Alright, I finished the list I promised earlier.
Disclaimer: Obviously a lot can change in two years, so no promises that this is accurate.
Dragon Age 3 Features (Based on developer statements, includes some speculation, all sources are fully quoted in the Google Doc in the same order as the feature list. They also include handy quote tags in case you want to bring any over for discussion.):
-Co-op is extremely likely.
-The dialog wheel is staying along with the intent icons.
-No reused environments.
-Waves are returning, but will be used far more sparingly in favor of battles with stronger but fewer enemies.
-Theyre putting a large focus on adding more gameplay systems besides combat, conversation, and trap disarming. One example was a much more complex crafting system.
-Companion armor will still be preset, but may have either more evolutions, change more often based on events, or let you change armor class (I assume they mean heavy/medium/etc) while retaining a similar look. I get the impression there may be more trinkets also.
-The party and combat system will be similar, but with more cross class combinations and tactics based around them, probably to better support co-op.
-The tactical camera seems very unlikely to return.
-The skills (Persuasion, Herbalism, etc) are very unlikely to return (as in, they will be as non-existent as they were in Dragon Age 2).
-Most likely takes place in Orlais, with maybe some part in Rivain (unless Rivain was a DLC/Spin-off/Dragon Age 4 hint).
-Well be seeing more of the Qunari, and very likely the return of having Qunari party members.
-Changed pacing with the return of urgency, perhaps through just having a looming antagonist for most of the game again.
-Not a yearly series, and given that Dragon Age, Awakenings, and Dragon Age 2 all came out (or were originally scheduled for) March, March 2013 is a safe bet for release.
-Theyre ultimately trying to make something that gets GTA players to try fantasy RPGs.
These last two are a bit separate from Dragon Age 3 directly, but notable for the general future of BioWare's games in general:
-In September 2007 (before Mass Effect 1 released), Greg Zeschuk noted that BioWare as a whole feels the holy grail of game design lies somewhere between an action RPG and Grand Theft Auto. This is notable since a few days ago Mike Laidlaw raised a very similar point, so it seems this is still BioWare's general direction.
-Mark Darrah (Executive Producer) also states that BioWare primarily views their games as interactive narratives: "BioWare is known for making RPGs, but what we're really trying to make are interactive narratives. (snip) So it's not that we're dumbing down our games, we're simply making our stories more accessible to as many people as possible."
Overall, they seem interested in addressing concerns, but primarily the concerns of mainstream gamers/reviewers as opposed to the concerns raised by traditional RPG fans.
The game as a whole definitely seems to be quite indicative of the new direction for the franchise, but it's not one entirely set in stone.
There were a couple more items like BioWare hinting at the future return of Morrigan and Shale, adding female Qunari, and mentioning that each Dragon Age game branches off from some part of the previous game's story that I couldn't refind quotes for so I left them out, but I thought I would note them here in case anyone wants to trust my memory. If anyone sees anything else, please feel free to mention it.
Sources:
1.
http://www.gamespot.com/features/6305575/p-1.html
2.
http://www.eurogamer.net/articles/2011-03-11-dragon-age-3-there-are-always-ideas
3.
http://www.1up.com/features/dragon-age-2-afterthoughts
4.
http://www.zam.com/story.html?story=24559&storypage=3
5.
http://xbox360.ign.com/articles/820/820402p1.html
6.
http://social.bioware.com/forum/1/topic/315/index/6876932&lf=8
Co-op:
Mike Laidlaw said:
One missing ingredient of BioWare's Dragon Age and Mass Effect series has been any form of multiplayer. But Laidlaw's enthusiasm suggests this may not be the case for long.
"Just from a fundamental idea: [multiplayer] absolutely would [work]," he said. "A big part of that is going back to fundamentals of the Dragon Age series and that sense of team; that we are stronger together than we are divided, which is in many ways a story theme through DA2.
"Any time you have a game that is aware of the advantages of teamwork, what it's like when multiple classes combine their abilities, be it a rogue not just stunning enemies but helping to conceal his friends so that they can take damage better - that's where you do an allegory that says yeah, we could do multiplayer here for sure.
"I do think the changes made to Dragon Age II in terms of responsiveness are going to be things that could translate better into multiplayer than Origins, which had that inherent delay between what I was ordering and what was happening. It's certainly laying an interesting groundwork.
"Long-term that's something we have to consider," he added, "because obviously multiplayer is something that's a huge undertaking, it presents technical difficulty. And frankly it's something that if done, has to be done really well, otherwise it feels very tacked on. So we'll have to make any decision about that within that context."
Dialog Wheel:
Mike Laidlaw said:
GS: In terms of interacting with these companions or other characters in the game, how do you feel about the way the dialogue wheel came together and how it made things a little more clear and direct?
ML: I'm very happy with it. The wheel, as a whole, provides a couple of really cool advantages. It lets us hold more conversation options than we had available in Origins where we had a cap of six. We technically have a cap of 10, so you can get a nice, cleaner interface to ask questions for clarification. I love the investigate system. It also provides what I see as the prize behind every door insofar as when you read a line of Origins dialogue for comparison, you see everything you could potentially say. In your brain, you've done the totality of that conversation. Whereas looking and saying, "Oh, I know that's going to be a smart-aleck line, but I don't feel it'd be right to use it," you're left with that temptation or that urge to pick it because you can't tell exactly what you'll say. What I think is the key gain with the icons is that you do know it will be sarcastic, which allows you to make a much clearer choice about how you want to interact with characters. If it was going to be suave or if it was going to be diplomatic, you know at a glance rather than having some confusion around what might happen.
Text is always a pretty horrible medium for conveying sarcasm or sincerity. Being able to put a heart, as much as you could argue that you could tell, lets you say, "OK, I'm certain with this choice. I'm not making it blind." That's very important when you want to associate yourself with a character.
Reused Environments:
Mike Laidlaw said:
Absolutely, and I think it's a fair critique, and it's not one that I'm going to leave unaddressed, frankly. What we ran into was the situation where we had the ability to have more plots, more content, some side stuff that we knew would be optional, but we didn't have the assets to create entirely new levels for. So we took a long look at that, and said, "Is it important to have more content in the game, or is it important that the content be 100-percent unique?" So we tried to strike a balance, and tried to evaluate a good way to use this. I think the one thing that caught us a little bit off-side was, with the caves having much more interesting features than just "generic cave with left bend," -- you know, having things like collapsed or old masonry and so on -- is that end up probably creating a larger sense of repetition than we thought would originally occur. And the end result is something I look at and go, "Okay, I think that is a shame, and that is a fair critique, and something we can easily address in the future."
Waves:
Luke Barrett said:
Thanks for the responses everyone! I suspect (and this is purely speculative) that the wave-type system will stay in the franchise going forward but we're certainly always looking for feedback and ways too improve.
What I'm currently writing as my personal report, given this feedback:
- enemies should not, under any circumstances, appear from thin air - I give exception to Spirits and other enemies which can come from the ground but perhaps some visual cue such as how skeletons are lying in bonepiles on the floor before the encounter starts.
- use a wave dynamic sparingly, it was almost clockwork that every encounter came in waves and this simply was not fun; in relation to that, more fights that consist of harder (and fewer) enemies
does that sound like an accurate assessment of what you would like to see?
(and yes, this is just summarized. My reports are much more long-winded and full of linguistic wizardy /images/forum/emoticons/wizard.png)
Additional Systems:
Mike Laidlaw said:
There always are. A number of them are set aside briefly to be explored later. What I really understand about Dragon Age II is that we retooled a lot of the game and set ourselves up for a greater challenge by trying to retool it--combat falls into this case--in a lot of fundamental ways while still trying to capture the same feel. It would have been much easier to explode the whole thing and say, "Ah, whatever. You control one character and you don't have any conversation options. There." That's an easier game to make, but that's not Dragon Age at that point. Looking at the fundamentals and looking at the overall pacing and flow became our focus for Dragon Age II, and the thing we have a mandate to do is add in suitable and fitting additional activities. My next big goal is to make sure that there are deeper interactions with crafting or the next steps in terms of being able to do more than talk, fight, and disarm traps.
There's a fairly wide spread of things to do. But I think as a player, saying "OK cool. You did a lot of cool work here, but I would like more. I'd like to be able to interact with my world more"--that's a perfectly fair request, and that's one we're hoping to address as we go forward.
Companion Armor:
Mike Laidlaw said:
It's likely that we'll end up coming back to a way to equip your followers, but at the same time, I really do think that having their own visual signature is really important.
GS: Did you toy with the idea of tying the equipment system with the relationship system? For example, you can equip a character only if you've built a positive relationship with him or her.
ML: To a degree, it was something we considered. You'll notice that if you have Merrill or Anders move in with you, they'll change outfits in response to getting out of Lowtown or Darktown. It's something where I think there's a lot of weight behind it whether it's an unlockable reward for earning their companionship or if it's something where their visual signature remains the same, but has more evolutions. Potentially, it could go so far as letting you change to a certain class of armor, but keeping their visual style the same so that they maintain a consistency, even though you still have control over their inventory. These are all things for us to explore.
Combat:
Mike Laidlaw said:
I don't think anyone should ever say they're done balancing or designing classes. There's always something better we can do. Here's what I think we did: with Dragon Age 2, we kind of recognize that there were two paths. With Origins, Warriors and Rogues existed in what I tend to think of as "low fantasy" paradigm. They weren't particularly flashy, and they swung their swords at a reasonable pace. They engaged in combat in a way that I call "mundane." The Mages, though, were masters of pyrotechnics and spell combos and so no. Basically, Mages were arguably overpowered, but also flashier and more visually satisfying.
So we recognize that we can go one of two ways: one would be to pull Mages down and say, "they now have to mix potions and throw flasks, so they have much longer casts and much longer risk-reward factors and so on." I absolutely think that could work; a Mage fantasy game that feels like that would work very well because it's consistent across the board. But that wasn't the decision we chose to make, because with mages, we already established this degree of pyrotechnics.
So we looked at Rogue and we looked at Warrior, and said, "I think we can bring them up to be as satisfying and visceral as tossing a fireball." And we reach a level of parity where being a warrior doesn't feel like, "that lame thing I don't want to play because I want to play a mage instead." And so, that's where adding some more visuals, or being able to take on multiple guys with a single swing and so on, became part of the Warrior's paradigm. Similarly, the Rogue and the high mobility brought them into the same level of parity. We're not done balancing -- there's still tons of work to continue to do about how the different classes can interact and so on. We can even deepen the tactical depth of it, but for now, I'm happy with the steps we made thus far.
Tactical Camera:
Mike Laidlaw said:
The perspective we had for the tactical camera in Origins, with its extreme pull-up, created a very different approach for the way we designed levels. What it really created was restrictions on the way we designed levels. Things like Hightown with the chantry vaulting up into the distance would have been very difficult to achieve in that kind of tactical camera simply because of the way spaces and levels were constructed. With that in mind, we looked at getting enough space to move the camera in and out to be able to position it, and I think the main complaint seems to be that it's tethered to my character. At the same time, it's something that represents a change that's still very playable. It's just become a hot-button issue because it's a difference between Origins and Dragon Age II.
Skills (Persuasion/Herbalism/etc):
Mike Laidlaw said:
The removal, such as they were, was really the skills. My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain. Survival being not exactly the most compelling skill and persuade being one that I personally felt was never particularly strong simply because it's an abstraction of natural charisma, which we in turn tried to turn it into, "OK, did you bring the right follower with you? Do you have the right personality to pull this off?"
That was the removal of a system that provided little gain towards an extra step for character progression. Then, of course, looking at the talents, which are the spells or abilities--to me, they open themselves up by being a web instead of a chain. They allowed for greater customization. They allowed people to dabble and yet still get to the ability they wanted in the tree. They also allowed for things, like a certain school like entropy to have focuses where you can say, "If I go up this tree, I'm the more damaging, hex-related side, or if I go up this tree, I'm the more sleep and disabling side." This means you don't have to invest fully in the tree just to partake in a part that you want to use as a part of your strategy.
Orlais/Rivain:
Mike Laidlaw said:
I think, probably, currently, that Orlais is more fascinating simply because we've seen more of it. We've seen more hints, heard more stories from Leliana, and Orlais has just teased us more. It's been more coquettish -- we've seen the ankle and we want to see what's above it. So to me, Orlais is the one that has a ton of draw and really will intrigue people. Because it is a fascinating culture, and similar to how the Qunari are very different from Ferelden or Kirkwall, Orlais offers up another slice of the world. And recall that I said that Dragon Age is about the world. So it's something that, I think people are rightfully intrigued by, and it's something that as a design team, intrigues us too.
Though, what's also interesting is to see how, every once in a while, people gloms on to how interesting Rivain is. It's where the Qunari invaded, and at least half of the Rivaini have converted to the Qun, which results in an interesting cultural situation. Also, pirates. So for me, Dragon Age's two core strengths are: on the gameplay side, it's about the party, working together, to achieve a kind of tactical mastery -- that's something that I think is key to the Dragon Age franchise. From a world perspective, these are living breathing countries to the point where I have a four-foot wide map of the continent hanging in my living room, and often find myself staring at different geographic regions going, "yeah, we can absolutely go there."
Pacing:
Mike Laidlaw said:
Presuming that I retain what I know now for this do-over, the awareness of the reuse of areas is probably one of the key things -- using that more artfully would certainly be key. If I was going to "tweak" anything, then probably some of the elements of pacing at the beginning of the game. The urgency of drawing you into the expedition would have been something that I would have looked at and re-structure the overall pacing of. Because I think some people felt a little bit detached because, frankly, it's not a game without a big looming evil dragon, demon, or demigod at the end; which creates an almost unexpected story mechanic, and one that I'm honestly very proud to have tried, and think we managed to break the mold with a reasonable degree of success. I think there are probably better ways to deliver that and look at the pacing and so on. There has never been a game that I've worked on yet where I wouldn't say, "You know, we probably and with perfect hindsight, could have done a better job with the pacing." That's the nature of story-based gaming, or RPGs, in a lot of ways. You pretty much find almost every RPG designer saying that same thing. So those two are probably my hot dynamics, but the simple truth, when you have things that make you go, "if I could go back, I would do this," then you immediately start staring forward and say, "Great, so these are lessons to be learned for the future. We can do this better."
Not yearly:
Mark Darrah said:
I'm not saying that we'll be doing a Dragon Age a year (chuckles), but I don't think we'll go away for five years again.
GTA players:
Mike Laidlaw said:
GS: How does this spot you're in right now compare to, when you first started Dragon Age, where you thought you might end up after a second game in the series? Are you largely where you expected to be?
ML: For context, our original expectation for this franchise was established when we were working on Jade Empire. That goes back a ways. Where we're at right now is a franchise that has a strong-enough fan base and interest base that we're able to see strong reactions, both positive and negative, to change. To me, what that means is that people are engaged with it and people care. That was always really the goal--to bring a fantasy property to life from nothing and to create a world and a space that makes people intrigued and curious to see more. They're hungry to find out what happens next.
From the roots of where things were at in terms of combat and gameplay to where we are now, I see things as--I wouldn't say a progression--a refinement that takes into account the sensibility of it being 2011 and a number of the fundamental gameplay changes we've seen across all genres. So, the increased speed to me is an understanding that most games now have this level of responsiveness, but the thing we desperately don't want to lose is the idea that Dragon Age has an alchemy that makes it special. It has party members. It has banter. It has equipping stuff--some of those amazing, classic RPG mechanics that I loved since playing Wasteland or the original Bard's Tale. We wanted to make RPGs, especially fantasy RPGs, accessible, cool, and interesting to people who have been playing RPGs for the last seven years and not realizing that every time they ate food or went for a long run in Grand Theft Auto San Andreas, they were essentially grinding constitution.
To me, that represents a huge audience that may have disregarded RPGs, especially fantasy, as being too hardcore or too confusing. And making certain changes to make the game palatable without ripping out the mechanics that make RPGs so fascinating to a stats guy or what have you. It keeps this genre evolving into something that's fresh and not stagnating.
GTA again:
Greg Zeschuk said:
IGN: Do you think attitudes are changing about RPGs? It's like Blue Dragon, which is a very traditional Japanese RPG but it's pretty much been panned in the West.
Greg Zeschuk: People's tastes are changing now. For example, we're currently having a debate in the office about whether San Andreas is an RPG - which is a fun discussion. I think that it's actually similar to Mass Effect but we're coming at the same core experience from very different directions.
IGN: What do you think about GTA IV, from what you've seen or heard?
Greg Zeschuk: I saw one trailer and the character was interacting in a way that looks quite a lot like Mass Effect. Rockstar is trying to create and action game, whereas as we are creating an action RPG. Somewhere in the middle is the holy grail and I think that all developers are trying to find it.
Mark Darrah said:
ZAM: You've been here for a long time then, and you've seen the evolution of BioWare as a game development company. BioWare does have a significant 'style' from a game play perspective. How would you characterize this evolution? More specifically, your flagship games these days are Mass Effect 2 and Dragon Age 2 - two very fast-paced RPG games. If you've looked at previous games like Neverwinter Nights or Star Wars: Knights of the Old Republic, you can certainly see the difference in speed and 'action' potential. Are you happy with this shift to faster paced game play?
Mark Darrah: I think I am happy with it. BioWare is known for making RPGs, but what we're really trying to make are interactive narratives. At the moment, the interactive narrative is associated with RPGs, but I don't think it has to be. So we've moved, in some cases, to more accessible game play, in the case of Mass Effect, or we've streamlined certain processes and experiences in other cases. So it's not that we're dumbing down our games, we're simply making our stories more accessible to as many people as possible.
Google Doc:
https://docs.google.com/document/pub?id=1F34rY311SSFvduV967CHmE08kRG9avRmpNL1b1wWGec