if the carta have no mages because theyâre dwarves and the dalish have no hope of legitimate access to lyrium because the chantry runs that trade, then surely thereâs room for a deal to be struck where if a dalish clan is lucky enough to have a surplus of mages then the spares could do stints as spellcasters for the carta in exchange for a lyrium supply. there is no point to this thought except my desire to throw factions with opposing vibes together so i can make up character dynamics
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lets address my favourite topic: dev bias in writing. "i don't like sera because she's annoying" the guy who wrote sera also wrote jacob taylor. can we take the marginalised romances away from this guy. he hates black people and he hates lesbians. there's a certain impulse in some of these devs to take...i guess schadenfreude?? in writing romances that "punish" the player - from gaider's "alistair is a manchild and terrible partner" to whatever weekes says about solas - there is something in particular in these devs' loathing for women (or people playing women) that makes them willing to weaponise unimaginable bigotry in punishment.
kristjanson writes a lesbian, and gives you absolutely no opportunity to extend her kindness or empathy: sera is marginalised across several dimensions, both in- and out of-of-universe, as an elf, as neurodivergent, as a lesbian, and her romance is marked by scenes you are intended to read as hysterical, irrational, unreasonable. your reward for being interested in a neurodivergent lesbian is getting shouted at, having a bow pointed at you, don't you regret this? and again, in mass effect - you romanced Black man and he leaves you without a word, he takes up with another woman and starts a family behind your back, what did you expect?
kristjanson's writing is so full of racist, homophobic, bigoted tropes that are levelled against the player and the romance in a way that feels like punishment, like he wants to make sure no-one (no woman) can have a joyful, fulfilling relationship with a marginalised person, like you don't deserve to be successful in these relationships without conditions. and i love a difficult, unconventional, even tragic romance in games, but in contrast to the treatment the other romances get it is notable to me that kristjanson singles out the lesbian and the Black man for treatment that not only punishes the characters involved but leans heavily on stereotypes particular to those groups.
if you are a woman, or playing a woman, devs feel all too comfortable belittling and insulting you for pursuing the romances they choose to make available in their games, to the point of self-sabotage, and that is a significant factor that needs to be taken into account in any analysis of how these storylines play out.
i just think marethari has a lot of nerve reacting so strongly to merrill bargaining with a demon when she herself has some kind of mysterious debt to flemeth we never hear more about that she was willing to move the whole clan to sundermount to fulfil in the first place. like letâs talk about YOUR pacts with strange and dangerous entities
Can you talk more about Harding just happening to be lucky that she joined a morally good group? Like the more I listen to Inquisition and Veilguard dialogue with her in them, I canât help but think youâre onto something.
âMe? Iâm no one. Lived near Redcliffe all my life. Herded sheep for my neighbor. When the Inquisition came through my village, I helped by telling them everything I knew about the area. Then I signed on. Wanted to see the world before it was swallowed up by⌠that thing out there.â
anyone can offer you a chance to see the world. adventure, beautiful foreign sights, respect for your skill, status when you go home, community and camaraderie among your fellow fighters. chances that you might never usually get as an âordinaryâ person, in this case living in a rural area as a (fantasy) minority. honestly for me the whole âget out there and see the world!â thing specifically evokes the real world evil of like, classic military recruitment rhetoric. itâs all a big adventure! never mind what youâll be doing and who youâll be doing it to.
and our first sight of harding is a confident smirk when she kills. (which weâre supposed to feel fine about and maybe think that sheâs a #girlboss, because remember the mages and templars are Crazy, so killing them indiscriminately is fine. but letâs imagine dai is a serious game.) she obviously took very easily to violence in the inquisitionâs name before sheâd met any of the inquisitionâs leaders, before the inquisition had a real direction, and before they had a simple-to-justify, no-longer-human enemy like corypheus. if she could be convinced to do all that by the inquisitionâs scouts, then why not anyone else offering the same things? why not an inquisition that was actually, you know, an inquisition?
despite leading with wanting to see the world and not even mentioning any kind of moral motivation, harding definitely perceives herself as a good person and i donât think she would go for anything that didnât have a veneer of righteousness. she takes pride in the inquisition and what she believes to be its purpose. but any organisation can say theyâre doing it for the good and order and stability of the world, right. any organisation can pass you that message through a recruiter who at least sounds like they believe it. and as a scout on the ground youâre so far from the war table that you will never really know why the people directing you are making their decisions. and you opt to kill whoever they tell you to kill anyway. even in some impossibly hypothetical world where those decisions are all just and measured and necessary, can it ever possibly be moral to just hand over your conscience like that? to kill blindly because those are your orders?
i feel like hardingâs narrative veers so closely to real world recruitment rhetoric that i donât just find it uninteresting to be like Yay It All Worked Out :), i find it Bad. this is not heroic when it happens in real life and i donât think it should be heroic here. i know iâm in the genre where Pure And Honourable Warfare Of Our Innocent Boys And Girls Against Inhuman Monsters or Perhaps The Inherently Evil Foreign Horde of Baddies is virulently everywhere but i think thatâs precisely why we should be aware and critical of it and thinking around it not just accepting it as fact you know
and harding would be a better character for this setting if we engaged with the blood on her hands. she is essentially a killer, itâs the first defining thing we see her do! she doesnât have to be stuffed into a âcute wholesome moral compass we donât have to take seriouslyâ box just because the writers canât even imagine a dwarf being taken seriously let alone a dwarf woman
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I think Jackdaw and Harding deserve to have a weirdo-off because Jackdaw would find Harding's attitude of "when I have to kill people, I like to think of them as wolves coming to steal my sheep and myself as farmer having to put them down :)" weirdly disturbing and dehumanising, but Harding would be just as put-off by the idea Jackdaw is aware that every target she's killed is a complex being with their own unique life story and then chose to kill them anyway because, well, it's just her job. and she'll do it again
Scout Lace Harding was NOT murdering people left and right with a satisfied smirk on her face in her first scene ever and learning both how to fight and making herself as helpful and resourceful as possible because she was a little dwarven girl growing up around human boys and very possibly tracking down and killing a lyrium-addicted Cullen in the streets (and thinking of it as a merciful act) AND carrying one of the strongest parts of veilguard on her back with her arc being all about her rage and how she wants to grapple with it for you all to relegate her to the safe and dull nice girl love interest 𫵠START PONDERING
It really is so weird how none of the non-human companions in DAI let you bond with them about being non-human. The Iron Bull insults Adaar for thinking theyâre Qunari, and then when your character claims the Tal-Vasoth title, he belittles you for it.
Solas and Sera insult Lavellanâs culture and religious beliefs, and rejects the player for trying to talk to them about being elven.
And while Varric isnât as hostile to Cadash as the others are, it is very clear that he harbours his own insecurities and the game doesnât let you have any lines at all about it, save in the beginning when you are identified as Carta, and that is it. Save some lines about ÂŤreal dwarvesÂť in Hissing Wastes.
It is just. Such an odd choice. And makes me sad for the non-human pcâs.
Something something the reason Varric struggles to see the inquisitior as a person (repeatedly calling them a symbol and expressing how it's hard to remember that they're not at both the end of the wicked grace scene and in one of his own one on one scenes) is actually not about The Inquisitor or What They Are To The People or The Singing at all.
But it is an internalised coping method for himself so that he doesn't get super attached and burnt just like he did with the da2 gang. I mean. Look no further to how Sera calls him out on this one.
Like it's kinda crazy the roles Varric fulfills in DAI all the way to WARNING LOVE INTERESTS THE INQUISITOR IS A BAD IDEA just like Wynne does in dao. He's literally so damaged and the ghosts of Kirkwall follow him everywhere and he's SO aware of what it means to follow a hero and let yourself care about them and their friends.
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âSera was never quite the quietest girlâ
Her attacks are loud and theyâre joyful.
But she knew the ways of nobler men,
And she knew how to enrage them.â
One thing I will say for the ending of DAV is that it's made one thing from Trespasser that always confused me a bit finally make sense: the fact that Solas spares even low approval Quiz. Like, the fact that he does that means that affection clearly doesn't come into that decision! He may be nicer about it if he likes Quiz, but he's not sparing them because he likes them. But it makes a lot more sense in the context of him making an enemy of Rook and then leaving them alive when he meets them in Minrathous, just assuming that they'll do what he wants and not get in his way and being completely blindsided by them tricking him even though they have no reason to just go along with what he says. At the end of the day Solas just... doesn't respect either Rook or Quiz enough as equals to see them as a potential threat, and that both explains him sparing Quiz and ultimately leads to his downfall.
I mean, think about it. He killed Mythal. He killed Felassan. Clearly he is not above killing even the people he loves best, the very last remnants of the world he's supposedly in this to save at that, if their survival might get in the way of his plans! You can talk about how much he cares for high approval Quiz, or even how much he loves Lavellan in a Sol@vellan (censored to keep it out of the tags) worldstate, but love demonstrably would not stop him if he determined Quiz to be a threat! He does not love them more than Mythal (he really, really doesn't love them more than he loves Mythal, Christ on a bike the amount of shit he does for Mythal and then refuses to accept her culpability for the fallout of is insane), he does not love them more than Felassan, he does not have more reason to spare them when they say they're going to stop him (whether peacefully or by force) than he did those two, but he still does even if he hates them. Now Solas doesn't like killing (he just has no concept of what counts as actual necessity or willingness to stop when he's going to kill most of Thedas), so it makes sense he wouldn't want them dead if he could avoid it, but if he saw them as a threat he would not spare Quiz where he didn't spare Mythal or Felassan. He's not going to spare a Quiz he hates who's vowing to stop him at all costs where he killed the last remnants of the world he wants to save... unless of course he doesn't think they actually can stop him.
And him not thinking they can stop him makes sense when you consider his response to Rook, who breaks out of a prison Solas thought was inescapable and by Solas's own admission gets further in dealing with the Evanuris than Solas ever could have himself; he still just completely dismisses them as a real threat, takes no steps to prevent them from turning on him, has no plan for if they find out what killing Elgar'nan will do, and is caught completely off-guard if they trick him with a fake dagger. He sees Rook surpass his every expectation and do better than he himself ever could have, and he still completely fails to realize that they do in fact pose a threat! I do believe that he on at least some level can grow to respect and even care for Quiz and Rook as people who exist, but he always thinks he is ultimately above them. He totally fails to see them as potential threats, and that's what ultimately leads to his downfall: if he'd preemptively killed Quiz at the end of Trespasser, or killed Rook the second Elgar'nan fell and they were no longer needed, or even just made any sort of plan for what to do if either or both of them were in fact the threats they made it clear they intended to be he might very well have won! But his unbridled arrogance and refusal to accept that a mortal could ever outdo the Dread Wolf ultimately gets him locked in the Fade (including the ending where he goes willingly, which only happens because Rook faces down yet another god to make it work). It's a very fitting end for someone who muses about the parallels between him and Elgar'nan and him and Rook and fails to consider what it might mean for him when Rook fully steps into his place in the narrative.
and honestly the worst thing about the vg darkspawn is that. putting aside the whole 'darkspawn aren't people' thing because bioware has ignored that plot since awakening. its also the fact that like. darkspawn have always been portrayed as Intelligent. people may view them as not-people/creatures but people do know darkspawn dont fuck around. even before awakening, we already knew darkspawn could speak bc i remember there being a mention of darkspawn throwing orders to each other during battle in the calling + emissaries exist. they create weapons, they make armor, they know how to fight and in a way thats not just. flinging arms around but like Actual combat (dao darkspawn often have the same abilities that rogue/warrior/mage class has! hurlocks can knock you out with war cry, genlocks can do stealth etc.), they can create traps, and lead you to bad situations. they're even fucking able to pick up cailan and prop him up like a bad rendition of jesus christ. like. darkspawn are scary not just bc of their appearance or the fact that they can make you sick and die. they're scary because they're also really good combatents who have an upper hand where even if you kill them, they can take you out via infecting you with the blight. they are formidable warriors who dont have to worry about hunger or thrist or so many things that make life harder for people. they are super well organized warriors with a goal and are far more resistent then the average person. so veilguard not only doubling down on the "darkspawn aren't people" but then pulling a "darkspawn arent intelligent" is just. maybe ghil's darkspawn aren't intelligent but all of the other darkspawn in the games were
so, I've lately been thinking about why paraphrasing worked so much worse for me in Veilguard than it did in DA2 or ME.
in both DA2 and ME, the dialogue options you choose always come with defined expectations. the top is your paragon/helpful option, the bottom is the renegade/aggressive option and the middle is either a neutral ground (ME) or your best attempt to make light of what's going on (DA2). picking the top option, you know that your character is going to act diplomatic and/or sympathetic, and you know that you are going to be straight-forward/aggressive/a jerk with the bottom one (context does matter for these too ofc, but that's the general idea). the paraphrases in these games aren't always perfect, but their system allows you to both define the protagonist's typical behaviour and switch out of the usual pattern when you feel like the situation demands for it. isn't it lovely to have a paragon Shepard snap once in a while? to have a purple Hawke take something uncharacteristically seriously? even if the game isn't rigged to acknowledge the shift in personality, you as the player know what you are doing and what it means for your character.
and Veilguard options, well, they are Not Like That. you no longer have easy reliance on top = I'm trying to be nice, bottom = I'm not trying to be nice to assist with your attempts at roleplaying. both the top/affable option and the bottom/stoic option developed a wider range of meaning (not necessarily a bad thing) that also comes with reduced clarity due to the paraphrases not being able to convey the full intent of their respective dialogue options (kind of a bad thing imo). sarcastic option is back by popular demand, but isn't even always the funniest thing you can say in a given conversation. aggressive and sad options will make occasional cameos allowing your Rook to unlock extra emotional range for a minute, but it's not always clear how they compare to choosing the affable or stoic ones.
this creates frequent situations where the paraphrases, emotion icons or positions of dialogue choices do not yield sufficient insight into what Rook is actually going to say. that, in turn, can make it feel like you are both incapable of roleplaying Rook the way you see them, and that Rook doesn't have anything meaningful to say in most conversations. everything feels samey because you are barely aware both of the option you are choosing, and what connotations other options could come with.
I believe Rook has a better roleplaying potential than many may think, but it's locked behind a dialogue system that really isn't doing the game any favours.
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How do you think Qunari sleep with their horns? Obviously thereâs not a single universal method or preference because everyoneâs horns are different, but what do you think are some common accommodations?
Good thing you asked because I've actually thought about it before đ
I can't imagine a lot of Qunari would find it comfortable to sleep on their side (just about 90% of horn types would get in the way of that) or their backs (unless you lucked out to have fully straight horns like the Iron Bull). So, my favourite interpretation and the one that makes the most sense To Me is that they sleep face down.
Par Vollen would likely have accommodations to make it comfortable, using something similar to the pillows for sleeping face down we have in our modern era. They have this hole you can stick your face into, and I believe those pillows could be further adjusted for an individual's horn type. Or, since DAVG explained to us that horns regrow, maybe the most "tricky" horn types would be regularly trimmed for the user's convenience to make sleeping easier (I also headcanon horns to be kind of like nails where you don't really feel that much when they get cut down, so it'd be a painless procedure).
Qunari outside Par Vollen probably wouldn't have easy access to those pillows, if at all. Also very fun for me to think about Qunari characters growing up away not just from Par Vollen, but any Tal Vashoth or any familiar with the Qunari way of life and being completely unaware something like that even exists and having to just power through the discomfort because they don't know any alternatives ŮŠ(âżďźžâĄďźž)Űś
(thinking mostly about Qunari Rook de Rivas and Mercars here)
Another thing worth considering is the headrests that were historically used instead of pillows in certain cultures. I'm the most familiar with the Japanese culture by way of my degree, so I'm thinkinng about Takamukra/Hakomakura in particular, but afaik similar headrests were used in Egypt as well, and I'm sure other places, too.
The purposes of such pillows was to allow sleeping without disturbing hairstyles that took a long time to put together. I'm not sure how explicitly comfortable those would be, but they would get the job done for the horn types that don't curl down towards the sides of the face (like these).
Something like that!!
Thank you for asking, this was a lot of fun to write out :)
A very nice read, with some parts of it I enjoyed below!
Austin Langer was able to interview former BioWare narrative designer Sylvia Feketekuty. She discusses how the teams tackled exposition, pla
Austin Langer (RPGamer): When thinking about RPG dialogue across different eras, how do you approach balancing clarity and relatability with maintaining a distinct tone for the setting?
Sylvia Feketekuty: [...] Writing for Dragon Age was different. Since Mass Effect takes place in our own universe, you know how the laws of physics are supposed to work there. But each Dragon Age game had to reestablish its particular metaphysical framework of magic and spirits, their effects on different cultures, and the politics of dealing with them, on top of introducing new people and places. In my opinion, at least, there was a lot more to explain to players. Especially in the first few hours.
This is probably why, when I came on to Dragon Age: Inquisition, the narrative team already knew they wanted a diplomat character. Josephine helped to ground the big, political forces clashing around you. Whenever she briefed the Inquisitor, I had Josephine approach it like an executive summary. She knows the Inquisitorâs time is valuable. So, in tandem with your other advisors, she always gave players just enough information to make a decision, but never so much as to overwhelm them.
One of the other quirks I had in the back of my head is that Josephine isnât quite as efficient in her speech as she thinks she is. The Lady Ambassador is never tiresome! But sheâs so seeped in the grand politics of Thedas, she canât help but try to round out all of the points, in the most diplomatic way possible. Paradoxically, I think it makes her exposition more interesting. That quirk is, I hope, part of Josephineâs charm.
AL: When a character is responsible for delivering critical exposition, how do you prevent that functional role from flattening their unique voice? Have you encountered situations where exposition demands directly conflicted with character voice?
SF: It can be a struggle! Iâve absolutely hit times when a character who needed to be in a scene was not the best choice to explain what was going on. In that case, sometimes delaying part of your exposition is the best move. An NPC learning about whatâs going on alongside the player always helps pace things out more naturally.
As for making sure exposition doesnât flatten a characterâs voice: one thing I like to do is give an NPC something to complain about, or worry over, or be excited for. Itâs not necessary for very short scenes, of course. But if itâs a larger beat of exposition, try to dig deep for that hook. It helps with even the driest of information. If resources and time permit, bringing in a second NPC for the first NPC to argue with is even better. We always pay more attention when thereâs friction.
When I was writing Emmrichâs personal quests in Veilguard, I tried to have a current of worry running underneath his explanatory dialogue. Heâs the kind of person whoâs always mulling things over in the back of his mind. âShould I tell Rook about lichdom? Can I successfully join their ranks? Will Manfred be all right if I do? Will Rook understand?â
And once Emmrich learns a former friend is behind the sinister events heâs investigating, his anxiety goes through the roof. It was really easy to write Emmrichâs plot exposition after that, because it was so charged with his personal anguish and fears.
Those moments werenât perfect right off the bat though. Iâd like to shout out the other writers, especially Trick and Brianne and Gabriel, who gave feedback that helped bring those emotions to the fore. Honestly, having someone you trust give you candid but useful story feedback is probably the fastest way to improve your exposition (and most other parts of your writing.)
AL: How early in development do narrative constraints like branching scope or VO limits start shaping how dialogue is written?
SF: Right away. I think people would be surprised by how much even âsmallâ branching dialogue-say a shopkeeper who has six different greetings and farewells-can make your word budget skyrocket when multiplied across an entire game. (Especially if your game is fully voiced, and you have to keep actor availability into consideration.)
One thing I wanted from the start of Veilguard was significant branching with Emmrich for players who took the Mourn Watch origin. Since itâs one of six origins, there was only, theoretically, a one in six chance players would ever see that dialogue. On paper that doesnât seem like a good use of extra words. But I think that kind of branching is what players like the most.
It really pays off a choice you make, and lets you get deeper into role playing a specific fantasy, and changes a relationship with a character. Thatâs cool! Itâs the kind of reactivity I like, at any rate. So if Rookâs a Mourn Watcher, players can complain with Emmrich that no one outside Nevarra really gets necromancy, or gossip about whatâs happening back home, and so on. That was very fun for me. I think it was worth it.
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