chevalier
Sat, 20th Nov '04, 5:08am
Here are today's Dragon Age forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
<font size="3" face="Verdana, Arial" color="#cc6600">David Gaider, Designer</font>
Please not henchmen (http://forums.bioware.com//viewpost.html?topic=395450&post=3266430&forum=84&highlight=)
I prefer "minion", myself. http://forums.bioware.com/_global/images/smiles/icon_evillol.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
Storyline Tone - Now new and improved! (http://forums.bioware.com//viewpost.html?topic=394385&post=3266013&forum=84&highlight=)
I'm sure a balance will be struck, Lady Shayna. Overuse of any storytelling device gets boring, but I think we've done pretty good so far. KotOR had a great mix of epic storytelling, adventure, difficult decisions, plot twists and plain ol' hack-and-slash.
Neverwinter had a much grander scope, maybe not in terms of story but in the size of the world. Good was gooder, evil was eviler, hack-and-slash was hack-and-slasher and epic storytelling was far more highly epicker. (Would that mean plot twister were plot twister and advanture was adventurer?)
Jade Empire promises to have many of those elements as well, but more actioner and Empirer. http://forums.bioware.com/_global/images/smiles/icon_biggrin.gif
In terms of epic storytelling, there has to be a recognizable good vs. evil, otherwise we get ambiguous characters and spend more time on neutrality than good old-fashioned Black Bart versus the sheriff.
Personally, I enjoy having recognizable good vs. evil. Anything less and players will rely on their own definitions, and developers will never be able to satisfy everyone's idea of sorta-good or maybe-evil (as we have seen elsewhere in this and the previous thread).
Storyline Tone - Now new and improved! (http://forums.bioware.com//viewpost.html?topic=394385&post=3266058&forum=84&highlight=)
Agreed, MightySword. Having one plot where nothing you do seems to be "right" was a wonderful way to affect the player emotionally, especially when they're already immersed in the game.
The first time I did the evil option on the beach of the Unknown World (KotOR), I almost wept because I had been with these characters since the beginning. It still stands out as one of the better evil options in a game.
<font size="3" face="Verdana, Arial" color="#cc6600">David Gaider, Designer</font>
Please not henchmen (http://forums.bioware.com//viewpost.html?topic=395450&post=3266430&forum=84&highlight=)
I prefer "minion", myself. http://forums.bioware.com/_global/images/smiles/icon_evillol.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
Storyline Tone - Now new and improved! (http://forums.bioware.com//viewpost.html?topic=394385&post=3266013&forum=84&highlight=)
I'm sure a balance will be struck, Lady Shayna. Overuse of any storytelling device gets boring, but I think we've done pretty good so far. KotOR had a great mix of epic storytelling, adventure, difficult decisions, plot twists and plain ol' hack-and-slash.
Neverwinter had a much grander scope, maybe not in terms of story but in the size of the world. Good was gooder, evil was eviler, hack-and-slash was hack-and-slasher and epic storytelling was far more highly epicker. (Would that mean plot twister were plot twister and advanture was adventurer?)
Jade Empire promises to have many of those elements as well, but more actioner and Empirer. http://forums.bioware.com/_global/images/smiles/icon_biggrin.gif
In terms of epic storytelling, there has to be a recognizable good vs. evil, otherwise we get ambiguous characters and spend more time on neutrality than good old-fashioned Black Bart versus the sheriff.
Personally, I enjoy having recognizable good vs. evil. Anything less and players will rely on their own definitions, and developers will never be able to satisfy everyone's idea of sorta-good or maybe-evil (as we have seen elsewhere in this and the previous thread).
Storyline Tone - Now new and improved! (http://forums.bioware.com//viewpost.html?topic=394385&post=3266058&forum=84&highlight=)
Agreed, MightySword. Having one plot where nothing you do seems to be "right" was a wonderful way to affect the player emotionally, especially when they're already immersed in the game.
The first time I did the evil option on the beach of the Unknown World (KotOR), I almost wept because I had been with these characters since the beginning. It still stands out as one of the better evil options in a game.