Ask the Betrayer epantiras.deviantart.com/art/A…
Mess Perfect epantiras.deviantart.com/galle…
Door - A Jack Story (Mass Effect 2) epantiras.deviantart.com/art/M…
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMMISSIONS: epantiras.deviantart.com/journ…
Mass Effect 3 NEWS fav.me/d4a0pwy
Dragon Age 2 NEWS part 1 epantiras.deviantart.com/journ…
Dragon Age 2 NEWS part 2 fav.me/d3oje86
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~June 11, 2013
Cinematic trailer www.youtube.com/watch?feature=…
Also, release date set to Fall 2014.March 7, 2012
David Gaider on dialogue: "There's no such thing as dominant tone any longer. Tone exists for roleplaying choices in the tone wheels-- that's it. We don't track it. As I said, options off the choice wheel are neutral-toned unless the tone is already implicit, and any auto-dialogue (I'll use that phrase, since it seems to have stuck) we need to use is also neutral-only."
"From our analysis, one of the most frequent breakdowns came from what we did with the choice lines-- namely that selecting a choice meant that there were three possible resulting player lines, based on the player's dominant tone. Why? Because we tried to make those three lines as different from each other as possible (or why even have them?), and thus you were trying to make a paraphrase that covered all three lines and it ended up being necessarily vague as a result.
While having those different lines is cool when noticed, I don't think it was actually noticed very much ("card tricks in the dark" is a phrase for variations which, cool as they might be, aren't recognized by players as variation unless they have inside knowledge or replay), so we're not going to use dominant tone in those lines any more. Choice lines are always neutral tone unless the tone is implied in the paraphrase-- makes it easier to write the paraphrase and less chance of disconnect between it and the actual line, and we can use the wordcount elsewhere just as easily."
"We term the dialogue wheel which has tone choices to be the "tone wheel" and the dialogue wheel which has action choices to be the "action wheel". In the former your choices are mainly roleplaying... you're deciding how to say something, or what topic to address, but you're not doing anything. In the latter your choices are what to do about something (or expressing an opinion which doesn't involve tone).
In DA2, options on the choice wheel had a single paraphrase but three different spoken lines which varied based on the player character's dominant tone. As I mentioned previously, this made it difficult to come up with a paraphrase for all three (aside from being fairly expensive, wordcount-wise). While the answer could have been to paraphrase each line separately, in the end we decided the content was better used elsewhere.
In DA3, we are adding the "reaction wheel" to the previous two categories. This covers any situation where an emotional response is called for, where the three tones don't cover the needed territory (sadness, shock, rage... or just being stoic if one prefers), but we haven't shown it yet nor will I discuss it much.
But those are the three basic dialogue wheels with which we work, and the terms are specific to us writers. They're not ones you need to use. From the perspective of the player, one dialogue wheel is the same as any other. "
for the link May 8, 2012
As RPGWatch says, "Take this with a grain of salt": From GamesIndustry.biz www.gamesindustry.biz/articles…
Dragon Age III appears to have slipped to FY:14. We had previously expected the next Dragon Age to be released in Q4:13, two years after its predecessor. However, we believe that a significant portion of the BioWare team responsible for the game was reassigned to Star Wars in order to create content and fix bugs to keep the game's audience engaged," Pachter commented.April 12, 2012
"David Gaider responded to some of the fan questions which were not asked at PAX on BioWare Social." dragonage.wikia.com/wiki/User_…
for the linkApril 8, 2012
BioWare said at PAX East today that it's taking fan feedback on the future of its Dragon Age series — and harsh criticisms of Dragon Age II — to heart. At the developer's first panel today, Dragon Age creative director Mike Laidlaw walked fans through some of the most frequently vocalized criticisms and suggestions, hinting at three key changes coming to the next entry: equipment for your followers, decisions that matter and no more reuse of levels.
Laidlaw couched his statements about the future of Dragon Age by saying that the topics under discussion were not official announcements.
"We're not making promises here, we're talking about ideas," he warned.
"We're looking for variety, space and scope," Laidlaw said, showing concept art of huge open spaces (and at least one dark dungeon). He hinted that players will likely "go somewhere new, somewhere a little more… French" in the future.
That's definitely Orlais.