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Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.


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Title: Demo videos
Date: Friday, 19 September 2008 09:06AM
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In case anybody missed them, Bioware recently released two sets of high quality narrated videos similar to those seen at the Leipzig and PAX shows. One is a gameplay video in 4 parts, the other a toolset video in 6. Check them out.
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Title: PAX Roundup
Date: Tuesday, 02 September 2008 02:00PM
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Bioware showed off Dragon Age at the Penny Arcade Expo (PAX) this year. They ran a similar demo to that previously seen at E3, Gen Con and Leipzig, but also walked through usage of the toolset for the first time.

Clips of the demo (with our first video footage of Morrigan) are available here and here. The first high-res screenshots of the toolset are also available.

Reports on the PAX demo are still trickling in, the first informative one being this forum post. I’ve quoted some of the toolset-related highlights from it below.

Quote:
  • Script filenames ended with .nss - so I’m assuming that they’re using an enhanced version of nwscript.
  • All of the other filename extensions we’re familiar with were being used: .are, .utc, .utp, etc.
  • You can rotate placeables on any axis
  • (makes it easier to place objects on hills realistically).
  • There was a category in the toolset called "Stages" - I really have no clue what it’s for, but it sounded interesting.
  • The "Head Morphs" Editor seemed pretty robust - No need for Community Modelers/Animators to create custom heads. Joe Average can do it now with the toolset.
  • You can apply facial tattoos and blend together different tattoo "channels" - fade them in/out and blend different colors.
  • The Plot Script Editor makes it a easy to design and implement quests.
  • There are Visual Effects and Audio Editors, unfortunately they were not shown during the presentation.
  • The toolset will be released in beta form BEFORE Dragon Age ships to a limited number of Community Members
  • (similar to NWN1’s toolset release schedule). Fernando said folks should get on the WorldBuilder’s Mailing List to get invited to the Toolset Beta.


Chris Priestly did audio and video interviews, though little new information was divulged.


- edited on Friday, 05 September 2008 10:33AM -
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Title: Post-GenCon
Date: Thursday, 21 August 2008 01:02AM
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Following Gen Con 2008, a number of new videos have been released. We have a set of three videos comprising most of the demo given at the event (similar to that shown at E3 behind closed doors). Part of the demo is available in higher quality. Also there are two direct-feeds of some combat. Additionally there was an in-depth audio interview with David Gaider about the game.

On top of the toolset announcement and a new batch of screenshots, it’s been a pretty great week for learning more about the game. Here’s a summary of new information:
  • Decapitations are possible whilst fighting
  • Combat talents include ‘Shield Bash’, ‘Assault’ and ‘Aim’
  • Melee attacks can interrupt someone using a bow
  • Your own magic can damage party members, but they’re intelligent enough to avoid area-effect magic where possible
  • One of the party members is called ‘Alistair’ and is a Grey Warden you meet early on in the game
  • There are multiple very different endings, and the epilogue recognises many of your smaller choices as well, resulting in possibly hundreds of variations on the ending
  • The Origin stories comprise, by one estimation, 2 hours of gameplay
  • Orlesians enslaved Ferelden for a century


- edited on Saturday, 23 August 2008 03:26PM -
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Title: Gencon demo impressions
Date: Friday, 15 August 2008 05:06PM
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[the following impressions were posted to the official forums, unattributed from another unknown source]

The demo was a guided demo, but run by the Bioware staff about 20 minutes long. Much of the first half of the demo was watching conversation/cutscenes. The second half of the demo was several combats. Character progression was not shown at all and inventory management was shown briefly. All of the demo existed inside one city, so I have no idea as to overall scale of the game. One of the primary writers on the game made it sound that the game would be ‘massive’ and on scale like the Baldur’s Gate games.

Graphics/Environment: Gorgeous. They were running the game in 1920x1200 (I believe) and it ran fairly well (slight pauses at time), but I’m sure it was on some monster machine. The city was highly detailed and had the illusion of being persistent. For example, a priest was giving a sermon to a bunch of army troops as the character walked by. You could stop and listen to the whole thing, or ignore it entirely. Character models had a lot of detail and good facial expressions (reminded me of characters in Mass Effect, but far more detailed).

Conversations/Cinematics: The game did an excellent job of carrying on conversations while other things were going on. It wasn’t always just characters lined up talking to each other. Often, the characters would be walking along while other things happened. They kept walking regardless of how fast conversation selections were picked (allowing for pauses in conversation if you let them keep going). Obviously they are following a script at this point, but this along with changing camera angles made the game seem a lot more cinematic than Bioware’s previous offerings. As mentioned above, characters are lifelike in movements and facial expressions. Conversation trees were very typical Bioware, except with seemingly more choices than "Good/Neutral/Bad." Like KOTOR and NWN, there were choices involving actions rather than speech (for example: "[kill him and take his key]") The Bioware guys claim that this game leaves their previous mold of having ‘good and evil points’, now going for shades of grey. They stressed many times in the demo that choices you make will shape the entire game experience.

Combat: Imagine Baldur’s Gate, except in a 3d engine that works well and isn’t clunky like the NWN games. Like BG, you can pause and give every individual order or let the AI decide things as you go along. The various abilities were reminiscent of NWN or even D&D 4th edition in the number of different attacks that are available (even for non-spell classes). Animations in combat were very detailed based on the attack. A shield bash looks just like you think it would, for example. Spells were the most jaw dropping portion both in visuals and how they worked. What was most impressive to me is how spells to interact. Cast grease on an area, and enemies slip. Cast fireball and the grease ignites. Cast a blizzard-type area spell and the fire goes out. It looked like all of the spells they were using in the demo had the capability of hurting your own party members if not setup/aimed correctly.

Overall UI/etc: 4 party members max, no coop multiplayer announced at this time (not ruling it out, according to these guys). The inventory UI I saw was clean and used a typical paper-doll system. Skills were on an assignable skill-bar along the bottom of the screen.

I left the demo very impressed and anxious for this game to come out. Sure, this is largely colored by the lack of good single player RPGs in recent years, but this game looks to be outstanding. If you guys have any specific questions on things I may have seen in the demo, fire away. I may sit in on the demo again to try to get more detail.


- edited on Friday, 15 August 2008 05:08PM -
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Title: Relaunch & E3 2008 summary
Date: Saturday, 19 July 2008 10:48AM
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First announced at E3 2004, ‘Dragon Age’ was relaunched as ‘Dragon Age: Origins’ at E3 2008 (July 15-17th). The relaunch marked the official start of the marketing campaign, opening the floodgates of information about the game. During the E3 period we learnt a lot about the game, which I’ve summarised here.

Prior to E3 on the 5th of July the official website changed to a teaser page indicating something would happen on the 9th, which turned out to be another teaser for a video on the 12th.

Eventually, on the first day of E3, the official website received a proper update featuring the complete teaser trailer consisting of in-engine cut-scenes. A whole host of screenshots were also released, alongside new background information.

At E3 Bioware had a playable demo of an early section of the game. Clips of that demo became available in gameplay videos, including this one and this one. Those videos, combined with a podcast, written and video interviews and numerous previews, provided a lot of new information about the game.

Basics
  • Dragon Age is a ‘dark heroic fantasy’.
  • The ‘Origins’ subtitle represents both Bioware’s return to their roots
  • (Dragon Age is most similar to their classic ‘Baldur’s Gate’), and the ‘origin stories’ that provide a unique starting point in the story for each player.
  • It is a single-player game. No multi-player at all.
  • Release re-confirmed as early 2009.
  • Rating re-confirmed as ‘M’
  • (lots of blood amongst other things; the more enemies you kill the bloodier your character gets).
  • There will be a tool-set released, but the exact nature of it is yet unknown.
  • There will be downloadable content and future games in the franchise.
  • It is being developed on and for the PC. No work has started on a console port. It is not being ‘dumbed down’ for consoles. It is possible that this, or future games in the franchise, could be ported to consoles.
  • There are 3 base classes to choose from: rogue, warrior and wizard.

Gameplay
  • Rather than being turn-based, it is pause-and-play tactical. You can pause at any time and issue commands in a command queue.
  • The camera provides an over-the-shoulder viewpoint when zoomed in, or an isometric-style viewpoint when zoomed out.
  • There is a maximium of 4 party members at any time.
  • (PC + 3 companions). You can choose party members from a pool of more than 3. Additional, temporary controllable characters that are not members of your party may assist you from time to time. [georg zoeller, personal communication, 19/07/08]
  • Multiple party members can be selected at once and be given the same command. Or one character can be controlled and the others can use AI. You can program the AI yourself and set up ‘plays’.
  • Party members do not die during combat. If reduced to 0hp they fall unconscious and rise again when combat is over
  • (if at least one party member survived). They suffer stacking injury penalties however, which are difficult to heal (may require going back to camp/town).

Combat & Magic
  • Spells can interact. For example ‘Blizzard’ can put out fires, and fire spells can ignite grease from a grease spell.
  • Spells act on a timer and cost mana.
  • Spells seen so far include Glyph Of Paralysis and Grease for slowing down enemies, Flaming Weapons which might increase the damage of the weapons of all party members, a Heal spell
  • (that provides an immediate boost to hp and an increased recovery rate), and various direct elemental damage-dealing spells: Blizzard, Fireball, Shock, Lighting, Winters Grasp, Tempest.
  • During melee fights, the following effects were seen: Interrupted, Miss, Resisted. Attacks could stun and knockback.
  • Special enemies like the Ogre have uniquely animated special attacks like picking up characters and throwing boulders.
  • Health regenerates automatically out of combat. Stamina and mana regenerate during combat as well.

Plot & Setting
  • You may become a member of the ‘ Grey Wardens ‘.
  • The ‘chantry’ are a religious group working from scriptures called ‘canticles’ which describe the darkspawn
  • (corrupted mages), archdemons (raised dragons) and the blight , our enemies in the game.

Misc
  • Dan Tudge is the new project director.
  • Uses face technology from Mass Effect during dialogue, but the PC isn’t voiced.
  • The inventory is in list format with little pictures of each item. There are 11 equipment slots: weapon, helm, gloves, armour, boots, quiver, shield/weapon, belt, amulet, ring, ring.


On top of all this, numerous developers on the game have revealed themselves for the first time on the official forum and in this video.

That’s it for now. With the game due for release before the next E3, this may be the first and last E3 summary I’ll write. It was an exciting and interesting two weeks and there’s yet more information to look forward to over the coming months.


- edited on Saturday, 19 July 2008 10:59PM -
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Title: Official website properly updated
Date: Tuesday, 15 July 2008 11:23AM
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The official website for the game has been updated properly, no longer a simple teaser splash page.

Along with new official forums (old posts have been archived), there is now some information on the world of Dragon Age (history, creatures, characters), a gallery of screenshots not seen before, and useful news pages. There are also links to the teaser trailers here (including a new high quality 2m version). The website will be steadily updated as time goes by.

The website is attractive, seemingly well implemented and keeps things relatively simple. It seems they may have listened to forum feedback and changed the logo for the game: ‘Origins’ used to be written in a harsh white text; it is now a better blended yellow.


- edited on Tuesday, 15 July 2008 02:58PM -
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Title: Dragon Age official website updated
Date: Thursday, 10 July 2008 03:20AM
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The official website was updated as promised (at 8:15pm Bioware time).

For all the waiting done by fans, generating 9 threads of anticipatory posts, the update was surprisingly spartan:
  • Game name confirmed as ‘Dragon Age: Origins’
  • Trailer confirmed as debuing on GameTrailers on Friday night, 1am
  • [clarification: strictly speaking saturday morning]
  • The ability to sign up to some newsletters


Here’s looking forward to the trailer and more info at E3!

Update: the trailer is discussed in greater detail here: it will be a ‘teaser trailer’ ‘completely created in-engine’. There may be more than one video as well.

Update2: the other video is confirmed for 9am PST (4pm GMT) Sunday and will be similar to the first (some identical footage) but with something new.

Update3: both teasers are now available, and there might be a third on the 17th at 10am. Though this may be for a different Bioware game.


- edited on Monday, 14 July 2008 07:22PM -
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Title: Official website updating July 9th
Date: Saturday, 05 July 2008 10:16AM
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The official Dragon Age website changed recently to a mysterious splash page indicating that there would be ‘More July 9, 2008’.

Recently on the official forums there had been a thread calling for the official website to provide more comprehensive and up-to-date information. It, like other similar requests, had been met with assurances that new information would be coming ‘soon’, once they had decided to start marketing the game properly.

Has that time come? July 9th is a surprising date, given that it is just days before E3 this year (July 15-17th). But the website update may be the first step with a bigger announcement at E3.

Update: the official website will probably get updated ‘in the afternoon’, Bioware time. I’ll make a new post as soon as that happens, so you can get an alert by email or RSS and be amongst the first to see the new site.


- edited on Wednesday, 09 July 2008 02:52PM -
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Title: Mages in Dragon Age
Date: Sunday, 23 September 2007 06:50PM
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What do we know about mages so far?

Mages use mana to power their spells. The strength of their spells is determined by ‘spellpower’, a stat derived from the character’s ‘Intelligence’ attribute. Increased strength of a spell will result in greater effectiveness (eg. more damage, longer lasting etc.). ‘Buff’ spells, however, are not affected by ‘spellpower’.

The other side of spell effectiveness is the enemy’s resistance to spells. Rather than complete negation as per D&D, resistance results in the effect being diminished, modified or replaced by another effect.

There are mage advanced classes, but these are not D&D style ‘school’ based. One of the advanced classes is geared toward healing/ curing.

Is a tank/fighter mage possible? Mages can wield the same weapons as any other class, though they can’t learn weapon talents. However, some of their spells may offset this disadvantage. They can wear armour, though casting spells then consumes more mana than normal. Mages can use staffs which provide additional benefits no other weapon does, but they’re not useful in a sword fight.

Update 18/11/08:
Each spell cast will use some of a mage’s mana. In addition, some spell effects will continue to drain mana while they are in use. Mana regenerates slowly over time and maximum mana grows with each level the mage gains. Mages choose from new spells as they gain levels. There are a wide range of spells to choose from, allowing players to specialize their mage.


- edited on Tuesday, 18 November 2008 02:16PM -
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Title: Fereldan Words and Phrases (From David Gaider’s signatures)
Date: Friday, 14 September 2007 07:11PM
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abelas -- (ah-BELL-aws) elven for "sorrow", also used as an apology.

Andaran atish’an: -- (an-DARE-an AH-tish-awn) a formal elvish greeting. (literally, "enter this place in peace.")

Arlathan: -- (ahr-LATH-ahn) The original homeland of the elves, from the phrase "ar lath’an" meaning "I love the place" or, more appropriately, "this place I love".

Falon’Din -- (fahl-awn-‘deen) "Friend of the Dead", the elven God of Death and Fortune. It is he that guides the dead across the Beyond to their final rest.

Shemlen: -- (shem-LEN) literally "quick children", the original name of the elves for the human race. It continues to see use as a slang term even though its meaning has largely been lost.

Lethallin -- (leth-ah-LEEN) "friend of mine", casual reference used for someone with whom one is familar (elven).

Durgen’len -- (dur-gen-LEN) "children of the stone", the original elven term for the dwarves.

Vallaslin -- (vahl-ess-LEEN) "blood writing", the art of tatooing adopted by some elves to more prominently (and some might say belligerently) display their worship of the traditional elven pantheon.

Fen’Harel -- (fenn-hare-ELL) also known as "the Dread Wolf", the trickster god of the old elven pantheon, supposedly responsible for deceiving the other gods into abandoning their people. Roamer of the Beyond, bringer of nightmares.

duster -- a derogatory term used by dwarves to refer to the casteless. "Brand" is also common, referring to the facial brand that casteless must legally wear.


- edited on Tuesday, 16 December 2008 09:22PM -
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Title: Primal spells
Date: Sunday, 26 August 2007 01:49PM
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Forum user ‘fleisch’ decrypted the following information about magic:

"Posted: Wednesday, 22 August 2007 09:26AM by fleisch" wrote:

"Posted 08/22/07 06:10 (GMT) by Georg Zoeller" wrote:

Enjoy, thank you for your participation in that little game and good night.
----------------------
guwf fubhyq or ab owt qrny sbe lbh thlf:
cewzny fcryyf qrny jv