ROOM FOR RENT
PAIRING: logan howlett x female reader
RATING: explicit (18+) | WORD COUNT: 5.3k
SUMMARY: logan finds a new roommate.
AUTHOR’S NOTE: i have logan howlett brain rot and i’m not sorry. big smooch to everyone who let me yell about this to them including @eupheme @pedgito @wannab-urs @chaotic-mystery @kedsandtubesocks @undrthelights and @murder-wife 💕
WARNINGS: post deadpool & wolverine, variant!logan howlett, able bodied reader, reader being picked up (enhanced strength babyyyy), roommates to lovers trope, meddlesome pet cat, a splash of canon typical violence - mentions of blood and knife wounds, wade wilson/deadpool appearances, mild angst, explicit sexual content (18+ minors do not interact) - dirty talk, pain kink, biting, pet names, praise kink, oral sex - m & f receiving, a little dacryphilia during a blowjob, multiple orgasms, unprotected p in v, begging, size kink. if i’ve missed any, please let me know!
LINKS: masterlists | support for palestine
If Logan has to wake up to Wade's constant yapping for the rest of his life, he's going to go insane. Every morning he's jolted awake by Wade singing in the kitchen. When he notices Logan is awake, the singing stops and the one-sided conversation begins and doesn't end until Logan finally gets up from the couch and leaves the apartment with nothing but the clothes on his back.
Today, with some money in his pocket from a few odd jobs he's picked up, he finds solace in a quiet coffee shop. Sat beside a bulletin board, he scans the postings.
Art show, art show, yard sale, job opening, roommate wanted, art show--
Roommate wanted? Logan tears the paper from the pin.
Room for rent in 2 bedroom/1 bathroom apartment. One cat. Laundry on site.
He folds the ad up and stuffs the paper in the pocket of his jacket before gathering his empty coffee cup and tossing it in the trash on the way out the door, an uncharacteristic spring in his step.
Your phone rings with a number you don't recognize. You consider sending it to voicemail, already exhausted from fielding similar calls about your room for rent, but ultimately decide to answer.
"Hello?"
A man clears his throat on the other end of the line before responding with, "This the number for the rental?"
"Yep," you reply. "Were you interested in seeing it or have any questions?"
"How much is it?"
"Your half would be $950.”
"And it's a whole bedroom?"
"As opposed to a half bedroom?" You laugh at your joke but the man remains quiet and you wince. "I mean, yes. It's a whole bedroom."
"I'd like to come see it, if you've got the time."
"Sure, how's this Friday sound?" You suggest. "What's your full name?"
"Why do you need to know that?" The man's tone grows defensive and alarm bells ring in your head.
"Well, I'd like to make sure you're not, like, a wanted criminal or something," you tell him with an awkward laugh. He's quiet and for a moment you think that he may have hung up on you. "Hello?"
"Yeah, 'm still here," he sighs. "Name's Logan Howlett."
"Logan Howlett," you repeat. You give him your name in return, though he doesn't do much but grunt in acknowledgment. "Alright, well, do you have something to write down the address?"
"Just tell me, I'll remember."
After listing off the address, he ends the call with a rough goodbye. You get to work on your personal research, entering his name into a search engine.
No results.
You refresh the page, thinking that must be an error, but the same message appears.
No results.
You try spelling his name differently.
No results.
You set the phone down, anxiety starting to creep up your spine. It's hard to believe that there's absolutely nothing online about this man, who now has your full address, name, and phone number.
A sharp meow shakes you from your thoughts and you find that your cat has taken up residence on your lap, staring at you intently as his tail flicks back and forth. You run your hand over his head, scratching beneath his chin.
"You'll protect me, right?" You ask.
He leaps from your lap and struts away, fluffy tail disappearing down the hall that leads to your bedroom. You sigh.
Hopefully you haven’t just done something stupid.
Logan's attempt to leave the apartment unnoticed does not go as planned. Althea is sitting on the couch, a re-run of a talk show playing loudly, when he tries to make a run for it. He's distracted, watching her too carefully that he doesn't realize Wade has just returned from god-knows-where.
"Whatcha doin', twinkle toes?" Wade asks, startling Logan, who slams into the kitchen table with a curse.
"Fucking hell," Logan curses, rubbing his hip. "When did you get in here?"
Wade shrugs. "Sometime around the start of your 007 impression."
"My what?"
"Nevermind," Wade sighs. "You look snazzy. Got a hot date?"
"No," Logan grunts.
"A cold date, then?"
Logan pinches his nose. "No."
"Well, care to share, sugar plum? What's got you sneaking around like the Black Widow?"
"The who?"
"May she rest in peace," Wade says, tone suddenly somber.
"He's tryin' to move out," Althea chimes in. Wade's mouth drops open in shock.
"You're abandoning us?!" he exclaims. "After all we've been through?"
"Let the man do what he wants," Althea says. "Damn co-dependent freak."
"Harsh," - Wade places a hand over his chest, -"you know I have daddy issues. And mommy issues. And abandonment issues. And--"
"Enough," Logan snaps. "Yes, alright? I'm looking for a new place. I can't sleep on that couch forever."
"Is it because it smells like old people?" Wade whispers, pointing an accusatory finger to Althea, who flips him off.
"Look, this is your universe. Your timeline. Mine is gone and it's time I start making this whole thing less temporary."
Wade tilts his head and places a hand on Logan's shoulder. "My little Wolvie, all grown up," he says, wiping at a fake tear. Logan shoves his hand away, storming past him for the door.
"Remember to smile! Give 'em the ol' razzle dazzle!" Wade shouts as he slams the door behind him.
You pace your small living room and check the stove clock for the hundredth time in the past five minutes. Logan is due to see the apartment and your nerves have gone from a simmer to a full blown boil waiting for the mysterious man with no digital footprint to show up. Your cat is lounging on the windowsill, blissfully unaware of your inner panic.
Three sharp knocks at the door cause your pulse to skyrocket. You take a deep breath before crossing the short distance to the door, pulling it open with a smile.
"Hi! You must be--“
Your greeting dies on your tongue as you take in the man crowding your hallway. He's wearing a leather jacket over a white tank top that stretches tightly across a broad chest and jeans that highlight thick thighs. His dark hair is cut shorter on the sides than on the top of his head, the ends fanning out in a manner that reminds you of a cat's ears and he's sporting an impressively thick beard.
"'m Logan," he says in the same deep voice you heard over the phone, holding a hand out towards you. You slip your palm against his much larger one and you're surprised by how warm his touch is.
"H-hi," you stutter, shaking his hand. You clear your throat. "Sorry, hi. Uh, come on in."
You move aside to let him through the doorway, not missing the fact that his shoulders practically brush the frame as he steps inside. Your apartment opens up directly into the living room and kitchen with a small dining area set in between and you gesture around.
"Well, this is most of it, to be honest. I know it's not much but--"
"It's quiet," Logan interrupts. "Ain't used to quiet."
"Where, uh," -- you twist the hem of your shirt -- "where are you coming from? Exactly?"
"Kind of a long story. Right now I sleep on a couch in a shitty one bedroom apartment shared by an asshole who doesn't shut the fuck up and a blind cocaine addict."
"Oh," you reply, nodding despite your lack of understanding. "Yeah, it's just me here. Well, and Dumpling."
"Dumpling?"
As if summoned by his name, your cat appears, making a swift beeline for the newcomer. He twists around Logan's legs, butting his head against his shins. You bend down, scooping him up in your arms.
"This is Dumpling. He's cute, but he'll knock over any plants so I wouldn't recommend you take up indoor gardening if you decide to live here." Logan eyes Dumpling warily before holding a hand out. Dumpling sniffs his fingers daintily and rubs head against his palm. "I think he likes you."
Logan huffs, the sound close to a laugh, and it makes you smile. He looks up at you and for a moment you forget that you're complete strangers who have just met. He feels inexplicably familiar, his presence comforting, and you're surprised by it.
"Let's look at the bedroom," you finally say, breaking the moment. You turn, heading for the hall and he follows behind you, steps surprisingly light for such a large man. You take him to the last door at the end of the hall and enter the empty room. "This is it. It's kind of small, but all the rooms in New York are pretty much shoe boxes. It's got a closet and access to the fire escape, though.”
"Better than the couch," he says, looking around the room. "You said $950?"
"Plus half of the utilities," you add. He nods.
"Look, I'll be honest. I'm...between jobs right now." He sighs. "And my schedule can be...unpredictable."
"Oh," you mumble. You think about it for a moment. Renting the apartment to Logan would be a risk but...you can't help but notice that exhaustion in his eyes, how it's clear he's trying to get back on his feet in one way or another. "That's okay. We can work something out."
He raises an eyebrow at you. "Really? You sure about that?"
Were you?
"Yeah," you reply. "I'm sure."
Having a roommate is...an adjustment.
Logan is great. He does his dishes in a timely manner, doesn't leave any clothes on the bathroom floor, and even cleans Dumpling's litter box from time to time.
But he drives you insane and it has nothing to do with his qualities as a roommate and everything to do with how unbearably attractive he is. He could be doing the most mundane activity and suddenly you're more turned on than a faucet on full blast. On top of it all, he's surprisingly sweet for such a gruff man.
Currently, you're watching him pour himself a glass of whiskey. You know he's probably preparing to take the drink to his room so that he can have a cigar on the fire escape, but you find yourself wanting his company.
"Logan?" you ask. He looks at you over his shoulder.
"Yeah, bub?"
"Would you...want to watch a movie? With me?"
He turns to fully face you, leaning against the counter and taking a sip of his drink, dark eyes on you over the rim of the glass. You swallow nervously, prepared to retract your offer and hide out in your room for the rest of eternity, but he puts you out of your misery.
"Sure." He comes over to the couch, taking a seat that's a respectable distance away. "What are we watching?"
"Have you seen The Greatest Showman?"
A musical. He's sitting through a goddamn musical.
"You kinda look like that guy," you say from beside him. Logan tilts his head.
"I don't see it."
"It's the bone structure."
"I'm bigger than him." You mumble something under your breath that he doesn't quite catch, though he thinks it sounded suspiciously like yeah, you are. "You say somethin'?"
"Huh?" You shake your head. "No, nope. Didn't say anything."
Logan relaxes against the back of the couch, settling in. You're curled up against the armrest, a blanket covering your legs and your arms wrapped around a throw pillow. You look relaxed, at ease, a stark contrast to how you had been when he first moved in. You spent more of your time hidden in your room and he's happy to see you're getting more comfortable around him.
It's also torture. You're like a drug that he can't get enough of, a high that doesn't last long enough. He clings desperately to every smile you grace him with and falls asleep with the sound of your voice echoing in his head. He wakes up looking forward to seeing you, even if it's just in passing before you head out for your very normal job as part of your very normal life.
That's what gives him pause. You're not like him, not built for violence, and he would never drag you into that life. He thinks about Vanessa and Wade and the wedge that was driven between them they're working to repair and he can't bear the thought of having you just to lose you.
Logan's so lost in his own thoughts he doesn't realize that the movie has ended and you haven't moved. Your head is angled in a way that has to be uncomfortable, your mouth dropped open as you breathe slowly and deeply. He grabs the remote from the coffee table and turns the TV off, plunging the room into darkness as he stands and quietly approaches you.
He slides one arm beneath your knees and using the other to support your back, lifts you from the couch. You settle your head against his chest but otherwise your sleep remains undisturbed as he carries you down the hall into your room.
It's not the first time he's been in your personal space. One time he woke up to Dumpling clawing at his chest and he marched the animal back to your room for the night, barging in on you while you had been up reading. He remembers the queen sized bed in a wooden frame and a dresser with a drawer that won't shut take up most of the space, the plain white of your walls replaced by a soft blue. You've installed what he first thought were regular shelves but later learned are meant for Dumpling to use for late night acrobatics that he can sometimes hear from his room.
Logan sets you gently on your bed and pulls the quilt up to your shoulders. Before he can think better of it, he reaches a hand toward your face, tracing his thumb over the high point of your cheek. You turn towards the sensation, chasing his touch, and his chest grows tight. He sighs, stepping back and turning for the door.
Dumpling sits in the doorway, flicking his tail. Logan steps around him into the hallway, the cat's gaze following him.
"Shut up," he whispers.
Dumpling meows in return.
You're disoriented when you wake the next morning. The last thing you remember is being on the couch with Logan and watching The Greatest Showman, but somehow you've ended up in your room. You turn over in bed to find Dumpling on your other pillow, curled in a ball.
"Morning, Dumpy," you murmur, scratching his head. "How'd we end up here?"
Dumpling blinks unhelpfully at you before uncurling from his spot and hopping from the bed, leaving through your open door. It's then that you notice that you can hear grunting noises coming from the living room.
You get up to investigate and stop dead in your tracks, mouth dropping open when you find the source of the noise is a shirtless Logan doing push ups on the living room floor. The broad muscles of his back ripple with each movement, each push accompanied by a small grunt that makes your thighs clench together, imagining him making that noise when--
Logan stops, jumping to his feet and you shake your head free of the salacious image it began to create. He turns, giving you an uninhibited view of his thick chest that's covered in dark hair that trails down over defined abs before disappearing beneath the elastic of his sweatpants. You have to say something, anything, but your brain is full of static, unable to operate when he's standing there looking like that.
"Morning," he says.
"Good morning!" you reply, voice pitched higher than usual. You walk past him in a way you hope is casual, heading for the kitchen and prepping the coffee machine. "You got any plans today?"
"Got a friend who needs my help with something. Don't know when I'll be back." His voice is much closer than you expected and you turn from the counter to find him right behind you, a scant few inches of space between your bodies.
"Oh?" you whisper, keeping your gaze firmly on his face. "Is everything okay?"
"It will be."
He drifts impossibly closer, chest nearly brushing yours. Your heart pounds in your chest, a frantic rhythm that's become familiar ever since Logan entered your life. Reaching above your head, he grabs two mugs in one large hand, setting them on the counter behind you before taking a step back and turning to head for his room without another glance in your direction.
You sag against the counter, a wave of lust addled adrenaline crashing over you and leaving you breathless. The last thing you need to be doing is getting involved with your roommate, no matter how tempting he may be.
Dumpling jumps up on the counter beside the coffee pot and stares at you, likely waiting for food, but it feels more like judgment in his green eyes.
"Shut up," you whisper to him.
Dumpling meows, batting you with a paw.
You're sitting on the couch when there's an unexpected knock at your door. Logan is still gone, helping a friend and you're not expecting anyone, so you’re not sure who it could be. You check the peephole before opening the door and see the distorted image of a man in a red suit and mask supporting the weight of your roommate against his side.
"What the fuck?" you ask as you open the door in a panicked rush. The masked man waves his fingers at you.
"Hi there! I've got a very," -- he grunts, adjusting his grip on Logan -- "heavy delivery."
Logan's eyes are closed, head flopped back on the masked man's shoulder. Blood stains his t-shirt in spots that look suspiciously like knife wounds and you gasp.
"What happened to him?!" you shout. "Oh my god, he needs to go to the hospital--"
"He just needs a little power nap," the man says. "I'm Wade, by the way. You mind if I just--"
Wade drags Logan through the apartment, depositing him on your couch with a huff, wiping his hands together. He looks around and you're shocked when the eyes of the mask seem to move, as if mimicking his facial expressions.
"This is a nice place," he says. Dumpling meows and Wade gasps. "You have a cat?! I wish I could pet you, sweet kitty, but Dogpool would put me in the dog house. Ha! Get it?"
"I'm confused," you manage to say. "My roommate is bleeding out on my couch after being dropped off by some wanna-be Avenger--"
"Ouch!"
"And you're saying he doesn't need to go to the emergency room?"
"Nope." Wade lifts Logan's shirt. "See? Good as new."
Despite the blood and tears on his shirt, there's no wounds on Logan's body. He shifts, lifting an arm to smack Wade's hand away as he groans, eyes fluttering open. He glares at the man.
"Get out," he growls.
"Now, now, that's not being a very good host, Logi. What, were you raised by wolves?" Wade replies. Logan roars, a ferocious sound that's more animal than man. His hand curls into a fist and sharp metal blades extend from between his knuckles. "Okay, okay, I'm leaving, no need for the murder mittens." Wade looks at you. "You should come to Sunday dinner!"
"Wilson!" Logan shouts. Wade finally heeds the man's warnings, rushing for the door without another word, shutting it behind him. Logan sags against the couch, blades retracting into his hand. He tilts his head back, closing his eyes.
You stand there in shock, trying to make sense of everything you just witnessed. Logan should be halfway to dead by now, but he doesn't even have a scratch on him. He has claws. How does he have claws?
"Can hear you thinking," Logan says, eyes still shut. "Just say it."
"Say what?" you ask. He lifts his head.
"Tell me to get out, scream, whatever it is."
You sit down on the couch, facing him. "Why would I do that?"
"Because that's what you should be doing."
His hand rests on his thigh and you reach for it, lifting it to eye level for a closer look at his knuckles. You trace your thumb over the smooth skin, up over his strong forearm. He watches you, face almost pained.
"I'm not scared of you," you whisper. "You wouldn't hurt me."
"But I could," he bites back.
"You won't." You're certain of that. You set his hand back on his thigh and stand from the couch, intending to grab him a glass of water from the kitchen, but he stops you with a hand around your wrist. His grip is loose enough that you could break free, but you don't.
Logan looks up at you with an unreadable expression, something close to fear mixed with a conflicting emotion that you think -- or hope -- might be desire. He tugs your wrist, bringing you to stand between his legs.
"How can you be so sure?" he asks.
You place your hand on his cheek, the coarse hair of his beard scratching at your palm. His eyelids flutter and his lips part on a sharp inhale.
"You're a good man, Logan Howlett," you murmur. He closes his eyes tightly and takes a deep breath.
His next movements are quick -- a hand on the back of your thigh, dragging you onto his lap, the other wrapping around the back of your neck to pull you close, his lips capturing yours in a savage kiss. You melt into him, meeting his urgency with your own desperation, tongues tangling together and fighting for dominance.
You pull back to trail kisses across his jaw until you reach his neck, sinking your teeth into the tan skin, just over his hammering pulse. Logan groans, fingers digging into the flesh of your ass, pulling you tightly against him as his hips buck into yours.
"Fuck," Logan says, voice a deep rumble that you feel to your marrow. "Do that again."
"Do what?" you tease.
"Bite me," he demands. "Make it hurt."
You obey, biting down into his shoulder with greater effort, sinking your teeth in deep until he hisses from the pain of it and you let go, lifting your head to look at the mark you've left behind. It fades quickly, disappearing without a trace.
"Jesus," he says, pulling you in for another kiss, slow and deep, as his hands find the hem of your shirt. "Let me see you."
You allow him to lift your shirt up and over your head, exposing your breasts to his hungry gaze. His touch makes you shiver despite the heat of his hands as he traces the curve of your waist up to your chest, his thumbs finding your nipples and teasing them with slow circles. You drop your head back with a moan and he takes the opportunity to kiss your neck, your collarbone, moving down until his lips wrap around one taut bud.
"Logan," you whine, digging your fingers into his hair and holding tight. He hums, the sensation making your eyes roll.
"Thought about this," he murmurs, switching to your other breast. "Every time you'd wear those goddamn tight shirts of yours."
"Really?"
"Mhm."
"Wanna know what I thought about?" You tug his hair, pulling his head away from your chest. "Sucking your cock."
He raises his eyebrow at you and you take the opportunity to slide from his lap, settling on your knees between his spread thighs. You work his belt loose, followed by the fly of his jeans. He reaches past the waistband to free his cock and your mouth waters at the sight. You could tell he was big while you were on his lap, but he's even more glorious than you imagined. Thick, long, with prominent veins and a slight upward curve that you know will hit all the right places.
You take him in your hand, appreciating the weight of him in your palm as you hold him steady. With your eyes locked on his face, you open your mouth and stick out your tongue to lick from the top of your fingers to the flushed head. He groans, his hand curling into a fist that he presses to his forehead.
"Fuck," Logan hisses. You do it again, this time swirling your tongue around the tip before taking him into your mouth, moving down his length slowly. "God, look at you. Mouth stuffed so full you're drooling, huh?"
He's right. Spit gathers at the corners of your lips and runs down your chin as you use your mouth to pleasure him. The sounds he makes above you are downright filthy, deep moans and filthy praise that have you moving faster, taking him deeper, working to get as much of him in your mouth as you manage without gagging. He cups your cheek with one large palm, thumb tracing your stretched lips.
"Keep going, sweetheart. You can take a little more, can't you? That's it," he says. Tears burn your cheeks with the effort to obey, your throat tightening around the head of his cock. "Fuck, that's a good girl."
You breathe deeply through your nose, maintaining a steady pace and using your hand in tandem with your mouth for what you can't easily take. Logan's hips begin to flex beneath you, his words trailing off into guttural growls. His cock twitches in your grasp and he moans your name before his release floods your mouth and you swallow it down.
You pull off of him with a slick pop, gasping for breath. Before you can say anything, Logan is hauling you to your feet as he stands from the couch, lifting you up with one strong arm beneath your ass and urging your legs around his waist.
"What are you doing?" you ask.
"Just getting started."
Logan kicks the door open to your room, startling Dumpling from his perch. The cat races out the door, disappearing into the living area as the door clicks shut. He sets you down on your bed and quickly rids himself of his boots and rest of his clothing before returning his attention to you.
You're lying there in your little sleep shorts that drive him nuts. The fabric barely covers your ass and there's been more than one occasion where he's shuffled into the kitchen in the mornings to see you in them, all the blood in his body rushing south at the sight. He joins you on the bed, on his knees between your spread thighs, and extends a single claw. Your eyes widen, but you don't pull away. In fact, you start squirming, hips flexing minutely against the mattress.
"Scared yet?" he asks.
"I wouldn't say that.”
He carefully slips the blade beneath the hem of your shorts, inching it up until it peeks out above the elastic waistband before twisting his wrist and slicing through the fabric like it's nothing. Claw retracted, he removes your ruined shorts and takes a moment to appreciate the vision you make, legs spread wide and your dripping pussy on display.
"You're a mess," he says, smoothing his hands over the soft skin of your legs. He lifts one of your knees, pressing a kiss to the inside of it before resting it on his shoulder. "Gonna clean you up."
Logan dips his head to your center, dragging his tongue through your soaked sex, groaning when the taste of you blooms across his tongue. Your fingers curl against his scalp, a sharp point of pleasure-pain as he explores your body. He swirls his tongue over your clit, experimenting with broad circles and sharp flicks until you're writhing beneath him.
"Logan," you cry, hips bucking against his face. He dips his tongue into your cunt, nose brushing your clit as he does, and he hums in satisfaction as your thighs tense around his head.
He looks up at you and drinks in the picture you make, gorgeous skin glistening with sweat and your back arched from the bed, chest heaving with desperate breaths. He wants this exact moment burned into his memory, certain it could chase away the dark shadows that linger there.
Logan presses two fingers to your hole, sliding them in with little resistance. You're so warm and tight, squeezing his fingers beautifully, calling out his name as he curls them when he drags them from your body.
"I'm going to come," you gasp. "Oh, fuck, just like that!"
You pulse around his fingers and he slows his movements to work you through it until you collapse against the mattress with a deep sigh. He carefully removes his hand and sits up on his knees.
"Guess I made more of a mess," Logan says. Your eyes squeeze shut with a breathless giggle.
"I'll forgive you," you reply. You reach your arms up for him and he moves to hover over you to accept your embrace. "God, Logan," you murmur, tilting your chin up to kiss him.
In this position, he's able to drag his cock through the slick mess between your thighs and you shiver beneath him, gasping into his mouth. He does it again, more purposeful this time and it drags a moan from you both.
"Please," you murmur.
"Please what, sweetheart? Tell me what you want," he replies. "What you need."
"Need you to fuck me."
Logan reaches between your bodies and positions the thick head of his cock at your entrance, pushing forward. The stretch of him is unreal, almost too much even with how wet you are for him.
"Relax," he says, holding himself steady above you. "You can take it."
You nod and he pushes forward another inch, letting you adjust, and repeating the process until the coarse hair at the base of his cock tickles your sensitive skin. You've never been so full, no other experience compares to this. No other man compares to Logan, in any way.
He starts moving slowly, dragging his hips back until you're nearly empty before plunging back inside. Each thrust puts stars in your vision, makes the knot of want and need coil tighter in your lower belly, until you're moaning his name and begging him to move faster, harder, deeper.
Logan obeys, thrusting into you with enough force that your head board collides with the wall. He sits back on heels, dragging you up with him until you're sitting in his lap and he's able to thrust up into you.
"Feel so fucking good," he says, lips against your neck. "Need you to come for me, baby."
You nod, wrapping your arms around his shoulders and holding him close, meeting each of his thrusts with a rock of your hips that drags your clit against him, your nerves buzzing with the friction and fullness. While the orgasm he wrenched from you with his mouth felt like a wildfire, this one builds and builds, a wave cresting until it finally crashes and you cry out his name.
Logan leans forward to drop you back onto the bed, reaching a hand up to grip your headboard as he continues to roll his hips into yours, chasing his own release. His thrusts begin to grow more desperate until he presses in deep and you're flooded with warmth as he growls, long and low. The sound of splintering wood breaks through your post-orgasmic haze and you tilt your head back to find that his claws have extended through your headboard, splitting the wood and embedding into the drywall.
"I can fix that," Logan says breathlessly, tugging his hand free, claws retracting. You grin at him.
"Later," you reply, pulling him in for a kiss.
You've got better things to do right now.
Thank you so much for reading! For more of my writing, check out my masterlists!
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June 14th 2024 Developer Q&A (from the official BioWare Discord) - Complete transcript
Under a cut due to length.
Update: This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A] | [Link to equivalent post for second Q&A (August 30th)] | [Link to video recording for second Q&A]
Update: This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( ˶´ ᵕ `˶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
----
Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! I’m gonna cheat, and I’m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, you’re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction I’d like to be a part of. Veil Jumpers. Who doesn’t like a nice walk in the forest, y’know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues – oh, he’s unmuted. There we go. Or maybe not. That’s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: That’s right, that’s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If you’re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. I’ve seen, so this question was from Acra. I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, I’ll guess I’ll start and then I’ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. We’ve pulled the camera in. For those that aren’t aware, the reason why is we want you to feel like you actually are in this world, right? Like, you’re walking these city streets of Minrathous, you’re looking up, seeing the buildings all around you, you’re a part of this place. So it’s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. We’ve talked about the incredible depth and focus we’ve put on fleshing out these companions, they’re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight that’s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when you’re playing in the combat system, when you’re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what they’re doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter. That’s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think that’s a, a great question.
John: So - it’s a great question, yeah. I mean honestly, I don’t think you could actually stop the writers from writing banter. I will say for myself, it’s, it’s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, we’ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, it’s definitely still a big thing. I think it’s, if anything it’s the most we’ve, we’ve ever done for pairings of companions. Beyond that we’ve also made sure, and I mean I’ve been on Dragon Age for a while, and I know there’s been issues, you know, things like, okay, well I don’t wanna miss this banter. So we’ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, it’s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: That’s right, that’s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way you’ll gather them around the kitchen table, there’s just so many of those moments where they’re all interacting with each other.
John: Well, I think –
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually that’s a, a good call, because I think the other side of it is, we’re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Let’s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as you’re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone who’s played Dragon Age for a while will remember. You’ve got the Grey Wardens. You’ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because we’re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: “Some Dude”, is that, I’m gonna assume “Some Dude” is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, it’s different this time around, and it does get into spoiler territory, so I, I’m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that that’ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, I’m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, but I think I’ve finally settled on them. And it’s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, it’s a, it’s a really good mix, so that’s kinda my default.
Katey: I think I’m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but we’re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so I’m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, that’s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. It’s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, it’s not called this in-game, but I playfully think of it as ‘Last Time On Dragon Age’.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, it’s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, it’s very highly visual, it uses the familiar tarot card aesthetic, so it’s actually really visual and playful experience as you go through it. It is very much important to us that it’s built into the client, though. You can play this game entirely offline. No connection. You don’t have to link to your EA accounts, like that’s been a really big request. So, the refresher plus make those decisions in-client, I think we’re all pretty happy about that. I don’t wanna spoil anything by revealing what decisions you can import, like, look, y’all don’t want the spoilers, but I will say, it’s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. You’re in northern Thedas, these locations that you’ve literally never been to before. So that affects some of what will matter and what we’re not using this time around, as far as decisions. But obviously there’s some very, very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so, that’s, that’s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, that’s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesn’t stay there. I’m, I think one of the most exciting things for me, honestly, and again, to Corinne’s earlier point about spoilers, I don’t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that we’ve talked about. Places that characters have referred to as where they’ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, it’s, you do start in Tevinter, you do start in Minrathous, but again, that’s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? We’ve gone back to what we believe delivers the best, most curated –
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, it’s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. It’s, it’s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously we’ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because she’s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. It’s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ‘personality’ is a really great one because that’s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ‘em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like you’re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if you’re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, I’m, super, I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, there’s a reason for that. As the game progresses, and you didn’t see this in that opening hour of the game, but it’ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. I’d also say, this is a long answer, it’s such a good question – tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating – we call them – detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, it’s one of my favorites. If I’m fighting Fade-touched enemies in Arlathan, I like to use Bellara’s Galvanized Tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and it’s even better if it’s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, that’s probably one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and I’m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, I’d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says “combo available”. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, they’ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, it’s so satisfying, it’s so satisfying, I can’t wait for y’all to see it. But the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means, in that moment, I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rook’s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing, so. It’s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, y’all. Like. Very! I don’t wanna give away too much just yet, but it’s very, very deep. It has been revealed, it’s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But we’re, we’re gonna, we’re gonna come back, we’re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something we’re actively looking into. We know there’s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, it’s not just player-facing but internally, it’s a really helpful thing for us as we’re, as we’re building things out to have that so it’s, it’s, we’ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I don’t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once you’re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, there’s so much more than that. Other actions that you can perform directly from the Wheel include, you’ll have an Ultimate Ability, associated with your class or your specialization, so there’s variance there. There’s a type of items that you’ll get that function like Abilities, they’re typically like buffs and enhancements in form of Runes. So you’ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, there’s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold aren’t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ‘em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, it’s really wonderful.
Katey: What accessibility features are available? I would love to know if there’s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. I’m just terrified of them. That said, that’s one we’re going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you, we’ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. I’m, I’m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know we’ll probably get more info on this, but I’m so curious.
John: Yeah, so, anyone who’s paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. It’s been about ten years since the events of Trespasser. As you may or may not have noticed, Varric’s become a little bit of a silver fox. I know, I’ve heard, seen, I’ve seen a lot of comments on that on social media, but, yeah, ten years. Solas’ ritual is taken time to set up and you’re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if you’ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. We’ve, we’ve, I really, I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe you’ll see it. In Thedas, ancient elves, they go bald when they’re like millennia old, so. Solas wasn’t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. You’ll have –
John: - Now, now that said, I’m sure some of you are wondering what happened to Solas’ wig from Tevinter Nights. I’m sure he still has it somewhere, so.
Katey: He’s just taking care of it elsewhere.
John: He’s just taking care, it’s, it’s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companions’ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So they’re, they still have, kind’ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda what’s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? It’s, and, Tyrant says that they’ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, what’s, what’s been really cool, so in previous games, we’ve kind’ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you weren’t gonna go, you weren’t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, we’re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means, like, we’re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, it’s, it’s kind’ve fun. I’d say, yeah, for what we can show of Kal-Sharok, and, and other locations, it’s just, there’s, there’s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that it’s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone who’s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I don’t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is they’re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure that’s not entirely clear, so.
Katey: How extensive are Rook’s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, it’s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, it’s a Dragon Age game, we wanna make sure that we also react to decisions you’ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you’re gonna have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to mean entirely deep dialogue trees, as well as based off decisions you’ve made throughout the game so, again, making sure that the game feels like it’s noticing what you’re doing is a huge part of how we’ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, I’ve seen a few articles about it, so I’d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something that’s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesn’t mean playersexual. And if anyone’s unaware of what we mean by that, it doesn’t mean that they can form or twist their identities to who you the player are, like they, they won’t suddenly have a preference for men or women based on what you’re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes you’ll hear about preferences, or things of that nature. And what I really love is, if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, it’s one of my favorites. I’m gonna put a question back to the community, though. I’ve heard we’re going with “Laash” for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So there’s a, quite a few, probably, I think, easily more than we’ve done before, tattoos from various, various cultures. We’re bringing the vallaslin back, of course. But there’s, yeah, ton of different options, especially when we’re, again, going into all these new regions. Each, each area has its own kind’ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but we’ve kind’ve customized them a little bit, they’re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when it’s out?
John: Ooh, that’s a good question.
Corinne: Isn’t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. I’m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say I’m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, it’s, sometimes it’s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX we’re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat, because I’m going last and I get to do that when I go last, and kinda combine both Corinne’s and Matt’s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we’ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean there’s, there’s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something that’s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, it’s just been absolutely exciting and thrilling. And again, you see the team’s love in every single piece of it. As for what I’m most excited? For me, I’ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. I’ve worked on it since Origins and there’s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. It’s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things we’ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And I’ve been in games for seventeen years now, this has been the absolute highlight for me, so. That’s what I’m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna “yes, and -” that. It, I so completely agree with you. There’ve been times in the companion arcs where even, knowing exactly what’s going to happen, we work on the game, with some of these decisions, I, I’ve had to set down the controller, let out a heavy sigh and go “oh my god, what am I gonna do here?” Yeah, the depth of them is wonderful. And, I do wanna say, I, I’d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare who’s listening in, thank you so much, y’all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This one’s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: He’s been, he’s been adventuring for a while now. His hair is, is more gray, but he’s been in very dark scenes so far, so. We’ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached y’all are to the Inquisitor, I’ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, we’d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, they’re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, they’re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, it’s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, that’s all I can really say about it. We’re 100% focused on this being the most complete game we can make it. I will say, kind’ve related to that though, and I just wanna underscore this, I wanna emphasize it. There’s not gonna be any microtransactions, there’s not gonna be any battle passes, you don’t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kind’ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. I’m the kind’ve player that, that believes fashion is the real end-game. Yeah, there’s a transmog system, absolutely, it’s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, I’m just, I’m gonna be really forthcoming with y’all and a little bit vulnerable here. I’m ace, I’m a gray-ace, I don’t mind sharing that, I’m kind’ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasn’t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because –
John: Oh no.
Corinne: I’ve seen, like, can you tell us about the specializations for mage? I’m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one that’s actually more of like a combat mage, it’s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, don’t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, y’all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, it’s, it, narratively it, it serves kind’ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I don’t know how much we’re really going into that at the moment.
Katey: This one is –
Matt: But yeah, I would say, it’s like, there’s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and I’ll take it as a chance just to geek out about worldbuilding, because, again, we’re, The Veilguard for us is a really kinda dream opportunity to go to places that we’ve only ever heard reference to, or we’ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if you’ve, if you've read about this stuff, if you’ve been following along, you’ve got your own version of it in your head. You’ve imagined what it might be like, you’re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. That’s my really long answer for, yeah, I’m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, that’s a good question. I will say, you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I should’ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, I’m really sorry to have to be the one to tell you – nah, I’m kidding, yes you can. But it’s not even just petting the griffon. I’ve, this isn’t a spoiler, I think you can actually, I’ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, y’all this was so important to the team too. Like, this is the team’s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. We’ve got a, you’ve probably seen, we’re laying out a roadmap for, you know, what we’re gonna show and when we’re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then we’ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, I’ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so that’s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if it’s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, I’ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: That’s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, don’t worry, he’s fine. You may question, ask yourself, but John, it’s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedin’ through these. Let’s see. Will Rook have a set of default name?
John: Yeah so, Rook’s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, there’s a, that’s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character “Bob” because that’s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so that’s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. We’ll be talking a bit more over the summer, we’re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collector’s Edition? When can I pre-order?
John: Yeah, same answer, we have, we’ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because they’re pretty great. There’s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, it’s up there, it might just be my favorite of the tavern songs.
Katey: Let’s see, are there any – ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age II’s main theme from the soundtrack brought back much of the iconic thematic material of Origins’ main theme, but I heard less of it in Inquisition’s. Can we expect The Veilguard’s main theme to recall more or less of that original thematic material than Inquisition?
John: So we’re not, we’re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. It’s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, it’s interesting, so it’s interesting, because when we were writing these games, and this has been true on every Dragon Age I’ve been part of, what you start with and where you end up aren’t always necessarily the same. Sometimes you start writing out a theme, you realize actually it’s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regret’s shaped peoples’ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing so.
Katey: And I know that, you know, we’ve, we've kind’ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, you’ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: I’ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I don’t know what magic the character art team did for the beards, but they feel like a beard should feel like, it’s great. They look awesome.
Corinne: Just saw somebody say “it’s beard time”, I love it. It’s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good – do y’all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they don’t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas we’ve ever seen, so they’re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unless…
John: No spoilers Corinne!
Corinne: Aughhh, I’ll leave it there, I’ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Don’t try to stop me, Smee!
Katey: This one’s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I don’t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, they’re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And you’re gonna see elements of characters that, yeah, the things that we’ve enjoyed, the things that’ve shaped us, show up in these characters. I think, for me, it’s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you don’t intend for it to be the case, things, parts of you are going to show up in your character, I think that’s true for all the characters in The Veilguard. And, you know, sometimes it’s, exploring, exploring the, y’know, things that, about yourself that you may like or may not like, and it’s also about exploring things about characters that you like or don’t like, so. That’s kinda my long-winded way of saying yes, it’s impossible to not have that happen when you’re creating art. But I wouldn’t say that there’s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She’s always been a fan favorite obviously, but I think beyond that, it’s something that there, that Harding’s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldn’t say it’s always been, but I’d say Harding’s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, that’s something I hadn’t really even thought about that much, but, and it’s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, that’s exactly it, that’s exactly, and yeah, that’s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players who’ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, it’s a great, it’s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, that’s, that’s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what you’re, what you’re doing here. You’re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kind’ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, that’s, that’s really good John. That’s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether you’re doing, like, the main story, or you’re journeying with your companions, or you’re out exploring and you encounter a mystery. Everything’s handcrafted, intentional. We spent a lot of time listening to what y’all said, and of course everyone has slightly different tastes, but, you know, you’re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I don’t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, don’t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KO’d, like in previous games?
Corinne: Right, so. If Rook gets KO’d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but that’s, that’s if you’ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it you’ll see how, just engaged the team is.
Katey: A user named It’s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, it’s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, it’s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that – sorry, let me, restart. Not for The Veilguard. That decision doesn’t show up here. Now, that said, that doesn’t mean that’s that’s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: That’s a, that’s a deep cut!
Corinne: Very, that’s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types we’ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we don’t have in Veilguard, and you’ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. There’s no mechanic like that that blocks your progression until you fill a bar, right, like that’s just not a thing in this. You have the autonomy to engage in these, these quests as you like. There’s no, like, y'know, grind-out gates before you can progress.
John: That’s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so I’m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we haven’t talked much about the player’s base, the Lighthouse. And we’re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that’s an area that we’ll, we’ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, you’ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, can’t wait til you see, when you swing and connect with those weapons, there’s, there’s a real heft to it. And then of course sword and shield, so. We’re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that we’re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, I’ve often joked, and I don’t know how much of a joke it actually is, that when this game is out and I suddenly don’t have to keep all these pieces of game and lore and story and everything straight in my head, I’m suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brainpower freed up. But for me it’s just, you know, it's, the thing that keeps me sustained is just knowing the game that we’re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, I’ve been on this project since the start, and even today, I see things on a daily basis, I’m like holy – smokes, sorry, I almost swore, I can’t believe what the team is doing, I can’t believe the, how good this looks, I can’t believe. Because it’s a huge game. There’s pieces that I, I don’t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if I’m having a particularly long day, I’ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasn’t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, it’s been very real, hasn’t it? And, and I will just say, speaking on behalf of the dev team, everyone’s working so hard, they’re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, it’s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone who’s still listening I promise that I’m that I’m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you don’t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, I’m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, it’s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, it’s, the Dragon Age community, how much it means to you, how much it means to us, it’s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye y’all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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