#dragon age the veilguard transcripts
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datvtranscripts Ā· 2 days ago
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The Price of the Past Deleted Dialogue
After the Storm: Talk to Solas
The Price of the Past Masterpost About Deleted Dialogue
ā€”
Solas: I wondered when you would return. The fall of Weisshaupt reverberated across the Fade some time ago, as did the fall of an Archdemon. But unless I am mistaken, both Elgar'nan and Ghilan'nain yet stand.
Saved Minrathous: Rook: Treviso got blighted because I was busy driving off the blighted dragon in Minrathous. I couldn't be in two places at once.
Saved Treviso: Rook: Minrathous fell to the Venatori because I was driving off the blighted dragon in Treviso. I couldn't be in two places at once.
Rook: But at Weisshaupt, we got there in time. The Archdemon was down. I had a dragon hunter, a mage-killing assassin, and the Grey Wardens. And even then, we couldn't kill Ghilan'nain.
Iā€™ll worry about that laterā€ Solas: You once told me that the consequences of your battle would be a problem for "Future Rook."
ā€Whatever they want.ā€ Solas: You once told me that you would accept whatever consequences came from your battle.
ā€œIt wonā€™t be that bad.ā€ Solas: You once told me that you would stop the gods without getting "thousands of innocent people killed."
Dialogue options:
Affable: We made progress. [1]
Sarcastic (Worry about that later): Thanks, past Rook. [2]
Sarcastic (Whatever they want): Itā€™s a lot to accept. [3]
Sarcastic (It wonā€™t be that bad): I guess? [4]
Stoic: Thatā€™s still true. [5]
Angry: This is your fault! [6]
Afraid: I need some support. [7]
Sad: Donā€™t mock me, okay? [8]
1 - Affable: We made progress. Rook: I'd hoped we'd take down Ghilan'nain, but we did kill her Archdemon. That's a good start.
Grey Warden Rook: Solas: "A good start." I wonder if your fellow Wardens would agree.
Solas: Does this truly feel like even a partial victory, or does something uncomfortable lurk behind that easy smile?
Dialogue options:
I need to seem confident. [9]
Iā€™m trying to believe. [10]
No, but being sad wonā€™t help. [11]
9 - I need to seem confident. Rook: No, of course it doesn't feel like victory. But that's what leadership is. It's putting your own feelings aside so the team doesn't collapse. Solas: And what is so dangerous that the mere sight of it would destroy your team? Rook: That I was wrong. Davrin, Lucanis, all of themā€¦ I convinced them to join. I told them we could win. And right now, it feels like I lied to them. Solas: There it is. The grief of having not lived up to the trust that others placed in you. It is a pain worse than any Elgar'nan or Ghilan'nain could inflict, and if you let it, it can help you. Rook: How? [31] 10 - Iā€™m trying to believe. Rook: It has to feel like a partial victory. If it doesn'tā€¦ We lost a lot of Grey Wardens. We lost Weisshaupt. If we lost all of that, and I didn't accomplish anything? Solas: Then what? Rook: Then there's no way I can win. I should just start running now. But I can't. I have to keep acting like there's some way to win. And that'sā€¦ terrifying. Solas: Good. There it is. The fear. You finally see the consequences. You know the stakes. That fear, the terror of what you face now, can help you, if you let it. Rook: How does admitting I'm terrified help? [31] 11 - No, but being sad wonā€™t help. Rook: How do you think I feel? But the team needs me to look like I know what I'm doing. Solas: And what do you need? Rook: I need a break! I need one damn thing to go right for once! Solas: Because you deserve it? Rook: Because I can't do this! But if I don't, nobody will. So I've gotta keep banging my head against this wall like an idiot hoping for a miracle! Solas: There it is. The anger. The frustration at having failed. Properly channeled, that rage can flare hot enough to burn away any impurities. Rook: Fine! I'm angry! How does that help? [31]
2 - Thanks, past Rook. Rook: Sounds like something Past Rook would say. [They're] kind of an asshole. [12]
3 - I guess? Rook: Weisshaupt could've fallen without us killing Ghilan'nain's Archdemon. That would technically be worse. Solas: Technically. [12]
4 - Itā€™s a lot to accept. Rook: I was thinking I'd be accepting hurt feelings, not a whole fortress falling to darkspawn. Solas: Sometimes the hurt feelings are worse. [12]
12 - Scene continues. Solas: (Chuckles) You use humor a great deal.
Solas: "The elven god of sarcasm."
Solas: "This is the reason nobody likes you."
Solas: "Killing an Archdemon is the easy part."
Solas: Is all of this really so amusing, or is that wit the blade with which you keep less comfortable feelings at bay? Dialogue options:
Itā€™s that or cry. [13]
Itā€™s that or panic. [14]
Itā€™s that or rage. [15]
13 - Itā€™s that or cry. Rook: I'm doing the best I can to hold it together. Sometimes that means stupid jokes. Solas: And when those fail? Rook: Then I probably start ugly-sobbing. Snotty nose, blotchy face, the whole deal. Solas: Why? You are no stranger to death. You have seen warriors fall in battle before. Rook: But I've never been in charge. And this timeā€¦
Punched the First Warden: Rook: I punched the First Warden in the face and made everybody listen to me.
Reasoned with the First Warden: Rook: I got the First Warden to listen. I got him to believe in me.
Rook: And then Iā€¦ I couldn't get it done. I failed. And Weisshaupt fell. Solas: There it is. The grief of having not lived up to the trust that others placed in you. It is a pain worse than any Elgar'nan or Ghilan'nain could inflict, and if you let it, it can help you. Rook: How? [31] 14 - Itā€™s that or panic. Rook: Well, I don't think uncontrollable screaming is gonna help anything, and that's the only other option. Solas: Uncontrollable screaming at what? Rook: I had a legendary assassin, a dragon hunter, and an army of Grey Wardens, and we still failed! I still failed. People keep asking me what we do now, and I have no idea. And that isā€¦ terrifying. Solas: Good. There it is. The fear. You finally see the consequences. You know the stakes. That fear, the terror of what you face now, can help you, if you let it. Rook: How does admitting I'm terrified help? [31] 15 - Itā€™s that or rage. Rook: Yeah, there's a pretty good chance the jokes are how I cope. Solas: And beneath those jokes? Rook: Why does that matter? Would me yelling right now help anything? Solas: It might help you know who you are. Rook: The whole world is gonna know who I am! They're gonna make statues of me! "In honor of Rook: [They] almost saved Weisshaupt!" Solas: There it is. The anger. The frustration at having failed. Properly channeled, that rage can flare hot enough to burn away any impurities. Rook: Fine! I'm angry! How does that help? [31]
5 - Stoic: Thatā€™s still true. Rook: And I stand by that. Solas: Truly? You watched a fortress fall and Wardens die, and it touches nothing within you?
Solas: I expect that you call it professionalism.
Solas: No hesitation. "We stopped you. We'll stop them."
Solas: No concern. Just targets. "Any other surprises we should know about?"
Solas: What are you so desperate to avoid feeling?
Dialogue options:
Numb. [16]
Terror. [17]
Fucking Furious. [18]
16 - Numb. Rook: Nothing. Solas: So no fear, no anger, lurks beneath the surface? Rook: No, I meanā€¦ I try to think about what I'm feeling, and I justā€¦ there's nothing there. If I think about what happened at Weisshaupt, I justā€¦ stop. Like I could go to sleep and never wake up. And I can't afford to do that. Solas: Why not? Rook: Because I let everyone down once already. I can't do it again. Solas: There it is. The grief of having not lived up to the trust that others placed in you. It is a pain worse than any Elgar'nan or Ghilan'nain could inflict, and if you let it, it can help you. Rook: How? [31] 17 - Terror. Rook: Ghilan'nain was so much worse than anything I expected. She's a god. And don't give me that "Evanuris" crap. You can turn people to stone with your eyes! Solas: Yes, and yet I wield far less power than Ghilan'nain or Elgar'nan. Rook: The world is going to end up a blighted wasteland unless I stop them, andā€¦ I don't think I can. Solas: Good. There it is. The fear. You finally see the consequences. You know the stakes. That fear, the terror of what you face now, can help you, if you let it. Rook: How does admitting I'm terrified help? [31] 18 - Fucking Furious. Rook: I am so fucking tired of being the one who has to do this while the rest of the world ignores the problem! Tevinter and the Antaam would rather fight each other!
Punched the First Warden: Rook: The Grey Wardens wouldn't listen until I punched their leader in the face and took over!
Reasoned with the First Warden: Rook: The First Warden wouldn't listen until the enemy was stomping all over his courtyard!
I can't do this alone! I need people to shut up and do what I tell them for once, or I'm going to fail again! Solas: There it is. The anger. The frustration at having failed. Properly channeled, that rage can flare hot enough to burn away any impurities. Rook: Fine! I'm angry! How does that help? [31]
6 - Sad: Donā€™t mock me, okay? Rook: Whatever your big trickster-god lesson is, could we justā€¦ not? Solas: Why not? What makes this time different? Rook: Weisshaupt? Solas: You have seen death before.
Dialogue options:
I let the team down. [19]
I was in command. [20]
This time broke me. [21]
19 - I let the team down. Rook: I went to Weisshaupt to stop the godsā€¦ with a team of people I'd recruited. Davrin, Lucanis, all of themā€¦ I convinced them to join. I told them we could win. And right now, it feels like I lied to them. [22] 20 - I was in command. Rook: But I've never been in charge. And this timeā€¦
Punched the First Warden: Rook: I punched the First Warden in the face and made everybody listen to me.
Reasoned with the First Warden: Rook: I got the First Warden to listen. I got him to believe in me.
Rook: And then Iā€¦ I couldn't get it done. I failed. And Weisshaupt fell. [22] 21 - This time broke me. Rook: This time, I feelā€¦ nothing. Solas: And still you hide your feelings. Rook: No, I meanā€¦ I try to think about what I'm feeling, and I justā€¦ there's nothing there. If I think about what happened at Weisshaupt, I justā€¦ stop. Like I could go to sleep and never wake up. And I can't afford to do that. Solas: Why not? Rook: Because I let everyone down once already. I can't do it again. [22] 22 - Scene continues. Solas: There it is. The grief of having not lived up to the trust that others placed in you. It is a pain worse than any Elgar'nan or Ghilan'nain could inflict, and if you let it, it can help you. Rook: How? [31]
7 - Afraid: I need some support. Rook: Could you be hopeful Solas instead of smug Solas right now? I don't need you to convince me how bad things are, okay? I get it. I really, really get it. Solas: You have finally met the Evanuris in battle.
I have to act confident. [23]
And Iā€™m in charge. [24]
Theyā€™re too powerful! [25]
23 - I have to act confident. Rook: Yeah, we met the gods, and now I have to act like we're not completely screwed and this was a good step forward. Solas: Why? Rook: We lost a lot of Grey Wardens. We lost Weisshaupt. If we lost all of that, and I didn't accomplish anything? Solas: Then what? Rook: Then there's no way I can win. I should just start running now. But I can't. I have to keep acting like there's some way to win. And that'sā€¦ terrifying. [26] 24 - And Iā€™m in charge. Rook: And somehow, I'm supposed to go up against them again, and everyone is looking to me for a plan. Solas: The plan will come. Once you have marshaled your forcesā€¦ Rook: I had a legendary assassin, a dragon hunter, and an army of Grey Wardens, and we still failed! I still failed. People keep asking me what we do now, and I have no idea. And that isā€¦ terrifying. [26] 25 - Theyā€™re too powerful! Rook: Yeah, and it turns out that when you're fighting a god, terror is a perfectly rational feeling! And don't give me that "Evanuris" crap. You can turn people to stone with your eyes! Solas: Yes, and yet I wield far less power than Ghilan'nain or Elgar'nan. Rook: The world is going to end up a blighted wasteland unless I stop them, andā€¦ I don't think I can. [26] 26 - Scene continues. Solas: Good. There it is. The fear. You finally see the consequences. You know the stakes. That fear, the terror of what you face now, can help you, if you let it. Rook: How does admitting I'm terrified help? [31]
8 - Angry: This is your fault! Rook: No. You don't get to come in here all superior. A whole lot of people just died, and that's on you! Solas: I have made many mistakes, but I did not free Elgar'nan and Ghilan'nain. Rook: Fine. Whatever. Solas: No. This is important, Rook. Your fury is real, but you can only defeat it if you identify its source. Who are you truly angry at?
Dialogue options:
Everyone! [27]
Ugh. Myself! [28]
Bad Luck? [29]
27 - Everyone! Rook: I'm trying to save the world, and everybody's kicking me in the shins while I'm doing it! Tevinter and the Antaam would rather fight each other!
Punched the First Warden: Rook: The Grey Wardens wouldn't listen until I punched their leader in the face and took over!
Reasoned with the First Warden: Rook: The First Warden wouldn't listen until the enemy was stomping all over his courtyard!
I can't do this alone! I need people to shut up and do what I tell them for once, or I'm going to fail again! [30] 28 - Ugh. Myself! Rook: I know who I'm angry at. It doesn't matter. Solas: Of course it matters. You must learn who you are. Rook: The whole world is gonna know who I am! They're gonna make statues of me! "In honor of Rook: [They] almost saved Weisshaupt!" [30] 29- Bad Luck? Rook: I don't know! Fate, luck, something! This whole mission has been one disaster after another. Solas: And how would luck help you? What is it that you need? Rook: I need a break! I need one damn thing to go right for once! Solas: Because you deserve it? Rook: Because I can't do this! But if I don't, nobody will. So I've gotta keep banging my head against this wall like an idiot hoping for a miracle! [30] 30 - Scene continues. Solas: There it is. The anger. The frustration at having failed. Properly channeled, that rage can flare hot enough to burn away any impurities. Rook: Fine! I'm angry! How does that help? [31]
31 - Scene continues.
Solas: There are those who hold their emotions at a distance to avoid the sting of failure. To defeat Elgar'nan and Ghilan'nain, there can be no distance. You must be committed.
Rook: What, you think we failed because I didn't want it enough?
Solas: I cannot say. But you chose this battle, and in so doing, you chose these consequences.
Solas: Regret is the price we pay for acting when no one else will. Without regret, we would not be driven to correct our mistakes, to improve. To get it right.
Dialogue options:
Iā€™ll get it right. [32]
I donā€™t want to feel this. [33]
Iā€™m not here for this shit. [34]
32 - Iā€™ll get it right. Rook: Next time, we won't miss. Solas: I believe you. And I believe that if you listen to me, then Elgar'nan and Ghilan'nain will fall. [35]
33 - I donā€™t want to feel this. Rook: It still hurts. Solas: I have lived thousands of years and made countless mistakes. It always hurts. If you listen to that feeling, perhaps you may never need to feel it again so keenly. [35]
34 - Iā€™m not here for this shit. Rook: I didn't come here for your philosophical bullshit. I came for help! Solas: What did you think my help would look like? I cannot promise that our talks will be easy. All I can promise is that if you listen to me, Elgar'nan and Ghilan'nain will fall. [35]
35 - Scene continues.
Solas: And while your grief is valid, the situation is not as dire as it seems.
Solas: And while your fear is valid, the situation is not as dire as it seems.
Solas: And while your frustration is valid, the situation is not as dire as it seems.
Solas: You have slain an Archdemon, a feat only a few have accomplished over the centuries. Ghilan'nain is now mortal. If you can find her and catch her unprepared, you can kill her.
Rook: So how do I find her?
Solas: Your team has ties to organizations with connections you lack. The Shadow Dragons in Minrathous, the Veil Jumpers in Arlathan, and so on. Strengthening your team will strengthen those groups. Prove your value as an ally, and they will give you the openings you seek.
Rook: Okay. I'll see what I can do.
Solas: Good. And Rookā€¦ I am sorry for the necessity of this lesson.
Dialogue options:
No, I appreciate it. [36]
Itā€™s not wholly unexpected. [37]
Whatever. Goodbye. [38]
36 - No, I appreciate it. Rook: You don't have to apologize. I know you're trying to help, soā€¦ thanks. Solas: Don't. Don't thank me. Our talk today will lead to Elgar'nan and Ghilan'nain falling, but it is not a kindness.
37 - Itā€™s not wholly unexpected. Rook: You talk with the Dread Wolf, you gotta be prepared to bleed a little. Solas: A painful assessment, but more than fair, especially today. If I knew some other way to prepare you for what lies ahead, I would do so. Good luck.
38 - Whatever. Goodbye. Rook: We're done here. I'll talk to you when I know something. Solas: Of course. Then I will simply wish you good luck.
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cadaveerie Ā· 6 months ago
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Here are the transcriptions of the Backstory for Rook's factions in the Character Creator (with the different pronouns available + surnames):
GREY WARDENS
Surname: Thorne
BACKSTORY
Shield Against the Night
When innocent lives were at stake, Rook led the charge, saving a village from a monstrous nightmare--no matter the cost to herself/himself/themselves.
During a large darkspawn incursion, Rook was ordered to hold the line with other Grey Wardens until reinforcements arrived. Rook argued that by then, villagers under attack would be dead. She/He/They disobeyed orders, leading the squad into the incursion and sealing the tunnel to the Deep Roads. This turned the tide, and the darkspawn were driven off, which saved the villagers. Rook's heroism was popular among the younger Wardens, but others with connections to noble families resented her/his/their independent streak. Rook chose to step away while tempers cooled.
VEIL JUMPERS
Surname: Aldwir
BACKSTORY
Hunter of Secrets
When lives were at stake, Rook defied orders to rescue people from the mystic perils of Arlathan.
On an expedition to ruins in Arlathan Forest, the Veil jumpers found ruins that contained important lost lore and deadly danger. Barely surviving the ruins' ancient magical defenses, Rook's small team recovered and invaluable map leading to a hidden area of the forest. Although the team escaped, other Veil Jumpers found themselves trapped. Rook chose to return to the ruins, saving her/his/their teammates' lives, but losing the map. She/He/They was/were lauded for her/his/their bravery, but the map's loss caused some resentment among Veil Jumper leaders.
SHADOW DRAGONS
Surname: Mercar
BACKSTORY
Breaker of Bonds
Rook risked everything to liberate the enslaved people of Tevinter, even knowing it would anger the ruling elite.
The foundling Rook was adopted into a military family and joined the Shadow Dragons to fight from the shadows for change in Minrathous. While guarding a visiting dignitary who was investigating a slavery ring in the nearby city of Nessus, Rook concluded that the mission would fail without throwing caution to the wind. Alone, she/he/they sneaked the dignitary deep into Venatori-controlled zones and brought him back, along with the rescued slaves. These actions brought Rook to the Venatori's attention, and the Shadow Dragons decided to keep Rook out of sight.
LORDS OF FORTUNE
Surname: Laidir
BACKSTORY
Seeker of Gold and Glory
When a corrupt Rivaini noble double-crossed Rook, Rook escaped a collapsing ruin, turned the tables, and destroyed a dangerous artifact.
A rising Lord of Fortune, skilled at breaking into lost tombs and ruins, Rook killed a corrupt Rivaini noble to prevent an ancient evil from being given to the Venatori. Her/His/Their actions were correct and saved the lives of expedition members, but some Rivaini nobles were resentful. Because the success of the Lords' expeditions relied on Rivaini authorities looking the other way, it seemed wise for Rook to step away while tempers settled.
MOURN WATCH
Surname: Ingellvar
BACKSTORY
Defender of the Dead
When restless spirits threatened the inhabitants of the Grand Necropolis, Rook took the decisive action to protect both the living and the dead.
Discovered by undead inside a Grand Necropolis tomb as an infant, Rook was raised by Mourn Watch necromancers, eventually joining the order. During a "civil war" between undead nobility, known later as the War of the Banners, she/he/they led a daring attack on the rebellion's dueling leaders. It was a success, quelling the war and saving lives. But Rook's destruction of these undead nobles was controversial. Some Mourn Watchers feared Rook had offended the order's aristocratic patrons and encouraged her/him/them to travel for a while.
ANTIVAN CROWS
Surname: de Riva
BACKSTORY
Assassin Extraordinaire
When the invaders of Treviso took people captive, Rook was determined to free the prisoners at any cost.
A talented new Crow recently promoted to full membership, Rook chafed at the cautions of her/his/their commanders, especially with her/his/their city occupied by brutal soldiers known as the Antaam. When Rook saw a patrol herding along captives one night, she/he/they leaped into action. Despite saving lives, however, Rook had unknowingly compromised a larger Crow operation against the Antaam. Rook's superiors were incensed. Sidelined for her/his/their actions, the young assassin searched for new ways to prove herself/himself/themselves.
source :)
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daitranscripts Ā· 2 months ago
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(current wc total: 615,812) Word count breakdown so far for this project! Locations are still in-progress, and some of the main quests were transcribed before I knew how to access the files (thus the out-of-order list) so they may still be missing content.
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cacospirit Ā· 1 month ago
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Brooklyn 99 homage post
Link to the original sketch
//
Strife: you ok there Bellara?
Bellara: Oh Iā€™m fine, I just dropped my spannerā€¦ it must be in one of these three boxes, why donā€™t you pick one?
Strife: ā€¦are you trying to Montfort Box Riddle me? This is unbelievable, I donā€™t need the Montfort Box Riddle ruining my place at work when the Montfort Box Riddle is already ruining my home life!Ā 
Taash: Come one Strife, the riddle stuff isnā€™t the problem. Dealing with the venatori has just kept you and Emmrich apart, you two just need to boneĀ 
Bellara: eeyuhu
Strife: ā€¦what did you say?Ā 
Bellara: *whimpers* donā€™t say it againĀ 
Taash: I said you two need to boneĀ 
Bellara: mhhnhgft
Strife: Howā€¦. dare you Taash of the lords, I am the leader of the veil jumpers!Ā 
Strife: BOONE?!
Strife: What happens in my bedroom is none of your business!
Strife: BOOOOOONE???!
Strife: Donā€™t ever speak to me like that againĀ 
-
Bellara: why did you do thatā€¦?Ā 
Taash: dude was pent up, now he knows. Problem solved
Ā /the following day/
Bellara: Oh, Strife! I know you donā€™t want to talk about the Montfort Box Riddle but I did contact an enigmatology professorā€¦Ā 
Strife: No need Bellara, itā€™s all goodĀ 
Bellara: So the fight with Emmrich is over?Ā 
Strife: Yep!
Bellara: Because you understand the riddle?!
Strife: Nope!
Taash: Because you guysā€¦
Strife: Yeeep!
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cypjj Ā· 5 months ago
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"I challenge youā€”those of you who profess leadership, who would set yourselves above othersā€”to see past what you've been taught and to forge a path of your own. And if you need foundational principles, then I charge you to choose from these: respect, compassion, understanding, love."
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deny-the-issue Ā· 4 months ago
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Emmrich and Davrin Shenanigans
Davrin: I heard another rumor, Emmrich. Emmrich: What is your latest hearsay? Davrin: That you and Rook are getting tight. Making eyes, warming the cockles of your heart, tugging at the old boneā€” Emmrich: That's quite enough. Davrin: Sure. But if you need any tips on hand-to-bone combatā€¦ Emmrich: My dear young Davrin. I know perfectly well what I'm doing. Davrin: Make that your next book.
This conversation made me snort for real. I love how sassy Emmrich gets with Davrin!!! And Emmrich's last line??? Hello???? šŸ‘€šŸ‘€šŸ‘€šŸ‘€ šŸ„µ
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crows-of-buckets Ā· 7 months ago
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Dragon age podcast is cool and all, however. This is awful for people (me) who struggle listening to podcasts <//3
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letsgonecromancin Ā· 4 months ago
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Iā€™m gonna start transcribing stuff as a fanfiction resource. Iā€™ll post a list of things I need to transcribe. Maybe do individual ones for different things so I can actually link other posts? Like, one for companions, for example.
Maybe I should make a separate blog for this.
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davtranscriptions Ā· 4 months ago
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Companion Quests
A list of every companion quest, sorted by companion. Some quests listed here will also be listed in the main quest list.
Companion banter and romance scenes will each have their own masterlist.
Quests with completed transcriptions will be marked with a ā˜…
If I missed any, please let me know.
Bellara
0/4 transcribed
in Entropy's Grasp Echoes of the Past The Demon's Bargain Hummingbird's Lament
Davrin
0/6 transcribed
A Warden's Best Friend How to Train a Griffon A Friend in Need The Palate of a Griffon The Profane and the Lost Home Roost
Emmrich
0/3 transcribed
Where the Dead Must Go Walking the Graves House of the Dead
Harding
0/4 transcribed
An Unfamiliar Sense The Waiting Stone The Bond Rekindled The Heart of the Titan
Lucanis
0/5 transcribed
Sea of Blood Coffee with the Crows Bidding Farewell Bloodbath Inner Demons
Neve
0/3 transcribed
The End of the Beginning A Study of Dock Town A Clear Mind
Taash
0/5 transcribed
The Dragon Slayer Fire on the Sands A Little Dragon Hatches Slaying the Fangscorcher Fit for a Dragon Hunter
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pseudospaceship Ā· 2 days ago
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I Know Things About Religion/Culture for a living, and I was absolutely SCREAMING during the vallaslin conversation between Solas and the Inquisitor in DAI. Like, obviously you can't get a whole treatise on mimcry, reclamation, and resistance into a silly video game about killing monsters (OR CAN YOU), but damned if someone on that writing staff doesn't know what they're doing. DA elves are a long and really complicated exploration of postcolonialism. Not just "colonizer bad/colonized good," but the really messy pieces of cultural assimilation, negotiation for survival, and identity gatekeeping. Solas is such an amazing villain because he's so embroiled in those tangled nets of loss and reimagining that he can't even see it.
People are all "the writing in DAV is bad" and I'm like, "Sorry, I can't hear you over James C. Scott screaming at me about all the wolf statues literally everywhere that no one is motivated to get rid of even though the Dalish don't trust Fen'Harel."
Okay, but the way Dragon Age uses the Dalish to explore cultural memory is actually really cool. This is an examination of what happens when a people are forcibly severed from their own history. The Dalish arenā€™t carrying forward an unbroken Elvhen tradition; theyā€™re reconstructing it from scraps, oral stories, and symbols they think they understand. And thatā€™s the point.
Cultural memory isnā€™t just about what actually happened in the pastā€”itā€™s about what gets remembered, who gets to do the remembering, and how those memories are passed down (or erased). Jan Assmann talks about how cultural memory needs institutions to preserve itā€”texts, temples, ritualsā€”but when those institutions are destroyed, all thatā€™s left is fragmented, shifting memory. Thatā€™s the Dalish in a nutshell. They want to preserve their history, but the history they have is a patchwork of broken pieces, some of which arenā€™t even accurate.
Like, the Dalish genuinely believe theyā€™re keeping the old ways alive. But their gods? Not actually gods. Their language? Barely functional compared to what it once was. Their vallaslin? Used to be slave markings. And yet, this doesnā€™t mean their culture isnā€™t real. It is real. Itā€™s just not the same as ancient Elvhenan. Itā€™s something new, born out of loss and survival. And thatā€™s what cultural memory doesā€”itā€™s never about perfect preservation, itā€™s about adaptation.
And then you have Bellaraā€™s quest, which basically takes this whole idea and runs with it. Because Bellara isnā€™t trying to just recover lost historyā€”sheā€™s questioning what even makes a tradition true or worth preserving. If you find a piece of history, but it doesnā€™t fit the world you live in now, what do you do with it? Do you bring it back? Do you change it? Do you let it go? The game doesnā€™t hand you an easy answer because there isnā€™t one. Itā€™s not about ā€œrightā€ or ā€œwrong,ā€ itā€™s about understanding that history is always being rewritten.
So yeah, the Dalish arenā€™t just an aesthetic. Theyā€™re a meditation on what it means to be a people shaped by forgettingā€”on what happens when your past is stolen, and all you have left are the pieces you can scrape together. Itā€™s not about whether their culture is ā€œrealā€ or ā€œfalse.ā€ Itā€™s about the fact that it exists at all and that they fight to hold onto it, even when they donā€™t have the full story.
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datvtranscripts Ā· 2 days ago
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After the Storm Pt. 3
Check on Lucanis
Lucanis Masterpost
The Price of the Past Masterpost Previous: Bellaraā€™s Question
Rook finds Lucanis in his room.
Rook: Lucanis? Are you in here brooding?
Lucanis: I'm fine.
Rook: That's not a "No."
Lucanis: I had her. She should never have gotten away from me. This was our contract, Rook. I don't fail my contracts.
Dialogue options:
Flirt (Saved Treviso): Iā€™m glad you made it back. [1]
Affable: Youā€™ll get her next time. [2]
Sarcastic: Everyone makes mistakes. [3]
Stoic: It was a mess. [4]
1 - Flirt: Iā€™m glad you made it back. Rook: Forget about Ghilan'nain. Lucanis: That's why I'm here. Rook: I know, butā€¦ I'm just happy you didn't get killed out there. Lucanis: You shouldn't go easy on me.
Crow Rook: Lucanis: In our line of work, mistakes get people killed. Rook: To be fair, so do successes. [5]
Non-Crow Rook: Lucanis: Mistakes get people killed. Rook: You're an assassin. So do successes. [5]
2 - Affable: Youā€™ll get her next time. Rook: Just think how much more satisfying it'll be when you do take her down. Lucanis: We cannot count on a second shot. [5]
3 - Sarcastic: Everyone makes mistakes. Rook: This can't be the first time you've missed a target, right? What'd you do before? Lucanis: I never miss. [5]
4 - Stoic: It was a mess. Rook: Let's call it what it was. Weisshaupt was a disaster. [5]
5 - Scene continues.
Lucanis: I thought I still had this.
Saved Minrathous: Lucanis: Even with Treviso suffering, I thought I could still focus on what mattered.
Saved Treviso: Whatever else I am, I'm a professional. After the Ossuary, I thought at least I could still take out a target. I need to work.
Dialogue options:
Affable: Maybe you need a break. [6]
Sarcastic: Weā€™re up against gods. [7]
Stoic: Stay focused. [8] +Lucanis Approves.
6 - Affable: Maybe you need a break. Rook: You might need sleep more than work at this point. Lucanis: You might be right. Rook: It's not over. Justā€¦ take care of yourself for now, okay? [9]
7 - Sarcastic: Weā€™re up against gods. Rook: Ghilan'nain was a giant face in the clouds, Lucanis. I asked you to stab a cloud. Lucanis: And I missed the damn cloud! Rook: My point is: That was impossible, and you still almost did it. That's not small. [9]
8 - Stoic: Stay focused. Rook: Focus on what you do best: hitting your mark when they least expect it. Ghilan'nain will remember that scratch you gave her. Lucanis: For all the good it did. Rook: We didn't know what they were really capable of before. Now we do. We'll be ready next time. [9]
9 - Scene continues.
Lucanis: (Sighs) I was distracted. That cannot happen again. I need to get my head on straight.
Rook: Whatever you need to do.
Lucanis: Have you been to talk to the others? Davrin, especially. I think everyone might haveā€¦ things to deal with now.
Saved Minrathous: Lucanis: It's been too long since I checked in with Viago. I should find out if things in Treviso areā€¦ stable. If I need to return there, I'll let you know. I won't miss another chance to make things right.
Saved Treviso: Lucanis: I should check in with the Crows. Whatever the word is, I'll let you know. There's nothing like work to focus the mind.
+Lucanis Approves
Next: Check on Davrin
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felassan Ā· 10 months ago
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June 14th 2024 Developer Q&A (from the official BioWare Discord)Ā - Complete transcript
Under a cut due to length.
Update:Ā This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A]Ā |Ā [Link to equivalent post for second Q&A (August 30th)] |Ā [Link to video recording for second Q&A]
Update:Ā This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( Ė¶Ā“ įµ• `Ė¶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
----
Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! Iā€™m gonna cheat, and Iā€™m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, youā€™re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction Iā€™d like to be a part of. Veil Jumpers. Who doesnā€™t like a nice walk in the forest, yā€™know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues ā€“ oh, heā€™s unmuted. There we go. Or maybe not. Thatā€™s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: Thatā€™s right, thatā€™s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If youā€™re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. Iā€™ve seen, so this question was from Acra. Iā€™ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, Iā€™ll guess Iā€™ll start and then Iā€™ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. Weā€™ve pulled the camera in. For those that arenā€™t aware, the reason why is we want you to feel like you actually are in this world, right? Like, youā€™re walking these city streets of Minrathous, youā€™re looking up, seeing the buildings all around you, youā€™re a part of this place. So itā€™s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. Weā€™ve talked about the incredible depth and focus weā€™ve put on fleshing out these companions, theyā€™re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight thatā€™s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when youā€™re playing in the combat system, when youā€™re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions weā€™re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what theyā€™re doing more than I ever have before in any of the other three games. But John, Iā€™ll toss it over to you for the banter. Thatā€™s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think thatā€™s a, a great question.
John: So - itā€™s a great question, yeah. I mean honestly, I donā€™t think you could actually stop the writers from writing banter. I will say for myself, itā€™s, itā€™s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, weā€™ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, itā€™s definitely still a big thing. I think itā€™s, if anything itā€™s the most weā€™ve, weā€™ve ever done for pairings of companions. Beyond that weā€™ve also made sure, and I mean Iā€™ve been on Dragon Age for a while, and I know thereā€™s been issues, you know, things like, okay, well I donā€™t wanna miss this banter. So weā€™ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, itā€™s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, itā€™s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: Thatā€™s right, thatā€™s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way youā€™ll gather them around the kitchen table, thereā€™s just so many of those moments where theyā€™re all interacting with each other.
John: Well, I think ā€“
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually thatā€™s a, a good call, because I think the other side of it is, weā€™re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Letā€™s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as youā€™re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone whoā€™s played Dragon Age for a while will remember. Youā€™ve got the Grey Wardens. Youā€™ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because weā€™re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: ā€œSome Dudeā€, is that, Iā€™m gonna assume ā€œSome Dudeā€ is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, itā€™s different this time around, and it does get into spoiler territory, so I, Iā€™m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that thatā€™ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, Iā€™m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me itā€™s definitely the Lords of Fortune. Iā€™ve had a chance to try out a bunch of them, but I think Iā€™ve finally settled on them. And itā€™s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, itā€™s a, itā€™s a really good mix, so thatā€™s kinda my default.
Katey: I think Iā€™m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but weā€™re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so Iā€™m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, thatā€™s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. Itā€™s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, itā€™s not called this in-game, but I playfully think of it as ā€˜Last Time On Dragon Ageā€™.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, itā€™s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, itā€™s very highly visual, it uses the familiar tarot card aesthetic, so itā€™s actually really visual and playful experience as you go through it. It is very much important to us that itā€™s built into the client, though. You can play this game entirely offline. No connection. You donā€™t have to link to your EA accounts, like thatā€™s been a really big request. So, the refresher plus make those decisions in-client, I think weā€™re all pretty happy about that. I donā€™t wanna spoil anything by revealing what decisions you can import, like, look, yā€™all donā€™t want the spoilers, but I will say, itā€™s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. Youā€™re in northern Thedas, these locations that youā€™ve literally never been to before. So that affects some of what will matter and what weā€™re not using this time around, as far as decisions. But obviously thereā€™s some very, very clear connections to existing characters. Itā€™s no secret that the Inquisitor, our dear Inky, is gonna show up, so, thatā€™s, thatā€™s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, thatā€™s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesnā€™t stay there. Iā€™m, I think one of the most exciting things for me, honestly, and again, to Corinneā€™s earlier point about spoilers, I donā€™t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that weā€™ve talked about. Places that characters have referred to as where theyā€™ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, itā€™s, you do start in Tevinter, you do start in Minrathous, but again, thatā€™s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? Weā€™ve gone back to what we believe delivers the best, most curated ā€“
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, itā€™s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. Itā€™s, itā€™s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously weā€™ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because sheā€™s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. Itā€™s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ā€˜personalityā€™ is a really great one because thatā€™s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ā€˜em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like youā€™re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if youā€™re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, Iā€™m, super, I wanna make sure Iā€™m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, thereā€™s a reason for that. As the game progresses, and you didnā€™t see this in that opening hour of the game, but itā€™ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. Iā€™d also say, this is a long answer, itā€™s such a good question ā€“ tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating ā€“ we call them ā€“ detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, itā€™s one of my favorites. If Iā€™m fighting Fade-touched enemies in Arlathan, I like to use Bellaraā€™s Galvanized Tear to pull enemies together, itā€™s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and itā€™s even better if itā€™s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So thereā€™s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, thatā€™s probably one of my favorite features, because thatā€™s when youā€™re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and Iā€™m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, Iā€™d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says ā€œcombo availableā€. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, theyā€™ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, itā€™s so satisfying, itā€™s so satisfying, I canā€™t wait for yā€™all to see it. But the interesting thing is that too is a tactical choice. Iā€™m choosing to use my companions to do that, and that means, in that moment, Iā€™m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so itā€™s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rookā€™s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but theyā€™re not actually the exact same thing, so. Itā€™s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, yā€™all. Like. Very! I donā€™t wanna give away too much just yet, but itā€™s very, very deep. It has been revealed, itā€™s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But weā€™re, weā€™re gonna, weā€™re gonna come back, weā€™re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something weā€™re actively looking into. We know thereā€™s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, itā€™s not just player-facing but internally, itā€™s a really helpful thing for us as weā€™re, as weā€™re building things out to have that so itā€™s, itā€™s, weā€™ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I donā€™t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once youā€™re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, thereā€™s so much more than that. Other actions that you can perform directly from the Wheel include, youā€™ll have an Ultimate Ability, associated with your class or your specialization, so thereā€™s variance there. Thereā€™s a type of items that youā€™ll get that function like Abilities, theyā€™re typically like buffs and enhancements in form of Runes. So youā€™ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, thereā€™s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold arenā€™t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ā€˜em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, itā€™s really wonderful.
Katey: What accessibility features are available? I would love to know if thereā€™s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. Iā€™m just terrified of them. That said, thatā€™s one weā€™re going to save for a little bit closer to launch before weā€™ll go into full details about accessibility features. But I do wanna assure you, weā€™ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. Iā€™m, Iā€™m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know weā€™ll probably get more info on this, but Iā€™m so curious.
John: Yeah, so, anyone whoā€™s paid attention to Dragon Age, and I can say as somebody whoā€™s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. Itā€™s been about ten years since the events of Trespasser. As you may or may not have noticed, Varricā€™s become a little bit of a silver fox. I know, Iā€™ve heard, seen, Iā€™ve seen a lot of comments on that on social media, but, yeah, ten years. Solasā€™ ritual is taken time to set up and youā€™re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if youā€™ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. Weā€™ve, weā€™ve, I really, I really like how Solas has turned out this time around. I will say, hereā€™s a comment on this specific question thatā€™s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe youā€™ll see it. In Thedas, ancient elves, they go bald when theyā€™re like millennia old, so. Solas wasnā€™t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. Youā€™ll have ā€“
John: - Now, now that said, Iā€™m sure some of you are wondering what happened to Solasā€™ wig from Tevinter Nights. Iā€™m sure he still has it somewhere, so.
Katey: Heā€™s just taking care of it elsewhere.
John: Heā€™s just taking care, itā€™s, itā€™s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companionsā€™ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So theyā€™re, they still have, kindā€™ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda whatā€™s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? Itā€™s, and, Tyrant says that theyā€™ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, whatā€™s, whatā€™s been really cool, so in previous games, weā€™ve kindā€™ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you werenā€™t gonna go, you werenā€™t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, weā€™re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that weā€™ve revealed. But this also means, like, weā€™re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, itā€™s, itā€™s kindā€™ve fun. Iā€™d say, yeah, for what we can show of Kal-Sharok, and, and other locations, itā€™s just, thereā€™s, thereā€™s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that itā€™s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone whoā€™s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I donā€™t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is theyā€™re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure thatā€™s not entirely clear, so.
Katey: How extensive are Rookā€™s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, itā€™s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, itā€™s a Dragon Age game, we wanna make sure that we also react to decisions youā€™ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously youā€™re gonna have a different perspective on events than someone whoā€™s not an elf. Sometimes that means different conversation options, sometimes thatā€™s going to mean entirely deep dialogue trees, as well as based off decisions youā€™ve made throughout the game so, again, making sure that the game feels like itā€™s noticing what youā€™re doing is a huge part of how weā€™ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, Iā€™ve seen a few articles about it, so Iā€™d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something thatā€™s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesnā€™t mean playersexual. And if anyoneā€™s unaware of what we mean by that, it doesnā€™t mean that they can form or twist their identities to who you the player are, like they, they wonā€™t suddenly have a preference for men or women based on what youā€™re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes youā€™ll hear about preferences, or things of that nature. And what I really love is, if you donā€™t pursue a romance with them, theyā€™ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, itā€™s one of my favorites. Iā€™m gonna put a question back to the community, though. Iā€™ve heard weā€™re going with ā€œLaashā€ for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So thereā€™s a, quite a few, probably, I think, easily more than weā€™ve done before, tattoos from various, various cultures. Weā€™re bringing the vallaslin back, of course. But thereā€™s, yeah, ton of different options, especially when weā€™re, again, going into all these new regions. Each, each area has its own kindā€™ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but weā€™ve kindā€™ve customized them a little bit, theyā€™re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when itā€™s out?
John: Ooh, thatā€™s a good question.
Corinne: Isnā€™t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. Iā€™m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say Iā€™m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, itā€™s, sometimes itā€™s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX weā€™re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that weā€™ve made yet.
John: Iā€™m gonna cheat, because Iā€™m going last and I get to do that when I go last, and kinda combine both Corinneā€™s and Mattā€™s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs weā€™ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean thereā€™s, thereā€™s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something thatā€™s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, itā€™s just been absolutely exciting and thrilling. And again, you see the teamā€™s love in every single piece of it. As for what Iā€™m most excited? For me, Iā€™ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. Iā€™ve worked on it since Origins and thereā€™s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. Itā€™s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but thereā€™s also so much here thatā€™s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things weā€™ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And Iā€™ve been in games for seventeen years now, this has been the absolute highlight for me, so. Thatā€™s what Iā€™m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna ā€œyes, and -ā€ that. It, I so completely agree with you. Thereā€™ve been times in the companion arcs where even, knowing exactly whatā€™s going to happen, we work on the game, with some of these decisions, I, Iā€™ve had to set down the controller, let out a heavy sigh and go ā€œoh my god, what am I gonna do here?ā€ Yeah, the depth of them is wonderful. And, I do wanna say, I, Iā€™d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare whoā€™s listening in, thank you so much, yā€™all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This oneā€™s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: Heā€™s been, heā€™s been adventuring for a while now. His hair is, is more gray, but heā€™s been in very dark scenes so far, so. Weā€™ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached yā€™all are to the Inquisitor, Iā€™ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, weā€™d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, theyā€™re gonna show up and theyā€™re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, theyā€™re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, theyā€™re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, itā€™s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, thatā€™s all I can really say about it. Weā€™re 100% focused on this being the most complete game we can make it. I will say, kindā€™ve related to that though, and I just wanna underscore this, I wanna emphasize it. Thereā€™s not gonna be any microtransactions, thereā€™s not gonna be any battle passes, you donā€™t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kindā€™ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. Iā€™m the kindā€™ve player that, that believes fashion is the real end-game. Yeah, thereā€™s a transmog system, absolutely, itā€™s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, Iā€™m just, Iā€™m gonna be really forthcoming with yā€™all and a little bit vulnerable here. Iā€™m ace, Iā€™m a gray-ace, I donā€™t mind sharing that, Iā€™m kindā€™ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasnā€™t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because ā€“
John: Oh no.
Corinne: Iā€™ve seen, like, can you tell us about the specializations for mage? Iā€™m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one thatā€™s actually more of like a combat mage, itā€™s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, donā€™t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, yā€™all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that weā€™ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, itā€™s, it, narratively it, it serves kindā€™ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I donā€™t know how much weā€™re really going into that at the moment.
Katey: This one is ā€“
Matt: But yeah, I would say, itā€™s like, thereā€™s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and Iā€™ll take it as a chance just to geek out about worldbuilding, because, again, weā€™re, The Veilguard for us is a really kinda dream opportunity to go to places that weā€™ve only ever heard reference to, or weā€™ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if youā€™ve, if you've read about this stuff, if youā€™ve been following along, youā€™ve got your own version of it in your head. Youā€™ve imagined what it might be like, youā€™re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. Thatā€™s my really long answer for, yeah, Iā€™m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, thatā€™s a good question. I will say, youā€™re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I shouldā€™ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, Iā€™m really sorry to have to be the one to tell you ā€“ nah, Iā€™m kidding, yes you can. But itā€™s not even just petting the griffon. Iā€™ve, this isnā€™t a spoiler, I think you can actually, Iā€™ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: Thereā€™s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, yā€™all this was so important to the team too. Like, this is the teamā€™s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. Weā€™ve got a, youā€™ve probably seen, weā€™re laying out a roadmap for, you know, what weā€™re gonna show and when weā€™re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then weā€™ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, Iā€™ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so thatā€™s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if itā€™s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, Iā€™ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: Thatā€™s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, donā€™t worry, heā€™s fine. You may question, ask yourself, but John, itā€™s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedinā€™ through these. Letā€™s see. Will Rook have a set of default name?
John: Yeah so, Rookā€™s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, thereā€™s a, thatā€™s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, thatā€™s definitely something we support as well. If youā€™re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character ā€œBobā€ because thatā€™s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so thatā€™s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. Weā€™ll be talking a bit more over the summer, weā€™re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collectorā€™s Edition? When can I pre-order?
John: Yeah, same answer, we have, weā€™ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because theyā€™re pretty great. Thereā€™s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, itā€™s up there, it might just be my favorite of the tavern songs.
Katey: Letā€™s see, are there any ā€“ ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age IIā€™s main theme from the soundtrack brought back much of the iconic thematic material of Originsā€™ main theme, but I heard less of it in Inquisitionā€™s. Can we expect The Veilguardā€™s main theme to recall more or less of that original thematic material than Inquisition?
John: So weā€™re not, weā€™re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. Itā€™s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, itā€™s interesting, so itā€™s interesting, because when we were writing these games, and this has been true on every Dragon Age Iā€™ve been part of, what you start with and where you end up arenā€™t always necessarily the same. Sometimes you start writing out a theme, you realize actually itā€™s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regretā€™s shaped peoplesā€™ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the gameā€™s story and the gameā€™s writing so.
Katey: And I know that, you know, weā€™ve, we've kindā€™ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, youā€™ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: Iā€™ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I donā€™t know what magic the character art team did for the beards, but they feel like a beard should feel like, itā€™s great. They look awesome.
Corinne: Just saw somebody say ā€œitā€™s beard timeā€, I love it. Itā€™s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good ā€“ do yā€™all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they donā€™t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas weā€™ve ever seen, so theyā€™re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and theyā€™ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unlessā€¦
John: No spoilers Corinne!
Corinne: Aughhh, Iā€™ll leave it there, Iā€™ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Donā€™t try to stop me, Smee!
Katey: This oneā€™s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I donā€™t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, theyā€™re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And youā€™re gonna see elements of characters that, yeah, the things that weā€™ve enjoyed, the things thatā€™ve shaped us, show up in these characters. I think, for me, itā€™s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you donā€™t intend for it to be the case, things, parts of you are going to show up in your character, I think thatā€™s true for all the characters in The Veilguard. And, you know, sometimes itā€™s, exploring, exploring the, yā€™know, things that, about yourself that you may like or may not like, and itā€™s also about exploring things about characters that you like or donā€™t like, so. Thatā€™s kinda my long-winded way of saying yes, itā€™s impossible to not have that happen when youā€™re creating art. But I wouldnā€™t say that thereā€™s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. Sheā€™s always been a fan favorite obviously, but I think beyond that, itā€™s something that there, that Hardingā€™s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldnā€™t say itā€™s always been, but Iā€™d say Hardingā€™s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, thatā€™s something I hadnā€™t really even thought about that much, but, and itā€™s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, thatā€™s exactly it, thatā€™s exactly, and yeah, thatā€™s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players whoā€™ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, itā€™s a great, itā€™s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, thatā€™s, thatā€™s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what youā€™re, what youā€™re doing here. Youā€™re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, thereā€™s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kindā€™ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, thatā€™s, thatā€™s really good John. Thatā€™s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether youā€™re doing, like, the main story, or youā€™re journeying with your companions, or youā€™re out exploring and you encounter a mystery. Everythingā€™s handcrafted, intentional. We spent a lot of time listening to what yā€™all said, and of course everyone has slightly different tastes, but, you know, youā€™re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I donā€™t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, donā€™t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KOā€™d, like in previous games?
Corinne: Right, so. If Rook gets KOā€™d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but thatā€™s, thatā€™s if youā€™ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it youā€™ll see how, just engaged the team is.
Katey: A user named Itā€™s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, itā€™s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, itā€™s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that ā€“ sorry, let me, restart. Not for The Veilguard. That decision doesnā€™t show up here. Now, that said, that doesnā€™t mean thatā€™s thatā€™s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: Iā€™m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: Thatā€™s a, thatā€™s a deep cut!
Corinne: Very, thatā€™s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types weā€™ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we donā€™t have in Veilguard, and youā€™ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. Thereā€™s no mechanic like that that blocks your progression until you fill a bar, right, like thatā€™s just not a thing in this. You have the autonomy to engage in these, these quests as you like. Thereā€™s no, like, y'know, grind-out gates before you can progress.
John: Thatā€™s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so Iā€™m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we havenā€™t talked much about the playerā€™s base, the Lighthouse. And weā€™re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So thatā€™s an area that weā€™ll, weā€™ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, youā€™ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, canā€™t wait til you see, when you swing and connect with those weapons, thereā€™s, thereā€™s a real heft to it. And then of course sword and shield, so. Weā€™re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that weā€™re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, Iā€™ve often joked, and I donā€™t know how much of a joke it actually is, that when this game is out and I suddenly donā€™t have to keep all these pieces of game and lore and story and everything straight in my head, Iā€™m suddenly gonna be able to speak Latin or something because thereā€™s gonna be a ton of brainpower freed up. But for me itā€™s just, you know, it's, the thing that keeps me sustained is just knowing the game that weā€™re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, Iā€™ve been on this project since the start, and even today, I see things on a daily basis, Iā€™m like holy ā€“ smokes, sorry, I almost swore, I canā€™t believe what the team is doing, I canā€™t believe the, how good this looks, I canā€™t believe. Because itā€™s a huge game. Thereā€™s pieces that I, I donā€™t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if Iā€™m having a particularly long day, Iā€™ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasnā€™t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, itā€™s been very real, hasnā€™t it? And, and I will just say, speaking on behalf of the dev team, everyoneā€™s working so hard, theyā€™re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, itā€™s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone whoā€™s still listening I promise that Iā€™m that Iā€™m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you donā€™t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, Iā€™m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, itā€™s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, itā€™s, the Dragon Age community, how much it means to you, how much it means to us, itā€™s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye yā€™all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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loustica-lucia Ā· 5 months ago
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DATV ā€” The Cobbled Swan Song by Cida Ciconia in Old Tevene
DRAGON AGE THE VEILGUARD SPOILERS āš 
If you help Minrathous in Act 1, when you start "The Cobbled Swan Case" quest in Docktown with Neve, you'll have a cutscene of Cida Cicadia singing on stage while Makal Damas gets taken away.
It doesn't happen if you helped Treviso instead, but you'll still meet the singer later. (Which is odd to me?)
The lyrics in english are:
ā€¦if only to say my last goodbye Call upon the center of the Fadeā€¦ ā€¦my love, come to me one last time. Call upon the center of the Fadeā€¦ ā€¦if only to grant me my rest.
I can't help but think this song once was about Solas & Mythal...?
Bonus (Tevene lyrics transcription attempt):
ā€¦odoci dite sera vale In vussa centra somniar Amatus, ba vium vesse cia In vussa centria somniar Si solum de mea engrela con tria
(The words in pink at the one I'm almost certain of, but the rest is not accurate, I think!)
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bioware Ā· 9 months ago
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Curious if you guys can give any insight to the amount of screen time each companion will receive. Is content going to be about the same across the board? We have a very diverse group of companions and Iā€™m hoping that weā€™ll be able to see all of them shine uniquely in their own moments.
From John Epler in our Discord Q+A:
Honestly, I donā€™t think you could actually stop the writers from writing banter. I will say for myself itā€™s one of the more fun things to do. Banter is absolutely a core part of [Dragon Age: The Veilguard]ā€¦ If anything itā€™s the most weā€™ve ever done for pairings and companionsā€¦ Everyone loves hearing the companions talk to each other. Everyone loves hearing these stories and relationships develop over the course of the game.
Head over to our Discord Server to view the full transcript.
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deny-the-issue Ā· 4 months ago
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More Emmrich and Davrin Shenanigans
Davrin: I heard a strange thing, Emmrich. Emmrich: It's simply not true that Manfred's doing my laundry. He got tangled in a bedsheet, and Taash mistook that forā€” Davrin: Not that. I heard you're preparing for some big necromancy rite. Rook: I didn't say anything. Emmrich: I believe you, Rook. But howā€¦ Davrin: You talk out loud to yourself a lot, Emmrich. Emmrich: Ah. Oh, dear. The rite is a difficult delicate thing. I promise to explain itā€¦ if I succeed. Davrin: I get you. Good luck.
LMAO Emmrich! I would do anything to have seen that interaction with Taash, Manfred, and the bedsheet. But I am fixated on this conversation for another reason.
Emmrich's last line is honestly the funniest thing to me. He promises to explain Lichdom to Davrin if he succeeds, but if he fails he will be dead????
The man is willing to joke about his greatest fear just to sass Davrin. And the fact that only Rook knows is the cherry on top šŸ˜‚
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burning2know Ā· 3 months ago
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I've seen lots of fans point to the external conditions of Veilguard's development in defense of it. So, let's examine the external conditions that made this disaster possible.
Misunderstanding of Dragon Age's place in the market
Dragon Age's brand identity is dark fantasy that explores what being a hero means within various structures of power. Veilguard can be seen as a re-branding from this perspective (for reasons that @sandetigerrr talked about at length here). To the extent that effort is successful? Well, with every rebrand, you can expect some level of backlash, because generally people dislike change. Tale as old as time. But, we can know whether rebrands are ultimately successful or not. (Warning: my head canons about how marketing works ahead, I'm not a marketing expert.) Let's use an analogy, if you are a company that produces a soap that is primarily utilitarian, you know, it cleans things. You need to reduce costs. You decide to change the packaging to something less elaborate. The considerations are a) that your customers will still recognize your soap, and b) that the soap still does what the customer buys it for: cleaning. Yes there will be initial backlash "gee, this packaging is so ugly." But presumably, the cleaning power stays. Over time people get used to it, they still buy your soap for the reason they've always done. But say, you change the packaging so that it's less shelf stable, and the soap, in the new packaging, is less effective at cleaning compared to before the change. Not only will the customers think "wow the packaging is so ugly", they will also notice "wow it's not cleaning as well either." Over time, they'll stop buying your soap and look for another alternative, one of your competitors. For the soap, the brand identity isn't JUST "the package looks recognizeable" it's also "the soap cleans well". So you can change some of it while retaining your customers. Undoubted, for the customers who buy the soap for the packaging, and they may go to competition with a similar packaging. But, if you're the only soap on the market with that kind of packaging and that cleans... We're in a different world now. There's no competition. You can do whatever you want short of stop making soap, because the customers are stuck buying this shitty rebranded soap.
Speaking of competition, here's something interesting that was on the EA earnings call just before Veilguard released (transcript in the link),
"When we think about what we have with Veilguard right now, we have a storage studio in BioWare. We have a storied IP and Dragon Age.
We have a team that took extra time to make sure the world was rich and the characters were interesting and the story was compelling I think we're going into a market that has limited competition for this category of game given some of the moves that have happened across the broader industry."
To me, this indicates that at the very top levels, the company thinks that Veilguard is in that last category... They can make whatever changes they want to DA because there's no competition. But they got a crucial thing wrong. There is LOTS of competition for stories that have rich worlds and compelling characters (BG3 is the most obvious one). But there's nothing quite like Dragon Age, because there's no other dark fantasy RPG that explores what good and evil means within various structures of power (hard sell to corporate in the current political climate, so I can understand why they Corinne Busche? chose a different angle... but I'm also here critiquing the chosen angle).
This is a fundamental failure in identifying the brand identity of Dragon Age.
Furthermore, they forgot that their niche is intersectional at its essence. Gamers can still find excellent dark fantasy elsewhere. And gamers can find stories that explores what good and evil means within various structures of power elsewhere. Just not both at the same time. But see, it doesn't matter, because gamers won't find this in the Veilguard either.
For all the Veilguard proponents who said "like all previous games, 5 years from now the fandom will consider this a good game", implying that, this is like any rebranding (because DA does kind of reinvent itself every iteration, in that way it's like the Doctor Who of games and it is a precious IP for that reason). They're probably right. I for one, don't see my opinion of Veilguard changing 5 years from now. But I won't be on the internet yelling at people about it. That's just not healthy for me. And the people who are motivated enough to yell about it into the void 5 years after release probably liked it. Just my baseless guess (and other disingenuous hedging).
The game's tortured development cycle
It's been 10 long years coming. So word in the rumour mills is that lots of interesting ideas and intentions were the original single player iteration. Then it was cancelled and rebooted as a live service multiplayer Destiny copy. Then that was cancelled and rebooted again as a different live service game. Then THAT was dismantled and the pieces from these various iterations frankensteined together into what finally became Veilguard.
Do I feel immense sympathy for the devs? Yes. Imagine working on something for 3 years of your life only to have it be flushed down the toilet for one reason or another. Multiple times. Devastating. Getting paid for it all helps a bit. But still, devastating. And sure enough, there were waves of resignations at multiple points over the past decade. I don't blame them.
What I don't feel sympathy for is why there were these series of cancellations and reboots in the first place. How is it that an ostensibly AAA studio backed by a publisher as massive as EA can't get its shit together enough to rally behind a single vision? Corporate bureaucracy? Office politics? Blind ambition? No matter what you call it, these were management failures that had little to do with actually Making the game, but that has a disproportionately large effect on the final product. The devs made the game DESPITE the poor management, management that was supposed to support them doing their work. Management failing the one, albeit complicated, job they have. Absolutely disgusting.
But this shouldn't excuse the final product being what it is. It doesn't somehow make it acceptable or good. This is like receiving a C+ grade for an assignment that you rushed the night before, and saying "Well, yeah, I wrote it the night before. I could have gotten an A if I spent a month on it." The fact of the matter is, you got a C+, not an A. You can still pat yourself on the back and say "I'm not stupid, or bad at assignments, I was just rushed. I'm an A student really!" That's all fine for you, but nobody else is obliged to believe you unless you start turning in assignments that gets As.
In this analogy, us fans are the grader of the assignment bioware just turned in veilguard. And we should really grade the game based on the quality of the work presented, not based on how long it took the devs to make it. One because there's contention about how much of that 10 years time should be counter. And also because time spent and quality are two separate constructs. There's a special category of people who can spent a single night and output an A assignment, and another special category of people who can spend 10 years putting their best efforts into an assignment and still get C+. We can't know which kind bioware is as a studio given the kinds of changes that has taken place in the studio over the past decade (and given veilguard, it wasn't the former).
This, to me is really tragic, because I KNOW bioware writers can write brilliant games. They have previously! This is why I like DA so much. But clearly something about this team comp leading up to Veilguard did not work. We don't know exactly what it was. And making up stories in our heads about the things we don't know isn't likely to get us anywhere that's close to reality.
We should do our best to understand the reality in which everything is operating. Not the least for the sake of supporting the improvement of labour conditions in the games industry. That's the only way that we can rally behind efforts that make effective change. Changes that, you know, make sure that the types of things that made all those bioware veterans leave (apparently without proper severance compensation, to boot) are not likely to happen again at other studios.
(this is just the rumour mill, I wait with unbated breath for a jason schreier exposƩ sometime down the line)
But it's all there if you look for it!
First of all, it's not. It really is not all there. Because a lot of it was cut. Check out the art book for Veilguard. The things that those creatives have planned shows that they know what effectively telling those stories would have needed, and there are some hints of them that made it into the game. But only hints. I wonder at the sheer amount of information in the art book. It's WILD. It's exceptional. It's a massacre on the cutting room floor. I weep for the brilliant, lost ideas that will never see the light of day outside of concept art form. But man, does that book ever NEEDED to be published.
Secondly, we can find evidence for anything if we look hard enough. That's the power of fandom. In a way, it's why I'm here. I'm a big fan of untethered tinfoil-hat fan theories. But, it's important to distinguish an interpretation from the actual text. Because we can read the text, but we can't read minds.
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