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Topic des News

abouna-ababa
abouna-ababa
Niveau 52
04 septembre 2010 à 02:02:17

en route pour le 3eme podcast (part #1):

"Dragon Age II
Official Podcast
Episode 3 Transcription

Victor Wachter (VW) - Community Manager for Dragon Age
Mark Darrah (MD) - Executive Producer for Dragon Age
Mike Laidlaw (ML) - Lead Designer for Dragon Age 2

VW: Hello, and welcome to the official podcast for Dragon Age 2. I’m Victor Wachter, Community Manager for the Dragon Age franchise, and I’m here with Mark Darrah, Executive Producer for the Dragon Age franchise. Hi
Mark, how’s it going?

MD: It’s going good Victor, how you doing?

VW: Doing well, doing well. Thanks for being here with me, and answering some questions for the community. So, just to kick it off, what exactly is your role in the Dragon Age franchise, and specifically with Dragon Age 2?

MD: Yeah, so I’m the Executive Producer for the Dragon Age franchise, and I’m the Project Director for Dragon Age 2. Let me break that down a little bit, because I think people won’t have any idea what that means. Executive Producer on the franchise means I guide all of the decisions from the creative and the production side for the franchise, so that means I’m the ultimate person that decides what products we do, where we’re taking the franchise, the things that we might want to do in the future, and all the things that have to do with the franchise. So not just the games; also the ancillary products like books, cartoons, other things that people may have heard of.

As a Project Director on Dragon Age 2...that’s really more focused on the game itself. So I’m the ultimate decision-maker in terms of trying to make sure Dragon Age 2 can be the best game it possibly can be in the
time we have to make it.

VW: Gotcha, okay, okay. What’s the overall vision behind the franchise, not only with DA2, but also looking at future games and other media like the animated movie and the comic books?

MD: The goal for me, really, is to make Dragon Age into one of those Fantasy franchises you really think of when you think of Fantasy. Right now, when someone says “Fantasy,” you think of Lord of the Rings, you might think of Harry Potter, Conan, those sorts of things. I’d like to get us on that same footing. So when you think of “Fantasy,” Dragon Age might be one of those first top 5 things that come to your mind.

VW: And so, thinking of Dragon Age 2, what do you think are the biggest and best advancements from [Dragon Age: Origins] to [Dragon Age 2]?

MD: Well for me, I think we’ve really worked on so many things it’s hard to pick one, but overall I think it’s really the responsiveness that we’re able to do in the story. Where in the past we’ve reacted to the decisions and choices that players have made, in Dragon Age 2, because of the way we’re telling the story, we’re able to really ramp that responsiveness up, we’re able to react to your choices more quickly and more completely than I think we’ve ever done before in a game. And I think that really pays off in the way that the story is told. It makes you more involved; it makes your choices more impactful.

VW: I see. So how do you plan for a game series that is reactive to that kind of past gameplay where actions players took in the choices they make could carry over from not only just one game but also to many new
games in the future?

MD: I think this is one of the big advantages of the way the Dragon Age universe has always been set up, and I don’t use the term “universe” lightly. It’s always been conceived of as a universe, as a series of stories, as a living world, not just as a series of games or a series of moments. So because the universe is set up that way--where there’s all this history that exists, and we know not just what characters have done or will do, that we know what their reasons are behind actions--because we have that motivation for NPCs, it makes it easier for us to react to the actions that the player character is taking, because the world is able to be more holistic in its existence. So this one character who is able to be worked with independently by someone else--by the player--the universe itself is more able to react and respond to that, yet it doesn’t fall apart under that stress.

VW: I see, I see. What’s it like developing a game for multiple platforms? How do you make that distinction between developing for a consistent experience in the matter of how you play and optimizing for each
individual platform?

MD: It’s a challenge to work on multiple platforms, but I think it’s important. The most important thing to do is to make sure you play to each of the platforms’ strengths. So consoles are really good at doing a small number of things very quickly, whereas the PC is much better at doing a larger number of things, but maybe not quite as efficiently. So in Dragon Age: Origins, we really focused on trying to bring the console up to where the PC was, and I think we did a fairly good job there, but in Dragon Age 2, I think it’s about bringing everything forward. So we’re focusing and strengthening the experience on all three platforms. Part of this is just strengthening the core engine overall, improving the graphics, and improving the gameplay style--things that will pay off on all three platforms. But also, we are focusing work on each of the three platforms to make sure that we do something that improves the experience for the specific player that’s playing on each platform.

VW: As you develop the game, and you’re considering the gamer who’s playing, what do you hope will be the game elements or plot points that stick with them once they’ve played, and how do you hope they feel after playing?

MD: That’s a really interesting question, because, really, when BioWare sets about making a game, we’re trying to make the player feel lots of different emotions. I mean combat, at its base level, should be about accomplishment, exhilaration when you’re doing it, but storytelling...we’re trying to get you to feel a whole range of emotions, everything from comedic moments to lighten the mood, to really heartwarming things where romances are going on, to heartbreaking scenes where one character may have to kill another. It’s about a range of emotions, it’s about being able to make the player feel something throughout their experience.

VW: Does community feedback influence game development, having already released Origins? Do the things you’ve learned influence Dragon Age 2, and can you give any examples?

MD: Absolutely. I think community feedback is extremely important to us, to all our games. But I think one of the opportunities, or differences, about a sequel is that the community has a lot more to go on than it did
with the first game, because now they can play the first game and comment on their experiences in that game, and this really lets them be a lot more specific, give a lot more pointed feedback about things they
liked, things they didn’t like. One place that we really are listening to the fans is about the kind of interactions and the specific characters they like interacting with. So I’m not going to announce anything right now, but in terms of followers or just recurring characters, we really like to listen to the fans and really get those characters they really engage with.

VW: So we’ve already seen the community feedback towards Hawke and Varric; have you had a chance to look at any of that, and what do you think of it?

MD: The growing movement to have Varric as a romance option is quite impressive, as is his chest hair following. I like the direction the Garrett Hawke feedback is going; I think that people are going to be really impressed when they see the female version of Hawke come out in screenshots soon. So I think everyone’s going to really like that. I’d love to see something like you see with Garrus from Mass Effect, the line of things like “Garrett Hawke doesn’t spend time, time spends Garrett Hawke”--that is the worst thing I’ve ever said in my life--but that line of things. I’m very pleased with the feedback we’re seeing on our characters, what we’ve shown so far, and I think as we get more, I’m hoping that the feedback will remain as positive.

VW: So is there anything else you’d like to add and tell the community about Dragon Age 2?

MD: I think that, really, what I’d like to say there is that I’d rather have them see it, rather than me trying to convince them with words. I’d rather have them look at what we present to them, and come to PAX, give it a try, play it, look at videos that we release from gameplay in the coming months, and I think the game stands on its own, and hopefully I don’t need to talk too much to convince people that it’s gonna be a great experience.

VW: Well I appreciate you being here Mark...

MD: You bet, Victor.

VW: ...Looking forward to seeing more, and I’ve had the chance to play the game, and hopefully we get more and more people to play. I know we’ve had a great reaction at Gamescom to the playable, and looking forward to seeing what people think at PAX.

MD: Yeah, I’m looking forward to PAX a lot; I think Gamescom was a great experience for us and we got really good feedback. I think PAX, it’s a different audience, so I think it’s going to be really exciting to see how that fanbase reacts.

VW: Cool, cool. Well thanks a lot for being here, and hopefully we’ll have you back for another podcast sometime soon.

MD: You bet. Thanks a lot, Victor.

VW: Thank you. See you later.

MD: See you later.

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 09:39:01

Je l'ai entendu hier, ça roxxais.
En plus, y'a vachement de "inside-jokes" du BSN. Ca fait vraiment plaisir.

Pour l'instant, y'a quelques screens de Hawke version fille. Elle semble ( vu la qualité pourrie de uStream... ) un mix entre Bethany et Morrigan.
:bave:

ada79
ada79
Niveau 55
04 septembre 2010 à 09:41:47

d'autres news à lire sur le bsn http://social.bioware.com/forum/3/topic/145/index/868796/32

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 13:17:50

BSN français? WTF. :noel:

ada79
ada79
Niveau 55
04 septembre 2010 à 13:59:33

oui..oui ça existe ausi en français..pour ceux qui ne parlent pas et ne lisent pas courament la langue de shakespear c'est assez utile comme lien, mais pour plus d'infos le forum anglais est de rigueur :ok:

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 14:25:19

Nan mais... y'a vraiment des gens qui y vont? :doute:

:rire: , je rigole, bien entendu. :-d

ada79
ada79
Niveau 55
04 septembre 2010 à 15:20:37

on t'en veut pas chao_master s'y tu préfères débattre de dao, da2, sur jv.com que sur le bsn :rire2:

Sire-Arthur
Sire-Arthur
Niveau 9
04 septembre 2010 à 16:46:38

salut ia des vidéos in game des vidéos de gameplay ?

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 16:56:23

Aucune pour l'instant.

M'bon, Dragon Age: Origins a eu sa Walkthrough (celle en 3 parties) dévoilée au PAX... donc... :(

zabidoukou
zabidoukou
Niveau 10
04 septembre 2010 à 17:14:33

Certaines images sont in-game non :(

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 20:21:20

Oui, mais pas d'vidéos. :o))

_chaos_master_
_chaos_master_
Niveau 10
04 septembre 2010 à 23:09:07

Bon, après une paire d'heure sur l'ordi et une glace au soja ( :( ), voici ce qu'on sait, jusqu'à maintenant, de Dragon Age 2 ( au PAX, of course ):

:d) Gameplay:
- Quattre persos' dispo': Guerrier et Voleur, homme ou femme.
- Le combat est vraiment plus rapide, mais ce n'est pas du tout un A-RPG. C'est juste un RPG légèrement "stylish", et fluide.
- Les persos' savent courir. Vite. Pendant le combat, au lieu de marcher tout doucement, les persos' tapent des sprints, sautent, virevoltent et bougent dans tous les sens.
- Le Guerrier a une AoE avec son arme (qui touche à 360°), et une sorde "d'onde de choc" qu'il envoye devant lui.
- Le Voleur a une éspèce de "Flicker" de Awakening: il tape tous les ennemis d'une zone donnée a une vitesse de fou. Il possède aussi une "bombe" qui stun les ennemis, ainsi qu'un "saut" qui permet de l'éloigner du danger.
- A' ce qu'il parait, si on a deux ennemis devant nous, on va pouvoir toucher les deux à chaque coup.

:d) Interview avec Gaider:
- Cassandra a été écrite par Gaider. Elle est de Nevarra.
- Aveline a été écrite pas Luke Crisjanser.
- Il y aura le Fade dans DA2, mais son role sera moins important par rapport à DA:O.
- Sandal sera présent dans DA2 (pas sur de celle-là, il était en train de rigoler, je ne sais si il était ironique ou pas... :o)) ).
- Les silhouettes qu'on voit sur le dragon d'sang ne sont pas TOUS des compagnons.
- Hawke ne va pas vieillir avec le temps. Les NPCs, oui.
- Kirkwall est plus grande de Denerim.
- La présence de Varric dans l'équipe changera la façon avec laquelle il raccontera les choses à Cassandra.
- Pas de loups-garous.
- Y'aura des infos' en plus sur les Dalish.
- On ne pourra pas jouer après la fin du jeu.
- Il y aura des compagnons qui vont rester avec Hawke pendant tout le jeu, ou presque.

A' part ça, on a eu droit à quelques private jokes du BSN, et des réponses assez droles. :)

Franck[PM90]
Franck[PM90]
Niveau 10
04 septembre 2010 à 23:15:23

Merci mon maître... :banzai:

IsadorBG
IsadorBG
Niveau 3
05 septembre 2010 à 01:17:21

-David Gaider a aussi confirmée que DA2 serait plus longs que Awakenings (c'est deja ça) mais plus courts que DA:O.
- Le Hawke dans le trailer est un mage du sang c'est aussi la raison des "yeux rouges" (l'utilisation de la magie du sang)

voila c'est tout ce dont je me souviens pour l'instant :(

Franck[PM90]
Franck[PM90]
Niveau 10
05 septembre 2010 à 01:21:47

Si il y a 70 H en une seule partie... (sans compter la rejouabilité des choix et création de personnages rogue/mage/guerrier homme/femme) :ok:

Donc la toute première.
Ca me va... :oui:

IsadorBG
IsadorBG
Niveau 3
05 septembre 2010 à 01:22:19

Il a aussi confirmé que Alistair apparaitra dans le jeu en tant que Roi, Garde des Ombres ou Soulard selon nos choix (mais pas si on l'a tué ^^)

IsadorBG
IsadorBG
Niveau 3
05 septembre 2010 à 01:23:23

La première fois j'ai fini le jeu en 55H :(

IsadorBG
IsadorBG
Niveau 3
05 septembre 2010 à 01:32:15

enfin si DA2 est comme DA:O mais avec les parties chiantes en moins comme les Tréfonds, l'Immatériel et le siège de Denerim ce qui doit enlever plus de 10H de jeu, je dirai pas non hein :)

_chaos_master_
_chaos_master_
Niveau 10
05 septembre 2010 à 01:53:16

La durée de vie est environ celle de Mass Effect 2. Donc, une 30aine d'heures.

Faut voir la rejouabilité. :hap:

Franck[PM90]
Franck[PM90]
Niveau 10
05 septembre 2010 à 01:54:46

On verra mais moi je prône le plus de durée de vie possible histoire de savourer avec délectation.

Après si c'est trop superflus et qu'il supprime certains points pour rendre le contenu plus court mais aussi plus profond et immersifs je dit pas non... :nah:

La vidéo du moment