#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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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.
He wrote the bard quests and the magical ranged dps quests for shb and pandemonium i think the game's in good hand
#i remember when the live letter happened and a small bunch of people were like âoh he helped write save the queen 7.0 msq is DOOMEDâ#lmfao#but also all the bard boys fans screaming and crying bc Boys Mentioned was such a nice thing to experience#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#leads have to do a lot of managerial work like meetings and overseeing their teams and may not have the time to do more than oversee/review#with the less senior team members making most of the 'content' which is guided by their leads#tl;dr hiroi isn't single handedly writing dawntrail nor did ishikawa single handedly write enw and shb etc; it's a collaborative effort#also oda and ishikawa are senior story designers and still have a supervisory role in the scenario writing amongst other responsibilities#not to diminish hiroi's role bc overseeing an expansion's scenario and keeping things coherent is a huge responsibility#also they have several teams of people in writing bc you have everything from scenario writing (the MSQ) to quest text to flavour text#there is So Much Text in one expansion#source: not a games writer but worked in games enough to have an idea of team structure and pipeline#anyway#ffxiv#endwalker spoilers
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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 1Â and Part 2. I transcribed it in case thereâs anyone who canât 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 thereâs 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. Thereâs a bit of overlap or repetition with topics covered in Parts 1 and 2. This post leaps from topic to topic as itâs a transcript of a conversational format. Itâs 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 DGâs, occasionally LEâs; 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 âAwesome, this is a game!â 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, itâs 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 thatâs made of the DA games in regards to this subject which compares it to games like The Witcher doesnât really make sense, as The Witcher has a solo PC.
âWeird mage hatsâ didnât really become a trademark âDA thingâ akin to their place of random pieces of cheese around the world until later games. For DAO, someone probably asked the artists to create âmage helmetsâ. 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 didnât 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 âlowest common denominatorâ from among the various platforms that theyâre 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 DAOâs development, the PS3 was getting weak graphically and getting old, and this was quite a limitation: âWhy do we have to limit [crowds?] because of this one platform?â âWell, we just gottaâ. 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 âgameyâ 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 wasnât a high priority. As a writer DG isnât keen on this decision and naturally he wanted the world to look more realistic, but he noted that itâs easy for him to say this when this would be work that he didnât have to do personally.
During DAO development, they might have just had a dev sphere originally that was called âtech designâ. 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 donât interact with system designers much unless they have to. As an example of interaction here, system designers might come to writers and say, âAlright, so weâre doing combat, what are the sorts of things a mage can do in this world?â The writers would be like âOk, these are the sorts of spells we imagined.â The system designers might then come back with âOk, 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]?â Sometimes it is, and other times it would be like âNo, thatâs really outside of the loreâ. Still, sometimes said original-lore-breaking things would be added to the game a week later due to necessity and DG would be like âOh okâ. 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 âItâs not that big a deal, but in the lore mages canât teleport. Instant teleportation isnât possible in the worldâ. The system designers needed a spell where someone could get from spot A to spot B really fast on the battlefield. DG said that thatâs fine in itself, âhave 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 thatâ. At first the system designers werenât on board with it, but they got on board with it later.Â
This sort of thing doesnât 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 werenât 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 didnât communicate clearly wouldnât 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 canât think of game development as a cohesive series of decisions that everyone on the team is involved in. This simple isnât 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. Itâs actually a miracle that on a game of DAOâs 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 âforget aspects of their own loreâ 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, âCan we not do that or do something else instead?â 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 didnât. For the most part, everyone wants to work together. DG couldnât be involved in every aspect of systems design âlike some kind of All-Watchful eye of loreâ, 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 isnât 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 didnât 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 DGâs brain to clarify conflicting aspects or obtain the correct, in-date information etc (âGood on himâ).
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 heâd 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, âFor Morrigan, can you write a 1 page script that goes through 3 big emotions? [like regular talking for a bit, then hereâs a bit of heightened emotion such as anger, then hereâs a part where theyâre being funny if they were a comedic character] These scripts had to be kept short so that the recording that was made from it wouldnât 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 BWâs 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 âvoiceâ, 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 âa wreckâ 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; âI want you to clear your mind, and I want you to give me a version of this line thatâs more yellowâ. 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 doesnât matter what âyellowâ meant, but what was important was what âyellowâ meant to the actor. They could then take that new varied delivery and progress from there.
Alistairâs 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 âBut Thou Must!â). 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. âMaybe donât worry about offering the player every possible choice, but about having reactivity.â
Loghain wasnât okay with letting Cailan die. He didnât 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 didnât kill the son of the woman heâd 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 didnât know for instance that Solas was going to be a companion; that was something they came up with when they were planning DAI. Flemethâs 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 âactivity that players engaged inâ. In previous games, the devs had inadvertently managed to âtrainâ 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 didnât however account for like âYouâre travelling down this hall and thereâs a banter for half of that space. This is an activity, so itâs okay not to put anything in thereâ. 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).Â
When asked if the Blight resulted from the creation of the Veil or pre-dates it: âI think youâll probably have to wait on the game[s] for that answer, if it ever explains itâ. He was also asked whether Arlathan is the Golden City. He wonât answer such questions naturally because they are âDeepLoooooooreâ˘~~ âŤâ.
DG isnât sure that he will play DA4 when it comes out. Itâs not that PW and the team wonât do a good job, they will, itâs 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, thereâll naturally probably be an extra level of that with feeling like âWhat would I have done [for particular parts of the gameâs design]?â. Alternatively he might instead feel like âWow, this is awesome, hereâs a game I would have made but didnât have to do any work on!â DG stressed that itâs important to him to be fair about the work of his former colleagues - he wouldnât want to come out and be like âI wouldnât have made [this or that] choiceâ. He also noted that just because something might be a call he personally wouldnât have implemented in the game, that doesnât mean itâs a bad call. There are people out there where if DG intimated at all that there was an aspect of DA4 that he wasnât keen on, heâs 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 itâs 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 -Â âThatâs not how you would use dogs [in war]â
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 ânobody is gonna buy that you fall unconscious and then wake up in the hut totally rescued. [...] I guess Iâm not always rightâ
When DG went to Beamdog there was a period where they thought about making a Baldurâs Gate 3. They put together a pitch and had a long series of discussions contemplating things like âWhat 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?â
DG isnât 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 werenât huge when they used their songs, but became huge afterwards
During work on Baldurâs Gate 2 was the most DG has ever crunched. He slept in the office a few times
âAs soon as you get both Alistair and Morrigan in the party, thatâs when itâs like ahh yes, this is a BioWare gameâ
Were Flemeth and Morriganâs 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 wasnât like âOk, sheâs going to leave Right Nowâ
The elves and the inversion of the traditional elven trope are DGâs favorite part of the world/world-building
One of the original intentions for DAO was to make it so that the player wouldnât need a healer in the party, or that there would be different kinds of healing, or that healing itself wouldnât be a thing, but this just didnât work out
The Imperial Highway used to be a really important part of the lore but it kind of got forgotten a bit
Itâs kinda funny that after release some players expressed that Corinne Kempaâs accent as Leliana was âsooo fakeâ. Itâs not fake, sheâs 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 youâre 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, âso I feel thisâ
When they switched art directors to Matt Goldman, his first big complaint was about all the brown. He came to DG like âIs there a lore reason for or are you particularly in favor of the brown for story reasons?â DG was like âUhh noâ and Matt was then like âOk goodâ
Console codes/commands arenât 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 doesnât crunch as bad as we hear some companies do, and kind of prided itself on ânot being terrible at crunchâ. But BWâs ânot terrible at crunchâ is still crunch. We obviously donât 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 âdarkspawnâ correctly, with the emphasis in the right places. Theyâd say âdark SPAWNâ 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 âHereâs a bunch of things you donât want to cut, we need to cut 4 of themâ
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 âWe didnât have the resources, that was totally intentionalâ
Lots of players missed out on recruiting Leliana and/or Sten on their first playthrough and didnât even know they existed/could be recruited. âApparently we werenât that great at pointing players in the right directionâ
Tevinter is inspired by the Byzantine Empire (which wasnât 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]
[âInsights into DA dev from the Gamers For Groceries streamâ transcript]
#dragon age#bioware#video games#morrigan#queen of my heart#alistair theirin#fav warden#dragon age 4#the dread wolf rises#solas
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