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Circle of Eight Modpacks 5.9.0 BETA and 5.9.0 NC BETA Released - August 30, 2010, 9:09 pm by Taluntain
Dragon Age 2 - Interview, Part Three, David Gaider - August 28, 2010, 10:21 pm by RPGWatch
Dragon Age 2 - Three Concerns @ BitMob - August 28, 2010, 10:21 pm by RPGWatch
Dragon Age - Leliana's Song Review @ GamingNexus - August 28, 2010, 3:11 am by RPGWatch
Neverwinter - Interview @ Zam - August 28, 2010, 3:11 am by RPGWatch
Bethesda Softworks - Podcast #1 - August 28, 2010, 3:11 am by RPGWatch
Obsidian Entertainment - Realism vs What Designers Care About - August 28, 2010, 3:11 am by RPGWatch
Dragon Age 2 - Video Interview and Extended Director's Cut Destiny Trailer - August 27, 2010, 9:10 pm by RPGWatch
The Witcher 2 - Video Interview - August 27, 2010, 11:12 am by RPGWatch
GameSpy - The Dungeons and Dragons Effect - August 27, 2010, 12:20 am by RPGWatch

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Circle of Eight Modpacks 5.9.0 BETA and 5.9.0 NC BETA Released
Posted: August 30, 2010, 9:09 pm by Taluntain

The guys over at the Circle of Eight write in to let us know that they've released versions 5.9.0 BETA of their modpack for the Temple of Elemental Evil. Here's the announcement:
The Circle of Eight is pleased to present the latest versions of our modpack for The Temple of Elemental Evil - Circle of Eight Modpacks 5.9.0 BETA and 5.9.0 NC BETA.

In addition to continued bugfixing, Circle of Eight Modpack 5.9.0 BETA features significant improvements to enemy AI in the form of the 'Reactive Temple' mod, which causes the Air, Water, and Fire Temples to reorganize in an intelligent defensive posture if they feel threatened.

Circle of Eight Modpack 5.9.0 NC BETA features all of the above, as well as the re-introduction of the city of Verbobonc major expansion, which is now significantly larger are more extensive than the original. It also features the new Arena of Heroes mod.

Both modpacks are identical, save for the major new content expansions included in the NC version. Fans of custom content will likely want to choose the new content (5.9.0 NC BETA) release, while purists might prefer the standard (5.9.0 BETA) release.

For a full list of changes, please see the included release notes.
Hop over to the Circle of Eight for more information and to download the modpack.

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Dragon Age 2 - Interview, Part Three, David Gaider
Posted: August 28, 2010, 10:21 pm by RPGWatch

Bitmob posted their third and final part of the interview with David Gaider. In this final interview, he talks about his favourite characters and if he thinks videogames are art - or not.

First, a quote about characters when asked by Lucia Garcia, about his favorite characters.
Here's one of them:
I remember Alistair actually is one in Origins who I really enjoyed writing just because -- most people don't know this -- we had an entire version of Alistair where he was this grim, veteran warrior. An older and just a very serious type who was distrustful of you, and he wasn't much fun.

Nobody liked him because he was so untrustworthy. We really wanted to set this up as a romance interest as well as a good buddy for a male player, and it wasn't working.
Then the answer to the question if videogames are art:
LG: Do you have an opinion on the video-games-as-art topic?
DG: You know, I think it's kind of a silly question. Because, of course, video games are art. Is it art that everyone's going to appreciate? No. What art is there that everyone appreciates?

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Dragon Age 2 - Three Concerns @ BitMob
Posted: August 28, 2010, 10:21 pm by RPGWatch

Bitmob's editors have posted an editorial about three concerns they have regarding Dragon Age. Here's one of the three concerns:
While I enjoy BioWare's other current RPG franchise, the paraphrased reactions used in conversation frequently result in Shepard saying something I didn't quite intend. I get that they're going for a smoother, more cinematic feel with less time spent reading text, but both Mass Effect and Dragon Age are RPGs first and foremost. That means I should be able to have control over my own character -- without the game getting in my way!

The recent news that GamePro dropped in the above preview gives me some hope for its implementation in Dragon Age 2:
"Moral choices have been refined in that visual icons of your character's dialog choices (like showing an olive branch for peaceful replies) will create less confusion for the context of a reply."
I'm still skeptical. Even though Mass Effect 2 consistently puts Paragon options on the top of the wheel and Renegade on the bottom, my Shepard ended up saying things he wouldn't have said if I'd have seen the text in full.
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Dragon Age - Leliana's Song Review @ GamingNexus
Posted: August 28, 2010, 3:11 am by RPGWatch

GamingNexus has a review of Leliana's Song for Dragon Age. The rating is C+ with the author disappointed with the length, story and characters:
If you explored conversation with Leliana in Origins long enough, she most likely revealed some of her history to you. I remember being interested in her tales because they involved deception, betrayal, and more of the blood and gore Origins is known for (including the Dragon Age trademark of blood splattered across characters' armor and face). It came with a positive outlook, then, that I came to play and review Leliana's Song. But then why, after completing the missions the DLC had to offer, did I come away feeling that the add-on was empty?

Reflecting on it, I realized there was too much disparity between what was meant to enhance your experience of the original game and the original game itself. First, there is the fact that the DLC took only 2 hours to complete. The content felt rushed, and ultimately unfulfilled. Whereas Origins is about discovering your story and going on to save Ferelden, Leliana's Song is small story of betrayal laden with a few political qualms.
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Neverwinter - Interview @ Zam
Posted: August 28, 2010, 3:11 am by RPGWatch

Lucky Day notes another interview with Jack Emmert on Neverwinter, this time at a site called Zam. This is the first part of two, apparently. A snip:
ZAM: What else will Neverwinter share in common with MMOs, and in what ways will it be completely different?

Emmert: I think in a typical MMO you go out and you'll get a mission to kill 10 rats or whatever; it's very difficult to create scripted quests for hundreds and hundreds of hours. We're not doing that; everything that we're doing [with Neverwinter] includes a storyline and narrative like Oblivion and Dragon Age... a more traditional RPG. There's a beginning, middle and an end. There are no killing fields and you're never requested to just go kill 10 orcs, or collect five torn pelts. We don't have traditional crafting with resource nodes that you click on to collect stuff. A lot of those mechanics are simply born of the fact that you want people continually playing hour after hour. We're looking for great gameplay with a great story that's [going to be] a lot of fun.
As a side note, the tension between Atari and Turbine - developers of Dungeons & Dragons Online, is increasing with a $30M lawsuit.

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Bethesda Softworks - Podcast #1
Posted: August 28, 2010, 3:11 am by RPGWatch

Bethsoft now has their own podcast and the first episode is up. The blurb from the Bethblog:
With a blend of studio news and casual discussion, the Bethesda Podcast will offer an inside look at a wide range of subjects. Our first episode kicks off with a quick update on Fallout: New Vegas from senior producer Jason Bergman, including a sampling of the game's unique soundtrack. Then it's on to a lengthy talk with Bethesda's Todd Howard and id Software's Tim Willits on a number of topics, including QuakeCon, post-apocalyptic games, and what the two studios are working on.

Head over to the podcast page to stream or download the 'cast, and hit the RSS feed to subscribe. The episode will also be available on iTunes in the near future.
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Obsidian Entertainment - Realism vs What Designers Care About
Posted: August 28, 2010, 3:11 am by RPGWatch

Nathaniel Chapman uses his Obsidian blog for a rare entry, writing about Realism vs. What Designers Care About, Verisimilitude, and the Responsibility of Expectations. I'll have to bookmark this one for those forum arguments because this does come up quite a bit; here's the intro:
Something that seems to frequently come up when discussing the design of a game system is whether or not some aspect of that system adheres to reality. Or, more precisely, whether the outcomes of that system accurately simulate the results that the person making the argument expects, based on their particular interpretation of reality.

Generally, these arguments come from players, or from non-designers, or less experienced designers, and will take the form of, "But XXXX isn't realistic!" or "Realistically, YYYY should happen instead". And, frequently, experienced game designers will turn around and say "Who cares?" and merrily go on their way designing an "unrealistic" system.

I wanted to give a quick explanation of why this is, explain what role I see realism as having in game design, and then provide a bit of a defense of "realism" as it relates to something I call the "responsibility of expectations" that is placed on any game design.
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Dragon Age 2 - Video Interview and Extended Director's Cut Destiny Trailer
Posted: August 27, 2010, 9:10 pm by RPGWatch

A correspondent from EA France talked to Mike Laidlaw and David Silverman from Bioware. The nine-minute video interview can be found at Youtube.

In other DA2 news, an extended Director's Cut "Destiny" trailer has been released:



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The Witcher 2 - Video Interview
Posted: August 27, 2010, 11:12 am by RPGWatch

CD Projekt Red's Tomasz Gop talks at GamesCom about The Witcher 2 in a video for DigitalGames.fr found at Blip.tv. The background footage is from familiar trailers but Tomasz explains some of their goals and the features, such as the three openings and 16 endings.

While we're on this topic, Gamers Hell has a bunch of screens. They seem to be from the trailers we've seen but the hi-res might make them worth a look.

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GameSpy - The Dungeons and Dragons Effect
Posted: August 27, 2010, 12:20 am by RPGWatch

An interesting piece at GameSpy titled The Dungeons and Dragons Effect discusses the early influence of D&D on video gaming - and how the tables have turned. Developers like Brenda Braithwaite and Tony Evans weigh in with some comments:
Consider Ultima, Wizardry, Might & Magic, and The Bard's Tale. These great RPG series of yesteryear -- especially the earlier games in these series -- are basically stripped-down D&D campaigns in pixelated coats. It's easy to explain why, notes one of the industry's legendary RPG designers.

"Back when CRPGs were just getting started, I don't know a developer who didn't play D&D," says Brenda Brathwaite, a lead designer for the Wizardry series. "Its influence is obvious."

But as the genre grew into one of the most popular varieties of PC games, D&D's influence in the industry shifted. "Ten years in, though, we were influencing each other and were likewise influenced tremendously by the potential that technology afforded us," Brathwaite says.
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Fallout: New Vegas - Factions, Interviews - Game "Done"
Posted: August 27, 2010, 12:20 am by RPGWatch

Fallout: New Vegas is done, according to Josh Sawyer over at Strategy Informer:
Strategy Informer: How far along is New Vegas?

Josh Sawyer: Oh it's done. We're actually getting ready to submit. The only thing we've been doing recently is fixing bugs, stabilising frame rates, certification at Sony and Microsoft and that's it! We're getting ready.
AUSGamers also has an interview, this time with Producer Tess Treadwell, who is a new one to me. Here's a snip following on from the comment that Obsidian programmers had to improve the engine's dialogue capabilities:
AG: With the changed dialogue system, when you say "complex" do you mean more choices, or more dynamic?

Tess: I would say both - more choices and more dynamic. The way that their GECK game editor works, I guess it just makes dialogue clunky and hard to manage, and I guess Fallout 3's dialogue didn't get that complicated, but for us there are dialogue strings that just go on and on, and things you say will affect things that happen later on - there's just so much stuff going on that we built our own (dialogue system).

AG: So will there be changing, dynamic reactions from NPCs over time? I always hated going back to Megaton and having the sheriff always say "Are you lookin' for the mayor, or the sheriff?"

Tess: Oh yeah, in ours... well for one they'll respond to your faction reputation, sometimes factions will comment on your reputation with other factions, and also major events. People will comment on not just things you've done, but things that are happening in the world. You know, like, if the NCR loses an outpost or something, people will comment on that, and that might be the way you find out about it. That kind of stuff will happen all the time.
Games Radar has a "noob's guide" to the factions in Fallout 3, with histories and details in case you missed or forget the details from the original games. A partial snip on the Enclave:
History: During the Cold War, the fear of communism triggered the establishment of the Enclave, one of several 'off the books' government agencies designed for the express purpose of preserving American ideological "purity." These shadow agencies were allowed a very large degree of freedom to enforce their cultural policies, including banning ice cream socials (Because, in the eyes of the Enclave, 'social' = 'socialism', and socialism = communism: lite).
...and the newly-invented-as-a-webzine EGM has a preview in their first issue.

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Dragon Age 2 - Preview Roundup
Posted: August 27, 2010, 12:20 am by RPGWatch

Here's a small collection of Dragon Age 2 previews and an interview with David Gaider for good measure.

Newbreview has a general overview. Their comments on the original Dragon Age presumably relate to the console version, because this just wasn't my experience:
The first thing that surprised me is that Dragon Age 2 isn't exactly what you'd call a strict sequel. The events of the first game resonate through the narrative of DA2 as you take control of Hawk and lead him through some of the same plot points, this time told from a different perspective.

A common complaint of the first game was that attacks and spells were lined up using the pause menu before combat, and then the gamer sat back and watched the action unfold without actively having to do anything else. David Silverman, Brand Manager of both Dragon Age: Origins and Dragon Age 2, even joked that one Bioware forum member used this time for toilet breaks. The new game has gone some ways to address this issue.
An "All Access" preview video at G4.

GamePro has a hands-on although it reads more like an offline article. The same amount of content but half the playing time, according to them:
Dragon Age: Origins could take a long damn time to get through. While Drgon Age II will have an equivalent amount of things to do and experience for completists, the average experience is expected to be shorter, more like the playthrough time of Mass Effect 2.
Dealspwn says the PC interface deals with those "confusing" toolbars:
The PC interface looks largely the same too, but with the addition of a couple of fully customisable hotkeys in the bottom right. Instead of having a confusing row of varying health potions and stat replenishment, quick health and quick stamina buttons will map the most readily available potion for the job to the corresponding button. Don't like how it works? You'll be able to tailor the buttons to work in the way you want.
...and Bitmob has a two part interview with David Gaider. Part 1 covers his background and working for BioWare and Part 2 discusses creativity and his Dragon Age novels:
LG: What do you think about the video-game medium and its story telling ability?

DG: Well, it has a lot of limitations that you don't necessarily deal with in other mediums. Like in a book.

I've written a couple of novels now [Dragon Age: The Stolen Throne and Dragon Age: The Calling]. When it comes to a book, I can put down on paper anything that's in my imagination; however, in a video game, you have physical limitations in technology and of what you can actually show.

Where games are excellent is in the interactive part. You don't get that in passive entertainment.

In those, you watch a character, but I don't think you would identify as strongly as in a game where you're the one who directs the action. You have agency in a video game, whereas you don't in a movie or a novel. I think that changes the nature of the entertainment substantially, and that's where the opportunities come in.
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Neverwinter - Interview @ MMORPG.com
Posted: August 27, 2010, 12:20 am by RPGWatch

For a not-an-MMO, they sure do a lot of interviews with MMORPG sites. Jack Emmert has popped up at MMORPG.com in an article-style interview, explaining how Neverwinter will work in such broad strokes, it doesn't reveal a lot. Apparently we're in for Borderlands meets Dragon Age meets Oblivion, if you can get your head around that:
The other thing Jack mentioned is that the game will follow the play style of something like Borderlands with a Dragon Age/ Oblivion feel to it. The game won't have to live up to the MMO expectations that have become so widespread in online gaming. Instead of having a full on MMO, Cryptic wants the game to be a place where old D&D groups can get together no matter where they are and play a night of gaming without having to deal with grinding monsters or endless repetition. They want the game to be a fun experience to have with your friends.

Jack explained that after Champions and Star Trek they realized that the studio had to shift gears from the typical MMO template. This new style of game is working with a tested engine and allows Cryptic to make the games they want. After the feedback they got from their most recent MMOs Jack explained that the studio is now moving in a new direction, "It's a brand new Cryptic."
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Dragon Age 2 - Preview @ Eurogamer
Posted: August 26, 2010, 6:20 pm by RPGWatch

Eurogamer got to see and play Dragon Age 2 at last week's Gamescom. They've written a rather informative two-page preview of the game. Most of us seem concerned about the camera, so here's a snip from the preview:
On the PC, there's Tactical Camera 2.0, which allows you to roam your viewpoint freely around the battlefield issuing orders without the game's camera being tied to your characters or a confined space. Other PC interface improvements include stamina and mana potions on the far right of the quickbar so they don't use up number-key slots.
And here's a snip about how the dialogue wheel works:
After a familiar face pitches up to help the survivors of the Hurlock attack, Hawke is put in a position where he has to decide the fate of Aveline's husband, Wesley, who has become corrupted. When Aveline seeks Hawke's help, he can respond three ways: "It's up to you." "I'll do it." "Put him out of his misery." This is one of those choices that you'll definitely see come back to haunt you one way or the other, says the producer.
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Neverwinter - Interview @ TenTonHammer
Posted: August 26, 2010, 1:40 am by RPGWatch

Here's another Jack Emmert interview on Neverwinter, this time at MMO site TenTonHammer. His answers are rather general but here's a snip on the Forge tools:
Ten Ton Hammer: Aside from the game reveal itself, the most intriguing thing about this press release is Forge, the ability for players to craft their own storylines and quests. What can you tell us about Forge?

Jack Emmert: Neverwinter, like the previous Neverwinter games, is not only a great RPG, but will also make it easy to create user-generated content. You'll have the tools you need to effectively become a virtual dungeonmaster.

Ten Ton Hammer: Will players be able to progress in the core Neverwinter story with player-created content, or are these side quests? How extensive a story can players create?

Jack Emmert: They're side quests, but frankly, somebody can build their own campaign within the Neverwinter setting. We're really hoping that players can create their own set of content that runs parallel to ours, that interleaves with ours, however they want to do it... really bring their imagination to life.
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