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#I have questions BiOWARE
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THE BEST OF EARTH: VANCOUVER
Featuring: Cmdr. Sophie Shepard, Maj. Kaidan Alenko, and Lt. James Vega With: Adm. David Anderson, Adm. Steven Hackett, & Flight Lt. Jeff "Joker" Moreau I don't like Anderson's orders either, but we don't have a choice. Without help, this war is already over. Mass Effect 3: Legendary Edition (2021)
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breaking-circles · 1 year
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[Image Description: Marian Churchland's Dragon Age OC template filled out with Isiik Lavellan, a dalish warrior Inquisitor. Isiik is shown from the waist up, looking warily to the side and crouching slightly. In his right hand, he holds his sword angled up and ready to attack. His left hand is braced out in front of him, the mark glowing a bright green. He is wearing a purple scarf draped over a dark purple jacket with puffy sleeves that end just past his elbows. The jacket tucks into high-waisted brown pants. Under the jacket he is wearing a pale yellow shirt. He has a shield on his back, the strap of which crosses his chest. He is wearing a glove missing its pointer and thumb fingers on his right hand. His dark reddish-brown hair is pulled back in a short ponytail except for two strands that hand on either side of his face. He has Dirthamen's vallaslin, which has smooth, flowing lines on his forehead, cheeks, chin, and along the length of his nose. He is frowning slightly and his brow is furrowed. His long elfin ears are nearly perpendicular to his head, causing him to appear slightly nervous or on edge. He has a pale scar that goes across his lips, reaching from the bottom of his chin to nearly reaching his nose and bisecting some of the vallaslin on his chin. He has heavy bags under his eyes. In the background, faint green lightning fans out from the mark. Next to his head are the words "wow this place is a freakshow. i dont respect literally any of you people." Below the quote is an attribution to "-Neopets User, 2017". Below the drawing, several traits are listed with a line between them to mark where the character falls between the two. Between cautious and reckless, Isiik is very cautious; between selfless and self-serving, he is more self-serving; between emotion-driven and logic-driven, he is more logic-driven; between forthright and dissembling, he is more dissembling; between friendly and unfriendly, he is more unfriendly; between devout and questioning he is extremely devout; and between trusting and suspicious he is very suspicious. Below the traits is a list of his main party: Cole, The Iron Bull, and Vivienne or Solas. Below that, there are a series of symbols that indicate which choices he made throughout the game. The first three indicate he is a sword-and-shield-wielding warrior, who chose the Champion specialization, and romanced no-one. The next row of five indicates he sided with free mages, left Hawke in the fade, preserved the Gray Warden order, gave the Orlesian throne to Gaspard with blackmail to benefit Briala, and drank from the Well himself. End of Image Description]
Ok! Last but not least here's Isiik (pronounced iz-ick), my Inquisitor! He has probably had the MOST change since my first playthrough. He is now an extremely jaded guy who is very much here against his will and refuses to let anyone forget that. His number one goal is getting shit fixed so he can go home and be left alone. The only person he gets along with is Cole and, at times, The Iron Bull. Nearly everyone else has said something to upset him and he holds grudges like a true champion. Basically, I'm living out my 'let me be a hater' feelings through him.
Currently, I'm designing him to be Intersex and Hard of Hearing. I am not part of either of these communities myself so I'm doing my best to research and portray these parts of him as best as possible since I really want to get this right. If anyone has any good suggestions for designing a character with these traits, please know advice, feedback, and critiques are always appreciated :]
Flat versions under the cut, since this post is already too long~
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[Image Description: The same drawing as in the first image, though this time without the background or shading, making the colors easier to pick out. In the first of the two drawings, the glowing green mark remains, in addition to a glare on his sword. In the second image, both of those are removed, though a white gash remains where the mark is located. End Description.]
As always, relevant stuff will be in the replies. Thank you for the kind words and such, folks :]
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veshialles · 1 year
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HOLY FUCK LIARA AND THE GETH COMMUNICATING??
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zenatness · 1 year
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thoughts, feelings, concerns over upcoming warkhammer 40k crpg?
Cautiously optimistic? It sounds like the kind of game I'd enjoy. I want it to be good. It sounds like it has the potential to be good.
On the other hand, I thought the same about Inquisitor - Martyr and I gave up on it after 30 minutes because the controls were awful and, I believe, it's auto-save only.
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strawberrysamara · 3 months
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Tried installing Project Variety for ME3 (bc it has promised that I will be able to force EDI to wear clothing instead of just wandering around my ship naked) and I'm 😵‍💫 8gb????? On a free Nexus account????? Nah, we're playing Andromeda on the playstation tonight, no way in hell is this going to be finished before tomorrow
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eeldritchblast · 7 months
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They’re Not “Playersexual”, You’re Just Biphobic
(I was going to save this until September 23 because I thought that would be an appropriate date, but the Ask I got included in this essay just put me over the edge. So, here it is now. Buckle up.)
Bisexuality/Pansexuality is the attraction to people regardless of gender. About 4% of the USA alone (over 13.6 million people) openly identify as bisexual, according to Gallup’s latest polling. But unfortunately, bi/pan identities are so scary to some folks that they need to make up terms to avoid calling their favourite characters such. Thus, the term “playersexual” was born: a term to describe a game character who is attracted to the player character... regardless of gender.
If that sounds like it’s just a circuitous way of describing a bi/pan character, it’s because it is.
I first heard of the term “playersexual” almost a decade ago, from a Dragon Age fan complaining that Dorian was gay and thus it was “unfair” that she couldn’t romance him as female character. This fan said they wished BioWare would go back to Dragon Age II’s model of everyone being “playersexual” for “equality”.
Now, if you’ve actually played DA:2 and you’re not a bigot, you’re probably rolling your eyes just as hard as I did when I first read such a ridiculous statement. Well, prepare for this next one:
“When you make a male Hawke, Anders and Fenris are gay and Merrill is straight. Opposite is true if you make a female Hawke.”
These people are so afraid of bisexuality that they cannot even fathom its existence. They can believe in dragons and magic, but they cannot believe that a character is simply bi/pan. I find this especially hilarious for Anders, considering he had a canonical boyfriend, as confirmed both in-game and in The World of Thedas: Vol. 2 book.
I truly thought we were past this nonsense in 2023. I really, truly thought that. But then Baldur’s Gate 3 was released in full, and suddenly these same fuckers came out of the woodwork to bend over backwards avoiding calling these characters anything except bi/pan.
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Note how in the above Ask, the anonymous questioner actually doubles down on avoiding addressing these two characters in particular as bi/pan!
“Playersexual” doesn’t even truly work for the characters of Baldur’s Gate 3 regardless, because the definition is oriented around attraction to the player character… which these characters are not exclusively attracted to. Here are some examples that prove otherwise:
If neither Lae’zel nor Astarion/Gale/Wyll are in a romance with the PC, Lae’zel will say she plans on propositioning one of the men for sex at the night of the tiefling party. She also flirts with Karlach in party banter.
Shadowheart expresses interest in Karlach, (“I like her. She looks like she could throw me over her shoulder and carry me to safety, should the need arise”) as well as Halsin if he leaves the party, (“he may have been misguided, but I liked looking at him.”)
Astarion flirts with nearly everyone in the party, but to just pick two examples: he mentions Wyll is the type of princely figure he used to dream about marrying, and says to Shadowheart “such a grim name for such a beautiful flower”.
Gale used to date Mystra. He also debatably flirts with Astarion by offering him some blood, after Cazador’s battle.
Wyll flirts with Lae’zel in party banter, and also refers to Halsin as a “delight” and “hunk”.
Karlach seems to have a little crush on Jaheira by the way she reacts to meeting her. She also says of Halsin, “everyone in this camp wants to climb that oak”.
Please keep in mind these are just a few examples I’ve picked out from screening through the dialogue, and there’s even more that prove the attraction to different genders these characters have is not related solely to the player. It’s just part of their identities.
In the Ask sent to me above, the anonymous questioner said they “cannot see Karlach as anything except lesbian and Astarion as gay.” This is just as bad as saying they are “playersexual” in my opinion, because yet again it’s erasing their bisexuality/pansexuality. Worse yet, it’s doing it because of the way the characters act. You cannot measure queerness based on actions and appearances being in line or not with queer stereotypes—it’s not a scale! And bi/pan folks are just as queer as lesbian and gay men, by virtue of simply being bi/pan!
All in all, I think this entire “playersexual” debate boils down to the fact that some people still refuse to see bi/pan identities as anything but “discount straight”. And that’s why people are rightfully angry when folks try to further this myth by pretending bi/pan characters don’t actually exist.
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dalishious · 5 months
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A BioWare Guide on How to Murder a Fanbase
I have been a Dragon Age super-fan for almost fourteen years, now. I have played every game, with every DLC. I have read every novel, lore book, and every comic — yes, even the terrible ones that are better off forgotten. I have seen the anime film, the animated series, and the web mini-series. I have enjoyed all of these pieces of the franchise over and over, more times than I can count. So, make no mistake: the negativity you’re about to hear comes from a place of love for this fantasy world, developed by many creative people over the years. I would love nothing more than to see the resurrection of passion in the Dragon Age fandom again. But the unfortunate truth is, that resurrection is only needed because BioWare took the fandom out back and shot it in the first place.
In December 2018, three years after the release of Dragon Age: Inquisition’s Trespasser epilogue DLC, BioWare first announced the then-untitled next Dragon Age game with a teaser trailer. At this point, most fans were anticipating this would mean within the next couple years, we would see the game. This assumption was based on the fact that Dragon Age: Inquisition was first announced in 2012, and released in 2014, with an extra year of development added last minute.
There have been dribbles of extra content since then, adding to the franchise. This was enough to keep some fans still breathing and interested. 2020’s Dragon Age: Tevinter Nights was a lovely anthology. 2020’s Dragon Age: Blue Wraith and 2021’s Dark Fortress were wonderful comics tying up the story started in Knight Errant. And 2022’s Dragon Age: Absolution was a well-animated series with an interesting cast of characters and story. But all these still left the fandom with a major question: What was going on with the next game? It was untypical of BioWare to be so secretive, in comparison to how they handled sharing information of the past games in the franchise. The only form of updates fans still have to go on is mostly just concept art and short stories, hinting that something must be in production. But why was the wait so long?
In 2015, the first version of the next Dragon Age began with a clear vision, clear scope of practice, and a reportedly happy developer team. Most gloriously in my book, there was no multi-player… but this did not align with the Electronic Arts typical money-mad schemes. EA’s push for “games as a service” meant they wanted to monetize all their games as much as possible, and therefore, they wanted them to be a live service — as Anthem demonstrated, that meant sacrificing things that are staples of good RPGs, like narrative and character choice. So in 2017, version one of the next Dragon Age was scrapped and replaced. This new version would have, in total or to at least some degree, an online portion of play.
There is one part of Schreier’s article, “The Past and Present of Dragon Age 4,” that really sticks out to me, regarding this:
“One person close to the game told me this week that Morrison’s critical path, or main story, would be designed for single-player and that goal of the multiplayer elements would be to keep people engaged so that they would actually stick with post-launch content.”
The idea of splitting up components of a game into single-player and multi-player is a terrible idea, because it means that there would be a large bulk of content only accessible through online gaming; something many fans, like myself, are repulsed by. Even if I did enjoy it, I spent most of my life growing up with either no internet or shoddy internet incapable of playing online games. I know many rural people who are still in that position, losing more and more of their favourite gaming pastimes because they are locked out of the ability to play them. It is a disservice to hide content behind a wall like this, especially in a world that is so lore-heavy like Dragon Age. The news of multi-player in Dragon Age understandably upset many, and this is when I first noticed a large drop off in excitement over the next game.
However, in 2021, the failure of Anthem (multi-player) and success of Star Wars Jedi: Fallen Order (single-player) led the executives at EA to bend to the wishes of BioWare leadership and allow them to go back to the drawing board yet again on the next Dragon Age. This meant removing all multi-player content!
While I am very happy that there will reportedly be no multi-player in Dragon Age: Dreadwolf, I can’t help but feel bitter and a little disgusted over the ridiculous development time spent on something no one but EA wanted in the first place. If it weren’t for this foolishness, Dragon Age: Dreadwolf would be in our hands right now. Instead, it’s been in development hell for nearly nine years and counting. Nine years is a long time to expect fans to carry a torch for you through radio silence, but it’s no wonder BioWare has shared barely anything about the next game; it’s been in flux for so long, they likely haven’t had anything concrete to show.
BioWare hurt its reputation even more when the news broke that the studio very suddenly laid off 50 people who were working on Dragon Age: Dreadwolf. This is pretty damning on its own, but BioWare took it a step further. Former developer Jon Renish shared a statement revealing that the studio was only willing to offer laid-off employees two weeks of severance per year of service, and denied health benefits. The denial of health benefits in particular is a pretty wild move for a studio with a reputation for “stress casualties”. The latest news on this is that BioWare has still so far refused to negotiate better severance packages, leading to a lawsuit. The lawsuit originally had 15 former employees, but this dropped due to the fear of not being able to afford to pay their bills. So now, while EA sits on $400 million net income, the laid-off employees are struggling to buy holiday presents for their children. These horrid business practices are not to be ignored when accounting for a lack of faith in a studio. What kind of monsters reward workers who make your games special with vaguely reasoned lay-offs?
The latest news on the Dragon Age: Dreadwolf front from BioWare came early this month, December 2023, with a trailer… announcing a trailer that will come next summer… that will announce the release of the game. Supposedly. Maybe. We’ll see. But by this time, BioWare is something of a laughing stock of their own fandom. Reactions to the video released with a pretty map graphic and a few rendered locations were, from what I personally observed, mostly sardonic in nature. People have commented on the vapourware nature of the game, and like all vapourware, that leads to disintegrating trust.
Despite all this, people like Mary Kirby, (one of the veteran Dragon Age writers who was a victim of the layoffs,) said, “it’s bittersweet that Dreadwolf is my last DA game, but I still hope you all love it as much as I do,” encouraging fans to still support the game when it eventually is released. But after every misstep BioWare has taken, that’s a tough sell now. Fans are finicky, RPG fans more so than others, one could argue. We have our favourites, and many of us stick to those favourites for life over our appreciation for the artistry — but that relationship between studio and fan should go both ways. EA and BioWare has betrayed that relationship, and it will take a hell of a lot to build it back up again, now.
[This piece is also available on Medium!]
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b0tster · 4 months
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As a "not contract bound" dev who works on a project that you are (I assume) completely in control of, how do you choose the release date and why'd you choose one before finishing the project? Asked not in a "why'd you do that to yourself" way but in a "I wanna understand what's the logical process behind it, maybe it is smart to do it and I wanna know why".
I thought that it'd be logical to first have a finished thing and then say that it'll be released at "date_name_wgenever", instead of setting a certain date and then crunching yourself to fit it. But maybe it helps you somehow to not overwork yourself on the project thinking that if you have all the time in the world, why not add a thing or two, which results in project taking forever to be marked complete, or maybe you just have a pet birthday at that date and wanna make it symbolical lol, idk.
let me be clear here
i am not crunching on bbkart, or any of my projects for that matter
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now, with that out of the way, time to talk about time frames and productivity. our labor doesnt operate on a linear scale. spending a decade on a game compared to a year will not mean that that game will be 10 times bigger. humans just dont work like that.
something ive picked up over the years is that productivity is like a gas: it will expand to fit the box its put in.
if u give urself infinite time, the gas will just dissipate. but of course if u squeeze it into a release thats too tight, u get an explosion (crunch).
now, im more of a 'find the fun' kinda developer. i make my tools and mechanics based on a loose concept and then decide what the game will be after once i have everything in front of me. in that initial period i do not set a release date, its impossible to predict how a games dev cycle will play out, so i dont bother and just focus on finding whats fun.
once the final game actually starts to take shape, i am capable of making an informed decision on how much labor is needed to finish, and i set an internal date that i do not make public. once im a few months out from that date, i will make an adjustment if neccesary (both bbpsx and kart had their internal date pushed back by a month) and then announce it. that sets it in stone and I have a runway to release.
mark darrah (bioware) talks about something he calls the 'hockey stick', which is the idea that once u get to a certain point, completion urgency kicks in and u get the drive to make the decisions neccesary to finish the game. cut this, reroute focus to that, crunch on this (dont do that last one, ever, but its important to bring up where crunch manifests. some advice: you either cut or you crunch. choose cut).
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darrah talks about how to trigger completion urgency (one example is making a demo, be it publically released or exclusive to an event) and the fact of the matter is that a deadline will do it. of course, if completion urgency kicks in too close to the deadline, you get crunch, but if it kicks in earlier u will get things done in a way that doesnt leave permanent damage on your body and mind.
i know this is a very long winded answer, but i hope i was thorough enough to explain the benefits of setting a deadline and how that doesnt always have to end in crunch, like the question implied.
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cryptidcorners · 6 months
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Josh Futturman x Reader Headcanons
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= Character: Josh Futturman
= Media: Show!Future Man
= Prompt: N/A
= Description: Just !Platonic & !Romantic mixed Headcanons!
= Request: N/A
= Tags: Fluff ! Headcanons, Shy/Awkward Josh, Romantic + Platonic, Established Relationship, Some Comfort + Reader is !GN
= Warnings: None.
= Please Read my INTRO before interacting !
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Josh has always struggled to maintain relationships, including ones with friends. Not only because he's incredibly socially awkward, but his escapism within videogames plays a major factor. So, he treasures what he has with you much more seriously than anyone you knew.
Rambles about his games all the time. His interests are something you can never get him to shut up about. Josh is usually into strategies, lore & development, his favorite being "Biowars", which you already knew had quite the reputation for being a challenging videogame.
He's pretty bubbly, especially around you. Josh is an absolute sweetheart and will get flustered at almost anything. His childish personality roots out much more when you're around, mostly because Josh feels more comfortable.
He isn't very open about his feelings, mostly because he's afraid of losing people. Josh desperately wants to be a part of something and refuses to mess it up somehow. Josh, however, is very different when you're opening up. He'll advise, comfort and try to cheer you up. (It's actually crazy how good his advice is sometimes.)
Josh is content with following you anywhere, as long as it doesn't involve his house or hear his parents. If I'm going to be honest, if he's particularly choosing somewhere to lounge, it'd be an arcade. It's a field where he specializes in and he can impress you easily. It's also somewhere he can discard his low self-esteem and indulge in his skills.
Praise is like a drug to Josh. Compliments or any sight of you liking him (or what he's doing), he feels intense dopamine. He really enjoys making people happy.
He's pretty charismatic sometimes, even when he's not trying to be. Josh is usually awkward when directly talking to somebody with a set question or goal in mind, but when he needs to go with the flow, it's much more grounded. With you in mind, Josh is much more relaxed, so he isn't as shy as he is with strangers.
Wouldn't exactly say he's very affectionate, but he wouldn't mind hugging either. Again, Josh is pretty awkward, and I doubt he rarely showcases soft intimacy around anyone (whenever it's platonic or romantic). He would love to do it, but he's very shy. Though, he isn't afraid to try. If you ask, he's perfectly fine with holding your hand or sitting close.
As I mentioned, Josh is very tentative on affection, especially receiving it, but he loves getting his hair and face touched. Dude needs love.
Digs through your trash. He doesn't have any ill intents, but Josh will take time out of his day to scavenge through waste instead of asking you a minor question. I know I mentioned he's very relaxed around you, but Josh definitely overthinks, especially with relationships. He tries his best.
Will cry real tears of joy if you ever give him something. Josh really appreciates gifts, no matter who it's from. Even if it's not game related, he's definitely holding onto it for a while. (Bonus Points If: It's an animal toy, a decoration or handmade.)
Romantically speaking, he enjoys kissing you or indulging in anything sweet. A lot of giggling & sweet talk. Josh isn't very experienced in relationships like this, so he tried to wing it. Needless to say, he probably gets advice from Google images and it's adorable to see him try his best to impress you.
Will always defend you, even if he fails miserably. Absolute trooper.
Josh will one hundred percent get emotional at any piece of film he is watching with you. Especially if it's a game cutscenes and it involves animals.
Huge softie. I don't think Josh can handle saying anything remotely mean to you or reviving it. If he does, expect a flood of apologies.
Can get way into character sometimes, whatever context this is. You know what I'm talking about.
Very clingy. No other words.
Lastly, he'd definitely call you nicknames in the cutest way possible. If he lets you call him "Joshy", you've probably earned the highest pillar of his trust.
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j-nightingalesb1tch · 8 months
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things i would change about dragon age romances:
make solas romancable by both male and female elves. don't limit your biggest romance to only one specific kind of inquisitor.
i'm here for the bi rep always and forever, but leliana being lesbian makes more sense to me.
let cullen be romanced by men as well as women. let a man sweep him off his feet and make him question everything. he deserves that kind of excitement.
make it so that iron bull and dorian will always get together as long as the inquisitor doesn't romance either of them. don't make me idle for five hours to trigger it.
let my warden be in a poly relationship with allistair and zevran. zev is definitely up for it so come on.
make varric a romance option. bioware, i beg you. if i can only have one good thing in my life, let it be that.
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northern-passage · 9 months
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just found one of my favorite pieces of writing advice when it comes to interactive fiction, i think if you've read literally any of my work, it will be pretty obvious how much i use this in my own writing. i actually couldn't remember where i read this for the first time and on a whim i went through my twitter likes and found it in a thread. i'm going to transcribe it for ease of reading, but this is all coming from Alexander Freed (@/AlexanderMFreed on twitter)
he has a website here with other compiled writing advice about branching narratives and game design, though he never posted this there and hasn't really updated recently (but still check it out. there's some specific entries about writing romance, branching and linear & other game writing advice)
original twitter thread here
It's Tuesday night and I feel like teaching some of what I've learned in 15 years of branching narrative video game writing. Let's go in-depth about one incredibly specific subject: neutral / fallthrough / catchall response options!
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Player ownership of the protagonist in choice-based branching narrative games (a la BioWare, Telltale, mobile narrative games, etc) is a vital aspect of the form.
The ability for the audience to shape a Player Character, to develop that character's inner life in their own mind, is unmatched in any other medium.
The Player determines the character's actions and THE MOTIVATIONS for those actions. The character's psychology can literally be as complex as the Player can imagine. However, this works best when there's enough space for the Player to develop those motivations. No game can offer enough options to support every interpretation imaginable; much of the character has to live in the Player's head, without necessarily appearing on the screen.
That's complicated. We're going to unpack it.
Generally, when presenting choices to a Player, we want those choices to be as interesting and compelling as possible.
But compelling, dramatic choices tend to be revealing of character. And no game can support hundreds of options at every choice point for every possible character motivation a Player might imagine.
This sort of narrative CANNOT maintain its integrity if the Player is forced to constantly "rewrite" their characterization of the Player Character on the fly. You want your Player to feel like they have more than enough viable options at any given moment.
At the simplest level of writing, this is where "fallthrough" responses come in.
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In the examples above, each moment contains a response which furthers the story but doesn't imply a huge emotional choice for the Player. The Player is asked to choose A or B, agree or disagree, but can sidestep the issue altogether if desired.
These "neutral" responses are vital if both A and B don't appeal to the Player... or if, perhaps, the Player likes A but not the WAY A is being expressed. Milquetoast option C works for anyone; thus, the Player is never forced to break character because of a lack of options.
Questions work well for this sort of neutral option. Tacit agreement and dead silence also serve, in certain sorts of stories--as a Player, I know what's going on in my silent character's head and the game won't contradict it.
The important thing is that I'm never forced to take a path that's outright WRONG for my character. Even if other characters misinterpret the Player Character's motivation, my character's inner life remains internally consistent.
"Neutral" responses aren't the only ways to go, though. Some responses are appropriate for any character because they're tied to the base character concept.
Here, for example (from @/seankmckeever's X-Files), the Player is a marine on a mission. The Player can respond abrasively to her partner's fear or look into the issue (out of compassion or genuine belief), but our fallthrough is actually the TOP response.
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There's no version of our marine who would absolutely break character by picking "Stay calm and on mission." It's not blandly neutral; rather, it reinforces aspects of the character we can be sure of and gives the Player an option if nothing else works.
Different sorts of narratives will use different sorts of fallthroughs. A comedy might treat the option to say something funny as a fallthrough, of sorts--it's entertaining and will never violate the characterization the Player has created.
In a quest-driven RPG, a fallthrough response can often boil down to "How do I move to the next step of this quest?"
That said, the strongest moments in a narrative will often have no "fallthrough" response at all. They'll work by creating multiple responses that, by overlapping, cover all reasonable Player Character actions while still leaving room for the Player to ascribe motivation.
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felassan · 2 years
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BioWare have announced that Dragon Age: Dreadwolf has hit its Alpha Milestone, a huge step forward in the game's development [source].
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A blog post by BioWare General Manager Gary McKay reads:
Game Update
A New Milestone for Dragon Age: Dreadwolf
Moving closer and closer to completion. Hello,
In my last blog, back in February, I talked about the next Dragon Age™game entering the production phase. Well, we’ve come a very long way since then, and the team is incredibly happy to announce a huge step forward in the development of the game you now know as Dragon Age: Dreadwolf™: We have just completed our Alpha milestone!
Up to this point, we’ve been working hard on the various parts of the game, but it’s not until the Alpha milestone that a game all comes together. Now, for the first time, we can experience the entire game, from the opening scenes of the first mission to the very end. We can see, hear, feel, and play everything as a cohesive experience.
NOW WHAT?
Of course, the game is not finished by any means, but Alpha is one of the most important game development milestones for a number of reasons. First and foremost, we can now turn our sights toward bringing the visual fidelity to its final form and iterating on gameplay features. The big question now is, “Where do we focus our efforts?” To answer that, we solicit feedback from a number of sources, including our Community Council members who each have unique perspectives and experiences, our quality verification team, and extensive internal playtesting. Gathering feedback from multiple sources gives us the greatest insight on where we need to spend more time improving the experience.
Additionally, we can now evaluate the game's pacing, how relationships evolve over time, and the player’s progression, as well as narrative cohesion—essentially how the story comes together. We can take the story we’ve written and see if we’re expressing it well through the characters, dialogue, cinematics, and ultimately, the player’s journey. Now that we have the ability to do a complete playthrough, we can iterate and polish on the things that matter most to our fans.
Hitting Alpha was the culmination of so much effort from the entire team and we used this milestone as an opportunity to come together and celebrate. We held a hybrid-style event with people onsite while others joined remotely and the team showcased their work to everyone at BioWare. We even took some time to do something fun and non-work related—a virtual escape room where we had to work together to help someone on camera find their way out. It was a really great time, and no matter where our devs are, it's important to share these types of moments together.
START TO FINISH
Now that we’re finally able to experience the entire game, for me, my favorite part is the characters. Whether followers, allies, or villains, they’re woven into the game in ways that take a concept that’s always been a part of the Dragon Age DNA—stories about people—and push it further than ever before. The characters help contextualize the world and the stakes, and I can’t wait until we’re able to start really discussing them in depth.
It’s also exciting to finally be able to bring our fans to parts of the world that we’ve previously hinted at, but never been able to fully explore—like the city of Minrathous, the capital of the Tevinter Empire. We’ve talked about Minrathous in previous games, and now you’ll finally be able to visit! It’s a city built on and fuelled by magic, and the ways in which that has come through in its visual identity, and what that looks like in comparison to previous cities we’ve visited in Dragon Age, are pretty spectacular.
As I mentioned earlier, the Alpha milestone is an extremely important one for us, but there’s more work to be done. We also want to continue being transparent with you, our community, and keep you up to date on what we’re crafting. Hopefully you’ve been enjoying our development updates on Dreadwolf this year as we’ll be looking to share more in the future.
IN CLOSING
Of course, Dreadwolf isn’t the only thing happening here at BioWare™! We have a team hard at work envisioning what the future holds for a new single-player Mass Effect™ game. And we look forward to celebrating our community on N7 Day next month. The SWTOR team also continues to work on their next update, so keep an eye on SWTOR.com and their social media accounts for any and all details on the coming game update.
It’s an incredible time at BioWare! We have so many cool things to show you in the future. Until then, thanks for being part of our community. We couldn’t do this without you.
Stay well,
Gary McKay
General Manager [source]
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askagamedev · 8 months
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a lot of people are probably asking you this, but if they aren't... do you have any clue what's going on with bioware? first moving swtor to another studio, which seems like it can be both a good or a bad thing, and now they're laying off 50 more people? studio veterans included?
this just seems like a very weird move to me, if not outright shitty. i want to believe in bioware, i love their games, no matter how flawed they are, but in the three years i've been familiar with them, things seem to be getting worse and worse. i know that DAD is in alpha so probably this layoff won't affect its quality too much, but again, that looks like a terrible move towards the employees themselves and the studio's more distant future.
Bioware is basically following the publisher mandate. In March of this year, EA declared that they were going to cut roughly 6% of their workforce (~800 layoffs) to lower costs, likely because they (like many tech companies) over-hired during the pandemic and need to correct the burn rate to appease their shareholders. These 50 devs being cut are Bioware's unfortunate sacrifice to the layoff declaration. As to whom and why, I suspect it is a combination of things.
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Bioware probably had some kind of incubation team working on a secret new project that wasn't a sequel to an existing current franchise. I know that they would often have one or two such teams going at any given time - Anthem was one such project, as was the short-lived Shadow Realms project. New projects like that are much riskier than franchise sequels, so it is likely that the publisher decided that the risk moving forward was too high and they cancelled the experimental projects in favor of focusing on their established brands (Mass Effect and Dragon Age).
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It is also likely that some of the long-term veterans are quite expensive to keep - they have high salaries and have been around long enough to collect on many of the big benefits EA offers, like sabbatical leave and the like. There's also the real possibility that there could be some bad blood or major creative differences between the current studio leadership and some of those veterans that were let go.
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My heart goes out to those affected and I really do hope they land on their feet. The unfortunate truth of the matter is that employers never deserve any more loyalty than they're willing to give their employees. The employer will never choose an employee over its own survival, so we as workers should expect to do the same for ourselves. I never consider long tenure at an employer to be worth much when it comes to the business decisions, because I know how little it is worth when all is said and done. Business gonna business.
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painted-bees · 1 month
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Thinking a little more on the whole "when did Margie and Raf realize they were In A Relationship?" question, and while they'd both struggle to find a definitive moment, I think there was one particular situation that arose to kinda...lock things in for them.
Sometime prior to autumn 2009, Margie was headhunted by Bioware[Edmonton] thanks to the recommendation of an old Orbital Media colleague who was trying to establish/salvage Bioware's beleaguered handheld dev team. Following a promising phone interview, she was asked to make a 30 second demo track as part of the hiring process, and met expectations well enough that she was offered a job as an in-house musician and sound designer. Which also meant that she'd have to move to Edmonton. She had been keeping Raf up to date with this whole thing, mostly because she was too excited to keep it to herself. Raf was hugely supportive and excited -for- her. 'Cus like...he plays games. He even plays Bioware games, so, yanno...very cool. But he had also assumed this was gonna be more of a freelance contract kind of thing. And so, hearing her mention that the company would cover the costs of relocating her to Edmonton comes as a weird surprise. And suddenly, he's having a real hard time being excited for her. He keeps it to himself, 'cus he'd be an asshole not to. He's been really adamant with himself, and with anyone who asks, that he and Margie are just really good, comfortable friends/roommates. But even by this point, he's kinda known and been unwilling to admit to himself that the only reason he hasn't openly recognized their relationship for what it actually is--is because the non-committal ambiguousness provides him a clean way out if he starts feeling cagey/uncomfy about anything. It was an exit door that he liked keeping open incase he needed it. But Margie had seen it differently. To her, it was a door she figured she was gonna have to leave through eventually. Because Raf would inevitably find a more serious partner to settle down with, or he'd be whisked off by some other important venture that she couldn't be a part of. She figured he was leaving that door open because his current situation was a temporary transitional stage in his life that he simply allowed her to be a part of. And so, she's not really torn-up about the prospect of leaving, especially under the circumstances. It presented an easier, more exciting transition than she might have had to face if Raf had 'outgrown' her first.
So, Margie's excited about the new job offer, and Raf's sitting there feeling like he played himself--while being wholly unable/unwilling to tell her "Hey, uh...this sucks, actually, I really don't want you to go." Because that'd require him to admit that he's been lying to himself--which sucks. But more than that, it'd require him to admit that he's been lying to her--only employing honesty as a tool of convenience to dissuade her from going and getting something really good for herself. He can't, he won't. The sudden off-key in his tone, though, doesn't go unnoticed by her, and Margie is perfectly candid about the whole "we'll visit each other, I'll stay in touch--I'm not gonna disappear on you lmao" Except that's not really...how Raf operates. Distance + time does not make this man's paranoid lil' heart grow fonder. There's never been a relationship-friend, family, or otherwise-with enough staying power for Raf to maintain it once they're no longer within physical proximity. Even if he wants to 'keep in touch', it quickly falls off. He's just known...too many people, and been too many places...his brain doesn't have the bandwidth to maintain close relationships when there's a distance. And, after a long enough pause in communication, his paranoid anxieties lift the barrier of entry higher and higher until it's almost insurmountable. People become strangers again. Always. In the end, Bioware did not get to develop any more handheld titles, and the handheld division in Edmonton is dissolved before Margie was even offered a job start date to plan her big move around. And so the whole thing falls apart before it even had the chance to get started lmao. At which point, Raf finally allows himself to be honest and say "thank god, I was fuckin' dreading an empty apartment again." Treats her to a consolatory dinner, and gets to tell her as much as he is able to figure out for himself--that he doesn't really know what he wants, actually--but that things aren't as casual and clean-cut as he thought it was. He still can't bring himself to be like "yes, romantic committed relationship, that's us, that's what we are" but he does at least take measures to establish that he'd really like to take off his shoes, place them on the rack next to hers, and close the door behind him.
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I really wish that da4 would be set up in opposition to The Inquisition and not just in a 'theyre corrupt NOW' way, but in a 'they were always a fallable and expansionist organisation way'.
And this isn't even to say that inquisition is entirely morally wrong, or right, merely that the game itself refuses to engage with the concept that the inquisition maybe...isn't such a good idea? Is maybe actively bad for some people? Perhaps even a lot of people?
And a quick way to remedy that would be to have an opposition to inquisition be the protagonists and the main characters of the next worlds main 'thing'. Bioware seem...tired of the mage/Templar war which...sad but fine. But I think this would be an excellent successor to that same themeing. Questions around religion, institutions, divine mandates, culture, history, occupation, politics etc.
They won't do it but. I do miss when the franchise was more about politics, identities, people and nations compared to like...huge fantasy ancient battles ya know?
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average-mako-enjoyer · 5 months
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Mass Effect LGBTQ+ representation issues and some headcanons
I've seen a few Mass Effect posts about the sexuality of the trilogy's characters, and I'd like to add my 5 cents, since none of those posts take into account the whole xenophilia aspect of canon relationships. And some of us are here for it. For the aliens. I am here for them. I'm not sorry.
Also, I have to acknowledge the fact that Bioware has made some very questionable choices, and the in-game representation is bad. Like BAD-bad.
I.E.(this list is going to be looong):
All Male Shepard/Kaidan Alenko dialog for ME1 and ME2 was written and fully voiced, but NOT INCLUDED in the final version of the game. And I know that the same thing happened to FemShep/Ashley, but that a bit different because...
The only "gay" romances in ME1 and ME2 are for femShep, and either with a female-representing human-like aliens (who like to dress in tight clothes that emphasize the size of their breasts), or with the equally feminine Kelly Chambers in ME2. Because, you know, guys who buy this game will be more tolerant of two "hot chicks making out" (insert a bunch of mods that make your femShep wear only lingerie and look like a TikTok e-girl) than a more realistic same-sex romance.
Especially when this romance is between two guys. Because ew. Right, Bioware? But you also wanted to sell your games to LGBTQ+ folks, so you installed a…
… so-called "gay button" into your games.
Before ME3, no one except for "hot chicks asari" states their sexuality. You can go through two entire games as a straight character completely surrounded by other completely straight characters. Oh, maybe Kelly likes aliens a little too much, but "who doesn't like asari", right? Even asexual salarians are into them. Sure, a straight woman like femShep…
"Hot chicks making out" really sells those game copies, I guess.
If you think ME3 is better, think again. The only two gay characters in the game are Cortez and Traynor, and they are both supporting characters, who are not even in your squad!
Cortez and his whole "I lost my husband" drama is conveniently placed on the lowest deck of the ship, so if this story offends your bigoted sensibilities, you can just ignore him along with the "dumb jock" Vega who is really unpopular with the players. Is it because he's really friendly with an openly gay character? Oh, who knows?
Meanwhile, Traynor is either mocked (oh, she found EDI voice hot and commented on that! what a shame! awkward lesbians, amirite?) or fetishized (don't get me wrong, Donnelly is funny, but his remarks about Traynor are even more yucky than the way he talks about EDI and lube).
But don't get mad about all this, because all the women in the trilogy are fetishized and heavily sexualized. The best example of this is Samara, whose character design is a war crime.
Bioware made Benezia look horrible (she tried to make Saren change his ways not with her power or wits but with those giant bazooms and the cleavage, I guess), and then they doubled down in ME2 and gave a warrior samurai nun a boob window. A FUCKING BOOB WINDOW. Because boys buy games, and they love boobs, y'know.
Oh, and any inappropriate remarks made by NPCs in the game are directed only at the femShep. Just like the MShenko romance, the male version of the dialog is fully voiced, but conveniently excluded from the game. Because guys can't tell other guys that they look hot in "that soldier getup". That can make bigots uncomfortable.
And let's talk about bi representation, because Bioware apparently hates bisexuals as much as straights and some queers do (trust me, as a bisexual I've experienced both types of hatred, and it's ugly). The only bisexual characters in the game are Kaidan and Diana Allers.
If you're a bigot playing as the maleShep, you can "safely" kill Kaidan on Virmire in the middle of the first game and not have to deal with his uncomfortable love confession at all!
So, yeah, Bigots: 1, Representation: 0. The bisexual is successfully killed, congratulations!
If you play as femShep, you won't even know that Kaidan is/was bi. Because who wants a bisexual guy who is comfortable with his sexuality? You can't sell that kind of romance to the good ladies who buy this game.
Diana Allers romance, meanwhile, is laugh-worthy. If you play as maleShep, you won't even know that she's bi. And if you're femShep, this romance is as insignificant as the one with Kelly, you won't even get an achievement for it! You can also kick her out of your ship without any consequences, so she will be KIA offscreen. You will find about it via fucking email. Bigots: 2, Representation: 0. Both of dirty bisexuals are successfully killed, congratulations!
The bi-xenophile Kelly suffers the same fate: no achievement for her romance, you cannot continue the romance after ME2, and she will either take a poison pill and die or be killed in the Collector's Base/Citadel offscreen in ME3. If she survives both the base and the Cerberus attack, you won't even get to say goodbye to her before the final battle of the game. Bigots: 3, Representation: 0
9. And I almost forgot about Omega DLC that kills the only female turian in the game. Who's also into asari. God, they did her dirty.
"Those were different times," you might say, but all of this could have been fixed in 2019, when the Limited Edition was released. Instead, we just have fellow modders changing the design of Benezia and Samara, restoring MShenko (one of the most healthy, respectful, and mature romances in the entire trilogy) and other gay romances in the game, making all NPCs flirt with your character, adding female turians and krogans to the environment, etc., etc.
Still, I think these games are great. The characters, the cinematics, some aspects of the writing, great! I love that canon. But the LGBTQ+ representation in those games sucks. Big time. But that doesn't stop me from having a bunch of headcanons. For the sake of convenience, I'm going to separate out all the characters for the games in which they debut.
Mass Effect:
MaleShep/FemShep: Both are canonically bi. Both don't mind the alien physiology thing and polyamory. Both are "married to your job" type, so they were okay with casual sex and one-night stands, and only mellowed out while in charge of the Normandy crew. Because of convenience, both had more hetero than same-sex hookups.
Ashley: Straight as a plank and xenophobic, but not homophobic. She's definitely into maleShep, but more into the idea of him as a sole survivor/war hero/butcher of Torfan than an actual person.
Garrus: He likes turian and quarian women. And both fem and maleShep. But with maleShep, he's more busy with the whole "flirt him to death" aspect of their bromance, so there's really no time to get on the floor and get dirty.
I also feel that turian society in the game is very patriarchal, so Garrus has a bias towards femShep and feels less restricted by her rank. With mShep, I think he would have only acted if mShep had specifically pursued that relationship. But mShep is also more interested in just flirting with Garrus.
Kaidan: Canonically bisexual (more into women) and demi. Not into aliens, but not xenophobic. Not a stranger to casual sex, but would really prefer to go steady because #introverted and has enough problems already. "How can you flirt with all these people, Shepard, it's exhausting…"
Liara: She's into both versions of Shepard. And maybe a bit into one drell. Classic demi/asexual. Also, imo, all asari are agender and Liara is not an exception.
Tali: Is a mess and can definitely go cross-species (her romance with Garrus is canon, after all). She's also a massive nerd and a bit kinky. I think she's into human/turian/quarian males, but maybe this femShep really is THAT SPECIAL.
Wrex: Krogan women - that's his sexual orientation. Real bros with mShep, more cautious with femShep because bias. Another "married to his job" character.
Joker: Straight and nerdy. #Irony. Too cool for homophobia.
Chakwas: More married to her job than anyone on this list. Cool lesbian aunt.
And this post is already so long that I'll make a separate one for ME2 and 3.
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