#one thing you gotta note is that leads in a game development department like art/writing etc do not do all of the work alone
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morocosmos ¡ 8 months ago
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This was during the Producer Live Letter #73 which took place in early October 2022 :D link to Nova Crystallis's thread summary of the live letter here. (endwalker and post-endwalker spoilers, specifically patch 6.2 in the thread)
Btw in my quest for information i found out one of the new lead writers's name is daichi hiroi.
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He wrote the bard quests and the magical ranged dps quests for shb and pandemonium i think the game's in good hand
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felassan ¡ 4 years ago
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Dragon Age development insights from David Gaider - PART 3
This information came from DG on a recent SummerfallStudios Twitch stream where he gave developer commentary while Liam Esler continued playing DAO from where they had left off in Part 1 and Part 2. I transcribed it in case there’s anyone who can’t watch the stream (for example due to connection/tech limitations, data, time constraints, personal accessibility reasons, etc). A lot of it is centered on DAO, but there’s also insights into other parts of the franchise. Some of it is info which is known having been put out there in the past, and some of it is new. There’s a bit of overlap or repetition with topics covered in Parts 1 and 2. This post leaps from topic to topic as it’s a transcript of a conversational format. It’s under a cut due to length.
The stream can currently be watched back here. Next week LE will be streaming a different DAO playthrough with commentary from another guest. Two weeks from now LE and DG will return to continue this playthrough for another stream session like this one.
(Part 4, Part 5, Part 6)
[wording and opinions DG’s, occasionally LE’s; paraphrased]
The Battle of Ostagar cutscene is one of the first big cutscenes that got made during production. When it was shown to the team for the first time, it was one of those moments where DG felt like “Awesome, this is a game!” Context: During the development of a game it feels more like doing a series of disconnected tasks and assets rather than working on a game, so seeing stuff come together at times like this is rad. The first time it was shown, it had temporary placeholder voiceacting.
Pathfinding is always a nightmare to do, especially in games which involve a party of NPCs. As soon as other characters are involved alongside the PC, it’s exponentially more difficult and takes up a lot more resources. The PC is the most complex thing going on visually on-screen, with so many moving pieces, and in party-based games you have four [etc] of them. So, some critique that’s made of the DA games in regards to this subject which compares it to games like The Witcher doesn’t really make sense, as The Witcher has a solo PC.
‘Weird mage hats’ didn’t really become a trademark ‘DA thing’ akin to their place of random pieces of cheese around the world until later games. For DAO, someone probably asked the artists to create “mage helmets”. Mage hats actually looked better in the concept art than they did in-game. What happened was that they were already modelled and then they didn’t have time to re-do them.
DAO was made for PC first. The plan from the get-go though was that it would be an all-platform release (PC/360/PS3). Games like these are always made for the “lowest common denominator” from among the various platforms that they’re being planned to release for. Games have to be made for the most stringent/basic of the platforms because this makes for less conversion rate. At the time of DAO’s development, the PS3 was getting weak graphically and getting old, and this was quite a limitation: “Why do we have to limit [crowds?] because of this one platform?” “Well, we just gotta”. The original models were a bit too detailed. Later on, the artists started making models that had lower polycounts that they could put in a bit more of. DA was never really focused on making environments realistic in an ambient manner (making environments less “gamey” and more lived in, like having crowded places). They could have put more emphasis there but this would have led to a resources issue. Ambience basically wasn’t a high priority. As a writer DG isn’t keen on this decision and naturally he wanted the world to look more realistic, but he noted that it’s easy for him to say this when this would be work that he didn’t have to do personally.
During DAO development, they might have just had a dev sphere originally that was called “tech design”. DG thinks this was later broken up into systems design, combat design and maybe level design. Level designers are the people that are the implementers of the plot. Narrative design is a branch of the level design spoke. System designers respond to requests from lead designers. Narrative designers and writers don’t interact with system designers much unless they have to. As an example of interaction here, system designers might come to writers and say, “Alright, so we’re doing combat, what are the sorts of things a mage can do in this world?” The writers would be like “Ok, these are the sorts of spells we imagined.” The system designers might then come back with “Ok, that fulfills 2 of the 10 things we need mages to be able to do in combat. Is it possible that mages could do [this]?” Sometimes it is, and other times it would be like “No, that’s really outside of the lore”. Still, sometimes said original-lore-breaking things would be added to the game a week later due to necessity and DG would be like “Oh ok”. This kind of stuff is an insight into how some aspects of the lore came to be or changed over time during development.
The system designers on DAO got a better idea of what could be done and what could not be done according to the lore as things went on. At first, DG had to keep telling them things like “It’s not that big a deal, but in the lore mages can’t teleport. Instant teleportation isn’t possible in the world”. The system designers needed a spell where someone could get from spot A to spot B really fast on the battlefield. DG said that that’s fine in itself, “have them turn into a cloud of bees or have a light that moves between the two places. We can use magic as a transition or as a speed thing, but what is against the lore is instant teleportation, to traverse distance like that”. At first the system designers weren’t on board with it, but they got on board with it later. 
This sort of thing doesn’t just depend on the system designers. It also depends on what the tech artists are willing to do. Sometimes a certain request made of them was too hard and they said they weren’t able to do it. Other times it was a matter of DG not communicating the request properly, or the tech artists had already done the work and so throwing out all their work to re-do it just because he didn’t communicate clearly wouldn’t have been cool. So sometimes the originally planned lore got contravened, and sometimes things other parts of the team implemented in the game became the new lore.
LE made an insightful observation at this point: You can’t think of game development as a cohesive series of decisions that everyone on the team is involved in. This simple isn’t how it works at all, especially on large complex projects. There are processes at some studios for decision-making, but most of the time, a bunch of decisions get made by system designers. Others get made by level designers, still others by narrative designers. Situations then arise where someone notices a certain decision and that that decision and another one contradict each other. This is where conflict arises and a solution has to be negotiated. This is why often in games we get elements in the end product that are dissonant, because it was discovered too late or by the time it was realized, it was too difficult to change. It’s actually a miracle that on a game of DAO’s depth and scope that all these things largely hold together. [My note: With this insight and the context below on documentation, it makes sense how BW sometimes appear to ‘forget aspects of their own lore’ or end up contradicting parts of the lore in different parts of the franchise]
Sometimes such things would be noticed in time and DG would go and say, “Can we not do that or do something else instead?” and the relevant parties would be totally accommodating and do it (depending on how much time they had or how much time it would take to remedy). Sometimes this worked out and sometimes it didn’t. For the most part, everyone wants to work together. DG couldn’t be involved in every aspect of systems design “like some kind of All-Watchful eye of lore”, so he had to rely on the people who were there knowing enough from the documentation. Not everybody reads every document however. There was so much documentation even back during DAO. DG can only imagine the sheer amount of world/lore documentation that now exists now in the run-up to DA4; he said he thinks that nobody at this point on the current team has read it all, as editor/lore-wrangler Ben Gelinas isn’t with BW anymore. Lots of legacy documentation accumulated very quickly. Sometimes, the old document would still be there. Over time it became harder for people to discern which was the most recent version of a particular document. Sometimes people didn’t update the relevant documentation after changing things. Lore documentation was particularly bad for this issue. BG wrangled all the documentation and created an internal reference wiki (essentially acting as a lorekeeper). He was constantly coming in and picking DG’s brain to clarify conflicting aspects or obtain the correct, in-date information etc (“Good on him”).
DAO was the first time DG was involved in voice-recording. Prior to that he was only on the receiving end, in that the recordings would come in and he’d review them as they did so. DAO is when BW set up their own VO department and where Caroline Livingstone came on. CL wanted DG and Mike Laidlaw to be more involved in the casting process. As a result, the writers then were to write casting scripts: like, ‘For Morrigan, can you write a 1 page script that goes through 3 big emotions? [like regular talking for a bit, then here’s a bit of heightened emotion such as anger, then here’s a part where they’re being funny if they were a comedic character] These scripts had to be kept short so that the recording that was made from it wouldn’t be more than 30-40 seconds in length.
For the initial VA sessions, DG and CL flew down to Technicolor studioin LA and they had all the major castmembers there (later on, recording sessions were done a lot more remotely; this became easier as BW’s setup got more sophisticated). The idea was that they would both be present live in-person for the first 2 or 3 sessions to help each VA find their ‘voice’, and for DG at the first session to sit down with each VA and walk them through who their character was, what DA was about, and help them figure out how their character should talk. Claudia Black was the first of these sessions and he was “a wreck” going into that one. It got easier after that however. CL gave directions into the soundproof booth and DG was present to give notes on things like pronunciation or the intentions behind some lines. He says he learned everything he now knows about VO direction from CL. The things and tricks CL can do to get a performance out of an actor are amazing. Sometimes an actor would get a bit fixated or stuck on a particular way of delivering a line. CL had atrick to help them past this; “I want you to clear your mind, and I want you to give me a version of this line that’s more yellow”. The idea is that they just had to break out of where they had been stuck in that mindset, and the thing was that it doesn’t matter what “yellow” meant, but what was important was what “yellow” meant to the actor. They could then take that new varied delivery and progress from there.
Alistair’s dialogue when the PC talks to Flemeth outside her hut was the first complex conversation DG wrote for DAO. It was the first one that had a lot of branching and fiddling to it. The hardest conversations to write are the ones with a lot of exposition, and when they do have exposition still making this interesting and natural. At this point in the game, the player has no agency, just reactivity. The devs talked a lot about this subject when they wrote the origin stories. Some of the stories allow the player to initially say no and refuse to join the Wardens, but you always end up being railroaded (the devs here ended up doing a form of the trope ‘But Thou Must!’). Do you give the player the option to say no? Is it important to allow them that option? At some point, writers have to accept that the player has some level of buy-in and is game to play. They discussed a lot where they sat on this and what is agency. “Maybe don’t worry about offering the player every possible choice, but about having reactivity.”
Loghain wasn’t okay with letting Cailan die. He didn’t sit and angst about it openly where the player could see, and once the decision had been made, it being Loghain, it was Made and Had To Be Done (he felt that it was something that had to happen). But he didn’t kill the son of the woman he’d once loved dearly as a random off-handed thing.
The Solas twist was planned from the beginning, from the DAO dev days. Such big things/broad strokes have stayed the same. However, some of the details have changed or been added along the way. They didn’t know for instance that Solas was going to be a companion; that was something they came up with when they were planning DAI. Flemeth’s true identity has never changed.
Zevran says Rinna was an elf, but WoT says she was a bastard child of a noble in line for the Antivan throne (the Antivan royal family being human). When asked if this was an oversight, DG said yes she was a bastard, but she may have been really far down the line of succession, i.e. technically in line, but would probably never have been allowed to take the throne in practise had that scenario ever actually arisen.
DA was maybe inspired a bit/some by ASOIAF. This was way before it was on TV of course. DG at the time had read the first book or so. He liked the fact that it was a fantasy setting but low-magic, and was about the people in the world and their politics rather than magic, prophecy and other high fantasy stuff.
It was only by DAI that the system designers decided that it was okay to think of banter as an “activity that players engaged in”. In previous games, the devs had inadvertently managed to ‘train’ players to immediately stop when companion banter fires so that they could hear it all (because if you do something else, it gets cut off). When the level designers put together the spaces, they accounted for what players would be doing i.e. how much time between combat. They didn’t however account for like “You’re travelling down this hall and there’s a banter for half of that space. This is an activity, so it’s okay not to put anything in there”. This is how the inadvertent training happened, when originally banters were supposed to be a thing that ran as you move around the world (as opposed to stopping and standing still). 
When asked if the Blight resulted from the creation of the Veil or pre-dates it: “I think you’ll probably have to wait on the game[s] for that answer, if it ever explains it”. He was also asked whether Arlathan is the Golden City. He won’t answer such questions naturally because they are “DeepLooooooore™~~ ♫”.
DG isn’t sure that he will play DA4 when it comes out. It’s not that PW and the team won’t do a good job, they will, it’s just that when DG plays RPGs he has an analytical mindset going on and finds it difficult to slip into the game and just enjoy. For DA4, as he was previously so involved in DA, there’ll naturally probably be an extra level of that with feeling like “What would I have done [for particular parts of the game’s design]?”. Alternatively he might instead feel like “Wow, this is awesome, here’s a game I would have made but didn’t have to do any work on!” DG stressed that it’s important to him to be fair about the work of his former colleagues - he wouldn’t want to come out and be like “I wouldn’t have made [this or that] choice”. He also noted that just because something might be a call he personally wouldn’t have implemented in the game, that doesn’t mean it’s a bad call. There are people out there where if DG intimated at all that there was an aspect of DA4 that he wasn’t keen on, he’s worried that they would pounce on it and use it as ammunition against the current team (who are his friends that he really cares about and wants to do well). He walked away from DA voluntarily and is happy his game will continue on. PW popped by in chat at this point and agreed that it’s definitely hard to play something that you used to work on.
Other assorted tidbits:
DG really opposed the part at the Battle of Ostagar where mabari are set to charge the darkspawn horde - “That’s not how you would use dogs [in war]”
There was supposed to be a cutscene where Flemeth rescues the HoF and Alistair from the top of the Tower of Ishal in her dragon-form. This was cut. DG remembered being angry about this like “nobody is gonna buy that you fall unconscious and then wake up in the hut totally rescued. [...] I guess I’m not always right”
When DG went to Beamdog there was a period where they thought about making a Baldur’s Gate 3. They put together a pitch and had a long series of discussions contemplating things like “What do we need from BG3? What do we expect it to have in order to have the BG name? What is needed and not needed to connect to from the previous games?”
DG isn’t sure who designed the DAO inventory system
PW in chat recalled a game writer from another company who was really ragging on DAI on the Christmas Day after release
Narrative designer and system designer are very different positions/roles with very different responsibilities
Simon Templeton as Loghain did all his voicework stuff in one take, which was very impressive
It would have been the marketing department that chose 30 Seconds To Mars for music. DA was really good at choosing up-and-coming acts for this that weren’t huge when they used their songs, but became huge afterwards
During work on Baldur’s Gate 2 was the most DG has ever crunched. He slept in the office a few times
“As soon as you get both Alistair and Morrigan in the party, that’s when it’s like ahh yes, this is a BioWare game”
Were Flemeth and Morrigan’s interactions with each other and the PC when Morrigan is being told to leave the Wilds and go with the Hero an act, considering that Morrigan did know about the OGB plan? No. That was The Plan, but said plan wasn’t like “Ok, she’s going to leave Right Now”
The elves and the inversion of the traditional elven trope are DG’s favorite part of the world/world-building
One of the original intentions for DAO was to make it so that the player wouldn’t need a healer in the party, or that there would be different kinds of healing, or that healing itself wouldn’t be a thing, but this just didn’t work out
The Imperial Highway used to be a really important part of the lore but it kind of got forgotten a bit
It’s kinda funny that after release some players expressed that Corinne Kempa’s accent as Leliana was “sooo fake”. It’s not fake, she’s actually a Brit that moved to France when she was young, so she has the exact type of accent that Leliana would have (Leliana was born in Orlais and is culturally Orlesian, but her mother was Fereldan and she considers herself as such)
They talked some about the need for documentation and how doing this can feel beurocratic and uncreative and how like you’re not working on a game or writing. PW in chat expressed that there was a year where they spent a lot of it working in PowerPoint and Excel, “so I feel this”
When they switched art directors to Matt Goldman, his first big complaint was about all the brown. He came to DG like “Is there a lore reason for or are you particularly in favor of the brown for story reasons?” DG was like “Uhh no” and Matt was then like “Ok good”
Console codes/commands aren’t usually stripped out of a game before release, they are usually still in the built, just disabled. The system itself is not removed but how to access said system is
BW doesn’t crunch as bad as we hear some companies do, and kind of prided itself on “not being terrible at crunch”. But BW’s “not terrible at crunch” is still crunch. We obviously don’t commend abusive family members for only abusing people on certain days of the week or whatever
Kate Mulgrew is American but she at times did the same thing a lot of the British VAs did, which was that the devs had a lot of struggle with getting them to say “darkspawn” correctly, with the emphasis in the right places. They’d say “dark SPAWN” as if it was two words with an adjective, and the stress put in the wrong place
Lack of children in DAI was a resources thing. They only had time to make a certain number of models. There was a series of meetings where they had to decide what things to cut. In the last meeting it was like ‘Here’s a bunch of things you don’t want to cut, we need to cut 4 of them’
They decided to put horned qunari back in DA2 because then they had the resources to do so. They then ended up having to explain why there were hornless qunari at the same time, and make this an in-world explanation as opposed to just ‘We didn’t have the resources, that was totally intentional’
Lots of players missed out on recruiting Leliana and/or Sten on their first playthrough and didn’t even know they existed/could be recruited. “Apparently we weren’t that great at pointing players in the right direction”
Tevinter is inspired by the Byzantine Empire (which wasn’t called that at the time incidentally, this is a name given by historians after the fact), what used to be the Roman Empire after the western part fell. This is the era Tevinter today is meant to encapsulate: decadent but clearly in decline, far away from the heyday and the heights of the former empire [source]
[Part 1]
[Part 2]
[Part 4]
[Part 5]
[Part 6]
[‘Insights into DA dev from the Gamers For Groceries stream’ transcript]
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