#but those are optional. they're for the Player and not the story
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invinciblerodent · 1 day ago
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Are people playing the same game I did? What do they mean "Rook has done nothing to earn Solas' loyalty"? Given what Solas did to Varric, and just the general threat Solas' plans represent, Rook is well within their rights to give zero shits about his loyalty. Why are they concerned about Rook earning Solas' loyalty to begin with? Solas wronged THEM not the other way around??? What did Rook even do? Stop the ritual? The ritual which was going to cause apocalyptic destruction? You can't blame Rook for not having all the facts. The one who does have all the facts (Solas) has been keeping them to himself. It's not Rook's fault if they only know what they've been told. What are they supposed to think given that demons are literally popping up all over the place? Solas hasn't exactly given Rook any reason to trust him. Did they forget Solas has a whole track record of being untrustworthy??? And even that considered Rook still makes plenty of effort to understand Solas? That entire quest with Solas' memories? Various companions weighing in based on their perspectives? I don't understand where they're getting this impression that Rook is some unreasonably judgemental dickhead. I'm sorry for ranting I'm just so tired of going into the VG tags and seeing people put the most unwarranted Rook hate in the main tags. How do people have the most bad faith takes about their own character? Are they role-playing them like that??
Dude, I totally get what you mean. These are all the same questions I'm asking myself every time I happen across a take like that. (Adding the link to my prev post about the take in question.)
If you'll allow me some room for pondering, my guess is just that... they are kind of roleplaying them like you say, but they're not truly roleplaying. Or better said, they're not playing the role of Rook.
I think that these people posting takes like that, they're playing as themselves, not taking up the perspective of a character within the story but looking into the story from the outside, AND they're doing so filtered through the lens of having previously also played Inquisition (and their Inquisitor) the same way.
What I think may be happening here is that the Inquisitor's (and by extension, these players') experience with Solas is, by design, drastically different from that of Rook, and many of those who have loved the character they knew Solas as for a long time (a decade at this point) find Rook's and Veilguard's perspective of him and his role in the story irreconcilable with what they know.
These players see Solas as a companion, a friend, a lover, a character who is fundamentally a protagonist in the story (regardless of the fact that Trespasser explicitly states that him achieving his goals would cause massive devastation and the end of Thedas as we know it, plus that much of the face that he showed in Inquisition, he himself admitted was either shown under false pretenses or was an outright lie), and with that being their version of the truth about him as far as they are concerned, they find conceptualizing him as an antagonist very difficult, or even impossible.
Which means that the neutral/wary attitude that Rook (a character who was written as someone who never before interacted with Solas, spent the better part of the year pursuing him with the intention of stopping him, and now has goals that are explicitly contradictory to his ultimate goal) puts them in a place where the player's point of view character is one they think of as an antagonist.
That's why they think that Rook is the one who should win Solas' trust and loyalty, that's why they're frustrated that Rook has no option to immediately believe and trust everything Solas says and prioritize helping him, and in some fringe cases, that's why they think there should have been an option to let the Veil be brought down and let Solas succeed.
Simply, I think that these people, they aren't engaging with the story as written, but they are constantly fighting against their own protagonist, which creates this sort of... I guess moral dissonance(? can I call it that?) between them, and the point of view that the game asks them to embody.
I don't know how much sense this makes (I've been microwaving this in my head for a long time, I think it may be a bit burnt at this point), but I feel like it lines up with the posts that have broken into my isolation chamber. Granted I don't purposefully engage with these types of posts and I'm pretty sure I've blocked a large chunk of the people posting this stuff, but...
I mean, to me it makes sense, lol.
It's kind of that theme of fact and truth and history changing depending on who tells it (which permeates the entire setting) seeping into the real world, and into the fandom.
That has kind of an almost poetic irony to it.
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splatsvilles-fashionista · 2 days ago
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Been thinking about the possibility of a Splatoon 3 Switch 2 Edition again. I wrote it off initially because it wasn't in the Switch 2 Direct, but fool that I am I completely forgot that this year is going to be Splatoon's tenth anniversary, so they might be saving any announcements until then.
Though this had me thinking about what a Switch 2 upgrade pack for Splatoon 3 would even be. Performance boosts and changes to utilize the new technology they're building into the console of course, but would that be it? I can't imagine they'd lock actual new multiplayer content behind a paywall like that. It's not impossible of course, but Nintendo's clearly figured out long ago that that's not how they want to structure their paid content for their premiere multiplayer series. Splitting your players like that just isn't a good idea.
If the Switch 2 version of the game gets any exclusive content at all I think some kind of singleplayer DLC is more likely. Maybe we finally get a story focused on Deep Cut, or maybe those minor cuttlefish teases the game has here and there will finally pay off?
And of course, more multiplayer stuff is still a possibility, just unlikely to be just for the Switch 2 version. New weapons and stages would be the perfect way for Nintendo to breathe new life into the game in time for the new console and revitalize the fandom, and that's good for nintendo no matter which console people are playing on.
The one thing that makes me hesitate to call it a sure thing is that Grand Festival felt so confidently final that it'd almost be weird to keep adding stuff to the game after making that kind of statement, even if the devs didn't explicitly say it was the end. Extending Splatoon 3 is an option, but it's just as likely that the devs would rather start the new console with a clean slate.
We'll just have to wait and see, I suppose. I'm sure they'll do something for the tenth anniversary, so we've just gotta sit tight for now.
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apollos-boyfriend · 1 year ago
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i'm actually like. kind of obsessed with the underlying selfishness of the traveler. thoma suggested they could help with the whole Vision Debacle in inazuma and they just. shut him down. because of course they did, the traveler isn't here to help people. they're good at it, sure, and end up finding themselves in that situation more often than not, but they don't care about any of it. all they want is their sibling back. the second they do, they'll leave all of this behind. none of these people matter in the end, they're all just a means to getting back their sibling. nothing else matters.
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zombolouge · 4 months ago
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The thing is, it's not about the Therapy Speak. It's not that everyone who disliked DAV hates healthy communication as a dynamic in fiction. It's not even about only being allowed to be a good guy, really, because most of us did do that anyways (though the option not being there is a loss I grieve even if I never chose it myself, but that's another rant for another day).
It's that DAV does all that stuff at the expense of being believable. At the expense of characters being permitted to have personalities. At the expense of emotions behaving the way emotions actually work for people. At the expense of letting the plot build tension through the stakes we're forced to grapple with.
Half the fics out there take the conflicts between the characters in the previous games and resolve them. I do it myself ALL THE TIME because I like to find a path to resolution through just about any conflict, that's what fascinates me about telling these stories. But the higher the stakes, the harder a conflict is to resolve. You CAN resolve any conflict, you CAN communicate healthily through any emotion, but you can't skip the time it takes to process it all to even be able to communicate it. As someone whose got CPTSD and recovered from many Traumas, I can tell you that the TIME it takes to work through it is not something you can fast track, and the ups and downs of your emotions on that journey can't be skipped. It doesn't matter if you know exactly how to do it, exactly how it's going to feel, or exactly what the end state will be, you CAN'T speedrun it.
DAV has stakes that are astronomical, but nobody treats them that way. Nobody experiences denial - a common psychological reaction to being presented with information that shatters your worldview. Nobody expresses any distrust in the establishments handing out this information - something common among cultures that have at times been at war, even if those wars are "resolved" in the present. Nobody really ever breaks down - something that any person is capable of under extreme circumstances, especially when facing multiple crises of faith that challenge everything they thought they knew about themselves. Nobody blows their lid because they've been repressing the hell out of everything. Nobody grieves for southern Thedas, the entire thing dying off screen and giving you, the player, NO way to engage with it in any way.
Not to mention there are barely any inter-party conflicts, when there should be a lot more. Why is everyone (except Spite) fine with it if Emmrich sacrifices Manfred to become a lich? Why is everyone fine with Illario potentially being set free if he was working with the venatori and Elgar'nan, two sources that have actively attacked everyone in the party? Why doesn't Neve resent Lucanis if Treviso is picked? Why doesn't Harding get pissed off at Nevarra for having a secret society of liches that never helped during the Inquisition's war against the breach and corypheus? Why doesn't Harding feel ANYTHING about Ferelden and the rest of the south? Shouldn't Harding resent the fact that she's stuck in the north while her home dies?
All of these conflicts ARE resolvable, but not easily. And it's not believable that they're never brought up. It's not believable that these characters skip through everything that happens with like, barely a frowny face most of the time. In DAO, Alistair leaves if you don't treat his conflicts with respect. In DA2, your party members try to kill each other if you don't pay attention to their conflicts/emotional needs. In DAI, people can leave or betray you, Cassandra throws a chair at Varric and tries to body him out a window. ALL of these can be resolved but it takes effort, and the characters get to SHOW that they're bothered by them and struggling the way a person would when faced with those emotions.
The problem isn't the therapy speak, or that everyone is loyal and won't leave, or that they aren't mean to each other enough. It's that it's toxic positivity. It's toxic as fuck to imply that anger or grief should be smiled over or else you're giving up, and it's damaging to people to avoid engaging with their own negative emotional responses to extremely negative stimuli. It's pasting optimism over very real, very weighty issues, sweeping it all under the rug, and you keep waiting for the lid to blow off the pressure cooker that creates, but it never does. It never becomes anything that emulates real emotions, which is why the whole damn thing feels hollow. Everything's dying and nobody cares, not even about themselves, and that's NOT healthy communication.
It's bullshit, half-assed storytelling that didn't tell us the actual story, just the vague idea of what it could have been.
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felassan · 4 months ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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butchvamp · 5 months ago
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okay i've played a bit more and i have a lot of thoughts about Taash and the way gender is being handled overall in this game...
first i will say the positives which is that i do really appreciate the attempt at incorporating trans characters both in the world as companions and allowing us to make those options in the cc. and as someone who also writes dark fantasy stories with trans characters i do understand how difficult it can be to incorporate these identities into a world that doesn't necessarily have the same language as we do; but overall the way they've approached this feels very... i've seen some people call it unpolished but i actually feel the opposite. it's almost clinical (therapy-speak in general has been a main criticism of this game) and it's way too polished, in my opinion, which is what makes it so jarring to see.
there has been a trans character established in game previously, there is already a precedent for these identities to exist in this world, and they have never used this language before. the way Iron Bull talked about Krem felt far more realistic and integrated into the world of Thedas comparatively. was it perfect? no, of course not, but i chafe at the idea that it needs to be perfect, anyways. this is another problem the game has; past characters have had their flaws completely ironed out (Isabela is now a paragon of friendship and returns cultural artifacts instead of looting them, Dorian has multiple codex entries wallowing about how he used to defend slavery, the Crows have suddenly become a big found family-- on and on and on) and while i have my criticisms of some of these flaws (Dorian's pro-slavery rant in inqusition still makes my eyes roll) i dislike the way they're handling these changes and just expecting us to ignore all of the lore and worldbuilding from previous games. and all of this "political correctness" only for the game to still be so racist.
which brings me back to Taash.... Taash is very strange character, lacking agency around both their gender and their culture. they are simply a mouthpiece for the writer. while yes, it should always be made undeniable that your character is trans or gay or xyz, Taash really does only exist to be nonbinary. and to be clear, a nonbinary character like them could be very interesting, if their writing wasnt so... white. we know that the Qun has different ideas about gender than Rivain (and elsewhere) and this could have been a very interesting exploration of that; however, it is obvious that the Qun (and Taash's mother) are meant to be depicted negatively, and ultimately it ends with the player (not Taash) choosing between their two cultures. their gender is clearly far more important to the writer and the only facet of their identity they seemed willing to explore, which makes me question why even make this character qunari to begin with...
Neve and Rook are also the two that spur Taash into exploring their gender. this, on the surface, is not a problem for me. i'm playing as a trans Rook and while the dialogue was again very overpolished and clunky i found it kind of endearing. but the way Neve is used as this "foil" for Taash really rubbed me the wrong way. this assumption that Neve has no complicated feelings about her gender or being a woman (which i highly doubt considering the world she lives in & how misogynistic it is) and the implication from Taash that she only dresses the way she does for her mother/other people (which Neve doesn't even get to challenge) is extremely narrow-minded. Taash is the Only character that acknowledges gender; so far, even when flirting with other characters, it's only been Taash that i've been allowed to specify with that my rook is trans, despite Taash already knowing that from our previous conversation (i hope that this changes once i lock in with a specific character so feel free to correct me if it does).
but no one else really seems to have an opinion except that Neve drags Taash around to meet Maevaris, and we get the very goofy note that's just a list of modern gender identities and their definitions. i do partly sympathize with the writers here; again i've had to find a way to incorporate lgbt identities in my own writing and it can be difficult depending on your audience. i understand wanting to be very clear and concise. but this is... just goofy. and this desperation to be so correct around gender while simultaneously writing such an offensively racist narrative is really frustrating.
there's also an inconsistency that comes from this with Taash's character-- they are portrayed as this rough but awkward character that is bossed around by their mother, they are bashful with flirting early on and are almost child-like in comparison to the other characters. and then suddenly you get a scene with them where they very directly ask if you want to have sex and suddenly pin you against the wall. this scene was so jarring to me i referred to it as a jumpscare because WHERE has this character been this entire time? i want to see more of this, more of this character who takes what they want and knows exactly who they are (which they even say multiple times when you first meet them... but then need Neve and Rook to hold their hand about it?)
i do really like Taash, i like the idea of them, of this very self-assured and almost cocky character who is also a little silly, this person who is so sure of who they are but has to deal with their mother undermining them while also navigating a culture they feel disconnected from, and i also like that the player can help them through it... but the execution is awful, shallow, and racist. the idea that someone can only choose One culture is so offensive and also a laughable conclusion when compared to their coming out as nonbinary. the writer clearly understands that people don't exist within these little boxes when it comes to gender, but can't wrap their head around it when it comes to someone's culture-- which is also a very important part of a person's identity and often contributes directly to their gender and how they feel about it. all of these different characters have different experiences, come from different places, Davrin and Bellara are Dalish and even have differing opinions on what that means for themselves, but the game doesn't touch on any of it. all we get is a lecture from the writer that is completely removed from the world it's presented in.
i wish i could understand what it was this character was meant to convey. i stand by saying that it doesn't need to be perfect; i know there are people that had problems with Krem in inquisition, but at least Krem was his own person. Taash doesn't even get that here... i harp a lot about character agency when i give writing advice on my other blog but it really is so so so important for marginalized characters-- both gay, trans, and especially characters of color-- to have their own agency around their identities that is completely separate from the player & player choice, that allows them to exist as their own person within the world you've created, and i think Taash's character and story is an unfortunate example of exactly what not to do.
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cookiecakecookie-cake · 26 days ago
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Some food for thought on Self Aware AUs
cws: psychological horror elements, existentialism, ddlc mention and some use of machine lingo. this is mainly focused towards cookie run self aware aus, but this could apply to any fandom, really.
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thinking about how horrifying a self aware au would be, strictly speaking. like, no magic, no multiversal shenanigans, just "these are characters INSIDE A GAME that become aware of the fact that they're in a game." of course you kinda have to take some liberties, but what would they be able to do, realistically? i understand the appeal of the idea, but i feel people take way more liberties than what would actually happen.
i mean, their options are extremely limited. you would think "well, why can't they just change their code?" but in effect, that'd be like trying to perform surgery on yourself while you're still awake.
speaking as a programmer, it's nearly impossible to edit anything inside of a program while it's running. you HAVE to shut it off before making ANY change. there are some cases where you can edit a program while its running, but you would be unable to see the effects until you reboot the software, and there's a good chance that any half-baked edits may cause a game breaking bug. they're insanely common in just small programs, god forbid a whole-ass game.
the best case for being able to make a significant change while a game is running would be using console commands/dev tools. you know that black box monika pulls up whenever she deletes a character? that's what i'm talking about. she can't change or add anything significantly new to the game, but a console? a console is completely different.
while trying to edit code while a program is running is, again, practically impossible, accessing console commands is a whole different ballpark. a game like crk has to have a console, they're basically mandatory to make any bug-testing actually feasible. the only drawback is that you're limited to the actual commands available, which is probably just simple stuff. there's also a good chance that a dev tool like that would be removed from the public releases of the game.
stuff like this probably means that only cookies who already have some programming experience under their belt would be the ones able to do anything significant. cookies like strawberry crepe, clotted cream, and mozzarella (or the cheese empire cookies in general) probably have the most power here. i could also see black sapphire or butter roll having some knowledge on this end too, but they probably have more experience on the hardware end, rather than the software end.
meanwhile the beasts and ancients (minus golden cheese) have to squint at the screen old man style wondering what the fuck those youngins are doing.
that leaves us with the topic of the player. i mean, we all know that the player must be a godlike figure to them, but they can't really learn anything about them asides from how they interact with the world. again: anything they aren't already programmed to do would be basically impossible to achieve, so no checking the camera or looking up browser history. (and thank fuck for that too, i do NOT need a bunch of cookies seeing the shit ive searched up.)
they probably do what they can to make things easier for you, to keep you engaged, without scaring you off. a couple more materials and soulstones here and there, cutting down the timers on a couple things, sending you more notifications than usual (or even turning your notifications ON if you previously had them off.) to have more and more of your attention.
most of the cookies probably have mixed feelings about some sort of god having such an effect on their lives, but even then, you don't have as much of an effect as they think. you don't control the story. their fate is left up to the whims of faceless gods who only wish to use their likenesses as a motive to make more profit for themselves. they're entertainment. they're money. and the player is just another consumer, indulging on what is in front of them.
some of them want to be mad, but they can't. it's not like they know why they were designed this way. shadow milk especially hates your guts, but that's only because that means there's someone more powerful than him. he's the one most likely to try to do something, anything, to finally be able to one-up their oh-so wonderful and powerful god, but inadvertently breaks things beyond repair.
i'm not saying that the way self-aware aus are done right now are BAD, but i do think some people are missing their true potential. i hope that people see this and get inspired to write something beautifully horrifying, just for fun.
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treviso-nights · 3 months ago
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the significance of rook as a protagonist who is 'unable to be evil' is because the inquisitor can be. and hawke. and the warden, for that matter. in dai there are companion disapproval cutscenes for a reason: you have either fucked up so badly or killed so many people that they literally stage an intervention for you. rook, by contrast, is a tremendously appropriate protagonist for veilguard—not just because they’re handpicked by varric but because they are good. like their goodness is the point. it is the story.
and i get why some players would be upset by that and feel constrained by the moral paradigm the narrative inherently embodies. players like options. however, rook's goodness (in whatever capacity) does not necessitate that they're a bad/flat protagonist considering they have unique backstories which tells us about the quality and the context of that goodness. in my opinion, it's a natural byproduct of the overarching story of the dragon age games: yet another person thrust into a role and political position they did not ask for but must pursue for the greater purpose of all.
the thing about veilguard though is that no possible protagonist could be as bad or as evil as the evanuris (and by extension, the chaos ripping the veil down would do at this point in time), so to play as an evil!rook feels counterintuitive to the point of the game regardless.
if we WERE to get the option to play an evil!rook who, for example, supports the evanuris and blights the world alongside them, it just means there's no more world to play in. dragon age is over.
furthermore, there's no option to help solas bring the veil down because it is an evil option. it's not a dev mistake that rook doesn't get the opportunity to side with our favorite war criminal. to most thedosians, the end of the veil means the end of their life. solas is one of the most unreliable narrators in the series, so the idea that he has harm reduction measures in place is unmeasurable because he is a proven trickster. those who'd take the chance anyway would still be considered evil by all who are affected in the wake of it.
—and i agree that it would be fun! but it's not veilguard's story because the stakes are higher than they have ever been in previous games, and thedas needs someone else to save it once again.
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anim-ttrpgs · 2 months ago
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Welcome to tumblr page of The Agency of Narrative Intrigue and Mystery (A.N.I.M.)!
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We are a small independent team of LGBT and disabled individuals who make innovative and well-polished tabletop roleplaying games that have a lot to say, best known for Eureka: Investigative Urban Fantasy.
Combined, our team has over 20 years of experience.
Continue reading for more information about us, our games, and more!
Our Games
Eureka: Investigative Urban Fantasy
Eureka: Investigative Urban Fantasy is a groundbreaking TTRPG that revolutionizes mystery investigation of all kinds!
Leave behind the days of "We walk into the room and roll Investigate." Eureka: Investigative Urban Fantasy is a TTRPG all about investigation, and its purpose-driven mechanics let players take initiative, use their characters' unique strengths to find clues, and deduce conclusions themselves. We post about it in-depth a lot, so check out our blog for more info, or just read it yourself! Payment is optional!
We plan to support Eureka for many years to come through supplements and adventure modules. It comes with a short adventure module made specifically for teaching you, your players, and their characters the ropes, but you can also find the first set of higher-stakes adventures right here!
Edge Edge Arena
This goofy omage to the Sonic the Hedgehog fanbase of the 2000s and 2010s is more of a party game than a conventional TTRPG, but that’s just means it’s fast to play and play again. The game will pair you with a real Sonic OC, so you can stat them out and battle them against others in the ultimate blood sport.
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esamastation · 3 months ago
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Here's another original LITRPG thing I wrote a while back, which I just realised I never posted anywhere.
In which a guy named John has just died and is about to be Isekaied into a new world.
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Upon his death, John remembers everything - and promptly fist pumps the universe. "Oh, hell yeah!"
Before him floats the Tutorial. "Welcome back, Ser Afathion - or do you prefer Mr. John Castle?"
"Just call me John, please," John says, grinning from ear to ear. "Man, that was a good life! How did I do, how are my points? Bet I got a whole bunch from that war! And the relationships - that love triangle must've netted me a fortune!"
"You did very well indeed, John," the Tutorial says and produces a logbook - a glowing rectangle of text that hangs in the air between them. "Your life as John Castle was evaluated at 4.7 million System Credits. Congratulations."
"Awww yes!" John pumps his fist again. "Damn, but Earth is good for points!"
"Indeed. Would you like to take a look at your balance sheet?"
"Yes please!"
Another glowing window of text appears, detailing the arcs of John Castle's life and their worth. By themselves the events of his life weren't worth much, but the various roles he'd played stacked up to a decent enough point total. He'd played minor roles in three big war narratives that had had a decent following, and though he wasn't the main character in the love triangle, his ex ended up as a popular drama lead with a big following. And apparently he'd played the part of an enemy for three different people!
Though it's a bit disappointing that his life hadn't gotten him the Protagonist title, John's fine having played the side and background characters in the lives of more interesting people. His life was nice, if a bit short, and he could've done much worse than 4.7 million credits.
The Tutorial shoots a party popper over him, and John beams happily. "Did I get any sponsors?"
"No, but you received these offers," the Tutorial says, and a number of logos appear in the air, arrayed in a grid. Some of them offer discounts, others promise unique opportunities and a couple proclaim to be spiritually the healthy option.
John dismisses those ones off hand and points at the one that caught his eye first. "The Adventure Guild? Aren't they fully booked for, like, centuries?"
"There was a war on the server," the Tutorial explains. "Over a million characters died, and they're looking to repopulate."
"Huh. And their character packages?"
The Tutorial shows him the standard packages for the Adventure Guild's server. They start from low level mob and peasant packages that cost a few hundred thousand - and have the expected lifespan of a couple decades at most - to a high elf noble package that costs billions of credits and might last for a couple of millennia. The best John could afford in the Adventure Guild's Server is a merchant family with 10 extra stats points to start with - stat points?
"Stat points?" John asks.
"The Adventure Guild server is System Enabled," the Tutorial explains. "These are all transmigration packages."
"Get outta here! Transmigration package, me? In an Adventure Guild server?" John sputters, and then narrows his eyes. "Those things cost a fortune! What's the catch?"
"It's part of a new World Narrative the Adventure Guild is starting," the Tutorial explains. "They're looking specifically for players that have just come from Earth - your last life will be the one you'll be transmigrating from."
"Wow," John murmurs, wondering what kind of story the Adventure Guild might be building up. They're pretty known for their big narratives, and they're super popular as galactic entertainment goes - there's a reason why even cheap roles in their server are always fully booked. Even playing the part of collateral damage in a random bar fight on Adventure Guild server could net you pretty decent royalties. Never mind being hella fun.
If they've opened the server to someone like him, that means the place probably has a lot of new players. And that usually means there's a big thing coming, a war or apocalypse or something, and they needed a lot of fresh cannon fodder. And a bunch of Earth transmigrations in a post war Adventure Guild server?
"I am so in," John breathes excitedly. "What kind of customisation options do I have?"
"These are the species available," the Tutorial says and pops open a whole array of character customisation windows. "From the most affordable to the less so."
"And stat points?"
"Each race starts with a set amount specific for the race. Extra points cost a hundred thousand System credits per point."
So, basically, John could be a goblin with a lifespan of twenty years and start with 44 extra points to allocate as he chose, or he could become a dwarf orphan with an estimated lifespan of three hundred years, but he'd be starting without any extra stat points. The human merchant family with extra 10 points is pretty good value for his money, honestly, seeing as humans already start with 10, but… it sounded pretty boring.
Running a hand over his chin John tried to think of how to make most of this opportunity. "What's the cost of ambitions in the server? How about natural talents?"
A lot, it turns out. Good ambitions cost millions, as did talents. Dang, but Adventure Guild is expensive.
"You start with all of John Castle's knowledge," the Tutorial reminds him. "And his ambitions."
Sure, but John Castle's biggest ambition in the end was owning a nice car and not dying of cancer - and he'd failed in both, pretty much. He can't even remember if he had any life goals when he'd been a young man. Probably not, seeing as he hadn't really amounted to much. It's why he hadn't gained more points during his life - he'd gone into that life without any interesting traits, and it showed. He'd lived and died pretty quietly.
It would be nice to live a little more interesting life this time.
"Let's try random generation," John says. "Maybe I'll get some ideas."
Obligingly the Tutorial opens an empty character creation screen, and John inserts the number of credits he wants to use, 3 million. That way he'd have 1.7 million to spend on stat points and other things.
The first he gets is an awakened dog with high stamina and potential as a special mount. The second is an orc from an exiled clan - classic minor enemy encounter fodder. The third is a bird familiar with fire abilities - which is honestly a little tempting, though he wouldn't be able to speak, except to his master.
"Rule out non-humanoid creatures," John decides and folds his arms. "I want to be able to speak and, you know, have hands."
"Limiting selection to creatures when hands and the ability to speak "
The selection is limited indeed. Peasant human born to farmers, ghoul foot soldier, peasant human born to a tavern wench, skeleton serving a necromancer, orphan peasant human, sickly elf with a lifespan of five years, peasant human born to a smith…
"Perhaps we could narrow the search criteria," the Tutorial suggests. "What kind of life are you interested in living?"
"Something loud and bombastic," John says and thinks about it. "Since it's basically a fantasy world, I want to fight a bunch. Like, properly fight, not just be caught in the crossfire as a poor hapless victim - I wanna be the person running headlong into trouble because it's fun, you know? Like, you know, a good old style fantasy adventure protagonist."
The Tutorial considers it for a moment and then says.  "You do not have enough credits for the protagonist tag. However I have sent a query to the Adventure Guild, and they have a suggestion. Would you like to take on a curse?"
John perks up interestedly. "What kind of curse? Would it cost me points, or would it award me points?"
In answer the Tutorial opens up a status window - with a whole dropdown menu of available options. And it turns out that while most curses had a cost, there were some curses that would give John extra System credits to use. Sadly he could only choose one, but even so…
The curse that would give him the most was called the Puppet Curse, which would give a viewer - or a Server Admin - the ability to puppeteer him for a while if they paid him for it. It was worth a million just by itself - with the potential of being paid more as the curse was being used.
"Dayyym," John murmurs. "That's interesting."
It kinda seems like a quick way to get himself killed, though - he can just imagine some bored rich viewer using him to instigate a war just for fun, and then he'd be hanging by the neck in the nearest tree. No thank you!
The next most profitable curse was the Mouthpiece which was kind of the same as Puppet Curse, but it basically would make him say things the viewers - or admin - wanted him to say. Very useful for instigating drama! Also a good way to get himself killed.
The curses that cost him rather than awarding him points are a bit better. Designed to make things more interesting, they range from the Werewolf Curse - 1.5 million - to Curse of Sleepwalking - 400 thousand. There's a whole lot of different ones, some more interesting than others, and the one that catches his eye is the Bad Luck Curse. At 750 thousand credits it's not cheap but it looks like it would definitely make things interesting for him.
… or get him killed.
Ugh. It's this kind of hemming and hawing that made his previous life kinda boring!
"You know what, to hell with it," John says, turning to the Tutorial. "Can I send a question to the Server Admins? I want to know if there's a way to limit the Puppet Curse to Admin use only - it seems like the most interesting one, but I don't like the idea of a random viewer using it and getting me killed for kicks."
"I will send the query," the Tutorial says. There's a moment of silence, during which John idly hits the randomiser on the character customisation screen, trying to settle on a character. Human, human, orc, human, goblin, human, human, human, skeleton, human, human, human… Well, as a human he could start with as many as 27 stat points, assuming he spent 1.7 million on extra points, which definitely isn't bad, but… it's so boring.
Why does everything more interesting have to be so expensive?
Then the Tutorial opens a contract screen.
[Puppet's Very Specific Curse] [Contract]
[The undersigned hereby accepts the Puppet's Very Specific Curse for their character for the duration of their stay in the Adventure Guild's server. The victim of this curse can be at any moment subjected to System control, and can be piloted by any employee of the Adventure Guild, to do with as they wish. The undersigned hereby acknowledges that Adventure Guild is in no way responsible for any spiritual, emotional or mental damages caused by this curse.]
[Time limit: ?] [Mana cost: ?] [Cure: ?] [Reward: 1 000 000 store credits now and 1 stat points per activation]
John reads through the screen once, twice, three times, and then looks at the Tutorial. "Store credits only - and no credits per activation?"
"Without viewer participation, the Guild isn't expecting any returns, so, no," the Tutorial agreed. "And you must remember, the Server Admins already have their own characters and do not need an agent on the server. You might come in handy, but you're not necessary."
"Fair enough," John muses, shrugs his shoulders and then accepts the contract. One stat point per activation is way too good to pass by, even if it's not as good as a flat fee of System credits would've been. "Alright, 5.7 million credits to use! Ka-ching! Here's hoping I won't regret this."
"You won't - you will have no knowledge of it," the Tutorial says ominously. "You won't remember any of this, only your life as John Castle."
"Sounds like I'm in for some interesting times, then," John says, grinning. It's about time, too. "Now, any chance of talking down the price on the Bad Luck Curse? No? Alright, let's try the randomiser again, shall we?"
-
If you guys remember that series poll I did a while back, making a generic fantasy character who then turned into a fox beast person Bard, lol. I wrote 6 chapters of this, and then it sort of petered off - but I still like it.
... I didn't even give the poor story a name, it's just called "LITRPG" in my files, haha
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prokopetz · 1 year ago
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So, you've mentioned before that TTRPGs always have an expected "mode of play", that is, the basic concept from which the gameplay loop is derived. I admit I have little experience with this kind of thing, but I'm having trouble wrapping my head around the mode of play of Lasers and Feelings. Like, what's the unifying thread between Lasers and Feelings, Radical Catgirl Anarchy, and Lily is Girls With The Ability? Or between L&F and something like Speeding Bullets, for that matter? Is it just that they're all rules-light shitposts? Or is it based on, like, the tension between the two different ends of a dichotomy?
One-page games can be tricky in this respect because they just don't have the bandwidth to explicitly state many of their assumptions. They necessarily depend on the players (and the GM, if present) bringing the "correct" set of assumptions to the table regarding how the game ought to be played.
Still, there's enough there to draw certain conclusions. For example, in a typical Lasers & Feelings hack, rolling the dice gives a pass-or-fail outcome (with optional complication) for a discrete physical, mental, or social task. This frames a session of play as a sort of narrative obstacle course: the story consists of overcoming a series of well-defined obstacles in order to arrive at a particular goal. That might seem like a fairly banal observation, because that's how a lot of tabletop RPGs frame a session of play, but we need to make that explicit to contextualise the next step.
That next stop, of course, being the approaches.
One of the baseline assumptions of any tabletop RPG is that you're going to use it to tell the kinds of stories about which the rules have something to say – indeed, a tabletop RPG has to assume this, because if you're not telling the kind of story about which the rules have something to say, you're not playing the game!
To that end, a Lasers & Feelings hack is usually going to give you a pair of approaches to roll against, each consisting of a set of ways of conceptualising the obstacle in front of you. I'm not using the term "conceptualising" just to be fancy here; in Lasers & Feelings, the GM (if present) describes the obstacles, but it's on the player, not the GM, to decide "this is the kind of obstacle which can be overcome with [insert approach]", and nobody gets to tell them they're wrong.
Thus, a Lasers & Feelings hack assumes that the story of your game is going to consist of a series of obstacles (see above) which can usefully be conceptualised using at least one of the game's two approaches. A game where your approaches are "the power of friendship" and "the power of unimaginable violence", for example, probably isn't one that you'd want to use to play out a scenario inspired by Jane Austen's Pride and Prejudice, because those approaches aren't useful ways of conceptualising the kinds of obstacles such a story is likely to present – and if you used it anyway, the story would rapidly stop being a Pride and Prejudice pastiche.
All that in mind, it might be more accurate to state that Lasers & Feelings as a framework presents meta-expectations; the framework provides a set of mechanisms for a particular hack's chosen approaches to direct play, but you have to look at what that hack's chosen approaches actually are to pin down what that direction is.
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simonisferal · 11 months ago
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view me as a god — self aware (yandere) wanderer x gn reader
warnings: self aware au, reader is viewed as the player, reader is obsessed with genshin in the beginning, codependency (aether and wanderer), wanderer develops a victim mentality, traveler is a goat, aether is he/they (you'll know what I'm talking about)
notes: wanderer lore spoilers to those who haven't read, that one event in 1.6 spoilers to those who haven't played; if my account were self aware, i'd actually kms — the characters don't need to see my bio 😭 / i didnt know what team to put him with so i used my own / congrats king on your second rerun 🙏
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it was never intended to be taken this far. this little game you've played for years without end had begun to take your social life away and left you in the dark, the only light you saw was the one on your screen.
the sweet voices of the characters , the beautiful scenery and designs, and the story of the fictional world was so alluring you barely slept. thank god your career had the option of working at home so no other potential coworker could've said something about your disheveled hair or your unpleasant smell.
your life was as perfect as can be as long as you see a picture or anything related to your video game! codependency? what is that? shh, you can survive an hour without it!
fuck. once in his many lives, he had never felt so cold. what was wrong with him?
with every name he gained, another tie to his joints tightened its grip on the wanderer, trapping him from the pleasant feel on calmness but the name the traveler gave it felt so pure and warm like a toasty fireplace during the snow. the puppet hadn't felt any warmth in his body since niwa's irreversible death as his still-beating and bleeding heart has been put inside the chest of wanderer. but now it was gone, just like the other feelings of happiness and sweet childish dreams.
"traveler? why'd we stop?" xiangling asks as she helped bennett sit down beside the anemo statue of seven in windrise to heal his injuries as quickly as possible. layla helps the poor boy eat something she packed into her inventory.
the traveler could only stay silent before letting out a small whisper as the wind slows down, the statue of seven only shining so dimly, not like it does when it feels something — someone greater. "i don't feel it anymore." they sit down on the broken stone steps leading to the statue.
"feel? feel what?" layla mutters, laying her head on the globe she keeps near as she rests her eyes. the traveler doesn't respond as they look through their bag for something. they obviously panic, their chest falling down and rising up quicker than a rabbit's. their golden chest plaque dims ever so slightly, just as the windrise statue's light. "the, uhh... uhm, the wind."
of course the idiots fell for it, wanderer thinks as he hears the collective agreement from his party. he doesn't bother setting down his hat as he sits beside a totem near the staircase, not bothering to show his respect to the anemo god or his peers. they're just there to help him please them, to eliminate any obstacle in the traveler's way as their form of appreciation for what they've done for their accounted nations. but they, not the traveler but they weren't pleased.
is that the reason wanderer couldn't feel their warmth? he didn't attack fast enough, hit hard enough, dodge quick enough? was he not enough for the person behind the stars? the dweller who called "earth" their home?
"why are we in windrise, if i can ask?" layla sits beside the traveler. her curls curl around her while her golden accents let out small hymns. "to... to uhh...heal bennett. i do feel very bad for him with his bad luck and all..."
wanderer knew it was a white lie. sure, bennett had been hurt badly even with layla's shielding and guoba's defensive demeanor towards the poor child and his bad luck was only getting worse with the amount of constant traveling the party did but really, all the traveler wanted to do was rest and wait for that feeling.
the feeling of being monitored, not as a prisoner but as a fragile thing, to be cared for and used as a hollow doll—no need to lift a finger unless told to and loved for their hard work—the work they didn't even do. to be drowned in affection, suffocated with praises, and shot with care and pity. something that the wanderer despised so much but craved so badly.
not by anyone, no. no one, no mortal or god could make him feel this way, but something hidden, someone hidden behind a mask, the stars, and celestia itself was waiting for him, wanting him, caring for him like he was.
when he couldn't dodge an attack, he was healed instantly. when he had no energy, it was replenished right before his eyes. when he wanted to be stronger, he became just that. it was a complicated choice between his morals and integrity or his selfish desires and temptations.
bennett didn't heal as fast as he does when the greater person behind the screen is there. he blames it on his bad luck but both the traveler and wanderer know what's really wrong. his pale face slowly turns back to his tanner complexion as time moves forward and everyone decides to rest up a bit before the night ends.
it's been too long since the feeling went away.
"[wanderer]! is it okay if you're on watch duty?" that name. it felt like a childhood lullaby, something the elderly women of tatarasuna would sing him to sleep when he was awoken by nightmares. that name was his, something he held to with genuine pride, not like his other disdainful names that were given by cruel people or joking jesters.
"alright." there's no sigh, groan, or remark afterwards to everyone's surprise. it only happens once in a blue moon and you know damn well that they took it to heart.
layla and xiangling slept beside bennett while aether sat where he was with his eyes closed. there was a moment of silence where it was just beautiful.
the crystalflies didn’t hide from the characters, an anemo one landing on layla’s nose and on the top of the wanderer’s hat. the wind blew ever so softly and for a moment, the wanderer could feel that warmth again.
“what’s up with you?” the traveler asked. his eyes stayed close but they were attentive like always.
“nothing.”
“liar.”
wanderer frowns and slightly turns his head to see them. a smile grew on their face and they sat up, opening their eyes and looking directly at him. “you felt it, didn’t you?” the wanderer looks away.
“do you always ask dumb questions?”
the traveler beside him stifles a laugh. “they’re not dumb,” they pause. they have a visible frown painted on their face now. “you know, don’t you?”
“what? that there’s some being out there controlling us, that the world shifts to their liking, or that you can practically see their face written in those damned stars?”
they stay silent. how’d he even know? was it that meteorite from long ago? “yeah, i guess.”
the wanderer scoffs at his companion's vagueness. “i’m tired of being a vessel.” that was obviously a lie. he can’t remember the last time he actually enjoyed serving someone, let alone helping if it wasn’t for his own personal gain. it felt nice being used (which is something he never thought he’d ever think).
aether sighs, leaning on the totem. they closed their eyes, "wake me up later then."
the wanderer scoffed. "i'm not your alarm," he says but he doesn't complain any further, simply watching over his teammates, the ones you assigned him, with a faint frown on his face. just where were you?
you quickly sweep your phone off of your desk once you come back from an errand. it was only a few minutes but still! you need your game to thrive at work, remember?
it had been days to them. they were at windrise, where you left them, your whole team. thank the gods. everyone was awake and ready to be used as characters.
you continued what you were doing prior to your errand, collecting crystalflies and flowers for your characters' ascensions.
wanderer didn't tell anyone he felt your warmth.
he shouldn't, he couldn't—wouldn't. no one else had suffered like him, it was unfair for those who didn't deserve it to bask in the sweet feeling of your muse. everything bad happened to him; nothing ever bad happened to anyone else.
nahida was right; he needs help!
your help. you were the only one who could help him, help the poor wanderer who had cried and groveled at your feet centuries ago, begging for a god greater than the gods to take care of him and help him—you!
you put him through all this pain to help him in the end, right? to free him, make him truly himself and not part human or puppet but himself again.
his salvation wasn't leaving him; he wouldn't let it happen.
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txttletale · 10 months ago
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what are some things you like about fnv?
so much! i like the character writing, i think every companion is well-written and compelling--i like the extremely tight and overarching but (mostly) unforced focus on theme. 'let go, begin again' gets said verbatim maybe a bit too much in dead money but it's also the theme of all the other DLC and every individual companion quest and the most popular of the four main story paths and i think that kind of broad coherence really shines. i love the quest and world design, i love how many different skills will pop up in conversation because it lets you genuinely roleplay, getting the option to e.g. tell dog the cage must be locked from the inside or bypass difficult combat encounters because you have a high lockpicking skill makes you feel like your character is an expert lockpicker in a way that just being able to get optional loot sometimes just doesn't--i love how you will be directed to important or interesting locations from multiple quests, how all these places interconnect.
and i also deeply love how fnv's world is a world of history and people, not of facts and lore. you can kill caesar and kimball and their factions don't just explode without them--and you will hear multiple, contradictory takes from people in the world about how those deaths will impact those factions. if you kill caesar, house says it won't matter at all, boone says he has successors, ulysses and some NCR guys say it'll collapse the legion, and you never really get to know for sure. and so much about the world is like this, stuff you can get endless perspectives on and no single authoritative 'neutral' information. and in that line i love how the world is more than those people! how the world is much more than you., as impactful as the courier can be, the world reacting and moving and changing is prioritized over absolute player freedom to Experience Content--i love that, for instance, if you're vilified by the NCR before House gives you the quest to protect kimball, he just says "they're not going to let you get close to them, we'll just have to let him die" and then you can't do that quest and kimball dies! little shit like that makes new vegas' world feel real instead of warping around wikis and lore bibles and the protagonist.
so yeah i like a lot about fnv! i am a bit more vocal about my criticisms just bc quite frankly i think all of the things i like are things most people like and i see people saying basically all of this every time the game is brought up while i don't see people talk about the stuff i think is weird/bad as much. and i'm naturally inclinced to like, say whatever i think my more original trhoughts are so i'm not just adding to a chorus. but i do love fnv a lot
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guided-by-stars · 8 months ago
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It baffles me when I see other people going through Stars and Time and they get frustrated when 1. Bonnie pushes Siffrin into the tear, and 2. Siffrin doesn't find the key in the Head Housemaiden's office and they get softlocked. There's frustration that comes out in other points as well, but those are the two situations where I've seen it be the most intense. I've seen people yell at Bonnie, yell at Mirabelle, yell at Siffrin, genuine anger and annoyance, some people will hold grudges. Say that this choice is stupid, try to find a way to avoid looping back. Usually at that point, I know I'm not exactly going to have the most fun watching them play.
I think some people trap themselves in the expectations of the medium. They're approaching it as a game first, and an expression of art or a story with people in it second. It genuinely surprises me sometimes when people treat characters as...characters, and not people. Do you not try to immerse yourself in the world and circumstances when you engage with media? Take it seriously? I see people try to justify these deaths. Most people aren't frustrated with the rock death, because they justify it as being a tutorial. At the same time, people who are already grumbling about having to go through Dormont again on loop 1... I'm not sure if this experience is for them. Considering on my completion file I ended far past loop 200... Acts 3 and 4 alone often have so much PURPOSEFUL looping, sometimes all the way back to Dormont.
People justify the softlock as a "tutorial" for the icon that shows when you cannot progress that loop...but at that point it had already been shown how tutorials were not made to be obtrusive. The fighting tutorial was centered around Mirabelle's own anxiety, an anxiety that progresses and grows throughout their journey through the house. The Bonnie taking down an enemy tutorial? That's not locked to any fight, it happens the first time that Bonnie has the chance to do so, it could happen anywhere! Adrienne could have easily coded it so that the first time the player was softlocked, the tutorial for that icon would play there. That's not the point of it. The point of it was to show how self-depricating Siffrin is, at that point in the game. How he puts so much of his self worth on his role as the trap disarmer and the key finder. How he blames himself for everything. How he sees himself as a failure. If you could just figure out where the key was if you tried really hard or something, you'd miss all of that. Almost everything in this game has a point and the point almost always is to show you more about the characters.
The game is meant to make you play through it countless times. It's meant to show you the experience of Siffrin, someone who has no choice but to go through it countless times. It's not for padding, it's not to be mean spirited or unfair or difficult, it's to give you an EXPERIENCE. When you want to fast forwards through text but you have a feeling that something might have changed and you stop just in time to see new dialogue, when you notice Siffrin's smile fading from act to act, when you make sure to pick up every souvenir from Dormont every time you loop JUST IN CASE you need to use it somewhere in the House, when you are so thrown off by the rock in the Death Corridor that you become paranoid and check every pillar afterwards just in case... and then you get the Memory of Pillars for your troubles.
When you check Loop's advice for quests you've already completed, just to see what they say about it, when you select text options that are already greyed out because you want and hope and desire there to be more to the conversation...maybe this time? When you do the friend quests again in Act 4 and you don't skip through them because you have a feeling Siffrin will be feeling differently now, and he does, and it's an entirely different experience this time. When you get the Bright Flower and you forget to give it to your party and then you go to talk to the king and see you can offer him the flower? When you bring the flower with you every loop after that just in case there's another person you can give it too and then you realize you can give it to the Head Housemaiden? That's what ISAT is about.
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iamluzgar · 4 months ago
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Okay I have thoughts on Veilguard and why I liked Rook and the whole positivity thing. Hear me out.
Spoilers:
One of the main topics of Veilguard (it has many imo) is the question of leadership (which is connected to the question of identity too). It's a question that is asked through Solas at the beginning as to why Rook should be given information regarding the gods.
None of the reasons are "because I'm special". None of them are "because I killed an Arishok" nor "killed an archdemon" nor "because I was blessed by whatever god you want". The purpose of Rook is that they're a rando, so far away from what heroes look like in Thedas. The only stuff you can answer to Solas is "I'm good against odds" or "there was nobody else to do it" and a third one I haven't picked yet that's probably as underwhelming.
Rook did one good deed Varric saw and was like "uh unpredictable and defending people, neat". Solas has been dealing with politicians/politics/big names all of his life, they are assertive people, leaders in the sense of leading faceless soldiers to war for a cause. Rook is none of that, they're the antithesis of this actually and that's the whole point of Varric choosing them.
What IS a good leader actually? The purpose of Rook as a character was to grow and make players wonder. If we look at how "Varric" treats them during the game, and the options, it becomes kinda obvious that Rook is meant to be unsure/not feeling like they deserve to be there/not in their right place. I saw many criticisms about the game for that, but it is MEANT to be like that. We see other leaders, through Solas, Elgarn'nan, etc etc... Every time we see what they do, what they think regarding their faction, how they treat their people. The whole game explores what the fuck is a leader.
I think Veilguard wanted us players to wonder, if we got into Veilguard tomorrow recruited by Varric etc, who would we be as a leader? I think anyone, and even people with leadership positions IRL, would feel awkward and unsure once in a setting to fight gods, having the weight of the whole world on their shoulders. We weren't meant to play "any" character like we used to in other DA (and even then I'd argue Hawke is always kinda the same dude too but I digress), we were meant to play Rook: the rando who got there by Varric and who is unsure about leadership because wtf is happening. This is an honest characterization, what would genuinely and obviously happen. We'd feel inadequate and useless. But the game doesn't tell you "ah you're shitty for feeling inadequate and useless because you have none of what makes a great war leader", it tells you "okay, you have nothing giving you an advantage against your enemies... You're average. What's the best you can do with what you have?"
How would you deal with the rest of the story, with all the understandable vulnerabilities and insecurities you have? Rook dealt with it by supporting the people they thought were better/adequate/fit the hero box they didn't. Because they do, all of them have something narratively special about them. Rook supported them so they realized themselves as heroes, so that they didn't die in the final fight. Which... All comes back to the positivity thing. I know I would do my pep talk to my team, because that's probably the only thing I'd think I'd be good at, and I know they would certainly need it considering the weight on our shoulders. It is what I do in my daily life in the face of struggles.
Rook is meant to be that. They're meant to be the supportive leader, because they have an absolutely disastrous view of themselves and, as a character, fit none of the boxes meant for Heroes. But in dealing with the hands they had, they made heroes out of special people. And those heroes saved the world. And Heroes could include Solas depending on your ending imo.
Veilguard tells you that's the kind of leader you can be, even if you don't think you're adequate in your life, even if you have vulnerabilities, even if you're facing enemies who have a tremendous advantage over you. You, as an individual, can support the special people around you so that they realize themselves and become heroes, even if you're average yourself.
NGL I can't wait to be in 2034 when people realize Veilguard is actually a great game.
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lookingforcactus · 2 months ago
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Just finished Veilguard and I mostly enjoyed it but am also frustrated with the unrealized potential, and part of that is that there's just not much story there, especially compared to Inquisition.
Story not in the general sense but in the technical writerly sense of "how much actual plot is there to go through/how much change (of whatever kind) happens narratively over the course of the game.
Of course this makes sense what with the game going through development hell and having to restart several times and oh yeah being like 50 hours shorter than Inquisition...
cough but I digress
Anyway some story options (and especially choices that MEAN SOMETHING) that I would have loved to see in a world where Veilguard actually built on the games that came before it:
Solas still has agents and minions and spies. Why tf did they get rid of those. I mean that's a rhetorical question, as I assume they just didn't have TIME (or approval, cough) for that kind of complexity
Solas is not trapped in Fade prison. That just felt like a kind of heavy-handed excuse to avoid said complexity and have to write less convoluted of a plot
Elgern'an and Ghilan'nain still get out and you've still got a (wayyyy more precarious, because he's still acting in the world) enemy-of-my-enemy deal with Solas. Or maybe there's a lot of plot before you can prove to him that you're even worth having a precarious enemy-of-my-enemy deal with. That would be interesting and make it feel like "earning the respect of the Dread Wolf" is something you actually EARN and not just the result of a couple of dialogue options.
Relatedly, Cyrian is working for Solas, not Anaris. Which I think may actually be the original intent of Cyrian's character, because genius Dalish elven siblings where one is working for the Veilguard and one is working for Solas is just so much juicier and more interesting in every way than the stuff that happened with Anaris and went literally nowhere
Different plot for Varric. Actually would be a lot more narratively heavy to let Solas kill him and let the player/Rook know about it from the beginning. In order to signal "Oh shit this is serious" and to give a lot more narrative tension to the question of whether you should even try to save Solas from himself (which imho should be a big ongoing source of tension, and it's unfortunate in Veilguard that it's mostly not)
That DOESN'T mean no blood magic, though. Instead, consider: Rook didn't shed blood at the ritual site, but Neve or Harding (whoever you pick to knock down the statue with you) still did. One of the big questlines then becomes that there's a spy inside the Veilguard, because Solas is getting intel he shouldn't have, and you have to figure out who. Eventually it's revealed to be Neve or Harding acting unknowingly under blood magic, which also gives some nice consequences to making that choice at the beginning, besides "Oh one of them now has a facial scar." (This is honestly where I thought that plot was going for a while, and it would have been cool. Also lets you have some very interesting themes around Solas and control/slavery/blood magic/hypocrisy)
Speaking of spying, you should have a spymaster, even if you want to keep the core organization small to avoid spies you should still have agents and a spymaster, why in the world would you not have one given that your enemy certainly does. This opens up a lot of Plot and Story as well.
Anyway I think it would have been really cool to let players choose to recruit the Iron Bull as spymaster if he didn't betray you in Trespasser, or Leliana if she didn't become Divine. After all they're both experienced spies and even better actually know Solas which is a big tactical (and story advantage). If neither of those are available, new OC time
Also, more Dorian involvement! Dorian as another advisor in addition to Bull (if you get him, or a new OC if you don't). Also then you get Dorian/Iron Bull stuff going on if neither of them was romanced by the Inquisitor, which would be super fun. Are they extremely married or old flames or extremely divorced? Lots of fun options.
Also you SHOULD get to go to a big fancy political party in Minrathous the same way you do in Val Royeaux in Inquisition. This should be related to Dorian's plotline and also anti-slavery stuff, because holy fucking shit did the game decide to gloss over that completely. You could get a lot of story out of Dorian and the Shadow Dragons as people who actually go around freeing people from slavery and shit!! Especially given Solas's history!! Why is this not a huge theme???
Lots of blood magic at the Tevinter party, also, because blood magic should be a lot more plot-relevant imho??? Especially considering how all-encompassing/powerful we see it as in Aelia's plotline, etc.?? Maybe there's a Venatori coup to use blood magic to control the Archon. (You should also get to MEET the Archon.) Maybe Dorian or Rook/the Veilguard gets framed for using blood magic to murder a bunch of important people. Like there's a lot of possibilities.
Speaking of controlling people...the Inquisitor is still running the fight in the south, with a couple of cameos....
UNLESS you had the Inquisitor drink from the Well of Sorrows, in which case they should be forced to act as one of Solas's main lieutenants, because that would be cool and messed up as shit, and that plotline should have some consequences
Relatedly the ancient elves are still around sleeping/frozen in pockets and Solas is waking them up and recruiting them. Lets you have a cool compromise ending where Solas stops tearing down the Veil but DOES still bring back what remains of his people, into modern Thedas - a whole new world
And in terms of ancients, the Titan magic plot actually goes somewhere besides "Harding has stone powers." Maybe Solas is trying to recruit dwarves by saying he'll end the oppressive power of humans over everyone (just you know...with a lot of secret collateral damage...) and Harding has to expose him? Maybe somehow the Titans' essences/magic get weaponized to match Solas's power, in a big thematic loop of his own past misdeeds coming for him once again?
Which makes a great part of a big thematic/plotline of how, in order to get Solas to stop voluntarily (which I agree should be a possibility but think should also maybe be a bit harder to manage than I think it is in the game rn?), you have to convince him that people who aren't ancient elves are all actually still people, and that still matters, and he may have done a lot of good once in fighting the slavery and tyranny of the rest of the evanuris, but he sure is acting a lot like them right now...because he's ultimately a product of that time and culture and not nearly so different as he wants to think
There's just a lot of possibilities for all of this that would have been a lot more clever and interesting. Especially if they hadn't super nice-ified the world.
You could have an actual thematic plotline about whether Solas is kind of right and a lot of stuff should be burned down - except of course that the realm he's trying to revive wasn't actually any better, and for all he claims to admit that, he's in denial about it himself too...
Anyway yeah I'm just having that writerly feeling where the wasted potential is actually kind of painful, so I wanted to dump some thoughts. Might write fanfic about some of this at some point but idk if there would be an audience. Thanks if you bothered to read this far at all lmao
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