#i know no one in larian goes here
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things i'd like from bg4 or any similar future games
I think BG3 is very detailed; but I would really like it if the backgrounds had mattered more. Or at least for every one. I heard if you're a drow/half-drow noble you get special dialogue with Minthara. But why didn't my Folk Hero!Tav with Wyll [or just in general?] Or my Outlander!Tav with Karlach? I love that your character gets special interaction with all and sundry, at times, re: class and race. But backgrounds make a charcacter. I don't need details. Just a bit of a nod. At least within the camp.
This brings me to point two. I wish there was a way to get friendship points. It is so strange the characters can be 'meh' about you, dislike you [and strongly], but high to exceptional bonds trigger romance. What about close friendships or growing into a family?
Speaking of, I definitely would have love some down time chatter. It is so strange to me that you get a 'this could be our last time in camp' but don't do anything with it. I appreciate the tiefling [or goblin] party. I love the idle banter on the road. But why not a couple of casual fireside chats. As a group?
I love Halsin but the fact that he is the only one we can have a polyamorous dynamic with, is bull. I'm fine with not every character being into polyam -- but maybe research more before diving into it. I am 90% sure Wyll would've been okay with Polyam - a triad too! - if it was Halsin or Astarion [maybe with Lae'zel but I have to play further to be sure]. I could see Astarion and Shadowheart swinging a 'v' dynamic, and being the best [or worst for Tav's sanity] of metamours! Maybe it would have been a hassle for coding to fit every configuration, but we deserved at least a COUPLE of Tav x Origin x Origin loving.
Also, I think we should have been able to encourage - or maybe it could have happened sans MC involvement - the npcs getting together.
#bg3#baldur's gate#larian studios#i have more thoughts#but that is all im going to say for now#if i got into my frustration about how the only fat characters that are taller than dwarves are evil i'd be here all week#or why is there only ONE character of color in the main cast?? - no karlach doesn't count bc her voice actress is white#i know no one in larian goes here#but if anyone is ever considering an if or a video game! keep this in mind#i really love how games like wayfarer/infamous/dropout/exile [to name to name a few] have 'main' characters who are either#strictly platonic or can differentiate between what dynamic mc will have with the potential romance options#i also love how they have subromances#i wanted to list that too put this was getting long#i also no one but my moots will read this but that's perfect bc we can bitch in peace#nd that's what i wanted to get off my chest#i keep looking at karlach and dammon and being like roflmao why cant theys mooch?#or if pandira was a side/sub romance or lia - i like their fces okay#and im looking forward to adair/shadowheart/halsin but what ive heard there isnt much to be excited about lmao#also there's no bg4. the header is jokes!
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Gods and Clergy: Bhaal (OBSOLETE)
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | X | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
I did an updated and much longer version here; this one is significantly less detailed and lacking.
I'm in a Durge and Orin mood, so we're getting the full details on Bhaal and his priesthood now. Fun fact, did you know the Dark Urge couldn't even die without Daddy's permission?
Featuring:
Intro: Do you realise this cult is basically a crime syndicate supported by the rich and powerful?
Priests: Hierarchy. Responsibilities. Murder. I rather like the ceremonial regalia, personally.
Deathstalkers: Teleporting! Killing people with your mind! Unlimited ressurections courtesy of Bhaal!! And yet more crazy shit!
Bhaal: Kitten thinks of nothing but murder all day. Also mortal backstory and the Slayer is absolutely nothing like the games depict it
Right then, "Bhaal awaits thee," and blah.
"Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified. Tell folk that gold proffered to the church can make the Lord of Murder overlook them for today." - Bhaal's Dogma
Unsurprisingly for an ex-assassin, Bhaal is the patron god of assassins. Assassins, mercenaries, bounty hunters who aren't bringing their quarry in alive and, presumably, executioners all tend to send a prayer to Bhaal for success. Faithful were called Bhaalyn in the East and Bhaalists in the West. As BG3 takes place in Western Faerûn we'll use the latter.
Amongst these assassin worshippers we find the oh-so healthy individuals for whom killing is more than a job. These killers who regard their murders as a "pastime and a duty" join the clergy.
That said, Bhaalists do not murder indiscriminately. The taking of another life is a holy act, a lot of thought and planning goes into both the kill itself as well as what impact the death may have upon the world. Once the target is slain, they are to smear the victim's blood over their hands and draw Bhaal's symbol by the body with it. If Bhaal is pleased then the blood will vanish.
Bhaal supports and encourages his followers attaining wealth and comfort (it's a good hook to draw them in, and it makes him look good if his followers are successful, and more importantly: money is power, provides a shield against repercussions when caught, and opens doors), and in exchange for their worship his priest-assassins receive the priest spells and administer to the lay worshippers, who benefit second-hand. The assassins have an easier time killing people and getting rich and Bhaal profits from more prayer and death. A win for everyone (who didn't die in the process).
Bhaalist temples historically have spent their time founding and sponsoring guilds of assassins and thieves, including infamous organisations such as the Shadow Thieves of Amn. These guilds survived their patron's death, and while they were mostly businesses throughout the years of Bhaal's death many still paid homage (although there was some confusion involving his replacement, Cyric) and have presumably resumed worship. There's a massive old temple still functioning over in Thay; the Tower of Swift Death, and the assassins work closely with the Red Wizards who rule the country.
Bhaalists have no tolerance for rival guilds and organisations not following Bhaal (which would make them independent of their control) and will eliminate them. They will also root out anybody in the area that will attempt to oppose or otherwise interfere in their business and ensure they have freedom to go about their jobs/worship.
Their other job is to ensure the church has a steady income. They terrorise the commoners into paying tithes in exchange for safety from being sacrificed this tenday (a protection racket, basically) while leaving "economically and socially important individuals live unharmed." I mean, the peasantry have far less enemies to assassinate and gold to spend, so. Plus the rich and powerful are brilliant at turning a blind eye to crime when it benefits them, as well as making sure the evidence never sees the light of day - know which side your bread is buttered on, and all. Baldur's Gate has no law against the worship of Bhaal. Why do you think the original temple exists, after all? Bhaalists actively seek out and sway such potential patrons who would be... amenable to sponsoring and protecting their technically-legal church and its not so-legal activities in exchange for their services.
Urban temples of Bhaal are usually dark, subterranean affairs built under the city streets, containing countless branching tombs that are home to the bodies of the clergy's victims - said victims are usually wandering around down there as restless undead.
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Bhaal's clergy can be recognised as Bhaalists by their ceremonial robes - full body robes of black or deep purple with a deep cowl. The robes will be randomly and violently streaked with flashes of violet. Their entire face is fully obscured by a black veil, to both hide their identity and make it appear as though the hood is empty for the intimidation factor.
The leader of the church - and thus all of the temples - in a region is the High Primate/Primistress, who can be identified by a red belt/sash they wear over their robes and the fancy curved ceremonial dagger that marks them as a high ranking priest and a specialty priest known as a Deathstalker - more about them in a moment.
High Primates spent much of their time planning the proper strategies of manipulating nearby rulers, inhabitants, and organizations into the deeds and behaviour that the Bhaalyn desired.
The head of a single temple is a Primate or Primistress. The Primate is directly served by the First Deaths, who in turn can call upon a council of the nine most senior clergy; the Cowled Deaths. Below them were the regular priests, who were known collectively as the Deathdealers and are referred to by the title Slaying Hand. A Bhaalist rises in the ranks by hunting and ritually killing a target with nothing but their bare hands, which they will then report to a higher ranking priest who will confirm that they are being truthful. If they are then there's a party, and a ritual sacrifice is held to celebrate.
When on a job they dress in black - in the form that suits whatever their preferred method of killing in. Leather armour, mage robes, whatever.
Bhaalists pray to their god before sleep. In the temple the entire congregation comes together to pray in a formal ceremony called "Day's Farewell"). Bhaalists are also to pray before setting out on a murder.
Bhaalists only observe one holy day. It's the Feast of the Moon, a continent-wide holiday for honouring the dead and honouring one's ancestors. Bhaalists have their own spin on it where they remember dead Bhaalists and celebrate with stories of murder to honour them.
All Bhaalists are to commit a murder every tenday at midnight, should they be unable to fulfil this duty then they are to kill two people in place of the one who should've died that day. Before the victim dies, the murderer is to ensure that they know their killer and that they died as a sacrifice to the God of Death; "Bhaal awaits thee, Bhaal embraces thee, none escape Bhaal."
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The specialty priests of Bhaal, those who dedicate their devotion and worship no god other than him, are the Deathstalkers.
One does not have to be a cleric to join the ranks, though the majority are. Rogues, rangers, barbarians and fighters are the most common, but all classes make an appearance (and most are multiclassed clerics)
To become a Deathstalker one must have murdered sixteen sapient creatures in sixteen different methods with sixteen different weapons. This presumably is also the rite of passage to becoming a member of the Brethren of the Keen Strike - an order of Bhaalist assassins to which all Deathstalkers belong.
Distressingly for people who aren't Bhaalist, Bhaal's Deathstalkers regained their Bhaalist abilities around 1372 DR, following the end of the Bhaalspawn Crisis, and resumed their duties, spreading death and terror in his name as they worked to bring him back to full power. The most popular argument for how the priests of a dead deity were getting their spells is that another god - likely Cyric, was granting them spells disguised as Bhaal. However, in the wake of the Bhaalspawn Crisis and the wave of fear felt towards Bhaal that resulted (which counts as prayer), the rumour mill became very fond of the idea that, despite how the crisis ended, Bhaal had still managed to resurrect at least some scrap of himself through that fear and the God of Murder was haunting the Realms once more.
The various abilities Bhaal gifts to his Deathstalkers include the following:
[From 3.5e] The ability to identify key weaknesses in a target by studying them for only a few moments, killing them in a single strike. They are also supernaturally good at stabbing people with their ceremonial daggers.
[3.5e] The ability to tap into the hatred of a person, stoking it into homicidal rage and direct it at another person who they will kill in a mindless bloody rage (also called the Urge to Slay, an ability Bhaal himself has)
[3.5e] Bhaal's own inability to just fucking stay dead - a Deathstalker Bhaal doesn't want dead will come back to life an hour after it is killed, with a single hit point left. During the time prior to resurrection they are an actual corpse.
[2e] They can point at a person, sending necrotic energy coursing through them and causing them significant damage, agony and possibly death.
[2e] They can inflict severe wounds on a person just by thinking it.
[2e] They can teleport! A Deathstalker can teleport themselves (and other people, if they're powerful enough) to the Throne of Blood and from there they can teleport to anywhere on Toril that isn't protected by warding magic. Bhaal won't do anything to protect Deathstalkers while they're in the Lower Planes - if you're strong enough to get yourself here, you're strong enough to get yourself out.
[2e] They can affect the emotions of those around them, reversing whatever emotions an individual is feeling towards them into its polar opposite.
[2e] They can accelerate the entropic aging process of objects.
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Bhaal himself is "violent, cruel and hateful at all times." Being in the presence of the living fills him with an overwhelming urge to kill and destroy. He presents himself as either on the verge of a violent rampage or cold and ruthlessly calculating depending on which suits the occasion best. A Lawful Evil deity, his domain is the Throne of Blood in the first layer of the Lower Plane of Gehenna (Khalas), part of Bane's domain (Banehold). Hilariously, not a single Baldurs Gate game has got this right. BG2:SoA claimed it was the Hells, BG2:ToB changed to the Abyss and, for some reason, BG3 has put it in the Grey Wastes.
Bhaal served Bane, and was in turn served by Loviatar (goddess of pain) and Talona (goddess of disease).
His holy symbol is the Circle of Tears; clue in the name, it's a skull surrounded by teardrops of blood forming a circle.
Bhaal rarely manifested in avatar form. When he did, his main avatar in urban areas was the Slayer, which was not a four armed scaly monster:
"The Slayer look[s] like a corpse with a feral face, [bloodless] skin, and deep lacerations that endlessly [weep] black ichor that vanish[es] before it strikes anything."
It makes no noise at all when it moves. it can talk (its softly spoken and sounds creepy). It can levitate at will and summon floating daggers made of bone, that appeared and disappeared at will. They would cause any living flesh they hit to wither and die. Creatures slain this way would rise again as zombies under its control - or have its skeleton shattered into more bone daggers. Enough of these daggers form an area-of-effect; a wall made of a flurry of sharp shards of bone that would trap the soul of anyone they killed. Oh, yeah, and the Slayer can also inflict the overwhelming urge to murder everyone around you on the people around it.
Bhaal's other avatar was the Ravager, which was mostly an angry 30-foot tall giant with horns.
While in either avatar form, Bhaal also had the ability to create any form of undead loyal to him by touching a corpse (greater undead like vampires would be free once they'd completed whatever task he'd assigned them). He could also immediately destroy any undead, turning them to dust at a touch. Bhaal cannot be harmed by the undead.
Rather than using his avatars, Bhaal usually just manifested as a pair of flying undead hands that can shoot bone daggers at people. Or a laughing human skull trailing teardrops. Both these manifestations are capable of speech, casting darkness and driving everybody into a mindless bloodthirsty rampage - you might have noticed he really loves this trick.
He also invented his own undead monsters, the Harrla of Hate. Harrla are invisible creatures, which if you use magic to see them appear like human shaped wavering impressions. Guess what they do?? If you guessed "fill people with a sense of overpowering hatred and drive people into committing homicide" get yourself a fucking cookie!! (This isn't said anywhere in canon, but Bhaal has less imagination than a chunk of rock, I swear to god...)
According to one version of the story; in life Bhaal was a Netherese mortal wizard named Tharlagaunt Bale. He was one of a few hand picked by Jergal to bear a fragment of the god's divinity and raised from a young age to serve him (a Chosen, basically). Hilariously, one of the others was Karsus. These Chosen were promised godhood for their service as they set about performing a ritual to increase Jergal's waning power and make him one of the most powerful deities. Karsus chose to try and make himself a god instead and blew up the Weave, destroying Netheril and the plan and killing all of his coworkers except Bale.
Bale got a job as an assassin, changed the spelling to Bhaal and dropped his first name, teamed up with a bitter ex-slave with no name except the title "Bane of the Ancients" and a necromancer prince called Myrkul Bey al-Kursi.
His other backstory features him as Arabhal; the spymaster and chief assassin of the Netherese City of Rdiuz, and an ally of Bane. The two became unwitting paws of Jergal, who directed them through nightmares to do his bidding and slay various primordial divinities who threatened his plans.
Regardless of backstory, they all grabbed more divinity by killing an ancient god (also Bane's ex-master) and then he went knocking on his old boss' door for that godhood he was promised (Jergal at this point had embraced depression and just went "yeah, whatever, have it. Idgaf, I'm retiring." Or was manipulating them into becoming his divine pawns. There's more than one take on this story.) and Bhaal walked off the god of murder.
He learned of a prophecy predicting he would die when his stupid ex-travelling companions would decide to piss of Ao who would then kick all the gods out and make them mortal, and Bhaal then decided to sleep with what seems to be at least 25% of Faerûn to produce kids who would hold fragments of himself so that they could all fight to the death and he could resurrect himself afterwards. He was killed by the soon-to-be-god Cyric not far from Baldur's Gate during the Time of Troubles. Cyric proceeded to take his job, and there was a huge fight between Bhaalists who converted and those who didn't and the converts killed all the holdouts.
The rest of the backstory is basically just the original Baldur's Gate games.
#Durge is basically a crime boss#Also; Bhaal please have more than one fucking idea for once in your fucking miserable life I AM BEGGING YOU#long post
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gale's evil ending: devnotes
this post will take a closer look at the devnotes for gale's evil ending. they aren't that revealing, most of it is exactly what is shown in the cinematic that goes along with it, but they do have some interesting tidbits.
youtube
synopsis
Avatar Gale has delcared his intention to destroy all gods. Using the token of Mystra he still has (her earring) he casts a spell upon the city of Baldur's Gate, 'awakening' them and inciting them to rid the city of religious worship. He opens a rift to the heavens and sets off to destroy the rest of the pantheon with his army of nautiloids in tow.
dialogue + devnotes
Narrator: *They bow before you, prayers and pleas mingling into a single, submissive drone. But you are not here to yoke them - you come to set them free.* devnote: Gale turns his back on the awestruck, kneeling crowd and spreads his arms wide, dark energy crackling around him as he begins to float upwards. Narrator: *The Absolute lies broken at your feet. The first god to fall - but not, perhaps, the last.* devnote: Short from behind Gale's back, upwards at the heavens. With a gesture, Gale splits the dark skies, opening a rift through which brilliant, otherworldly light spills. [TagCinematic] devnote: As Gale ascends, he lifts a hand to his head. CLOSE UP as, almost idly, he carresses the earring gifted to him by Mystra - then unclasps it, allowing it to fall behind him as he rises with a fleet of nautiloids lining the way before him. [TagCinematic] devnote: CLOSE-UP as we stay with the earring, tracing its path downwards as it begins to break up, fragmenting into streamers of blue Mystran magic. Almost gently, they descend upon the watching crowds. As the spell settles on them, they rise to their feet, and begin to riot. The streets roil with anarchy as the enraged mob tears down the tokens of the old religions - statues, clerics, and temples. [TagCinematic] devnote: A single magial streamer (spelling?) settles on a statue of Mystra, facing gazing upwards, and runs down her cheek like a single tear - before the statue is torn down and broken upon the cobbles. Narrator: *The heavens are waiting. And you have work to do.* devnote: Final shot of the wide split in the heaves, a fleet of nautiloids preparing to pass through.
i found the devnotes interesting in so far as they confirm a few things i had been wondering:
the earring was indeed a gift from mystra to her newest chosen (it was touched on in an item description in idle champions as well, but i wasn't sure how trustworthy that information was)
The Chosen's Earring A symbol of Mystra's faith in me. Former faith, I suppose...
2. the earring was likely, in addition to being a symbol bestowed upon him by mystra, gale's spellcasting focus:
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
they used to be relegated to being a hand-held object like a wand, staff, orb, or something of that nature, but the rules have been a bit more lax now and we do know that larian bends the lore (and sometimes breaks it) in bg3 as well. a chosen should not need one either, then again mystra did withdraw her favour.
either way, it makes sense why he would discard it in his evil ending, both as a statement for his newest goal (destroying the entire pantheon), as well as him no longer being in need of such a token, now instead using it and the magic it's imbued with to incite the people of baldur's gate to rally against the "old" gods.
#gale dekarios#gale of waterdeep#bg3#baldur's gate 3#baldurs gate 3#bg3 patch 7#bg3 meta#ch: gale dekarios#vg: baldur's gate 3#series: baldur's gate#meta: mybg3#i do still wish that epilogue gale would have gotten a similar opportunity#but i do think this makes sense within the context of the evil ending#as a discarding of his old self entirely
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I've had a pretty busy week, but I've also been accumulating more hours in the Aasimar Barbie Dressup Simulator BG3 modding toolkit. And you all get to hear about it. Rejoice! It's that thing where to get good at something you just need to get really obsessed with endlessly redoing one blorbo in it.
(I was trying to have a conversation in Discord about this but my messages kept getting flagged... hence the post hoc moon pasties on some of these, sorry. I tried to be funny with it.)
I've actually redone and spruced up all my textures so now they're much more high res and not annoyingly muddy anymore.
I've also done a ton of streamlining, hoping to remove as many steps and prerequisites/dependencies as possible. No more mucking about with body tattoos and endless interfering layers and neck seam nonsense - I have one proper Larian Virtual Texture for the body and one mask for the metallic "non-skin" colour of the kintsugi. Now all that gets adjusted is a single parameter, applied to the "Nightsong" skin colour preset - which means no more struggling to match her unique marble-pale skin tone with "close enough" character creation options, either!
Thanks for the quick outfit loan, Karlach, it's great to see everything is showing up as expected with regards to gaps in clothing, too.
Also fun, when you load equipment visuals, you can apply the "Nightsong" armour colour preset to them, which is like applying a dye in-game (so colours change depending on the material they represent - leather, metal, fabric, so on). And so you get all the outfits in Aylin's personal colour scheme. Pretty cool! So here's, say, Avernus biker Aylin. Or Selûnite robe Aylin.
Same goes for any of the racial underwear options (this is half-orc and dragonborn). (This is also me showing off the textures again shhhhh.)
So much blue! I know this is the result of her armour having this particular blue defined as the main "fabric" colour for those three fancy belt favour/banner things she has, but I like to think Aylin just has a favourite colour that she prefers with the same intensity she does everything else in life.
In any case, I'll see about packaging this up and reuploading pretty soon!
#R E S P L E N D E N T#bg3#baldur's gate 3#dame aylin#mods#aylin kintsugi mod#listen she invited us all to bask in her glow... who am i to argue
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Which Baldur's Gate Characters Know How To Lace Up Their Clothing - Tiefling Edition
Or, Part 2. Honestly didn't expect my earlier post to be so popular, but I enjoyed doing it and enjoyed taking the screenshots for this one too. Honestly I intend to continue doing this regardless of how popular it is because I need to know.
I went through all the tieflings at the Emerald Grove, so if someone's not listed here it's probably because they just don't have anything that laces shut. I don't think I missed anyone.
Starting with Zevlor. Honestly I'm not even sure this is actually lacing rather than decoration. If it is laced, it's the only spiral lacing I've seen so far, but's its so miniscule I'm not totally sure. There are other instances of this same pattern that definitely are decoration, but this is the only one that looks like it goes over two pieces, so I'm convincing myself it's actually laced. I give it a 8/10. Perfect execution, but so small I don't know why it's there at all.
So Alfira, Lia, and Rechel all where the same corset with slightly different colors, so I'll just judge them all at once. Something I've noticed is that Larian rarely shoes the knot where these characters tie off their lacing, which really bugs me. It especially bugs be here, since corsets are one of my favorite things to make. But, the corset (both the front and the sides) have a horizontal lace at the top and bottom, which is accurate and not seen on a lot of the lacing in game where it should be, even if it is missing a knot. Lia and Rechel get a 9/10, and Alfira gets a 9.1/10 because I like the purple lacing.
Zorru and Lakrissa both have this sleeve lacing. One of the very few instances of knots being shown! Unfortunately, it's not laced properly. They do the same thing Astarion does - one eyelet in a pair is laced from the outside, and the other is laced from the inside. For cross-lacing, they should match. Also, I think this is two separate pieces of lacing instead of one long piece, which bugs me, but there are clearly two knots which is nice. 7/10.
As far as his front closure goes, it's nice! Honestly I'm a little bored of the cross-lacing at this point, but I guess that's just the style at this point in time. The lacing is consistent, which is something some of our companions couldn't do. 10/10.
As far as his shoulders go, I don't know how I feel about it. It's a bunch of different pieces of lacing, which means a bunch of different knots to tie. Definitely tied everything together once and never bothers with it again. Which, same. I do that with my shoes. 8/10 at least cut the ends to be the same length dude.
Bex's shirt is the same as Tav's starting outfit. Her skirt, however, has...this on the back. We're going to ignore her tail phasing through the top two crosses. At first, I hated the design, because why do you need a skirt that's split down the back. Honestly, the only thing that would be needed to sell this design to be would be to get rid of the top two crosses that I can obviously see, then it would make sense, because of the tail. But then why don't you just sew the skirt together from there down instead of lacing it? It already ties in the front. I guess I still hate the design.
But I digress. I'm arbitrarily judging the actual lacing job, not the skirt design. 8/10 there's no knot.
Toron is cursed with the lack of knots. I'm also fairly certain this is 3 separate laces, because I don't think this pattern is possible with one lace. If it's not knotted and the ends are just hanging down on the inside of his overshirt, I can only imagine how annoying it is. Honestly like 3/10 I hate looking at it.
Asharak, Danis, and Kanon (and Blurg, but he's not here) have the same outfit. And the way this is laced is not physically possible without fastening the lacing into place with sewing or glue or something. The lacing goes in and back out of the same eyelet on each cross, which would just pull the lacing out. Also, once again, not ends, no knots. 0/10 not physically possible.
Listen. This lacing is kind of atrocious. And given the circumstances (orphan, child) I'm willing to forgive him. However, that top right eyelet. He laced it in and back out of the same eyelet. Can't do that. At least 2 eyelets are missing. And I was having a hard time actually following the lacing so I pulled out a corset to try and follow - that lacing is not possible. The 4th eyelet from the top on the left has too many lines going to it. So, sorry Mattis, but 0/10. Meli also wears this top, btw.
Mirkon wears the same overshirt that Yenna does. So someone taught him how to lace his shirt properly. Didn't really help him with the harpies, but at least he looked put together while being lured. 10/10.
Arabella and Zaki wear the same outfit. And there no knot. Can you believe it? No knotting your lacing, in this game? Never seen before. It also seems to have the opposite issue and Asharak, Danis, and Kanon. Her lacing seems to go in and back out of the same eyelet, but instead of coming from the top, it comes from the bottom. Regardless, same issue, 0/10 not possible.
Locke and Umi wear the same outfit that Tav wears by default, except Locke's pants button instead of tie. That means the notes are about the same. They know how to lace, yay. Though they switch the lacing on the final cross, it has purpose - to keep the ends of the lacing on the outside (though it still sticks out.) 9/10.
And I think that's all the tieflings. And wow is it a lot. If you want to see this same thing for other characters, I'll link them below.
Camp Characters
#baldur's gate 3#bg3#zevlor#alfira#lia#lakrissa#cal#mol#mattis#arabella#fashion#sewing#lacing#cosplay reference#tieflings#tiefling#bg3 asharak#bg3 ikaron
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Can we talk about how both Preston Garvey and Wyll Ravengard are pretty much the characters that get treated the worst by their respective fandom? (Also Ik I'm being incredibly Biased here because I love both of them dearly)
Cuz like both tend to be called incredibly bland and are often times just overlooked. While both of them are incredibly complex character (as complex as a bethesda character can get in Preston's case)
Preston is consitently the butt of the same boring ass Joke. "hAhA aNoThEr SeTtLeMeNt NeEdS yOuR hElP, hAhA sO FuNnY" and yes I get it the line is incredibly repetitive, but every characters' dialouge gets repetitive with time as well. The reason this line is so repetitive is that Preston is pretty much the only Questgiver for the Minutemen for a huge part of the game, while other factions like the Railroad (and I assume the BoS) have multiple characters that give you quests. Lorewise Preston being the only quest giver for the minutemen makes sense due to him being like one of the few survivors and all (and the other characters wouldn't really make sense as quest givers, well maybe sturges but he's busy hammering the walls).
Preston has so much interesting lore if you take the time to listen to him, He feels so much survivor's guilt about what happened in Quincy. HE BELIVES HE DESERVES DEATH FOR GODS SAKE.
And I'm still so upset about how he's treated by the fandom, although I do mainly blame bethesda's lazy ass writing. (Also let's not forget that X6-88 is often completely ignored)
Now to Wyll, the love of my life, my babygirl. Wyll was extremly neglected by Larian's writing with him only having about 8.5h of content according to this reddit post. which probably has a lot to do with the fact that he was rewritten very close to release. Wyll is not boring, Wyll is not bland, Larian just didn't want to do him justice compared to other characters (Cough Cough Astarion Cough Cough 12.75h of Content Cough Cough) due to the response to him in EA being low. And let's not forget that up until Patch 7 his dialouge was bugged (apparently), it shouldn't have taken this long to fix it, but Larian was probably busy Animating the 1000000th Astarion cutscene (And don't even get me started on the racist white guy). Wyll didn't even get his own outfit like the rest of the Party (well Lae'zel is wearing Typical gith armor but you rarely encounter them, I recall like 3 or 4 times you actually wearing that armor) Wyll got the basic ass Warlock outfit, and yes it might make sense if you put it as "Well Wyll doesn't have anything anymore, he probably bought or got what was quickly available" well yes but then Astarion should wear some rags or something or at least more plain clothes cuz Cazador most likely would not pay for his clothes to get fixed or get fancy clothes for him, it was just Larian neglecting Wyll again.
And just like Preston Wyll is an incredibly complex character if you take your time to get to know him. His pact causes him pain (mostly mentally n all that) it got him disowned yet he doesn't regret taking it. Wyll was a menace of a Child, almost accidentally robbing a bank, reading smut when he was too young to read such content and then during the game reciting that shit in public. He is incredibly corny and he is proud of that and he fucking fangirls over Minsc. Wyll doesn't even hate his father for disowning him (I'm not saying Wyll should hate or forgive his father, I believe their relationship is incredibly complex), he only speaks rather fondly of him. (also if I see one more person stating Wyll is a Tiefling/Modding Wyll to look like a tiefling I wyll throw hands, he is not a tiefling he is touched by the hells. Same goes for the damn bloodstone eye mod, it's not supposed to be a bloodstone bbg lies about it). Wyll has been under Mizora's close watch for 7 years of course he wants to take romance slow.
Unfortunatley in both offical art and fanwork Wyll tends to be replaced by Halsin or straight up forgotten and in the offical art he does appear in he is often just glued to Mizora (yes I get that a Warlock pact is Binding blah blah) like in the offical art book where every character's alternate design is shown, just not Wyll instead it's Mizora. And I hate it, yes someone may percieve him as bland/boring when they just put him in camp and just don't interact with him, hell if that was a reason to call a character boring I could call Astarion boring but I'm not.
I understand that "good" characters might not be everyone's cup of tea but holy fuck it sucks so much that all the characters I like are just ignored.
The main difference between Preston Garvey and Wyll is that Prestion is the butt of a lame joke and at least is somewhat acknowledged within the fandom, while Wyll just tends to fall behind (Just like X6-88). Both of them are overshadowed by other characters in the game. Preston, Wyll and X6-88 are all pocs and all of them are overshadowed by/less popular than white/white read characters. it's honestly exhausting to see, especially for Baldur's Gate 3, when I see that Larian does indeed respond to fan complains in their content ("Fixing" Tav's expressions for Abuser Astarion kisses...dark romance has ruined fandom).
There is nothing much there can be done about Preston's lazy writing since fallout 4 is pretty much ancient by now (it's like 8 years old so almost a decade). But Baldur's Gate 3 has only turned one (1) year old recently and modern games get consistently updated, it would not be hard for Larian to just add more content for the characters that have less content and make the amount of content each character has kind of equal, hell I would write them the Wyll content for fucking free.
This casual racsim in fandom spaces, whether it's intended or not, is scary to see especially with the curent rise of right wing extremism in western countries (I'm mainly talking about germany here since that's what I can talk about, actually being from such a right wing extremist state).
#I'm so tried of these fandoms#I am ranting again#but it's justified isn't it#bg3#bg3 wyll#baldurs gate 3#fallout#wyll ravengard#fallout 4#baldur's gate 3#preston garvey#wyll#baldurs gate wyll#screaming into the void
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I totally get the disappointment about how Larian treats Wyll but I'd like to suggest that the reason why Astarion is far more popular than Wyll goes beyond Astarion's skin colour. I think it's not even necessary to write an essay about Astarion's character design. (Not talking about his physical appearance here). There is also the one or the other nice video on YouTube that explains why Astarion is so popular amongst women.
I feel like Larian neglected Wyll's character design pretty much from the beginning. When I got to know Wyll I thought that he's really nice but also a bit boring. Shadowheart is the mysterious goth girl cleric; lae'zal was so iffy and dismissive that I disliked her early game, yes I DISLIKED ASTARION first because he was so flirty and intrusive and always complained about me helping people and I immediately loved Karlach for her attitude. So all of these characters caused certain emotions within me right from the beginning; whereas Wyll...was just there. He was the nice guy next door. In real life, I'd probably get along with him BEST. So yes, I think Wyll could have become far more popular if he would have been a bit more fleshed out as a character in the beginning. Just my opinion though. And it's a shame that they keep on neglecting him as a character.
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I’ve been wanting to do something like this for a while and I’m currently stuck in bed with a migraine, super bored, so here goes: Folks who haven’t played/otherwise consumed content for Baldur’s Gate 3, which of these is NOT a crappy summary of the backstory of one of the six origin companions? (Please reblog for larger sample size etc.)
- Renfield from Dracula but somehow having an even worse time than that by several magnitudes
- Ended up with a live bomb in their chest while trying to make a romantic gesture to their (now) ex
- Sold into slavery by a middle manager with bad emo hair
- Literally raised by wolves after watching their entire family killed by religious zealots as a small child
- Kidnapped in childhood by a cult of goths and brainwashed to worship an evil goddess
- Born into a cult of jocks and brainwashed to worship an evil goddess (2 nickels etc)
- Disowned at seventeen for letting a dominatrix into the house while their dad wasn’t home
#bg3#baldur’s gate 3#bg3 companions#bg3 jokes#bg3 memes#im worried it’s super obvious which one i made up bc my friend got it easily#but hopefully thats just cause she knows me rly well#poll#polls#video games
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[BG3 EPILOGUE SPOILERS AHEAD]
I greatly dislike how a Mind Flayer Tav was handled in the epilogue in regards to the Constitution Roll you gotta make to not nom on your friends' brains. I know it's supposed to be the "consequence for giving in to the tadpole" but hear me out
Every single other mind flayer but one in the ending was depicted quite well imo:
1) Karlach is a bit different and philosophical but she's still the same good self that she was, just with the added brain-hunger on top of it. And she made a deal with a hospital to give dying patients a dignified death and in exchange she gets her monthly dinner. Of course, not everybody can die every month but then she can go out on an adventure and kill a bad guy, she has a good deal setup for herself
2) The Emperor, if alive, also is handled quite nicely. If you've stayed human he says he's doing fine, if you're a mind flayer that didn't join him you're invited to come say hi, and if you're on the Knights route then he's warm towards you as his friend and partner (although I wish he'd show up at least on this one specific story branch). The only one he's very cold towards you and kinda sus is the one where a Tavflayer says "we're mind flayers we gotta think bigger", which just shows how much Tav can be a toxic influence to the people they meet
3) Omeluum is our favorite babygirl nothing to complain here
4) Tav is an idiot. According to the lore, mind flayers need to eat brains to function and they gotta do that at least once a month or two months. If they are over indulgers then a brain a week. So at worst Tav has only fed on 3-4 brains (counting Orpheus') before the party, and at best fed on about 24 brains. Either way, what I mean is... Why the constitution roll? Is Tav really that stupid that they haven't eaten for almost two months and then goes to a party full of people??? Tav really is canonically stupid after all????? Emperor moronsexual confirmed???????
Why even have the roll in the first place? Why not have it as a roleplay OPTION to eat the brains? Like, you have the option like I did to roleplay my Paladin Tavflayer as working in the Knights with the Emperor but without being shadowy about it, I had the option to say I was working with him but going on adventures because the shadows do not entice such a moral person... So WHY FORCE THE ROLL? IT'S SO OUT OF CHARACTER
It feels like Larian wanted to appease mind flayer lovers with the epilogue and dialogue, but also the haters with the roll, when it's pretty much inconsistent? Was the roll supposed to be a haha funny joke moment because you get to watch Withers yeet you out?? You can't please everybody in the Fandom, Larian, just make a nice delicious consistent cake and not feed us small slices and crumbles with slight different flavors
Rant done, just a bit upsetti about this in specific
#baldur's gate 3#baldur's gate iii#baldurs gate 3#bg3 the emperor#bg3 spoilers#mind flayer#illithid#illithid tav#bg3 epilogue spoilers
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D&D Vampire Lore Dump #2
"Biology" Their "metabolism" and their physical body, their senses, why they're not aging and "vampires actually make fantastic torture victims, if you're a monster: vampire healing and how to inflict scars on them."
OBLIGATORY DISCLAIMER FOR FIRST TIME READERS: There are two things to note about the lore presented here: First, while the standard stat block in the monster manual is the default, in terms of lore vampires have this annoying tendency to be incredibly, stupidly varied. They are magical monstrosities ruled by the power of symbolism and superstition above anything else.
The next is that D&D is decades old, spans five editions, several settings and hundreds of writers. One guy establishes a piece of lore, and then the next picks it up goes "nah" and writes something else. I collected info from four different source books, all from different editions, which naturally don't entirely agree on how vampires work. Lore never stays consistent and may contradict itself. You may see information somewhere else from a source I don't have that contradicts what I wrote here. If you read this and like some of this stuff but not other bits, take the good and ditch the rest. Larian themselves have not written BG3 totally compliant with some established D&D lore or the original games.
Basically, in D&D, canon is what you decide it is.
Feeding | "Biology" | Hierarchy | Weaknesses and Cures | Psychology
The transformation into a vampire causes little physical change, except for the fangs, and the fact that their facial features seem take on a permanent hardened expression, appearing more "feral" in a way that is likened to a starving wolf. Spawn moreso than freed vampires, and in 5e they have claws despite the fact that freed vampires don't. Rarely a vampire's eyes turn red upon changing, but this doesn't usually happen. Their eyes do start glowing red when they're angry through.
Most of the vampire's five senses are sharpened by undeath. They can see perfectly in the dark, for example, and are very hard to catch off guard. The only one that gets duller than it was when they were alive is the sense of touch - "a blunt, phantom sense of touch, more mechanical than biological. It is a pale, crude approximation of a real tactile sense." They don't feel the effects of physical exertion and their ability to feel pain is dulled (but not nonexistent). They're not particularly bothered by high or cold temperatures unless they're at extremes (like frostbite levels, or "standing by a lava pool" levels). They're also largely unbothered by electric shocks.
They don't breathe, though they do actually have a heartbeat as their blood still gets pumped around their body. It doesn't provide any biological need of a living circulatory system, but is possibly part of keeping the body animated via magic.
Vampires do not produce body heat and tend to be room temperature to the touch unless they've fed within the last 24 hours, in which case they appear alive.
Lacking brain activity on account of being dead, vampires are immune to mind effecting spells and psionics. The fact that Astarion is affected by the tadpole is likely due to Netherese magic. The parasite is canonically modifying his undead state to its needs and has shut down his vampiric abilities, as he observes in one banter.
Their physical abilities massively increase. They have superhuman strength, speed and reflexes and are far more durable than the living.
Vampiric blood looks like humanoid blood at first glance, but takes on a golden sheen when held up to a light source. Also if the vampire it came from is still alive, then that blood can have strange magic properties… which are random! Maybe it burns like acid, or puts you under mind control if you touch it, or explodes into flame when exposed to sunlight! You won't know 'til you find out, it could do anything or nothing.
Vampires are capable of siring partially-undead children with the living (Dhampirs). Dhampirs are alive but as they grow up and their undead heritage starts to manifest they begin to share their vampire parent's cravings and feeding habits and are not terribly fond of said parent, as a rule.
Vampires are the only undead that require sleep. That turned out to be a very long topic of its own though, so maybe I'll focus on the details another time. Short version: Vampires have an instinctive knowledge of how close sunrise is. Some vampires can chose to sleep much like humans, others will immediately shut down the second the sun appears over the horizon and be dead until the moment it next sinks below said horizon, at which point the vampire is 1000% aware and awake again. They are bound to soil from their grave/homeland and must sleep on/in that or be destroyed. In BG3 specifically, looking at Cazador, elves still reverie (trance) in undeath. (In reverie, elves relive their memories of years gone by in vivid real time instead of dreaming. It's how elves avoid forgetting their own lives while living 700+ years) Vampires also hibernate, where they chose to go into a deep sleep for an unknown and uncontrollable length of time reaching centuries in length. Usually due to depression.
A vampire's body is frozen in time, and they will always have the same appearance they had when they died. The magic that keeps the vampire frozen in time, unageing, also gives them regenerative properties as it tries to reset them. Within minutes of receiving a wound, the wound has closed itself as if it were never there. "Wounds close, broken bones reform themselves, even missing limbs regenerate…" Reducing a vampire to 0 hit points also does not kill them, but that's for a later instalment. If one were to torture a vampire one could get both incredibly creative and make it last indefinitely.
They also can't get new tattoos or piercings, as the body heals them over again and pushes out the ink/metal. On the same logic if they had body modifications before they died then they'd never be able to get rid of them - if you scrape off the skin a tattoo is on or tore off a pierced lobe, the skin that grows back will still have the tattoo and the ear will have the hole for the earing still there.
However, there are forms of magical damage that inflict permanent marks on a vampire, which are called stigmata. Sunlight, holy water, holy symbols and the like are known to leave a scar. A silver plated blade might also do it.
There are two energy planes: Positive and Negative. Also known as the Planes of Life and Death, whose energies infuse the Prime Material Plane (which contains worlds like Earth and Toril). Living creatures are powered by positive energy (also called "radiant"), while the undead are animated by negative energy ("necrotic"). It's actually theorised that the undead somehow exist on the Prime Material Plane and the Negative Energy Plane simultaneously, though this seems gets into a lot of planar lore and conflicting information that I'm not going into. Traditionally, due to this difference, the undead are healed by spells made of negative/necrotic energy such as Inflict Wounds spells, but in reverse would be harmed by healing spells. 5e has not included this detail, that I've seen.
#bg3#baldurs gate 3#astarion ancunin#astarion#i seem to recall something about Vampire the Masquerade writers also writing for Ravenloft#I can definitely see it#long post
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That Essay
@forsaire tagged me and now I MUST provide! You opened Pandora's box on this one.
To adhere to the rules I will first provide FOUR and ONLY FOUR of my fictional crushes! And to make it easier on us all I've narrowed it down to games only, so here we go!
I'm starting off from the very beginning of my journey into crushing on non-existent people, and people who have read my tags before might know this one already!
Malik Al Sayf from Assassins Creed 1 - 2007
A man whom you've wrong by being arrogant and then spends the next few hours of the game being yelled at by him, and rightfully so. Not only do you cost him his arm and place as an assassin in the brotherhood, but his younger brother as well.
Eventually Altaïr stops begin a prick and apologizes and Malik, bless his heart forgives him.
Still... not me rolling into Jerusalem hoping, wishing, to get yelled at because Malik's Voice Actor goes HARD <3 I love him and his 7 whole polygons! NEXT!!
Keeping it somewhat chronological:
The Arishok from Dragon Age 2 - 2011
He beeg. He got horns. He is technically an antagonist in the game but he has a moral code that makes sense to him that he is willing to kill and die for. Qunari famously live their lives incredibly black and white so to him he is in the right, even if we disagree.
But he just got a wholeass vibe, and he'll say nice things such as
"I have a growing lack of disgust for you" and I mean, with that voice... say no more sir. *takes shirt off*
NR 3: Adam Jensen from Deus Ex - 2011-2016
My cyborg husband <3
Ex-swat turned security guy, then interpool agent (depends on which game you are playing)
He's just an incredibly good guy, the sweetest person on the block. Ofc it depends on how you play and what choices you make, but MY Adam is a sweeheart that will go out of his way to help people.
And my boi got sass, he'll be snarky to literally anyone, his boss, the cops, criminals you name it.
He's also secretly a little funny. <3
Nr 4: Arthur Morgan from Red Dead Redemption 2 - 2018
I mean first off, he do a little *mlem* when he drinks coffee... Do i even need to say more?
Arthur is just such a perfect sad boy. Raised to believe his only worth lies in killing people when in reality he is incredibly competent, sharp and caring. Again depends on how you play the game, but my Arthur is the goodest boi in the west.
Now that was four, oh but look, somehow completely unrelated to all this, some other honorable mentions seems to have ended up after the cut, how silly of me!
And @xintothewoodswegox, show us what you got!
Beast from Beauty and the Beast - 2017
No further comment, your honor, if you've seen the movie you should know.
Kaidan Alenko from Mass Effect - 2012
How can we not love the powerful nerdass space magician! He's caring, he is cute, he is Canadian and schrodinger's person of color!
He also glow blue, what else can you possible want? I for sure do NOT kick my feet and twirl my hair anytime he wants to talk to me.
Eris Goddess of Chaos from Sinbad - 2003
I MEAN LOOK AT HER?!?!?!? Again an antagonist, but she is sexy about it.
Helga Sinclair from Atlantis - 2001
I'm-I i mean, I don't even have words. Every time I SEE Helga my brain flat-lines I can't help it.
THAT GIF THO???
Majima Goro from the Like a Dragon series of games
No comment, because if i start i will NEVER stop, he's story is too good.
Simon 'Ghost' Riley from Call of Duty MWII - 2022
I could literally put ALL the characters from that game in this list. ALL OF THEM, but to keep this somewhat short I've chosen ONE and i've chosen Ghost, the most tragic man alive.
Kar'niss from Baldur's Gate 3 - 2023
Another TRAGIC boi, missunderstood and abused </3 I could take care of him. LET ME TAKE CARE OF HIM LARIAN
Jonathan Reid from Vampyr - 2018
You didn't think I'd squeeze in a vampire this late, did you?
I wasn't overly impressed by Jonathan from the start, BUT, he is FASCINATING if you play him as a bloodthirsty villain willing to murder everyone for power! I'm here for bad-boy Reid!
Lastly, for now:
Corvo Attano from Dishonored - 2012
Also an incredibly tragic man, who's fate you hold in your hands with your actions!
He's just hot, he's a dilf, he can succumb to grief and violence or rise above it to save not only his daughter but an entire empire from destruction.
I'm not sure i've y'all have noticed the pattern yet but let me spell it out for you:
PEOPLE THAT CAN ABSOLUTELY DESTROY ME! Look at them all! So STRONG! So POWERFUL! Fuck, mess me up fam!
And the beauty lies in that they never would. Or I mean Eris might... but I'm in a firm belief that the others would never harm someone they care about and ain't that just the purest thing you've ever heard.
Now this was only the highlights of my fictional crushes, I've kept most of the absolute freaks out for now. Maybe I'll do an updated list later where werewolves and Cthulhu makes the cut, we'll see. Now I know HP Lovecraft wasn't a very cool dude to say the least, but you expect me to be normal about the big tentacle monster? REALLY?
Lower your expectations.
#tag game#lol this turned out LONG#i'm not sorry#i had a lot to say#i did say i could make an essay on this#and i've even holding back here#there is an suspicious lack of demons in this list#but i had to stop#i suppose... to be continued??? i don't know yet#monster fucker#monster lover#not sorry#unhinged on main#fictional crushes#the essay#malik al sayf#the arishok#adam jensen#arthur morgan#beauty and the beast#beast#kaidan alenko#eris goddess of chaos#helga sinclair#majima#majima goro#simon ghost riley#kar'niss#jonathan reid#corvo attano
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Patch 4 Astarion Kiss... ugh.
The kiss went from "Okay sure it's short but it's still sweet" to somehow turning into "Ew, why do I feel I've turned into your grandmother?" Or "Why are you kissing me like we've been married for twenty-eight years and we barely tolerate one another?"
Sadly the new kiss isn't even working at all in my game. He just goes all quiet and gives Anna this panicked look, like he's about to start running for the hills, and the scene ends. No kiss and I'm left feeling a little more than just a touch rejected instead. It's bad enough he started making this an "Ew" face during patch three after giving out a kiss and breaking the fourth wall too. Ouch... at my wit's end here. What's left of my old, brittle, and salty heart can no longer take any more abuse, Larian.
I don't know what's causing this. I don't heavily mod my game. A few hairstyles, some extra dye options, and that basket of gear. So I'm not sure which one is the problem. Praying for a hotfix soon as I go through my mods to try and figure out which one is the culprit.
From what I've seen of him kissing others on YouTube, to be brutally honest, I never thought watching Astarion kiss would be such a turn-off. Sure he's struggling with intimacy but there are better ways to show that he needs something more gentle or restrained.
For starters slow down the whole moment when it comes to ALL of the companions' kissing animations. Trust me Larian, if we're asking for affection from our love interests we're NOT in a hurry. Slowing down the action during a kiss scene, as if they were moving through water, is a classic filming tactic to make things more intense.
For Astarion why not have him draw in slowly with a shy or small smile and soft gaze. Have him lean in perhaps embrace the player character about the waist while his forehead comes to rest against theirs. His eyes close, and his nose bumps and brushes his lover's for a few moments. Maybe our character can then caress his cheek and jaw as they wait for him to press his lips to theirs. Three soft and slow pecks minimum and then go back to nose nuzzling. Then finally, with a happy sigh and a relaxed grin, he slowly draws back.
That would be sweet and far more affectionate.
(Gaw, this sucks I can't even kiss him now. I legit just want to give him a billion nose nuzzles, brush my forehead against his, and caress his cheeks, jaw, and ears far more than kiss him.)
#bg3#baldur's gate 3#astarion#patch 4#kiss animation#did they even fix the issue with dammon in act 2?#feel like I'm banging my head against the wall
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Last week Mark Darrah did a Q&A video on his YouTube channel Mark Darrah on Games, called "15K Subs - Q&A". In case it's useful to anyone e.g. for accessibility reasons, here are some notes. The full video can be watched here [<- source link].
(Some of the questions answered were leftover from his previous Q&A video in this series from some time ago, during which time he had left BioWare and had not yet started his consultant work with BioWare.)
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Dragon Age: Dreadwolf, the DA:D development era at BioWare & related topics
"I'm still consulting with BioWare."
Q. Were there any plans to make Dragon Age games in other genres, like an MMO? A. "Not really. What actually happened was during Joplin development, as we were being squeezed and people were being stolen onto other projects like Mass Effect: Andromeda and Anthem, I actually put a Twitter poll up at one point, just sort've gauging the interest. There was never any people against it, it was really nothing more than that, just to see what the appetite was for something like that. But no development was ever done." Q. Are you looking forward to playing Dragon Age: Dreadwolf? A. "I mean, I'm not really completely on the outside anymore. I'm working with BioWare as a consultant. So when this question was originally asked I was on the outside. Yeah, I mean, that was a pretty interesting thing to look forward to, I know a lot more now than I did then. So my answer I guess is not really relevant anymore, but at the time, yeah, I would say so."
Q. At this point would it be better for the Dragon Age IP to be sold off and taken by another studio such as Larian? A. "I don't think, first of all that's never gonna happen. EA doesn't really sell off IPs. I think that it's in a good place, it's got support from EA and it's moving towards its end." [meaning Dragon Age: Dreadwolf is nearing the end of its development cycle and moving towards ship]
Q. What happened internally at BioWare, [someone whose name was redacted by Mark for the video] started becoming more and more bigoted, and why does he have a beef with Mark? A. "So I'm not gonna talk about who this was, but I'll just answer the question. The reason why there's a specific beef with me is because I was the one tasked with responding to some of the drama that was spinning up, once it crossed the line where EA felt something needed to be done. I did a video about why it's sometimes the right answer to be quiet and not to respond to something, in this particular case EA decided that things had gotten sufficiently out of hand and something needed to be done. I was the one who had the very legally-approved language and was the one that was, as a result, responding to that."
Q. [a question regarding Dragon Age extended universe/secondary material, like the comics and novels] A. "At BioWare, there is a business development group who is responsible for looking for this kind of thing. Usually, well I guess always, there is a requirement of feedback, some sort of feedback loop. Depending on the exact property that might be everything from 'you will do exactly what we say and you're just work for hire' up to 'you have a lot of creative control and BioWare maintains some degree of veto power'. Typically, with BioWare, they're looking for deals where the cost is being carried by the people making the product, as opposed to by BioWare. This is not the case with all companies. The advantage of the studio paying for it is that you make more money, but you carry more risk, so BioWare goes with the more conservative way, where they're not spending as much, or anything usually, but they give away more profit on the back end."
Q. How has it been working on Dragon Age again? Did you miss it? A. "I don't know that I missed it when I wasn't working on it. It was interesting to be on the outside. It's very strange being back in the, on the inside again, because my role is very different. I'm not the Executive Producer, I don't have that direct managerial role, I don't have direct, I don't really have any hard power whatsoever on the project anymore, so that's definitely different."
Q. What's the best piece of advice you would give the Dragon Age/Dragon Age: Dreadwolf team if asked? A. "I guess this question, which was from before, isn't as relevant, I've given them all that advice at this point."
"Dragon Age: Dreadwolf will be only on next gen consoles and PC, as far as I'm aware." [i.e., PS5 not PS4, Xbox Series X not XBone etc].
Q. Is this [referring to Dragon Age: Dreadwolf] a new beginning for Dragon Age? A. "Dragon Age is a weird franchise. It has had to reinvent itself every single time because of internal corporate pressures. This, like Dragon Age: Inquisition, like Dragon Age II, will be different from the games that came before it. I think that's fine. It's kind of become part of the DNA of the franchise at this point."
Q. What made you want to reach out to BioWare to consult on Dragon Age: Dreadwolf? A. "So I feel like that's been somewhat over-reported. So I have been doing consulting work since, in 2022, was when I started doing it. I was reaching out to different people. I knew where BioWare was when I first reached out to them. At the time they said 'no', and then I was like 'alright, fine' and I started working with some other people, and then things changed at BioWare and then they came and reached out to me when their situation was a bit different. So, I guess the short answer is money. The long answer was, I mean I have contacts there, I knew I could help them out, and I'm certainly interested in Dragon Age being the best game that it can be."
Q. How long is alpha to beta to release in general terms? A. "Almost unanswerable. It is incredibly dependent upon - the time from alpha to beta, well first of all there's lots of different definitions of these different phases, but the time from alpha to beta is the time of getting the content finished, and then from beta to release is more about getting your bugs fixed. Some games have thousands of bugs, some games have tens of thousands or hundreds of thousands of bugs, so these times can be highly dependent upon the game and the genre. If you're making something that's a competitive game that really needs a lot of tuning, then you want a lot of time in that beta period, ideally to get the game in front of people who're gonna play it, to really dial those knobs in as best you can."
Q. Why does Frostbite struggle with animation? A. "I actually feel like it's actually doing fine with animation. I think it's a content problem, not an engine problem, when it comes to animation in Frostbite. I think what you're seeing is what is being built. Now, that being said, Frostbite now uses ANT, which is the animation system built for sports, so it is different."
"I did watch Dragon Age: Absolution. I actually really liked Absolution. I'm not sure how enjoyable it would be for a non-Dragon Age person, because I'm not a non-Dragon Age person, but as a Dragon Age person I really liked it, I thought it was well-made, I thought it did something interesting with the IP."
Q. Have you added any new gameplay mechanics that you can talk about? [unclear if question was regarding DA:D or the DA games in general] A. "Not anything that I really remember, exactly, because, you know, it's a collaborative, for a AAA game it's a collaborative exercise, at least the way that I ran the project, so I wouldn't consider that anything that was in the games that I led was introduced by me, they would have been introduced by the team, or pushed for, or advocated for by people other than me, for the most part."
"In one of my videos, I said that Dragon Age: Origins went through lots of shifts in development. Yeah, Dragon Age: Origins was multiplayer two different times before it actually ended up shipping. Also, it was originally being built on the Neverwinter Engine, it shifted engines in the middle, so it had some big shifts. The difference being that, you know, back in the early 2000s, there wasn't as much scrutiny on development, there wasn't as wide of a pipeline for rumors as there is now."
Q. Is there going to be any new external/secondary media about Dragon Age? A. "I actually don't know the answer to that, that's not a room that I am in anymore, so that would be a question to ask BioWare."
Q. Where was this filmed? [The next DRAGON AGE: Behind the scenes at BioWare] How does it hold up comparing to what was announced at The Game Awards? A. "I think this is the video, the Dragon Age video that was filmed at a park in Edmonton. I think it was Whitemud Park, if it's the video I am thinking of. How does it hold up? I mean, it doesn't show as much, it's showing a little bit of content, it holds up fine."
Q. How difficult or realistic is it to have previous protagonists in a sequel game? Like Hawke in Dragon Age: Inquisition or letters from the Warden? A. "It can, for Dragon Age, or any game that has a, or any game that has character creation, it is extra work, because you have kinda two choices. You either have to move to sort've default marketing protagonist. Well I guess you have three choices. Default marketing protagonist, or you have to put character creation right in the middle of the game flow, to allow people to create their character, or you have to have some way to move your protagonist appearance from game to game to game. Which, it would be the ideal solution, but that requires that your character creation remains relatively constantly from game to game. Which typically isn't actually the case."
Q. Why did EA cut BioWare's budget? A. "I assume that's to do with the layoffs. I do not have an answer to that question, but I put it in here anyway, so, there you go."
Q. Have you acquired new knowledge you can use for yourself consulting at BioWare? A. "It's actually been really useful, for me, so as a story-shaper, someone who develops my storytelling through the interaction with people, it's been useful for a lot of my concepts and philosophy, to bounce it off of people, and to be able to come back to things that I've thought about and even written about, even made videos about, and re-examine some of that. So absolutely, working with people has, for my kind of storytelling, has been helpful for me understanding the things I already believe."
Q. Any idea what the Dragon Age: Dreadwolf Collector's Edition will entail, or how do you decide what goes in them? A. "I have no idea, I guess they'll announce it probably when they put pre-orders up. When you're doing a Collector's Edition, when you're doing a Digital Deluxe, any of those things, it's all about perceived value. So it's all about, how much more do we want to charge for this thing? How do we get that much stuff in the box so that it's worth it? Not worth it for everyone, because otherwise, that would just be the game, but worth it for some degree of people. Typically, for physical Collector's Editions, that comes with a bunch of little things and one big thing. Dragon Age: Inquisition went a different way and it gets its value through a ton of little things like a map, little things you put on the map, and a lockpicking set, and a whole bunch of little things, but it's all about getting over that threshold of this being worth it to some percentage of your audience."
Q. Do you have hope that Dragon Age: Dreadwolf will be good? A. "Absolutely, that's why I'm working with them."
Q. Do you think it's possible for EA to recover in the eyes of BioWare fans? A. "I'm not sure that it's possible for any multi-billion dollar publicly traded company to ever have a really great public perception. I think it's something that they should care about, but I think they would be better served by focusing on strengthening the perception of the individual studios. Let EA be the evil corporate overlord and then make the perception of the studios that they own as strong as possible. That would be the way that I would go."
Q. If you could go back and change Dragon Age lore, what would you change? A. "There was some stuff in the early Dragon Age: Origins [days] which was very much trying to address some of the tropey, problematic bits of magic from D&D, so teleportation, things that. I think we went a little too hard there, and I think leaving that door a little bit more open would be better. The other thing that I think that Dragon Age has been dealing with, but is sort've a problem is, the source of magic. So in typical vanilla D&D magic kind've comes from a million different places, so it kinda doesn't matter. In some other settings, magic comes from a single place, it comes from the astral plane or it comes from this crystal that people dig up and grind up and use to do magic. In Dragon Age you kind've have it coming from a couple of different places, but too few to be everywhere, and therefore it doesn't matter, but too many for it to be one. So you end up with this weird thing of like, are undead caused by the Blight, is lyrium a source of magic? Like, there's just a few too many. And so Dragon Age has been kind've collapsing that probability space down. If I had a time machine, I'd probably just collapse that probability space down in the first place, not necessarily put it in the games, but at least know where that space collapsed." Q. Aren't the only sources of magic Blight, blood or Fade? A. "It isn't, because you've got Blight, blood, Fade - well, okay, yes - lyrium is [Titan] blood now because that was Dragon Age collapsing the probability space. That's what I mean by Dragon Age is collapsing the probability space. It didn't used to be. I don't know if that was always the plan for lyrium or not. I don't think so, I think that was - yeah, no, I think there are Titans, Titans have always been in the plan, but I don't know that lyrium was always - I could be wrong, I could be misremembering."
Q. Are games taking longer to come out now, or is it just Dragon Age and Mass Effect that this has happened to? Why? A. "No, games are taking longer. The short answer actually has a lot to do with graphical fidelity, it's just the assets take longer to make. There are more things, like you didn't have as many steps in creating a piece of art in 1998 as you do now, you didn't have even the concept of materials or shaders or any of these things, so now you have all of these additional steps along the way. It will be interesting to see if, as, some of these techniques, you know, PBM and photogrammetry and these other things become more commonplace, if some of those costs come down. It hasn't happened yet, it actually just kept going up and up and up, you just changed the work that's being done, but that might be the end-state, where maybe costs actually start to go down again. I haven't seen it yet though."
Q. Can you tell us more about Sandal or do we have to wait until Dragon Age: Dreadwolf? A. "No, Sandal is a character whose future will be decided by BioWare." Q. Can I assume that Sandal will be in Dragon Age: Dreadwolf? A. "I wouldn't make that assumption."
Q. What did you miss most about working in AAA and how does it feel being back in a different position? A. "Like I said before, it's weird, because I am, my desk, the desk, if I go into the office the desk I actually sit at is the same desk I had before, but my position is very different. I'm not doing salaries, I'm not doing people management, I'm not doing reviews, but also I don't have final say on anything, I have no hard power in my position, it's just a consulting position, so it's pretty different. I don't know that I miss anything in particular about AAA, I mean there's a power in the giant team that you just don't see in the indie space, but there's an agility that you just don't see in AAA in the indie space, so I think there's pros and cons for both sides."
Q. Any thoughts on the idea that Mass Effect and Dragon Age have become too similar? A. "I would, so I did a very sarcastic presentation back in, probably 2017. They've always been really similar. They are BioWare games with a party, they've always been incredibly similar, so I don't think it's a problem, I think that they have their own distinct characters, they stand apart from each other. In the same way that I wouldn't say that Fallout and Elder Scrolls are too similar, but they sure are both Bethesda games, so I don't think there's a problem there at all."
Q. Do you have an opinion to share on why there's been no marketing yet for Dreadwolf? A. "I assume that means 'why hasn't there been marketing yet for Dragon Age: Dreadwolf. I mean, there has, but nothing recently. The policy for much of AAA has become very much shorter, louder marketing campaigns. I think that there is a lot of power in that. I think that can be a very powerful way to go. Dragon Age obviously carries the fact that we did an announcement trailer back in 2018, but I think that's what's happening."
Q. Do you think it's possible for BioWare to split from EA? A. "No. EA doesn't let things go, so no. Could everyone leave and start their own studio? Sure, but BioWare will remain part of EA as far as I can tell. That's not how EA thinks."
Q. Should Dragon Age have more or fewer jump-scares in it? A. "I mean it doesn't have that many jump-scares, so... more!"
Q. Why did you decide to rejoin BioWare? A. "Like I said, I was consulting. I reached out to them, to look at the possibility of helping them out with some things. They said no, then some time went by and then they contacted me and said 'oh, actually yes', so, short answer is because it was what I was doing at the time. Longer answer is, I mean, definitely I am interested in Dragon Age being the best game it's capable of being."
Q. Do you feel BioWare could have done more to nurture the fanbase between releases, other than comics and novels? A. "Yeah, I do actually wish that there was an ecosystem to make little games, so, you know, you make the little, you make Final Fantasy Tactics, you make Dragon Age Tactics. You make mobile title - I mean there was the mobile game, the Dragon Age mobile game [Heroes of Dragon Age], that did really well, but yeah, I think there is an opportunity there. That is not the way that development works really at EA. It would've had to have been done by a different part of EA, and, so, yep. [shrug]"
Q. What do you feel about the comments that BioWare is becoming less writer-oriented? A. "I don't know that that is true. Definitely it went through a period of trying to focus more on different kinds of gameplay, like Anthem is definitely a game driven by its gameplay as opposed to by its story. I guess we'll see with Bowie what the actual truth is going to be, but I don't think that's what's happening."
Q. Is the next Mass Effect still in development? A. "Yep."
Q. Will Dragon Age go open-world again? A. "I don't know, I mean I guess that's always a possibility."
"I'm not going to comment on any things that have changed in BioWare's staffing, because, one, I found out at the same time as everybody else did, so I have no information, and two, I'm working with them, so I'm not going to give my opinion on that, so." "I'm not gonna comment on any layoff stuff."
Q. Would it be possible to give us the option to turn off the 'screen shake' effects after a critical or melee hit in Dragon Age games? A. "Yeah, I mean you do see that as an accessibility option in a lot of games now, so, hopefully."
Q. Mass Effect and Dragon Age have thousands of years in each of their respective lore/worlds, do you think there's a space for smaller and/or externally produced experiences that explore it more? A. "I do think there is an opportunity for that, I mean that's kind've where the comics and Dragon Age: Absolution and things like that have lived. You do have to figure out to control the IP somehow. Now you could go, like with KOTOR, where you just throw something back into the past far enough. Like go wayyy back and talk about 'where the Qunari came from' or something, but, I do think there's an opportunity there with some thinking. Now, will that happen? I don't expect so because that would require dev resources that don't really exist, or going to an external studio, which I don't think EA is gonna be particularly interested in doing."
"Yeah, I know. [the title] 'Dreadwolf' did ruin the whole vowel thing. Like, I'm also mad about that."
Q. Has there ever been discussion about adding more 'drama' to BioWare romances? I loved the conflict with Liara in Mass Effect 2 if you had romanced another character. A. "I'm sure that's a conversation that's happened somewhere. Often the characters are, each character is written by a different writer, so when they interact that can become a little bit more complicated, but yeah, there's certainly interesting things to be potentially done there."
Q. How involved are you as a Creative Lead on marketing titles? Do you have input into the creation of trailers? A. "Yes, usually there's some degree of input in trailers, but at EA they're usually done by a central group, so it's influence more than necessarily even veto. Probably the Executive Producer has veto power if necessary, but not direct creative control, they're done by a different group."
"I won't be working on [his game, High Tea on the High Seas] until my contract with BioWare is over, I expect."
"I love the modding community. We don't really support them very much, but I think there's a lot of power there for sure."
Q. Do you think BioWare should make non-linear games like Baldur's Gate 3 or stick with what they have always done before? A. "I think that there is, BioWare used to do more 'campfires in the dark', so more, like, 'I know you got here, but I don't know how', and I think that we should return to that more, at least for the side content. I think that the follower content is where BioWare's strength remains and will remain, and I think that deserves to be done in whatever way fits the storytelling that we're trying to do."
Q. Do you think the Dragon Age series should have more musical numbers in the game? A. "Yes I do."
Q. Is there any animosity between BioWare teams? A. "There has been, in the past. I don't think there is now, but there has been in the past, for sure."
Q. Do you regret allowing the player to kill certain characters? How much does that complicate future titles? A. "It makes future titles really complicated. In Dragon Age: Inquisition trying to find a Warden was like, basically they all could be dead, that's why you end up with mustache, Stroud, because literally everyone else could be dead. I don't regret it though, I think it's good to do that kind of thing when you can, it adds extra impact. You just have to live with the consequences of it."
Q. Is there room when AAA games are being developed for smaller projects to get made in the same studio? A. "It depends on the studio. Within BioWare, basically no, because the big AAA things just suck all the life out of it, but I've seen it work at some places where they have protection to keep the little things working and alive. So it's possible, but I don't think it could work at BioWare because I think they would just end up getting starved out by the bigger titles."
Q. Do you think BioWare is going to innovate, or are they trying to make something standard? A. "I mean all games contain innovation, so I'm not sure what your question is there, so yes."
Q. Was there any general reaction that BioWare had to Cyberpunk: Edgerunners? A. "Nothing that I'm aware of. I'm sure that people watched it and had thoughts, but nothing that I've heard."
Q. Do you believe marketing campaigns that are started too early, with features that don't make it into the final product are deceptive and counter-productive because they create false expectations? A. "So I do believe in shorter, louder marketing campaigns in general. There are cases where ya gotta go out and ya gotta start building expectations for your title, but when you're out there for a long time, and you're showing gameplay, you're going to show things that end up getting cut. And I don't think, so, are they counterproductive? No, I don't think they are, because most people don't remember, they just remember they were excited, the thing they saw two years ago. They don't remember that it showed something that ended up getting cut. Do they cause a little bit of internet drama? Sure. But I don't think that they're counterproductive. I think in the cases where you have to do them, where you're repairing a relationship or you need to build up a new IP or whatever, they can be useful. Are you gonna get yourself into trouble? For sure, but, still worth doing."
"Shorter marketing campaigns are super effective, but there are cases where you need a longer conversation with your potential fans."
Q. Do you see Dragon Age as a franchises headed towards a linear end, or more of a world for stories that expand in different directions? A. "I don't know that we'll ever see Dragon Age kind've branch into a bunch of different things. So, like, will there be a main title that continues to basically be the line of canon, that's, probably, yes. That's probably what will happen. It is a franchise that is much more about its world than Mass Effect, and much less about its characters, so I get your point, but I don't think we'll ever see, like, several different parallel storylines going at once."
Q. Without a remake or remaster [of previous Dragon Age games] what would you pitch to onboard people in the Dragon Age franchise? A. "I mean hopefully Dragon Age: Dreadwolf is a perfectly reasonable on-boarding point. The games are designed to be able to be consumed starting with any of them, so hopefully that remains the case."
Q. Why did you not teach anyone at BioWare the true art of Twitter teasing and trolling before you left, because your skills was legendary, and it has not been the same since? A. "So I think, I only got to be on Twitter the way I was on Twitter because I was the Executive Producer, because I was basically the one who decided what information was public. Which is why you haven't seen me do that again."
Q. Does BioWare face any recruitment problems due to its primary location in Canada? A. "Primarily in Canada isn't a huge problem, primarily in Edmonton definitely is. We still live in this weird world of hybrid development so people are getting hired from all over the place right now, but yeah, Edmonton was always a problem for recruiting."
Q. When are you planning to talk about Anthem? [in YouTube videos] A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. There was talk about a "five game plan" for Dragon Age at some point. Was that ever a thing? If so, is it still a thing? A. "There have been lots of plans, so, sure."
Q. Will you continue your career in development after Dragon Age: Dreadwolf, or was it just a one-time return? A. "Yeah, I'm working with another studio right now as well, this is not my only contract, for sure."
Q. Will you be involved with the next Mass Effect as a consultant? A. "That's not my decision to make."
Q. What is the main thing you would change about how management works in AAA studios? A. "I think that question is unanswerable because management at AAA studios is different everywhere. BioWare uses a matrix structure, so they have departments, but they also have individual leaders. I would like to see more project-driven, like, I've talked about [his] 'hourglass' [concept] in a video before, where driven more through the product, but that being said, I'm not sure long-term how that would be for the people, so I guess, short answer is depends on the studio."
"Dragon Age has had the misfortune of always being seen as being inaccessible to the average gamer, so there's been a lot of corporate pressure for it to become more mainstream. And so it's been kinda questing for a fantasy RPG that is very accessible. Hence why, and then, you know, hence that's Dragon Age II, and then you know Dragon Age II's reception pushed Dragon Age: Inquisition to change some more. Dragon Age has never really been allowed to be constant. And I think it would actually be very good for the franchise to be allowed to be constant for a while, get some 'true sequels' [true sequels here refers to a specific thing Mark has previously discussed on his channel] under the belt. So, yes, true sequels are awesome, I wish that there were more of them and I wish that Dragon Age was one of them."
Q. Are Dragon Age and Mass Effect regarded as big IPs by EA? A. "Sometimes. Sometimes yes, sometimes no. There was a time when EA had the, I think it was called like, 'The Big 12', Mass Effect was on that list, Dragon Age was not, so, sometimes."
Q. Do you feel EA has historically had unrealistic profit expectations for the Dragon Age series? A. "I can't really get into the way that EA does its financials. I think that there are, sometimes, EA wishes everything was FIFA and obviously that's unrealistic."
Q. Will the critical success of Baldur's Gate 3 influence Dragon Age: Dreadwolf and other future projects? A. "It's a bit late to influence Dragon Age: Dreadwolf. Will it affect other future projects? I suspect so. I think it's gonna have a big impact on the RPG space, in some ways, for sure."
Q. Oh, is 'Bowie' the actual codename? Neat! A. "Yeah, Bowie is the actual codename. Did I just leak that? Well it is."
"The hardest part of a project for most people, myself included, is when you can't see the start anymore, and you can't yet see the finish, so with games with really long [development] cycles they can have a lot of trouble in the middle because you don't have the excitement of the beginning anymore and you can't see that it's finishing. So that can be hard. I think that is honestly one of the reasons why I think completion urgency has been on my mind so much, because this has always been kind of the case with BioWare with games, where you do a middle march in the dark, and so hopefully we find some solutions to that."
Q. When are you planning to talk about Anthem? A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. Is it more accurate to think of the development cycle of Dragon Age: Dreadwolf as one game, or several? A. "Kind've something in-between. Definitely there have been moments where the game has pivoted to a large degree that it effectively has started over, but it hasn't always actually started over, and maybe that would've been better, so it's a little bit of both."
Q. BioWare office tour when? A. "I don't think that I can do that, but maybe BioWare will, you should ask them."
Q. Do you think the 'Frostbite is bad' narrative has been blown out of proportion? A. "Yes I do. I mean, yes it is not a perfect engine, no engine is. It definitely doesn't have the support levels that Unreal has, but it is a capable engine if you treat it with respect. The problem is, is that I think a lot of developers have not treated it with respect."
Q. Has BioWare ever thought about character DLC, for example the story DLC in Dragon Age: Inquisition was wonderful but much of what people enjoyed about the story DLC like Trespasser was reuniting with the companions. A. "Yeah, there actually, a bunch of stuff got discussed in earlier incarnations of Joplin and Morrison about doing, like, date packs, or very, very focused bits of DLC. I don't think that's still in the plan, but that was the plan at one point."
Q. What would you say to fans of Dragon Age that are worried about Dreadwolf right now? A. "I'd say keep paying attention, and hopefully BioWare give you confidence."
Q. Do Dragon Age: Dreadwolf leaks hurt any team morale? A. "It can, depends on the leak, it can, for sure."
[source and full video link]
Other notes from the video are collected under the cut due to length:
Q. What's something from Baldur's Gate 3 that may not be obvious to players that you've seen and said 'wow, Larian really figured something out that I wish we, BioWare, had been able to do'? A. "The big thing that Larian is doing that is missing from most other modern games is they are, Failbetter Games calls it 'campfires in the dark', which is, a lot of their plot scripting is based upon reacting to where you are in the moment as opposed to the path you use to get there. What that means is you can do almost anything, because the game doesn't really care how you did it. If you're Matt Mercer and you pile up a bunch of boxes and then teleport into a keep, and bypass the entire plot of getting in there, once you're in the keep, the keep is like, 'okay, you're here, I don't know how you did it, but whatever, we'll just go from here'. And, two things. One, it makes for incredibly robust scripting. The game is able to not fall apart as you do things that it wasn't expecting, because to some degree it's not really expecting things as much. Two, it's just letting you do much more as a result. Now you are giving up a certain degree of reactivity for that, but it's a very powerful tool that I think has been largely set aside by most other developers."
"I think there's definitely some interesting avenues to be taken with your party members having relationships with each other and interacting with each other. It gives them more life. It makes them more believable, that they're not just there waiting for you to come and talk to them and otherwise they're completely static. I think having them interact with each other definitely helps make them more believable."
"One of the, I would say, biggest mistakes of Dragon Age II is the fact that you always have to fight both final antagonists, regardless of which path you decided to do, and that's a decision coming from 'we don't want to waste our content. We want people to see this stuff we spent all this time on'. So some of it is about just being willing to commit to the concept of, there is content that people won't see. It helps, at least it helps me a little bit to remember that most people aren't gonna even finish your game, so arguably the end is a branch that most people won't see." "Honestly, to a large degree, let the creatives guide the way. If they're excited about writing it, if they're excited about scripting it, let them do it. Maybe you do a much simpler version [of the hypothetical cutscene being discussed, re: branching content and zots/resources], but you can still do it."
"I've never played a game of the Dragon Age TTRPG. How much was the Dragon Age team involved in the creation of the rules? Not at all. That was created entirely by Green Ronin. That was their system entirely and I think they've used it for other things since then. I like that it exists. I like that there is a, something that signals that Dragon Age is an RPG. Now I think I would be pushing to make a 5th edition supplement for Dragon Age, rather than a standalone RPG, but at the time, it was the right call, I'd say."
Q. As a producer, how have you mitigated decision fatigue for you or your team throughout closing a project? A. "So one of the reasons why I actually advocate so strongly for triage is that triage is a forum through which you can answer a lot of questions, especially at the end of a project, the closing parts of a project. You're not going to avoid making decisions. Finaling a project is making thousands of decisions in rapid succession, but you can take a little bit of the burden off individual team members by helping them with that decision-making, or when necessary making decisions yourself. Triage also lets you get a group of people together. Making decisions as a group, if you've worked together for a while, can be faster, can be less draining as well."
"I really believe in some degree of developing out loud. I don't know how practical Larian's style of, 'go into Early Access for three years and develop it with the community' is, for most studios, especially the publicly traded ones, but I do think some form of discourse with the community is incredibly valuable. Are we gonna see it? I hope so, but I do think that a lot of studios have developed a very secretive, private kind of stance. For good reason. It's a lot of work to keep this discourse running, to keep it from turning toxic, to keep the conversation going. I think it's worth it, but there's work there, for sure." [I think BioWare are a publicly traded company]
"I could be wrong, but I feel like we're starting to see DLC in singleplayer games be a thing of the past. It seems like it's fading away. I think we may not see very much [of this] three years from now. Will it then circle back around, come back around? I suspect it will, but that's what I'm noticing."
[on the game industry in general] "We've had a lot of layoffs this year, so definitely there's been volatility this year, but we have, as the industry has grown up, it has become more risk-averse, at least in the AAA space, it's become more expensive, things have taken longer, but you do see less, sort've pulsing - you see less AAA games shipping and then the entire studio being shut down. It does still happen, but I do think you are seeing less of it. I think it's partly just, becoming more and more a business."
"I do not think Mass Effect 3 will ever be open-sourced."
"If I was given a large budget and asked to create a 'Dragon Age Legendary Edition', I think if I was given that task, the big thing would be, I think for Dragon Age: Origins, you have only two choices. Once you start going in there, you gotta go so deep, that I would go remaster, and just pretty it up, and let all its warts be its warts. Maybe take another crack at the console controls, and like getting tactical camera on the consoles, if I could, but largely just prettying it up. Dragon Age II, I'd be really tempted to see if you could make Orsino an optional fight, otherwise, probably it's fine. Dragon Age: Inquisition, Hinterlands, actively pushing you out of the Hinterlands much more quickly, not cutting anything from it, but definitely making it more clear that there is a critical path, because the pacing is kind've off there. Reducing the amount of Influence you need to unlock things so you can get through it a little more quickly."
"Dragon Age: Origins was originally planned as one game with no sequels. That was the original plan, which is why the end of Dragon Age: Origins has weird branching epilogue structure, is because it was never intended to be a game with sequels. You're always going to, that's a lesson for the world, always assume that you're going to potentially have sequels. So, it's not that you should leave a bunch of threads, but don't make sequels incredibly difficult to have."
"Dragon Age: Inquisition basically only had eight spells because of console convenience, yeah, basically, it's designed around its console controls for sure."
Q. Was there ever a significance to the Amell [blood]line? Like the Warden and Champion being related? A. "I don't know the answer to that question. I mean, there are often things that are planned and then executed, but also things where convenient plot hooks are picked up and taken in different ways. So sometimes things are planned years in advance and sometimes they just look that way."
"As far as I can remember, Leliana's lyrium ghost was just a quantum thing. It's just because we wanted Leliana in Dragon Age: Inquisition and Leliana could be dead. I mean it kinda makes sense, because the only place that Leliana could die in Dragon Age: Origins was at the Urn, so, sure, the Urn did it."
Q. If Dragon Age: Origins ever gets a remake, would a lot more of the problematic elements be removed? A. "So that's, ultimately what it comes down to, I think if you did a Dragon Age: Origins remaster, you wouldn't, you would just put a fresh coat of paint on it and that would be what you would do. But if you start to do a remake, I think it becomes necessary to start to open up some of those conversations, and that could be a lot, which is honestly one of the things that probably is causing hesitation on doing a remaster, or a remake in that case."
Q. If a fan writes an incredibly good idea on a forum or social media, is BioWare banned from implementing their idea? A. "It depends. If it's just like, 'I put an idea out on a Twitter post', no, you're basically releasing that idea to the public by that kind of post, but we don't, but BioWare doesn't, so I guess no, I guess, short answer no, because in that case it's like, well you just gave that to everybody. If it's a bit of fan literature, nobody's reading it, it's just going in the garbage, so no, so in that case nobody knows what's in that piece of literature, so, no."
"Will Dragon Age: II and Dragon Age: Origins ever come to PS5? I don't know. I mean that would basically require a remaster of some sort."
Q. If you had free reign what's the coolest, most ridiculous thing you would put into a physical Collector's Edition of the game? A. "So, I did, on Anthem, I did push for this, and I wish we'd done it, I did push for doing, because we had the studio that made the physical versions of the Javelin suits for that one EA Play. I did push for a $55,000 Collector's Edition, where you got one of those suits. Obviously we didn't do that."
Q. Would you say it’s harder to import decisions in a series like Dragon Age or Mass Effect? I bet it’s harder when each game has a different protagonist. A. "Actually, so, Dragon Age is a little bit more self-healing because when you are playing a Mass Effect, so Mass Effect 1, 2, 3, a lot of what you care about is the interpersonal stuff. When you're moving from Dragon Age: Origins to Dragon Age II, you don't really care about any of that interpersonal stuff, because it's a different character. I mean, you care, but it doesn't, the game doesn't need to reflect it. So Mass Effect has to deal with a lot more minutiae than Dragon Age does. Dragon Age just needs to deal with the big stuff."
Q. Would the Eclipse Engine have been better for Dragon Age: Inquisition even if it had meant the scope of the game would have to be smaller? A. "No, the Eclipse Engine was about ready to die of old age."
Q. Do you remember what the major aesthetic influences on Anthem were? A. "So, this is what I remember. Cigarette butts and coffee cups, so like, the abyss. No wheels. I actually think Anthem has a pretty strong identity. It looks like something."
Q. Who's decision was it to start using Frostbite? A. "I mean, the short answer is, it was the only politically-viable answer for Dragon Age: Inquisition, so, so I guess EA."
Q. Did you feel there was a large culture change when Greg Zeschuk and Ray Muzyka left BioWare? A. "Not really, like a lot of it was basically already happening, as part, as EA basically started to impose its culture on, and also just the culture infiltrated over time. I would say that the cultural shift at BioWare happened slowly, not all at once when they left."
Q. I was really hoping for that Dragon Age tactical game. Any chance of seeing something like that in the future? A. "Probably not, I mean, it was a tweet, there wasn't anything behind that."
Q. If only there was a Mass Effect toolset. A. "Yeah, so I don't think you're gonna get, so a toolset with a game that is using Unreal like Mass Effect, that's much less likely, because you're gonna have to get a deal with Epic to do that. They might go for it, but yeah, that would be harder."
Q. I recently found out that The Last Court was made by an outside studio, and BioWare has brought in outside writers to work on Dragon Age before. Is that a common occurrence? A. "Yeah, it happens, for sure."
"Dragon Age II is pushing the Eclipse engine to the limit, it's basically the upper limits."
Q. Was there ever any discussion on showing Hawke and their companions visibly age over Dragon Age II? A. "There was, there was absolutely, that conversation did happen. We didn't really have any way to do it easily, but it was talked about."
Q. Dragon Age seems to have a much larger female fanbase than most gaming franchises, is this something EA has been cognizant of/interested in? A. "Cognizant of, yes, interested in, yes as well, though The Sims is actually even better. Understanding what to do about? No."
Q. What were your lessons learned from Mass Effect: Andromeda and why it went that bad? A. "I don't actually think it went that bad. It had a rough launch, so it kind've escaped a little early. That's probably its biggest problem. If it had released in the state that it was at within a month, it would've been a lot better received. Now it did also launch up against Zelda and Horizon, so, the number one lesson there is - when Dragon Age: Inquisition shipped and the Inquisition team was talking to the other team, one of the biggest things we said was 'don't use Inquisition as your baseline, it should be your worst-case', and a lot of the planning on Mass Effect: Andromeda was done using Dragon Age: Inquisition as the best case, so, what happened, basically its end got squeezed out of existence."
Q. What do you think about a Mass Effect: Andromeda remake? A. "Seems early, but maybe, some day. I mean it's kind've healed its perception to a large degree, kind've like Dragon Age II but for different reasons, it's not seen as as bad as it was seen at launch, so, I think there's a market there."
Q. Have there ever been discussions within BioWare of visual novels as a possible format for their franchises? A. "Yeah, it's come up, it's even been pitched. Hard for EA to do little things."
[source and full video link]
#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#mass effect#mass effect: andromeda#anthem#dragon age: absolution#next mass effect
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Wyll really is just so ignored, I'm playing for the first time and just got to act three and jesus, first time seeing his dad in forever at gortash's ceremony thing and theres like no reaction from Wyll?? unless my game bugged which it's been doing more than a fair amount since patch 7.. Like a lot. I saw someone say that Wyll gets treated like Karlachs backpack and like yeah... that scene is about gortash and karlach mostly, Wyll and his dad are just kinda there?? Mean while astarions plotline about vampires doesnt really seem relevant to the story literally at all but theres so much content focusing on that.
HEY sorry for coming back here to yell. If you know all of this or don't care for my flabbergasted yelling then please don't mind me, apologies if this is nonsensical, I am bewildered and my mind has been servery boggled. I just fully took a second to notice that wyll has 1 (ONE) greeting if you've romanced him, I was a lil baffled so I spent a minute spamming everyone in camp and saying hi and ahahahahah, everyone but lae'zel and the side npcs has at least two for the approval I have with them, karlach has 4. So I went to the wiki and, lae'zel has 4 possible romantic greetings and everyone else have above 10 APART FROM WYLL, WHO HAS 1, some of those greetings are if you've broken up but Wyll apparently has 0 (ZERO) if you've broken up BECAUSE Wyll has 7 possible greetings TOTAL TOTAL!! lae'zel has the same amount of platonic greetings as Wyll does total, asstarion has 27, shadowheart has 36 , Karlach has 38. what the actual shit, I'm not sure if the wiki is outdated and they added more for patch 7 but like?????? I also just had that cutscene with mizora, we had just doomed either Wyll or his dad, his dad in my case (even though what Mizora was offering was his location and protection from all but us, doesn't mean that he's dead for sure but everyones acting like Wyll just sacrificed his dad for his freedom, EXCEPT for Karlack whos acting like I took the deal, they really refuse to fix any bugs that involve Wyll huh), and we just get one of those "talk to me" interactions in camp, you don't even get to talk to him about it after that, he just goes right back to "I'm here for you, always" and all the default dialogue options, like bro you dad apparently just had his death cemented and THATS ALL WE GET? thats all he gets? No extra lil bit of dialogue to reassure him seeing as we may have just killed his dad?? idk it feels very significant to his character seeing as he often talks about how much he adores his dad but no? I really regret romancing Wyll first, I'm just getting mad at the game and his treatment like damn. I'm so disappointed, usually fandom ignoring any and all poc in games is just their racism and I've no doubt thats still happening here but I really can't blame people for not latching onto Wyll, he's great and I love him but even when romancing him and no one else, every other companion seems to have so much more going on, cause they literally do, they have so much more content. I knew he had less, I've seen that reddit post about the amount of hours each companion gets but the greeting thing really just whacked me in the face. small and minor correction, i misread the 10 as a16 I believe, so astarion has 21 not 27 as i think i said before! STILL OVER DOUBLE WHAT WYLL HAS AHAHA
(I assumed these were the same person so I bundled them in one big ask)
Oh but remember, Larian ENSURES all their devs work on EXACTLY what they want to work on!!! :))))
This is also why I think Durgewyll is the big brain romance of the game. Because it's the only way to experience even slightly more Wyll content. Like?? ONE romance greeting that was BUGGED for until a much later patch? Like!!!!! GENUINELY THE FUCKING AUDACITY. They should be legit fr fr ashamed lmao. Also Neil Newbon glazing Larian for being soooooo inclusive and making such groundbreaking representation while their only Black character is in the fucking toilet.
Ugh. It sucks so bad lmao. It's frustrating too cuz there's nothing one can do. Clearly speaking up about it has done fuck-all. Even if they drop the world's biggest Wyll patch, it'll still be like oh ok so all that racism was just a funny joke I guess? "Haha tricked you all into thinking we were racist?" To be clear I do want a massive Wyll patch, but I'm still never getting a Larian game again even if they drop it. I'll mayhap pirate one but even so. They've shown their priorities and preferences. They're SOOOOOO keen on speaking to their fans and addressing every little piss-ass useless gripe as soon as possible, except when you ask about Wyll. Then it's radio silence. Because even acknowledging it, apologizing for it, would be inconvenient. It would make it a Big Deal that people would Talk About, and it would tarnish Larian's current status as the gamer audience darling. So better to pretend it's not happening. After all, the only people upset are just some Twitter randos, and nobody listens to those guys.
Whatever man. Theo Solomon saying peanits.
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The way any new information about Ascended Astarion is located, any new content, I'm sure anything Larian releases about Ascended - It will always be compared to Spawn, and how Spawn end is better and truer. Not because it is, just because Spawn End is liked by a lot of people and good is more popular. I don't think the endings are black&white like a bad cartoon. One is darker, one is lighter - each has pros and cons. And comparing romance doesn't make sense at all. Minthara and Gale.
Honestly, why do people choose to have an romance with a vampire? It's dark, abnormal romance - and that's a good thing. The genre speaks for itself.
After Astarion's kiss appears, if it appears, and if Lord kiss appears. That's what's going to happen: "Spawn's kisses are tender and real…. And Asc is horrible, I'm afraid, manipulatively, not sincerely, like in Act 1, he's mimicking feelings because his feelings\soul have been taken away by ritual and real vampirism. Or something snide, "you know what's going on here lol" (the list goes on)" Man, don't go to Taco Bell if you're afraid of Tacos.
If this is canon, I ask, one thing: Then where is the "evil" man, "evil" lord as a romantic interest, who kisses sincerely in this game? Well, I think it's Lord Astarion.
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Hey guys, hope you're doing well.
I apologize for being quiet/less active lately. I've hit a bit of a creative wall where I'm feeling the bite of burnout and it's been a struggle to write anything I can feel good about. My cat has also gotten sick which has resulted in a mad dash to the vet and a great deal of worrying on my end. She is fine for the moment which is a relief but the bill that came attached right before the holidays has added a new layer of stress. It will all work out but the events compound one another and it has tossed my mind into a vast, bleak fog.
For this reason I'll not be accepting new writing prompts for the time being. The ask box will remain open for all other inquiries/comments. I suspect the earliest I'll reopen writing requests is early next year after things have settled down. I do still have a few prompts to address so folks may see writing still pop up here as I move through the queue.
I know I often thank people for their support but I do want to delve into that a bit deeper. I never expected much from this blog when I first started it. I figured it would just be a depository for my ravenous Kar'niss obsession so I wouldn't flood followers on my primary blog with material they didn't sign up for. Instead it's morphed into a little haven for fellow drider enjoyers to congregate and discuss amongst their peers. From theorycrafting to praising their favorite Absolute loving arachnid, this spot became so much more than I ever imagined. Three-hundred plus followers later I still see the enthusiasm thrust into the comments and tags for a character that deserved more than he got.
Fandom can be beautiful and it can be ugly. Just like any community, it's subject to the flaws of its contributors. I am happy to say that, by and large, I've bore witness to more beauty than anything else and it's part of what has made this journey special to me. I am not Kar'niss, I don't work for Larian Studios, I am just a guy who gravitated toward a character I felt I could relate to and I ran with it. I am by no means a world class writer, merely someone who enjoys the art of storytelling. I am proud I was able to enrich an already bustling community with my little blurbs of text and I hope to continue to do so in the future.
So when I say thank you for your support I mean it. This has been some of the most fun I've had over the last two months and it is because of your passion and willingness to reach out. Hype comes and goes and I don't expect Kar'niss to be at the forefront of someone's mind forever. Should the day come that the devoted screams fade into hushed whispers I will still look back on my time here with great fondness. All of you are wonderful and I wish you nothing but good fortune for the end of this year and all throughout the next. Thanks for sticking with this old fart.
Have a fantastic holiday everyone!
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