#but those are optional. they're for the Player and not the story
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apollos-boyfriend · 11 months 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 · 5 days 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 · 1 month 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 · 2 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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prokopetz · 10 months 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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txttletale · 7 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 · 5 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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simonisferal · 8 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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iamluzgar · 11 days 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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leidensygdom · 4 months ago
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Hasbro's CEO is, once again, expressing interest in using AI at WOTC
Not surprising, but I think his own chit-chat about it (directed at shareholders, of course) is quite the read (derogatory):
"Inside of development, we've already been using AI. It's mostly machine-learning-based AI or proprietary AI as opposed to a ChatGPT approach. We will deploy it significantly and liberally internally as both a knowledge worker aid and as a development aid. I'm probably more excited though about the playful elements of AI. If you look at a typical D&D player....I play with probably 30 or 40 people regularly. There's not a single person who doesn't use AI somehow for either campaign development or character development or story ideas. That's a clear signal that we need to be embracing it. We need to do it carefully, we need to do it responsibly, we need to make sure we pay creators for their work, and we need to make sure we're clear when something is AI-generated. But the themes around using AI to enable user-generated content, using AI to streamline new player introduction, using AI for emergent storytelling, I think you're going to see that not just our hardcore brands like D&D but also multiple of our brands."
This directly fights against WOTC's already very weak claims about not wanting to use AI (after massive backslash from players anytime they had tried to get away with it), and does paint quite the bleak future for DnD and Magic the Gathering. AI usage doesn't really benefit the consumer in any way- It's like a company known for nice homemade cakes trying to tell you that factory made cakes are actually also good and you should be buying them too. The cakes aren't better. You can get those cakes elsewhere. The only person benefiting from factory made cakes is the one selling them, because they're the one saving time and money by making them that way.
But short-term benefits (through firing large portions of their artists and replacing them with AI made slop) outweighs any attempt to maybe get some trust from their already alienated consumers back. I also find it kind of incredibly funny and pathetic how this man claims to play DnD with about 30 to 40 people and "how every single one of them uses AI". I'm not entirely sure this guy is even aware of how DnD groups are usually sized, and how you would not have any physical time to do anything if you somehow played with 40 players on the regular (that'd be about 10 games!)
Anyways, as always, there's nice TTRPGs out there that don't absolutely despise their customer base nor are obsessed with cutting any remains of humanity out of their product to save a few cents. Play Lancer, play Blades in the Dark, play Pathfinder or Starfinder 2e if you want the DnD experience without the bullshit. Plenty of options out there that deserve your money far more than DnD.
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stormsbourne · 28 days ago
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common complaints about veilguard: the counterpoint post
Spoilers under the cut lol
1) "why isn't the betrayal of felassan a mural?" the reason that the betrayal of felassan isn't a mural is that solas' regret about it is so potent that the evanuris manipulate it into a guardian to try and sabotage the crossroads. it is not that he doesn't regret it, it's that he regrets it enough that the regret is easily manipulable. the game tells you this about the guardians. "betrayal of felassan" isn't just a fun name for a revenant, it is the emotions and turmoil that revenant was made from. THE GAME TELLS YOU THIS
2) "why doesn't lucanis say he's a/demisexual, saying it online is a dumbledore moment" because it's not super relevant to his arc or romance and it's possible he doesn't know the words the same way that taash had to be told what being nb was. also it's insane to compare harry fucking potter to a game full of pansexual companions, one of whom is trans and has an arc based around their identity. it is not comparable lol.
3) "solas said in inquisition that he doesn't think blood magic is all that bad, this is a retcon" no, he's lying to rook because he is doing a blood magic on them as they speak. again the game establishes this. turns out you can't always take people at their word, especially if they are a god of lies and treachery. sometimes characters will lie to you!
4) "lucanis should be able to come to trust rook again even if you sacrifice treviso" he DOES trust rook but he's just not able to be romanced! those aren't the same thing! it's not even really about rook, it's that his arc as a character is changed if you sacrifice treviso (ie instead of coming to coexist with spite he decides that he's going to separate them and grant spite their own separate existence) so his dynamic with rook just cannot be the same. sorry you can't romance him, he'll be there in a future play. also I thought we liked consequences isn't that why we're all so mad about the three decisions only from inquisition stuff
5) "but that means lucanis is black and white not complex like the writers keep saying" I don't think you know what complexity means in terms of character writing. being able to come to trust and forgive someone for a decision that impacted you and your people, but still not being able to cross the line into dating them is a pretty complex set of emotions. people are complicated and messy and lucanis is too. sorry
6) "but you can still romance neve if you sacrifice minrathous" yeah, neve is complicated in a different way from lucanis. they're different people with different priorities and different reactions to trauma. this isn't bad writing, it is in fact, good writing to have characters respond realistically and have complexes they can or cannot move past instead of having a random approval tipping point that makes them ok or not ok with something
7) "solas is TOO morally gray, bioware just wants you to hate him" yeah I'm sure that's why there is a redeem option (overwhelmingly chosen by players) where you make him see the error of his ways and he willingly surrenders his plans after being told that he can let go of his guilt for his mistakes. sorry john epler thinks solas is a complicated person but that's what's most interesting about him. when the castling shit happens I started hollering because it's the best thing solas has ever done onscreen, it's so delightful. also, lol, the elven god of lies and treachery lied to and betrayed you? you don't fucking say
8) "why'd they have to kill varric" varric dying, as many people have pointed out, is the actual catalyst that releases the gods and traps solas by basically doing to him the same thing he later does to rook. The implication is that he immediately regrets it and this regret jams him into the fade prison in the place of elgar'nan and ghilan'nain. the game does not directly tell you this but it is implied. as for why they made that story decision, I can't tell you, but it definitely wasn't made just to piss people off
9) "weird that you can't tell taash that they can be both qunari and rivaini." I agree! next
10) "taash's nb stuff is so cringey and 101" yeah well it's not being written for tumblr folks who have all had a gender journey and read queer theory, it's being written for people who don't know shit and may never have even heard of being nonbinary. sometimes there's an audience besides you and things are written to help them understand the basics of the basics
11) "why do they kill davrin/harding" you are fighting gods and things are dire. if they hadn't killed one of them then we'd be getting complaints about how easily rook and co manage to handle things. Hell dude we're still getting those complaints right fucking now
12) "I can't believe they destroyed all of southern thedas just to burn bridges from the previous games" it is intended to be a world changing conflict because these are literal gods who are empowered by the blight. also it's not like it's a smoking crater. you don't know that they killed all your faves and in fact that is a slightly unhinged assumption to make. I get it, you're dissatisfied with the game, but you're reading in more malice than is intended
13) "why isn't rook in the book club/cooking rotation/lucanis and davrin monster conversations/whatever" so that you have room to decide if your rook would be there or not. this is an invitation to decide what kind of person your rook is, not a refusal to put them in the group
14) "why does everyone call rook that instead of their surname" logistics, same as any other dragon age game
15) "why is rook making the decisions for these characters, they're grown adults" do you think adults never seek advice or input from their friends. the point of the character decisions is that they're hard and the companions don't know what way is "right," and for that matter you're not deciding what's right, either, you're giving them advice and input that they take seriously as either your friend or your teammate.
16) "I reject this thing about canon and have decided on my own" that's fine, my rook doesn't have the "canon" mercar backstory because I just chose not to incorporate it with my view of that character. nobody is stopping you, especially not the people at bioware
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riding-the-sunset-bird · 7 months ago
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I'm still riding a high from Baxter Week last month so I just wanted to gush about how much I adore Baxter and his DLC! No specific rhyme or reason, but it is a nice break from my usual dives into the code!
Also, I won't be saying anything negative about Cove nor Derek; I don't need nor want to do that. I'll be comparing them to Baxter, but only for contrast/showing the skillfully written differences between them (example: Cove does [x] and Baxter does [y] to account for multiple player preferences).
(might go without saying, but there will be spoilers for basically his entire DLC)
The Background
I actually had no interest in Baxter when my MC first met him in the game. He was fine, I was neutral, but what it came down to was that I was one of Those People who just wanted time with Cove and excluded others (if it's not obvious, I always got a cold Cove unless I used the Cove Creator).
That all changed, funnily enough, during the Cove Wedding DLC. On a whim, I agreed to let Baxter give my MC dance lessons and prodded him on his disappearance after Step 3. Getting a hint of Baxter's underlying problems piqued my interest and I'd had the Baxter DLC downloaded before I even hit the reception!
After the Cove Wedding DLC was over, I rolled back to a save right before Soiree and got to romancing.
Zero regrets.
The Setup
As a character, Baxter is so beautifully designed as both a contrast to Cove and someone to fill out the gaps that Cove and Derek leave. He also completes the "comfort level" of love interests that I had in my head, where the MC can be whatever they want but each guy seems to have a particular comfort level themselves (Cove being Nervous, Derek being more Relaxed, and Baxter being Direct).
When if comes to their actual engagement through the family, Baxter has only brief mentions of his parents, Cove's story is partly connected to his parents whilst still giving focus to one-on-one time, and Derek's family is front-and-center to his conflict. It's all about how much time a player wants to invest in the character versus the time they want to spend with others.
Likewise, Baxter's route features a relationship that ends and gets back together again, Cove's route is a relationship where he and the MC always live close to each other, and Derek's route is a long-distance relationship past Step 2 and before Step 4.
Baxter's undeniably a controversial character, I imagine due to possibly being based on the "playboy" type, which tends to be someone who flirts with anyone they find attractive whether the recipient likes it or not, won't take "no" for an answer, and lies to their dates that they're serious about them when they actually don't care for them at all.
The game cleverly subverts this right out of the gate when Baxter first meets Cove and the MC. Baxter does find the two attractive and initially flirts with the both of them (a great start to confirming that he's pan), but backs off and apologizes the moment he notices that Cove is uncomfortable. He adds as well that he wouldn't mind having a summer fling, but that it's not his core reason for wanting to get to know and spend time with them.
So already, the player is made aware that he's forward but considerate, takes Cove's discomfort more seriously than even the usual residents of Sunset Bird (who enjoy teasing him into embarrassment), and has non-serious flings with a priority on simply having fun connections over the course of his time with them.
He, like Cove, will only propose a relationship with the MC in Step 3 if the MC expresses interest first (the only difference being that the MC expresses the interest in Cove to "the game" while talking to Lee, whereas the MC expresses interest in Baxter by talking to Baxter directly).
This gives the MC a powerful opportunity, as Baxter is a character that the player has the most options in interacting with. He begins as a total stranger, similar to Cove, and the player can decide whether he stays that way or becomes more than that. Even down to the optional moments he appears in, the MC only has to interact with him in Hang and Late Shift, both of which lets them avoid further interaction by going home early and rejecting his invitation to his house/telling him not to come to their workplace respectively. The only mandatory instances of seeing him are the Step 3 intro, a brief goodbye in the ending, Hang, and the very beginning of Late Shift.
Whether it be strangers, friends, friends that fell in love after they met again, a friendship or fling that started well and ended horribly, a fling that turned into genuine feelings in the end, or two people that love each other all the way through, Baxter's route can do it all. In Step 4 as well, the MC can choose to be calm, professional, upset, or angry about seeing Baxter again, which all lead to different conversations/narration with him, and the end of Step 3 makes him the only love interest where there can be a technical "break up."
This is also a rare occasion where the MC, due to Cove not being a fan of Baxter, can form a relationship outside of their normal range. Baxter doesn't live in Sunset Bird and isn't connected to anyone the MC knows - neither Cove's nor the MC's friends and family - at the time of meeting him, fitting the narrative of the MC starting to look at things beyond their little neighborhood and even the people they're close with. It can be further emphasized in Soiree where the MC starts to gain a bit of independence and can end up dancing with a younger Baxter, foreshadowing that little peek into the wider world from a mysterious stranger who's there and then gone.
Something else that's fascinating is that Baxter, due to him leaving at the end of Step 3 and meeting the MC again during Step 4, is the only love interest where players see virtually all of the MC's interactions with him. It does leave out the gaps that Cove and Derek have that can be neatly filled with headcanons, but that ultimately depends on what the player prefers. Point being is that the MC's experiences are the player's experiences when it comes to Baxter: whatever time they spend with him, the player also spends with him.
So already, the setup for Baxter and his route are really strong for me, but the content of his DLC isn't limited to just him.
The Content
Baxter's DLC introduces a total of two new characters and extra content for Terry and Miranda, both of which were absolutely welcomed by me. I was hyper-focused on Cove in the base game, but the Baxter DLC made me appreciate the other characters more.
Even the moms, who already got plenty of screen time, are shown to be rather nosy and gossip-y in Sightseeing (something not showcased overly until then), which ends up being the perfect encouragement towards the MC learning more about Baxter. Then, if the MC meets the requirements and agrees to Baxter's fling, Noelani in particular is stunned into silence. If the MC was upset with Baxter over what happened, then both moms will show a rare coldness to him as well.
These are all things one would miss out on with other interests, due to how the whirlwind relationship and drama in Baxter's route are designed.
Then there's Terry, who becomes Baxter's friend more directly in the DLC whether Baxter is convinced of that or not, and is given more to do in every best way. Baxter's version of Hang allows for more focus on Terry's relationship with Miranda, partly with more hints towards his crush on her but also seeing Terry interact with someone who's "like him." Cove and Miranda are described as "shy" and the MC can be equally as much, allowing for new facets of Terry's character to come through by Baxter's being there.
Even after Baxter goes no contact and Step 4 makes the shift to focus on his relationship with the MC, Terry's friendship with him isn't forgotten: Baxter laments that Terry isn't calling him by his affectionate nickname for him anymore.
Terry getting attention from being Baxter's friend doesn't exclude Miranda from getting any either; far from it. If anything, she gets more than Terry, both with an expansion on her family in the form of her brother (and eventual brother-in-law) plus a moment dedicated to giving her a birthday party. As if that weren't enough, she gets a mini-plot in Step 4 concerning her relationship with Terry and her role in his life.
Seeing more of Terry and Miranda was in every way a case of "thing I didn't know I needed until I had it." Maybe it was the Cove tunnel vision that persisted for so long, but when I first got to re-experience Terry and Miranda in Baxter's version of Hang, it was great and I was so happy any time they were on-screen.
They aren't given extra time just for the sake of it either; they're expertly woven into the overarching story of Step 3 and the themes of Step 4.
Step 3 centers on adulthood with the MC and their friends growing up and having to face the fear of growing apart. The step already does a good job at keeping that a focus, but Planning expands on it in a way that feels almost criminal not to have in the base game. The already high stakes feel even higher when put up against the last birthday party they'll be able to plan before everyone goes off on their own.
Then, Step 4 balances Terry putting forth so much effort for Miranda with her worrying that she's not doing enough for him. She doesn't need to worry, obviously (Terry loves her for every reason), but with Step 4 focusing so much on relationships, self-reflection, and trying to make up for past mistakes (both real and perceived), it's just a cherry on top of an already fantastic story.
Meanwhile, Jude and Scott, despite only appearing for Step 4, are easily some of my favorite characters in the game. They're adorable, they can be sweet with not just Miranda but the MC too (the player has the option for the MC to see them like honorary family/big brothers), and the way the groom's cake ultimately ties into helping bring Baxter and the MC closer again while serving as a callback to Planning is perfection. One may think little of Miranda's initial mention of them (probably assuming that it's just a little bit of character introduction to show that she has family who has things going on), but it all comes together in the end.
The DLC additionally has a potential bonus (depending on player preference) in that it is benefited by most other DLCs. The other DLCs are not required to enjoy it, but they add that little bit of extra flavor.
The Step 2 DLC adds Birthday and Soiree. Birthday is Miranda's birthday party when she's fourteen and before she officially becomes the MC's friend, meaning you get the development of seeing the difference in the MC's and Cove's investment in her party then versus now, as well as how her taste in parties has grown. Soiree allows the MC to possibly meet Baxter earlier than Step 3 and add to the "fate"/"destiny" angle if the player so desires.
The Step 3 DLC obviously allows for more Baxter in general with Boating and Late Shift, the former showing a much needed reaction from Lee if the MC is dating him at the time. It's also a good "starter DLC" for people who aren't sure about Baxter, allowing them to choose to interact with him if they want to get to know him more (as I mentioned before).
Derek's DLC lets the player meet Baxter in a different way during Soiree, something that can be brought back up with Derek in Step 3 and then again in Step 4 (to which he'll joke about the MC's meetings with Baxter in five year increments).
Even Cove's Wedding DLC can have advantage, bringing a soft conclusion to Baxter's story for those who don't want to play Baxter's Step 4 but still care for him, and/or something more dramatic following how he ends off Step 3 with the MC.
So one doesn't just get Baxter content; there's quality content from others and it can be further added to with other DLCs.
Not that the Baxter content isn't worth it all by itself either because I adore this man.
The Man
I'm a simple woman. Give me an intelligent man with simultaneously zero braincells and I am in.
I don't even like "playboy" type characters normally, but Baxter is actually charming and tries to make things clear to the MC from the beginning. He falters during the Step 3 ending but not because he was trying to keep it a secret; he genuinely didn't expect the MC to try to press him and deemed himself unworthy of their company.
I'd seen more than enough of rich boy plots where the rich boy is a perfect do-no-wrong type and it's everyone else's problem that they don't like him. Baxter, however, is a flawed character who not everyone is going to like (which is absolutely 100% fine and valid) and him being rich is not just something that influenced his self-esteem but also what he ultimately gives up despite having relied on that financial safety net for his whole life, showing a deeper sense of awareness as he got older.
I don't normally like fate/destiny stories either, as they often feel as though they're taking agency from one or both characters involved (in terms of forcing them to love/be in a relationship with each other), but Baxter's route isn't like that. It's the player's choice to have that dance in Soiree (which they can just as easily turn down), their choice to form a closer relationship with Baxter outside of the disinterested Cove, and their choice to choose Baxter's Step 4 when they have already one guaranteed "safe" option in Cove's Step 4 and a potential other "safe" choice in Derek's Step 4 if they have Derek's DLC.
The player is the fate, which coincidentally went into my first playthrough, as my MC was initially designed for Cove yet ended up being perfect for Baxter.
Baxter is so absolutely delightful and absolutely stupid at the same time. From his openness to be questioned by the MC followed by this assumption that he's like a stranger to them (meanwhile the MC and Cove being best friends/crushes right out of the gate if the player so chooses), to him talking about the play he and the MC go to while not seeing the obvious parallel to his own issues, to openly admitting that he doesn't want to leave the MC while making the decision himself to go no contact.
He unconvincingly uses the cupcakes as an excuse to not get more intimate with MC, he wants so badly to spend time with the MC that he's willing to risk letting them see him in his useless morning state (and is surprised when it goes wrong, at least in his mind), and tries to convince himself to not stay attached to the MC during Step 4 despite being unable to help constantly reminiscing on their time together.
At his core, he's a funny, charismatic sweetheart who wants to be loved, to be touched, to have someone in his life (even just a friend) that he can make happy, but his upbringing and deep-seeded insecurities make him cynical to the idea of being in a genuine relationship with someone. This causes him to constantly sabotage himself before he can make any progress. It's why he can prefer flings: he can use his money to make a passionate, pleasant time with his temporary partner, but not so long that he feels they'll find something disappointing in him.
Low-risk, high-reward.
This, of course, ultimately backfires by the end of Step 3, and it's perfectly structured to set him up for Step 4. The brilliant foreshadowing of him being skilled with planning events in a pinch, to Jude and Scott's long-distance relationship and Baxter claiming that they won't stay together, to Baxter insisting that it's unlikely for he and the MC to meet again (made funnier if they'd already met again before, if the MC saw him in Soiree), then Step 4 hitting where he's not only a wedding planner planning Jude and Scott's wedding, but accidentally/unconsciously putting himself into situations where he's "stuck" with the MC.
That starting instant where Baxter reacts to the MC in the restaurant, initially shocked and then having to bring himself back into a professional persona, apologizing for his immature self but sticking to only focusing on the wedding?
Not just a wonderfully-written hint to the player as to what they're in for, but very much a "I'm not stuck in here with you, you're stuck in here with me," situation. It's all about making Baxter as uncomfortable as possible so he can reflect, flying in the face of his thought that he could control everything and project what he thought about himself onto others. He can give advice to other people, but refuses to give the same to himself because he held himself to an impossible standard.
Once he finally figures that out, he's feels extremely guilty and apologetic towards the MC and everyone else. Him unloading all of his emotional baggage and work to do better is so satisfying after seeing it affect him in key moments like Drinks, Planning, the Step 3 ending, and finally Step 4. Underneath the facade he (weakly) attempts to put up for himself is a teasing gentleman who hates mornings, wants to see everyone around him be happy, and feels blessed just to simply have a relationship with the MC (real or temporary).
This isn't even talking about Baxter's perspective from a meta standpoint, adding layers on top of what's already there in the canon and adding even further when considering Baxter's appearance in the sidequel Our Life: Now & Forever.
The MC can learn in Sightseeing that Baxter had a crush on a kid who was doing ballet lessons while he did ballroom. Those who know anything about Now & Forever know that this is kid is Qiu, who's one of the two potential love interests there. Naturally, Baxter wouldn't have had a chance with them, as the only person Qiu can possibly fall for is the Now & Forever MC.
Baxter confesses in Step 4 that he's naturally drawn to the people who are "wanted by everyone else," which translates to Qiu (who is widely popular during Now & Forever's Step 1) and the MC (who is liked by most characters in the game and automatically crushed on by at least Derek). In the Cove Wedding DLC specifically, he adds that he is simply someone whereas Cove is the one.
Because here's the thing: in the eyes of the base game, he's not wrong. Cove is the game's focus, taking an active role in every step and being the first that the MC meets out of the potential love interests. He's the only love interest in the base game and his Step 4 is not just free, but the default.
Meanwhile, Baxter is just someone. He's a person who shows up in Sunset Bird for a single step - only showing up thrice - and then is entirely gone without his own Step 4. His DLC costs more than any of Cove's Step DLCs and the player already knows Cove, already has spent two steps with him, thus has far less incentive to get Baxter's DLC over Cove's own Step DLCs.
Then, despite Baxter appearing once in Cove's Step 2 DLC and twice in Cove's Step 3 DLC, most players won't experience the former (either due to focusing on Cove or not wanting to dance) and Baxter can be largely excluded in the latter if he happened to leave a bad first impression on the player.
And let's take it a step further. While Derek, like Baxter, doesn't have a Wedding DLC like Cove does, Derek can get into a marriage pact with the MC as early as Step 2, he can be dating the MC throughout nearly all of his Step 4, and the MC can agree to them moving in together before the ending.
Baxter has none of that. His DLC's story is steeped in drama and the earliest the MC can properly get together with him is after the wedding. There's no chance at a proposal (such as what can happen with Cove's Step 4, where they MC can date and then propose within an equally short timespan), no opportunity to move in with him, nothing.
He takes time, work, and actual money to get into a relationship with, whether platonic or romantic. It's a level of investment that not everyone would be willing to put in for someone, especially when only one Step 4 can be chosen out of the whole bunch.
Baxter's insecurities come from a very real place. His parents treated him like a child, all while expecting him to behave like someone their age, and they deliberately picked a town for him to go to that was near the ocean he feared (where it was unlikely for there to be people his age around) to keep him in check. In his mind, he's "broken" and incapable of being with anyone long-term.
Furthering that, there's a joke he makes about "being too late" if the MC and Cove are in a relationship by the time he appears, back when he wouldn't have considered himself a worthy partner anyway (also a bit of out-of-universe humor over how the MC couldn't get together with him whether they wanted to or not, due to being unable to break up with Cove). Despite that, he's pleased as punch to see the MC dating/married to Cove and hopes the best for them regardless of his potential attraction.
Baxter puts forth so much effort to try and make the MC's last summer in Sunset Bird memorable with the thought that he won't be seeing them ever again. The potential relationship he can have with them is the most stable he's ever had and it scares him when they make him feel wanted and important. All the while, he's convinced that the MC's friends and family are "better" than him and he'll only bore the MC if he remains in contact with them.
With his DLC, the MC - the player - get to prove him wrong: an MC who is liked by everyone and loved by up to three different interests, but end up choosing him in the end. Cove and Derek are "easy" and the MC has undoubtedly spent more time with them in comparison to Baxter - who would feel that either guy could make the MC happier than he could - but they have the chance to show that he is the one that makes them happy.
Baxter is so absolutely amazed to be in a relationship with the MC that he willingly takes in all the shocked reactions and potential backlash from everyone else due to his five years of going no contact. He's regretful when he finds himself back in old habits and eager not just to message the MC multiple times per day after they return home, but also to take time off to go visit them after his Step 4 is over.
I think that makes for an incredibly special experience: to have someone who comes last out of the three possibilities, doubts his true potential, and eventually realizes how misguided he is. It's not about who got the most time with the MC, or who got "dibs" on meeting them first, or what can be accomplished the quickest in their time with them.
It's about the MC forming a bond with someone, picking him despite the difficulties/limitations because they love him that much, the work he's willing to put into it in return, and finally the happiness that comes out of it.
For those reasons and even more, the Baxter DLC is by far my favorite.
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mintnoodles · 2 months ago
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Spectre's new chapter was so interesting as an ending for the story the player and her weaved. Rambling and spoilers for Slay the Princess' arching narrative, Spectre's route and her new chapter under the cut. Tiny mention of Witch's unique Ch 3.
It is SO fun seeing how things are from the Princess' POV, both in general and for how you got to this third chapter!
'The Princess and the Dragon' (PatD) is the perfect title. It's so clever to have her come first. She's the protagonist, this time, of either a tragedy or a nice tale of redemption. Rather, if you leave together, you've played a route where she's the one who rizzes you.
To get to this point, you (or TLQ) have to be the Princess' villain. You're seen as cold and opportunistic to her. You come in and kill her with no hesitation. Then, after she dies she's wary but tries to reason with you to come to her POV, only for you to betray her and kill her. You've been antagonistic to her all the times you knew her (but not enough for her to give up on you!) A villainous dragon with potential to turn face.
Some players might not see their roleplay that way (understandably, this is a videogame and people try to pick options that seem right to them). I remember being suspicious of the Spectre the first time, because uh. She's a spooky ghost wanting to takeover your body. In a lot of routes she's highly antagonistic to you too! You might be open to hearing the Princess, but still tend towards mistrusting her words. PatD turns that reflexive distrust around and continues the Princess' attempts to have you see her perspective (just wanting to go home, not being happy with her killer) by literally making you see things from her perspective.
First of all, after the strife and violence of Ch II, this lovely track plays.
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With the strings and wind instruments, it sounds peaceful, airy, a little playful, like a new beginning. It sets the stage for when you and the Princess wake up, alone together. It's one of the few times in the game you can just talk with each other, no Narrator to interrupt or filter the world. And it's fun seeing them get along. To TLQ, this is the Princess you've distrusted and killed twice, and now you've realised she's charming, and it feels right to be together.
And then your body traipses down the stairs, slowly coming into view. And the Princess describes it like it's routine: the sound of the blade, and the thump, thump, thump of a horror monster arriving. That's not a Hero, that's her Dragon. Opportunity gives you a freakish grin and dangles the blade. Surprise! You actually get to see yourself, after just little glimpses and shadows and mirrors that go away too quick.
The player/TLQ realises they're terrifying. You're at the behest of an inscrutable monster who decides what he'll do to you. You have to wait and hope for ages while the monster's voices talk back and forth and back and forth to come to a decision to kill you, with a knife twirled in his hands. That's what you've been for Spectre, and she still gave you a chance.
When you return to your body, you can choose to finally drop the knife. If you do, the writing cheekily points out that it's your big symbolic moment. For the story, that's Spectre finally winning you over. You reflected on what you've done and seen her perspective. To me, it really felt like you were playing a narrative 'obstacle' for Spectre to tackle. It's a counterpart to those routes where TLQ works to leave the cabin with the Princess. In a few of those, you offer your hand first. IIRC, here it's Spectre who holds her hand out to you. She's even got enough narrative agency to chuck the knife herself. It's a neat perspective to round things out. You're Spectre's Thorn route.
And I think it's a nice angle to look at relationships. This is one where you listen and take a hard look at yourself and the assumption you're right/the hero. If you don't, you hurt yourself too :]
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magua-vida · 8 months ago
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SLAY THE QUEEN THORN
I was inspired by Abby's sketch of a hypothetical Queen version of the Princess, so I tried my hand at it with a few vessels, including this one. I... ended up drawing something akin to a fashion design concept art rather than a practical design that won't be tiring to draw over and over after a handful of sprites later. I also had to use a bit more artistic license growing unnatural poppies on the dress and the thick twirly prickly noodles.
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some explanations behind the process
For the "mended" Thorn, I pretty much just removed the foreground thorns and added the dirt.
rambling/fangirling/screenshots below:
The Thorn is one of my favorites. If I had to choose only five vessels to offer to Shifty and there's no replayable feature, she'll definitely be one of them. I'm one of those suckers who's into Hurt/Comfort stories. Almost like a masochist for those fics, you could say. If the climax to an Action-heavy story is the defeat of one party, then the catharsis of Hurt/Comfort is when the two characters... well, comfort each other- either due to hurt from each other or someone else. In The Thorn's case, she started off rather innocently, Damsel-like, but not quite. She still had caution. It was until she was literally stabbed in the back that she learned that it was a mistake. And when Long Quiet offered sincere regret and admission of fault, she stabbed him... but she didn't feel the relief she thought she'd get from it. I think many relate to having been betrayed and/or betraying someone they trusted, and the scratches are felt by many players.
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The thorns curve inward, as if it's more painful to leave her than it is to approach her.
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Poppies grow around along the bramble. Many mistook them for roses because they're red and there are brambles (tbh, I actually dunno if they're brambles or briars, I looked them up and I got confused, forgive me, plant enthusiasts ;.;) that grow around the patches of those poppies. Death and romance~
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This brings back to Chapter 1 where Hero was kinda-sorta-maybe-definitely crushing on the Princess and wants to give her the benefit of the doubt, not only because of feelings, but for a reasonable cause of wanting to rescue someone who possibly may actually be a victim of circumstance.
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Look, I have reasons why Thorn route is one of my favorites and it definitely doesn't have anything to do with both characters having massive trust issues and the capability to change themselves for better or worse and the emotional moments hitting me like a lovely diamond-dusted dagger. Both of them are rather cat-like with pointy ears too.
I appreciate that you're still given the options to leave or stab Thorn, as if the situation isn't pitiable enough. Even her tiara looks like a crown of thorns. It's as if she views the thorns as both a form of penance and a defence mechanism to protect herself from being hurt again, even though she's hurt by her own making this time.
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I chose for the Long Quiet to save her and leave the cabin together.
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This part stabbed me the most. Even when shown genuine help, she shrinks back.
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This part burns a bit of the jadedness away. Trust is a scary thing, so is love. How can you be so sure that you won't be hurt by the one you love again? But just like what The Prisoner says, it's about trust- blind trust. Thorn looks more human than her previous self- less animalistic, softer. A part of The Damsel returns, even in the music.
I recall weighing on whether I prefer the version with the Voice of the Cheated or Voice of the Smitten. I vaguely remember wondering if there was an option to ask her if it's okay to kiss her. I guess the ideal would be is to have that choice, but I suppose the climactic moment calls for it and she doesn't mind it, at least. It's like the option to hug Astarion from BG3, but you're not sure whether he'd be comfy with it after being hurt so much. He gave approval for it too~
As much as Thorn is one of my favorites, I'm not attracted to her and any of the vessels. Instead, I ship her with the Long Quiet- the character himself. I don't really see myself AS the Long Quiet, more like choosing what actions on what he does and I separate myself from him a lot for many reasons. It's a bit like the Harry situation from Disco Elysium in terms of seemingly blank-slate protagonists.
Instead, I kinda put myself into her situation to feel how she felt in this route. The poppies not only felt symbolic of her nature as part of the Shifting Mound, but also specifically the end of the mutual treachery you've inflicted on each other, potentially beginning anew on a path of healing.
==============ramble-bramble over===================
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justdiptych · 8 months ago
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The original Fallout had one group of raiders. That was the name the game map gave to them - 'Raiders' - but they were in fact known as the Khans. They were a relatively minor faction, being tied to quests in the first town the player is likely to visit, but we learn a lot about them in their brief appearance.
Many of the Khans are given names and dialogue, and will tell the player about their history - including how they came from the same place as the people of Shady Sands, Vault 15, and feel entitled to share in the town's wealth. Some see their raiding life as a way to claim control of the post-war world - ruling through strength and fear, believing that old ideas of morality died with the rest of the world. Others treat it as just another job - they support their group by trading, maintaining equipment, preparing food, and other everyday tasks.
In short, the Khans are a fully-realised community, as much a part of the story as any other. We learn that their brutal leader, Garl Death-Hand, took command after killing his abusive father. The player can kill him, or negotiate with him, or impress him with acts of cruelty, or even challenge his nihilistic views by convincing him that they're his father, back from the dead. Killing Garl and destroying his compound is treated as the best choice for the region as a whole, and is confirmed to have happened in the next game in the series, but it's certainly not the only option.
Fallout 2 has two groups of raiders. One - again marked 'Raiders' on the map - turn out not to be raiders at all, in that they're not attacking towns to steal their wealth. Instead, they're a mercenary company, hired by a disreputable businessman from one town (New Reno) on behalf of another town (Shady Sands again, now the capital of the New California Republic) to harass a third town (Vault City) to convince them that they need outside help in maintaining their defences. It's part of the game's major subplot about the three societies competing for control of northern California and western Nevada.
The other group are the New Khans, founded by Garl's son Darion after the original Khans' defeat. These Khans aren't nearly so fearsome as their predecessors - they mostly operate in secret, hiding behind a group of squatters who have moved into the ruins of Vault 15 and pretending to help them restore it for use. Darion is wracked with resentment over what happened to his father's crew and guilt for having survived, and his gang ultimately present little real threat to the outside world.
What I'm getting at here is that, in the world of Fallout as it existed in those early games, 'raiders' were not a major factor. There was one group who conducted raids as part of their regular economic activity, but only against particular communities - Shady Sands saw them as raiders, but to the Hub, they were just traders. Raiders only existed in a particular context - they had particular interests, beliefs and opportunities that would not always be possible or applicable.
Most of the games' conflict came not from the existence of raiders but from bilateral political and economic competition between groups with overlapping but not identical interests, which was reflected in their respective ideologies. We see this in Killian and Gizmo fighting to control the future of Junktown, and in the Master's attempt to reshape the world with the Unity while the different groups of New California try to retain their independence.
We particularly see it in Fallout 2, with its three-way battle for economic domination between the constitutional democracy of the New California Republic, the mafia-ruled narco-state of New Reno, and the elitist technocratic slave state of Vault City. Which of these groups continue to rule and expand, and which crumble, is what ultimately shapes the region's future - with control of Redding and its gold supply as the linchpin.
While the Enclave are the story's primary antagonists, they're chiefly characterised by their refusal to engage with this new socio-economic order - they believe that all outside authorities are illegitimate, and all outsiders non-human, and their only plan is to release a bioweapon into the atmosphere and kill literally everyone on Earth but themselves. The Enclave's defeat is necessary for New California's survival, but, otherwise, they change very little about how people live their lives. They're like Darion's New Khans on a larger scale - relics of a fallen order, robbed of their purpose, hiding in an old bunker and driven by nothing but resentment of having been left behind.
I might, in future, talk about the contrasting depiction of raiders in Fallouts 3, 4 and 76, and about New Vegas's use of raider and bandit groups like the Khans, the Legion, the Fiends and the White Legs. For now, I think I've made my point - that raiders are not a fact of life but a product of a particular place and time, and much less relevant to the universe of Fallout than other forms of competition and violence.
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eventideluminary-games · 1 year ago
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It is finally spring again. The grass is growing, birds are singing, and it's the perfect idyllic day to have your sister's coronation! You hoped everything would go well. It did not. In under 10 minutes, you went from being your sister's heir to your sister's killer. Or so your kingdom suspects, considering they're now on a manhunt for you. You have to figure out who really murdered your sister and fast, but be careful. You're not quite sure who you can trust these days...
ON HIATUS
Under the Eyes of Themis is a current WIP and new interactive CYOA novel, with a focus being on the characters, their interactions with each other, and their storylines. It's inspired by many JRPGs/RPGs. It's being written in ChoiceScript
Note: Because this is still a WIP, some names of characters or places may change! But feel free to send asks or anything!
Genre: Mystery, Romance
Rating: 18+ (sexual content, language, extensive talks about death, a semi(?) graphic death scene (i'm not good with rating graphic gore sorry), etc)
Tracked Tags: #under the eyes of themis, #eyes of themis, #uteot
Demo (1/19/24, ver 2.1.0) || Romance Options || Side Characters || FAQ || Tag Navigation || Pintrest
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In Under the Eyes of Themis, you are taken to the fantasy medieval-esque world of Runnet. Here, you play as the youngest child of the Diamant family of the Grasslands kingdom. Your older sister, Adalia, just happened to be born 10 minutes before you, which makes her the heir to the throne. Not that you seem to mind anyways.
The year is 1344 and the winter has recently melted away into spring, the favorite season for those in the Grasslands kingdom. The former queen, your mother, has passed away about a month ago. As your mother's heir and the oldest, your twin sister, Adalia, is coronated as queen, summoning emissaries and people from all places to recognize her as Queen of the Grasslands.
At the end of the coronation week, Adalia is poisoned and killed during the last feast. As you try to grapple with the loss of your twin, you are suddenly accused of poisoning your sister, a maid having found the vial hidden among your clothing.
You are chased out of your kingdom and manage to get help from the other lands in the area. You and your group travel across 8 lands to clear your name and figure out who framed you and killed your sister before you're arrested for a crime you didn't commit!
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Play as a male, female, or non-binary Royal
Customize the way your Royal looks in the story. Will they keep their natural look or decide to change it while on the run?
Your Royal has a semi-set personality in the beginning, but you choose how being on the run affects them
Explore the world of Runnet and the 8 lands situated on the continent
Choose to romance 5 different companions: a fun and flirty Prince, the not-so-ladylike-Lady with a penchant for picking fights, the brightest Scholar of the land, a shy Farmer's daughter, or the loudest Assassin you've ever seen (or heard)
Chase leads, find clues, and talk to locals to figure out who poisoned your sister and who's framing you
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The Accused Royal - You! (player determined)
You are 24 years old. You are the youngest child in the Diamant family. You are a prince/princess/princep. You have an older twin sister. You can choose to be male, female or nonbinary. You can choose your first name but your middle name is set.
If you play as a male, the middle name is set to: Florian
If you play as a female, the middle name is set to: Floriana
If you play as non-binary, the middle name is set to: Flor
Appearance: player determined. It's said you resemble your mother most, in terms of facial structure. Female and Non-binary Royals have the option to be identical twins with Adalia.
The Queen for a Week - Adalia Elcina Diamant (she/her)
Queen Adalia is better know to you as your twin sister. She is kind and nice, if not a little bossy. She would've made a wonderful queen... It's a shame she drank all that poison.
Appearance: player determined. Has the option to be identical twins with a female or non-binary Royal.
The Crown Prince of the Woodlands Kingdom - Alceste Claudius Emeraude (he/him)
Alceste is a 24 year old man. He is the crown prince and heir to the Woodlands kingdom. Alceste is flirty and fun-loving. He likes to tease the Royal and especially, Larisilla. He is the oldest of 4 children and consistently entertains the group trying to break the tension. He seems to have a problem with taking things seriously, but behind his playful attitude and flirtatious charm, you can see something darker swirling around in his eyes. Wonder what that's all about...
Appearance: Alceste is about average in height (5'8) and has smooth, blemish-free olive skin. He is average in terms of his body, not quite muscular but not lean either. He has a bit of a chubby stomach and still retains some of his baby fat. His hair is dark brown and looks fluffy. His eyes are dark green, similar to the woods that surround his home.
The Future-Lady of the Dustlands' Council - Larisilla Cornaline (she/her)
Larisilla is a 23 year old woman. She is the daughter of the first Head of the Dustlands' Council. Larisilla is not what is expected of a lady, finding more joy in picking fights and training with her swords than learning about politics. She is uncharacteristically serious and always wears a permanent frown. She has the tendency to rub people the wrong way, being blunt and, often, rude. Still, Larisilla will always stick up for you, so it's good she's on your side... Right?
Appearance: Larisilla is a tall woman, standing at around 5'10. She is muscular and has tanned skin dotted with beauty marks. Her frame is elegant in nature. Her eyes are a dusty red, reminiscent of the mesas of her homeland. Her wavy brown hair is short, cut into a shoulder-length bob. She typically ties her side-fringe back with a cord of leather.
The Head Scholar of the Palmlands' Scholar's Hall - Dionys Topaze (he/him)
Dionys is a 26 year old man. He is the leader of the famous Scholar's Hall, located in the Palmlands. As expected, he is polite and intelligent. Dionys is kind and eloquent. He tends to be quiet while other are speaking, but will gladly entertain you on the various areas of his study. He is said to be the Brightest Scholar of the Palmlands, a title which he doesn't really like. Dionys has the tendency to accidentally speak down to people, but he doesn't mean it. You're lucky Dionys' current area of research is law...
Appearance: Dionys is a very handsome man. He is tall at around 6'3 and lean, not as visually muscular as the others. He has smooth dark skin and long braided black hair that falls to his waist. The braids are decorated with golden clips and charm. His eyes are gold as well, reflecting the dunes present in his homeland. He has a pair of gold rimmed glasses he sometimes wears for reading.
The Farmer's Daughter of the Fieldlands - Somnia Disthene (she/her)
Somnia is a 25 year old woman. She is a humble farmer's daughter from the aptly named Fieldlands. She is a bit shy and quiet, but don't get it mixed up; she isn't scared or afraid. Somnia is a bit intimidated from all the important political people in the group, but she is insistent upon being helpful. She has a wealth of practical knowledge, notably that of a seasoned healer. You're grateful she's eager to help you, so you ignore her questionable slip ups. After all, who else would have the knowledge of making poison...
Appearance: Somnia stands at about average height (5'4). She is heavy-set/fat with the muscles and strength of a woman who has been working fields since she could walk. She has light skin smattered with freckles and long loosely curled blonde hair falling to her mid-back. Her eyes are light blue with bits of grey speckled in them, similar to the rivers that run through her homeland.
The Assassin of the Floelands - Enyo Perle (he/him) or (she/her)
Enyo is gender-selectable. They are 22 years old. They are a spy from the northern Floelands. They are loud and full of energy, quite different than what you would expect from a supposed assassin. They are eager to please and a bit naive, unaware of most things happening in favor of playing with their knifes. Enyo is open about their job as an assassin. Despite the group being a bit wary around them, Enyo does the best to fit in. But is it enough? After all, an assassin's still an assassin...
Appearance: Enyo is about average in height (5'7), if they are male, and short (5'3), if they are female. They have a slender form with no visible muscle definition. They have clear pale skin. Their hair is black and straight falling to their mid-back. M!Enyo keeps his hair tied into a ponytail while F!Enyo braids hers. Their eyes are a light grey, almost white in color, mirroring the snow abundant in their homeland.
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