn't in scope unfortunately. Mage has Mourn-Watch, Shadow Dragons, and Antivan Crows specializations - only the Rogue has a Veiljumper one. Deathcaller left side you can go beam based and use a Fire weapon. Evoker you'd likely need to do a hybrid ice/fire build." [source]
User: "Bit of a side question, but for those who intend to make more characters, is BioWare considering upping the amount of playable character slots you can have (currently at 3)? Or is there a hardware restriction here given the game is offline playable?" Luke Barrett: "Don't quote me as I don't handle the technical side of this but my understanding is we have to allocate a specific amount of HD space on the consoles so we basically have to pick a limit, relative to our save file sizes, and then divide that by number of careers. I'll inquire if this is something we can increase with an optional download or something but I suspect consoles are stuck that way, unfortunately." [source]
[on Patch 1] "It's been awhile since I actually did the content for this patch so I'd have to check but I have a pretty anti-nerf policy for SP games. I know I fixed up a couple enemies that weren't as hard as they were supposed to be and definitely boosted a bunch of synergistic things though. I'll take a look tomorrow but for those that don't know, the turnaround time on these things is about a month of it's not an emergency due to certification process with consoles. Longer term my goal is to keep an eye in telemetry of any underused abilities and items (or enemies with too many kills under their belt) and audit them just to double check if they need a boost or if people just haven't figured them out yet 😉." [source]
"The equippable items are all predetermined with a minor exception*. Some items are class specific (all the weapons, a small amount of armors and accessories, 2 runes) so when you play a different class you'll see your classes 'version' of that item. Things that are random (from a table/pool) are valuables. Exception: Near the very end of the game we do a few checks on what equipment you haven't acquired. A bunch of those final drops, and inventory on the final merchant, simply find stuff you don't have and give it to you. That's basically the only major RNG we have with loot. If you notice even 99% of the skills and item mods employ an effect after a condition is met X times rather than a more traditional 'proc chance'." [source]
[on modding] "Once this starts to pick up, feel free to PM me if anyone needs help 'finding' assets or has questions about how one might mod something. We don't officially support mods buuuuut we don't have any kind of anti-modding stance either" [source]
"To give the high level gist of the resource economy: - each class starts off with minimal ability usage, this is intentional to force people to learn the other combat mechanics as they're a necessary skill and it's easy to lean on a crutch like ability spam and kiting - abilities are designed to feel powerful on use, thus they all have a decent cost and can't be spammed* - weapon attacks generate your resource - in the bottom right of the center skills area is a node to make each class's resource easier to manage - halfway down all starting segments (N, SW, SE) there is always a node that boosts generation - there are +max nodes on all sides of the skill graph for each class, this is particularly important for the Mage as they start each fight at max - each class can build into being ability focused but starts intentionally rounded - loastly, the first ability is always a resource spender and 1 or 2 of the next available ones will be cooldown gated. It is recommended to have at least one cooldown based ability slotted" [source]
"So loosely the rogue momentum works like this: - each ability costs 50 momentum - hitting enemies generates ~2 momentum per hit (base), you get extra for bow weakpoints - when you are directly hit, you lose 15% of your current momentum, this means the more you hold the more you will lose (this loss has a small cooldown so you don't lose a whole bar when you get hit rapidly) - momentum carries forward between combats (compared to warrior rage which decays when out of combat) If youre having issues, make sure you get that skill in the middle section that reduces momentum loss when hit. As a helpful tip, the Quicken buff generates small amounts of momentum each second so it's a good way to get more if you're having issues." [source]
"I highly recommend using the belt that grants Quicken early game until you can generate momentum faster yourself. And yes, the time dilation affects everything in the world except the Player so all your buffs and things still tick at normal speed" [source]
User: "If I knock an enemy off an edge, if they were supposed to drop something will it appear on the edge, or is it lost for good?" Luke Barrett: "It should appear on the ledge. I will say the 'real' loot from enemy drops are all hand placed. The actual random stuff is just valuables and materials." [source]
" The way it actually works is very complicated with a lot of necessary exceptions but loosely - each ability has a base damage and ones that hit multiple times have an offset multiplier. - That value is multiplied by the sum of all your stat bonuses, conditional bonuses, resist and layer modifiers. - We then subtract enemy defense and multiply by 1-resist (with penetration being calculated here). - this new damage then gets multiplied by 1+crit+weakpointpoint (so those bonuses always feel meaty) and then multiplied by a random number between .95 and 1.05 just to give a little range to the floaties (basically just a presentation thing) - we then multiply again for buffs and debuffs so they, again, always feel meaningful - lastly, we take all added damage and add it flat on top" [source]
"Specific enhancements make enemies immune to the matching affliction. For example, Fire Enchanted enemies are immune to burning. Juggernaut enemies are immune to being staggered but otherwise it should work in everything." [source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#mass effect#mass effect: andromeda#anthem
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FFXIV and its Recent History of Antiblackness [1/2]
This first link is a collection of perspectives on Yoshi-P, the head of Final Fantasy XIV and essentially the "face" of the game; he's notable for cultivating a very personal relationship with fans of the game, with there being a lot of positive associations between him and the game alike. The game wouldn't have reached its current level of popularity without him.
In this article [Eurogamer FFXIV post, titled "Yoshida's response to Final Fantasy 16's lack of diversity is "souring", says Black players"], Yoshi-P's decision to refrain from including diversity in that game was due to it being a fantasy setting that was heavily based on Medieval Europe. There are key arguments against diversity quoted in the article, with this being one of the most striking:
"In the end, we simply want the focus to be less on the outward appearance of our characters and more on who they are as people - people who are complex and diverse in their natures, backgrounds, beliefs, personalities, and motivations. People whose stories we can resonate with. There is diversity in Valisthea. Diversity that, while not all-encompassing, is synergistic with the setting we've created and is true to the inspirations from which we are drawing."
I'd already been losing interest in FFXIV because of its focus on whiteness as purity throughout the game's runtime. Things have improved on some fronts, where the villains aren't always those with the darkest skin and fantasy racism towards Fantasy Races has been addressed, but it's felt like I was pushed out of this space more and more as time went on.
Not only was I unaccounted for by the dev team and their design decisions, but I then felt Intentionally excluded when it came to fandom spaces, with Tumblr being the forefront of the movement there.
I'm going to expand on this with the primary examples of antiblackness within the game and its systems themselves, in another post that'll hopefully come soon.
#ffxiv#antiblackness#I was going to submit through ask and then realized#this is a whole damn essay sfjkdsh#next post is largely photographic evidence and examples#fandom racism
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Happy Halloween from Team Beginnings!
Let's get to business!
There hasn't been much progress this month but we hope to get more done in November!
[Writing]
(At the time of writing this dev log)
We've decided to go back and rewrite the script for UTBB's demo, not only that but the overall story has gone under some major rewrites including a new direction for the game and its meta narrative. You see, we’ve decided to take a more fantasy RPG like approach with Magic now being one of the core aspects of UTBB. We’re also introducing a lot more new magic based mechanics & interactions (We even switched up the UI a bit but that’s for a letter date haha).
For our metta narrative . . . Let’s just say, Reed has played Omori, In Stars & Time, Oneshot, & Slay The Princess. And remember one thing, Valor will not be a silent protagonist. You have been warned.
We've also decided to do something different with the way we execute our Cyan soul sub plot. Before cyan was going to be a full fleshed out character however there was some difficulty making it fit into the story even with the rewrites. So, we've decided to make it so we will focus on the consequence of their death/capture instead their possible actions meaning that the cyan soul will be up for interpretation (Not in the way UTY)!.
In summary: Any cyan take (That follows Omega Flowey order) can alien with UTBB's timeline now without any confections! (There’s no UTY Axis situation here lol).
And we would like to give a special shout out to the amazing @/Radiaction & Knightyume for being awesome Writing Consultants!
Also, a little bunny told me that UTBB & UTR might be doing something special together real soon so be in the look out for that 👀
Minor Change -
We've updated something about Valor. . . They're now are Genderfluid and use He/Him/She/Her/They/Them pronouns! But most characters in game will use They/Them pronouns.
[Sprite Art]
Not much, sadly, for the first half of the month our main tileset artist haven't been able to make anything due to personal IRL issues. Everything seems to be cleared up now and with the new addition of some amazing spriters joining the project (That being @/_pancakez & Tweetertweers, we're back on track and making progress.
[Characters]
Sadly, we can't show much in this department yet, but the crew has been working on designs for the main, support, & random encounters cast of characters!
We've also taken the time to redesign a character already revealed. that being - ???? (Oop, looks like he still doesn't want his name to be revealed, maybe you see it soon?)
We want to at least get battle sprites made before showing off any random encounters, sorry for the wait!
[OST Situation]
For those who don't know, we used to have a few OSTs posted on out YouTube channel, however we got into some complications with the now former team member who drew the artwork that was featured in said videos. We are happy to say that new artwork for the videos are being made as we speak!
Once it's done, we will be working towards putting the OST videos back up + the addition of a few new OSTs.
[Twitter Situation]
Due to Twitter's new policies we decided that we will no longer be posting any artwork on the platform. We have also made the decision to switch over to BlueSky since it seems to be the more healthier alternative to Twitter. We will still have the account up and running and post links to out dev post, however if things get worse then we might just ARCHIVE UTBB's twitter account, cut ties with the platform, and no longer post on it.
[Team Members]
Please welcome the following people who have recently joined Team Beginnings!
@_/pancakez
Skitastc
Lawless
St4ngray
Tweetertweers
Yuki.b
@/Maniek_
And a special thanks to
dusklight_ For helping make overworld sprites for UTBB!
[Support The Team!]
[Hollow]
The Halloween special artwork was made by one of the teams amazing artist- @hollowgears! Whose commissions have opened up.
It would mean a lot if you could go and support her.
Hollows Ko-Fi: https://ko-fi.com/hollowgears/commissions
However, she only has 2 commission slots open at the moment, so first come first serve!
[St4ngray/Ray]
One of the teams new artist @st4ngray has opened up their special keychain commissions!
Link To Card: https://st4ngray.carrd.co/#
It would be awesome if you could check them all out and lent them your support!
That's it for now, see you all next time!
#undertale#undertale: brave beginnings#undertale fangame#undertale prequel#undertale orange#utbb.offcialart#utbb#deltarune
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Harada on Tekken, Soul Calibur, and the Changing Corporate Landscape
Recently, Katsuhiro Harada of Tekken fame posted a [lengthy tweet] where he talked about what happened to the Soul Calibur franchise, the team, and the less-visible effects of companies growth and change over time. Harada is a good guy and I very much appreciate his candor and willingness to talk to the public. His English tweets can be a little difficult to parse though, so I thought I would offer my interpretation of what he said, based on my own understanding of game dev, the industry overall, corporate politics, and economic trends.
The [initial comment] Harada responded to was "Soul Calibur needs a director as loyal as Harada. You can see this via the game mechanics that came and went in the Soul Calibur games". Harada responded by pointing out that there are many games with great mechanics that didn't survive the test of time. Game mechanics aren't really what make or break a franchise like Soul Calibur or Tekken. A lot of great games and franchises were unable to make the transition from earning their keep one coin at a time in arcades to providing sufficient value to players to buy a high-priced game for home use.
Soul Calibur did not have this problem - Harada saw firsthand that they made a strong transition from arcade revenue to home consoles. Soul Calibur had a strong leader named Yotoriyama (who also worked before with Harada on Tekken, and Harada on Soul Calibur). The Soul and Tekken teams established a strong rivalry in the early days of the polygon game era. While the Tekken team were known as an argumentative bunch of renegades, the Soul team was highly regarded as elite, the best of the best at the time.
In Harada's opinion, it is actually strong leadership and clarity of vision that maintain a franchise. Many franchises have died because key leaders have left for whatever reason. Yotoriyama was exactly the kind of director that the original tweet was talking about - the team was focused, driven, and producing great results. Tekken was the top earner in the arcades, but the Soul Calibur was outperforming Tekken on the home consoles. Unfortunately, the corporate landscape changed as the company grew and is what eventually and inadvertently killed Soul Calibur.
As companies grow, the focus of the top leadership shifts from "make great games" to "manage the organization efficiently". This basically means that endgame game developer career paths eventually evolve away from "making great game content and features" into organization management positions. Greater emphasis was placed at the corporate level on broadening one's skillset instead of mastery in a particular field. This also meant staying on a particular franchise for a long time was bad for each individual's career. As member after member of the Project Soul team either left to broaden their skillset or was promoted out of developer roles into management, the core vision and direction of Project Soul weakened. Harada faced a similar situation with the Tekken team - he was promoted to being head of the Global Business Department, but it had little to do with game development. All of his reports were marketing people and not game devs.
Harada decided to go against orders and lead the Tekken team anyway, despite the orders from above, in large part because he believes that the fans of any game can only depend on a dev team that has the necessary drive and vision to deliver. Harada's decision to go rogue was only really possible because the Tekken team was already full of renegades who weren't willing to listen to the corporate management. This was the largest difference between the Soul and the Tekken teams. The Tekken team remained driven and focused on their core vision because they were unwilling to take orders from the corporate level, while the Soul team slowly had their drive and vision whittled away one team member at a time. Harada ended by saying he believes that there are still some who have the will to resurrect Project Soul, but they need uniting in order to make it happen.
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I want to be optimistic about the future, but as somebody who has been through 4-6 EoS events and witnessed several others friends have gone through, with a lot of the rumors/news breaking about future plans for the game itself, and some changes introduced in TFS I'm slowly starting to get a bad feeling about things. I'm not giving up on the game, but it's feeling hard to be hopeful when I'm starting to get similar vibes to the other EoS events I've been through.
I'll mostly focus on this article from Jason Schreier because I don't really trust any other rumours that are floating around. I know a lot of people are super depressed about everything and it's easy to spiral into doom and gloom, which I want to avoid because it just stresses people out, over things they can't really change, and primarily over things that are far from confirmed.
Obviously we don't know anything for certain yet, but from what little the devs told us when this happened:
While our team is taking time to help support each other, we want you, our community, to know that we expect no disruption to all of our previously communicated content plans. Our content roadmap remains unchanged. This also includes our future plans for next year and beyond.
Nothing is changed and plans are clearly in place. It goes without saying that this can be flipped on its head at any point, but it also has to be said that it would be quite strange for a franchise of this scale to simply go down without an honest attempt to keep it going. Obviously various media ends all the time and studios are shut down and all that, but I feel like people are jumping on that conclusion way too easily and simply over unconfirmed rumours which puts people in a mindset that "the game is over." According to devs and Jason's report, it is clearly not planned to be over. We have yet to see if that works out.
Either way, we're set for this year for sure and there's clearly a plan they've already hinted for next year. What concerned people the most, I think was this (more under):
The company also plans to continue updating Destiny 2, although it will no longer pursue regular paid expansions as it did in the past, according to the people familiar. During one recent meeting, a company leader told attendees that sales of each expansion had declined year over year, including June’s The Final Shape, so they would be moving away from an annual release model. Some staff said they’re optimistic about the vision for Destiny 2 under new director Tyson Green, a Bungie veteran who took the helm earlier this year. In the coming months, the people said, Bungie will look to retain and attract players with smaller-scale content drops modeled after Into the Light, a well-received update in April that added a new mode to the game. Rather than selling this content, they said, Bungie will aim to release it for free along with overhauls to activities that it hopes will appeal to hardcore players. Other vague plans for the future include a storyline that will feature characters and worlds that Destiny has not yet explored.
Personally, I don't necessarily see this as something bad. I've actually been in favour of stopping yearly expansion for years. A big expansion every year is a big thing to commit to and it simply cannot be up to the best standards every single year. Some years will simply be smaller or "worse" and they won't engage people as some others. To this day people are still demanding expansions the size of Forsaken, every year, and that is simply mathematically impossible to make. So we get stuff like Shadowkeep and people flip out (Destiny died back then too). In my opinion, I think expansions every 2-3 years with smaller content drops in between is much better and healthier, and would result in better expansions.
We don't know if expansions are ever happening again; this report seems to imply not, but nobody really knows what state Destiny will be in 3 years from now, if it still exists. Until then, I'm perfectly fine with smaller content drops and updates. Obviously we don't know what that will look like; maybe it will be bad, but maybe it will not be bad. We simply don't know. I think people just heard "no expansion every year" and assumed that it's all over and no other content will ever be interesting or engaging ever again, which is something I simply don't see. For example, this episode has quickly become one of my favourite content in Destiny ever and it's not an expansion. I feel the same about some seasons which I enjoyed more than some expansions.
This is a matter of preference of course. Some people only tune in for expansions so for them "no expansions" effectively means no more Destiny. A lot of people also wonder about stuff like raids, which launch with expansions; what about those? Are we ever getting a raid again? We don't know, though it's worth noting that some raids have launched with DLCs and seasons, so launching a raid without the expansion could still be possible. We'll simply have to wait and see.
A lot of people are also concerned about the confirmation that Destiny 3 was never in development. I don't find this surprising at all and firmly believe that people who believed in D3 in the first place have not been fully aware of just how much devs never wanted to make another game from scratch again. This is from when they announced vaulting back in Arrivals:
With Destiny 1, we solved the “ever expanding, exponential complexity” problem by making a sequel in Destiny 2. We left behind all of Destiny 1’s content and many of the features players grew to love. We believe now that it was a mistake to create a situation that fractured the community, reset player progress, and set the player experience back in ways that took us a full year to recover from and repair. It’s a mistake we don’t want to repeat by making a Destiny 3.
I don't think anything has changed about their opinion on this over the years. It may have become even stronger actually, given how much content exists in the game right now and how much content would permanently disappear, alongside everyone's progress and collections, if they restarted everything. Not only that, but they know that a new game would have to launch with basically no content that would have to be built up over the years and would result in the same anger from players that plagued D1 vanilla and D2 vanilla. Nobody would enjoy going from 9 raids (maybe 10 if there's a reprised this year?) to 1 raid. Like I'm not sure if people realise this, but D3 will have no content in comparison. People were exceptionally mad about Beyond Light which reduced the amount of content and items due to vaulting; D3 would have less than that.
So I'm not sure why people expect and want D3. I never vibed with that idea. Not in any foreseeable future. I don't want to restart my progress, I don't want to lose everything I collected, I don't want to wait for years to get more than 3 strikes in the game. So the confirmation that this was never in development is not only super obvious to me, it's also relieving.
I think these are mostly the things that people are panicking over, from stuff that is now known a little better from Jason's report. When it comes to other rumours and leaks, we simply don't know if they're true and how detailed they are so I will not be stressing about them and I'd advise everyone else to not stress about them either.
We all love the game very much and the idea that it will end one day is very upsetting, but it will. One day it will end. Is that in 2 years or 20, we don't know. I'd like for people to definitely move away from the doomposters on twitter, to not latch onto any rumour or leak, and to give developers space and patience, as well as do anything we can to support those that were laid off.
I personally also think that the content creators with the biggest platforms should use the current anger and despair to pressure Bungie or Sony into making meaningful changes. Instead of posting about how "it's so over, goodbye everyone, Destiny is dead," I think they should be encouraging fans to bully these corporations with the one thing they understand best: money. Hey corpos, we ARE still interested in Destiny, we WANT to keep playing, we WANT it to keep going and we WILL bring our money if you do something about this situation. Because I don't trust any of these people who are claiming they're big fans and also how their livelihoods depend on making content for this one game, but are so easy to doompost and give up and say that the game is now over. How would anyone seeing this feel other than concerned and in despair?
Is it possible to change anything? No clue. Corporations can obviously be bullied into action, but we simply don't know how much effect we have here. Still, I'd rather try.
And I'd definitely try to stay positive, or at least neutral. We currently have no confirmations about anything being over, and plans for future content exist. Things will likely be different, but that doesn't always mean worse. And if it is? Well then it is and people will stop playing.
And of course, if anyone lost interest over this and over these reports, that's understandable. Taking a break from it all is recommended. Whatever happens, happens. If the game is still there and the interest is regained, everyone can always come back. No one has to decide right now whether they'll keep playing or stop forever. We can change our minds later depending on any new information and the state of the game.
The point of this whole thing is basically; we don't know anything for sure and overthinking about what-if scenarios that are years out is not very helpful. Venting concerns and talking to others can help though, which is why I want to try and stay as reasonable as possible in a situation where we genuinely don't have any proper confirmations.
We'll see! I'll keep playing while there's something to play and while that something is interesting to me, no matter how small. I hope this helps keeping people at least a little bit less stressed about the whole thing.
#destiny 2#bungie#ask#this isn't anything against the anon it was just a good opportunity to go into some of this#i think being concerned is very normal and expected#but also sometimes concern and anxiety and stress make us less than rational (me included)#especially when everyone online is reinforcing that stress and anxiety which they currently are#but there are other perspectives! especially in regards to the whole 'no expansions. smaller content drops.'#at first glance it can feel really bad but to me it just sounded like something i've wanted for years#i love expansions but a new one every year is a lot. both content-wise and financially for us. and development-wise for devs#taking a year or two off from expansions (or indefinitely) might be good#it might not! we won't know until it's tried. and i'd like people to give it a chance#primarily to give devs a chance
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Love for Love's Sake Ep 6 Stray Thoughts
Last time, we picked up with the boys’ date, and things took a turn when Myunha wanted to avoid an interaction with his mom in her café, and then the amusement park was closed. Myungha also disappointed Yeowoon by telling him they were just friends. Later, Myungha soundly rejected Sangwon, and then further disappointed Yeowoon by telling him to love someone else instead. Thankfully, Shi-a teamed up with Yeowoon and is rooting for him. Myungha had to save 3,000,00 won, and learned that Yeowoon is being abused by an older male relative (perhaps his father). Thankfully, Kyunghoon is excited about his boyfriend coming back from Canada, and this gave Myungha the push to face Yeowoon properly. We left on the two of them having their first kiss. Also, the game is glitching.
Yes! Give him kissing lessons! No more stiff kissing in BL! Lessons start immediately!
Episode 6: Love
I like that at least Myungha is interrogating the ethics of dating under these circumstances. Sure wish another show was doing that.
Yeowoon is so earnest. I love this boy. I can’t wait to see all of Shi-a’s advice.
Myungha cries after watching what sounds like a Godzilla-King Kong-zombie film! I love him!!
He is 18 and he wants to kiss! I feel that, Yeowoon!
Shi-a! You interrupted the date!
Now we have to make him an idol? I don’t know that Yeowoon wants that kind of scrutiny.
Yes, go on and kiss the boy!
I’m with Sangwon. This IG thing seems like a bad idea.
Oh shit! We’re glitching!
I like the big wave Yeowoon does when he sees Myungha now.
Okay, that street scene was cute.
Oh ho! Is the writer trying to reach Myungha inside of the game? How did he put him here in the first place?
It’s super trippy that Myungha can see these notices from the game.
I love the idea of a character rejecting fate in a game world where the options are predetermined by the designers.
Tae Myungha better not die!!!
My precious boy is being stalked, too? It’s always something, goddamn.
This dude really ran up and snatched Myungha’s phone. I’m glad Sangwon checked him on this behavior.
Oh, a breakup flashback. He’s bi, girls.
Yeowoon definitely thinks he just got invited over for a night of intimacy. I hope Myungha realizes that.
Ah, the classic cruel video game choice: choose which person you love to die.
That’s a good cliffhanger.
Things are starting to move really quickly with the plot. It works well because they show the game itself falling apart, like the devs are dealing with a project spiraling out because of too many player choices to accommodate. Throwing an element of major danger into the story narrows the field back to make the players focus on the biggest issue. I feel like there’s going to be a lot to discuss about the structure of this story when we’re done. I remain deeply-compelled.
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