Some snippets of interest and insight from Mark Darrah, from a Mark Darrah on Games YouTube video where he is livestreaming playing Dragon Age II -
On Dragon Age: Dreadwolf and sort've like, the franchise in general:
A comment in chat asked "What do you think about the recent DA:D leaks?" Mark replied that he doesn't really think that there is much in those leaks.
A comment in chat mentioned the possible 2 companions setup from the leaks. Mark said "honestly, I think the 2 companions is probably better for storytelling than 3, because you're able to have a more consistent banter setup, as opposed to having someone [else] there just hanging on".
Chat asked if he was worried about the quality of writing in DA:D. He replied "I'm not worried about the quality of writing in Dreadwolf at all, no".
Chat asked "What are your thoughts on the Dreadwolf leaks as far as the Dragon Age gameplay moving towards hack'n'slack vs cRPG?" He said that DAII and DA:I are both action RPGs, it's just that what action RPGs are has changed over the last while. He said he thinks DA:D is continuing to try to be an action RPG, and that "I don't think they're trying to be God of War, in spite of what the rumors say. Though if you're making an action RPG these days you have to at least be influenced by God of War. Dragon Age has always had to be, it's always been in this problem of not being able to be itself within EA, so it's always having to change."
Chat asked "Why God of War, and not, say, Dragon's Dogma?" Mark explained that when looking for previous other games as comparison points/inspiration points etc, devs have to be careful not to go too far back into the past (& that Dragon's Dogma is a great game, but from quite a while ago now).
When talking about primer and detonator tactics like grease and fireball, he observed that the series generally has been moving away from this type of tactics. Grease/fireball for instance requires a certain degree of targeting that he thinks is a bit impractical, but things like mana clash are things which could continue to exist.
Red Hawke-style options in terms of metrics are the least picked by players, same as Renegade options in Mass Effect. (while Blue Hawke is likely the most chosen) They're there to simply be there more than they are to be the most-picked choice. There could be an opportunity here for devs to spend less resources in development on evil or mean choices in future, but they still need to be there.
Varric is pretty much the only true non-quantum companion from DA:I. Mark noted that if a character's quantum state isn't dead/not dead but is rather recruited/not recruited, they can always write it such that the character survived. (He also mentioned as an example that Isabela's quantum "collapsed" and was "undone" in DA:I).
He also mentioned that he will probably do livestreams playing DA:D as he has done with DA:O and is doing with DAII, but thinks it's unlikely that he will be done with streaming DA:I by then, so at that point he'll likely set DA:I aside, do DA:D and then come back to DA:I.
On Dragon Age: Absolution:
Chat asked what he thought about Meredith coming back in the show. "I don't have a problem with Meredith coming back because as revealed, it looks like she's basically almost entirely embedded in red lyrium or maybe is some kind of lyrium ghost, so I think it's certainly beyond plausible."
[source]
He also talked more generally about DAII and the previous games in general. These bits are collected under a cut due to length:
Regarding DAII's overkill, he said that the goal of DAII is to make the game "look like something", as DA:O doesn't really "look like something". The overpowered, Varric-embellished introduction to the game anchors this
Cassandra's hair isn't supposed to seem light-colored during the Varric interrogation sequence, this was probably a lighting issue
He commented that he feels Varric's voice has changed quite a bit from DAII to DA:I
Mages are super overpowered in DA:O in a very D&D way
DA:O is more difficult on PC than on consoles. He doesn't think this is the case for DAII and DA:I though
DA:O was trying to be a spiritual successor to Baldur's Gate (at least, that's what was said out loud). But Neverwinter Nights snuck in there a few times as DA:O bounced in and out of Multiplayer. So DA:O has some fingerprints on it which look like NWN. Also, it was originally built using some of its code, which ended up in the engine, Aurora
In the MET, because it's a trilogy and Shepard is the PC in each game, every single choice you made still mattered going forwards, whereas with DA, a lot of the more personal choices can be washed away game to game. That's an advantage in terms of responding to choices (as devs can set aside what they want to set aside, whereas ME3 was really bogged down by the weight of 2 games of previous choices)
On Flemeth's appearance in DAII, as a voice actor Kate was really "chewing the scenery" there and allowed to do so (to chew the scenery means to play a role in a very energetic, emotional or dramatic way); it got too expensive with Orange is the New Black to keep Kate in a big role going fowards
The slave statues at the entrance to Kirkwall are huge and probably magic
He mentioned that he thought Freddie Prinze Jr. was awesome as he was one of the most active voice actors that they had in terms of talking about his experience and how much he loved it
A comment in chat said "I just wish we had black stones in Kirkwall. any reason they made the stone white in this media only? books, animation, and codex say it's a pitch black stone city" and he explained that this is because black is almost incredibly hard to do in this engine, and that pitch black is not a good choice for level art in a video game
Chat asked "Do you feel DAII was too narratively ambitious at the start?" and Mark replied "Yeah probably, the writers have always had some difficulty keeping their ambitions in check"
Chat asked "Was it known since DA:O what Flemeth's story was?" and he replied that he thinks they always knew Flemeth was Mythal, but can't remember for sure
DAII is the most character-focused game, partially because during its development everything else had to get stripped away, but also because it laid the seeds of the devs finally admitting what BioWare are about
Chat asked "Was it ever discussed, bringing a Warden Hawke sibling to Nightmare in DA:I?" He said that he thinks it was discussed but the problem of bringing in the Warden sibling is that only one of them is alive, so they would have been dealing with quantum. They already were dealing with quantum, so they could have brought them, but only a small group of people would have the attachment to each character, because half of people would care about one and half about the other
Chat asked "Was DA:O or DA:I considered more of a success by BioWare?" DA:I sold better and has more awards, but it's hard to be down on DA:O as it was the first game and set up the IP
He feels that in a weird way, DA kind of ends up being in a similar weird place as Star Wars, in that the trilogy a fan likes best is often the one they saw when they were a child. There are people for whom Clone Wars is the pinnacle of SW, and people for whom the prequels are. Similarly, with DA, the one a player got introduced to first is often their favorite one
Mark mentioned that they probably switched to Welsh accents for Dalish elves in DAII because they liked how the accent sounded. The dwarves were always intended to sound American
Were he to remaster DA:I he'd like to push the Power requirements down a bit, so that players can go through the gates to the main storyline pieces quicker
He discussed a bit around remakes vs remasters in the context of things that have aged badly (in terms of what's politically/socially acceptable now and what isn't, compared to back then) and said that if you remake a game, you have to re-address those issue, whereas with a remaster you get away with not doing so
If they were to remake/remaster DAII they would probably only do it because they were remaking/remastering DA:O
A comment in chat said "hear me out, a VR remake of DA:O" and he replied that VR still remains pretty niche, and that making VR work well requires a certain smoothness that is missing from DA:O
(pls note that in places there is a bit of paraphrasing of the info, the best source is always the primary source with full quotes in their original context)
[source]
193 notes
·
View notes