old-wild-child · 2 years ago
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For research purposes, what media from the 1960s do you think the 4077 would enjoy?
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notasapleasure · 2 years ago
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Look i’m stressed out of my tiny mind because of house move, the dog won’t stop licking his leg and being an arsehole when you try to stop him from doing so, i’m mired in writing Doubt, my work inbox is full of passive aggression, please just let me be proud of this one thing
WATCHED 2023 Death in Paradise (Charlie Banks), 1 episode, BBC iPlayer 2022 Andor (Brasso), 6 episodes, Disney+ I Used to Be Famous (Big Dave), feature film, Netflix The Witchfinder (John Stearne), 2 episodes credited, but really just 1, BBC iPlayer 2021 Invasion (US General), 2 episodes (1.8, 1.9), Apple TV+ 2020 Avenue 5 (Joe Gibbs), 2 episodes (1.1, 1.2), HBO+/Sky 2019 Memory Man (Memory Man), https://www.youtube.com/watch?v=AkjWko7sJLk&feature=youtu.be White Gold (Roland Setra), 2 episodes (2.5, 2.6), Netflix 2018 Nightflyers (Lommie's Father), 3 episodes (1.2, 1.5, 1.7), Netflix Head Full of Honey (Mickey), feature film, Apple TV+ Safe (Neil Chahal), 8 episodes credited, but it’s more like 6, he’s barely in the last two, Netflix Marcella (Nick), 1 episode (2.1), Netflix Vera (Naz Ahmed), 1 episode (8.1), ITVplayer 2017 Maigret (Oscar (as Chook Sibtain)) 1 episode (2.1) No Offence (Sgt Keith Pankani (as Chook Sibtain)), 3 (2?) episodes (2.2, 2.3), 4+ player Emerald City (Jeremiah (as Chook Sibtain)), 1 episode (1.4) 2016 New Blood (Ayjay Kapour (as Chook Sibtain)), 1 episode (1.6), Britbox (free trial) Houdini and Doyle (Dr. Chandra (as Chook Sibtain)), 1 episode (1.7), ITVplayer 2012 Ghost Recon: Alpha (Pepper (as Chook Sibtain)), Short/video game promo: https://www.youtube.com/watch?v=7-wAzlqzXH0 2012 Casualty (Stephen Leese (as Chook Sibtain)), 1 episode (26.17), https://www.youtube.com/watch?v=UVfvj1v0lk8 (full episode) 2011 Hustle (Danush Larijani (as Chook Sibtain), 1 episode (7.4), BBC iPlayer 2009 We Make Music Short film, Youtube: https://www.youtube.com/watch?v=8wfpGohoz_s Doctor Who (Tarak Ital (as Chook Sibtain), The Waters of Mars, BBC iPlayer Robin Hood (Isabella's Guard (as Chook Sibtain)), 1 episode (3.11), currently available on BBC iPlayer 2008 Doctors (Matt Brown (as Chook Sibtain)), 8 episodes (10.8, 10.9, 10.12, 10.14, 10.16, 10.17, 10.18, 10.19), YouTube 2007 The Sarah Jane Adventures (Mark Grantham (as Chook Sibtain)), 2 episodes (1.5, 1.6), BBC iPlayer 2006 The Bill (Chris Dalton (as Chook Sibtain)), 1 episode (22.36), UKTV player 2005 Where the Heart Is (Gary (as Chook Sibtain)), 1 episode (9.5), UKTV player Footballers' Wives (Surjit (as Chook Sibtain)), 1 episodes (4.5), ITV player 2003 Grease Monkeys (Deep (as Chook Sibtain)), 1 episode (1.10), Prime TV 2002 Bad Girls (Naj Khan Din (as Chook Sibtain)), 1 episode (4.16), UKTV player 2000/2001 EastEnders (Jack (as Chook Sibtain)), 10 episodes, August – October 2000 and a couple in February 2001, some on youtube, some on UKTV player 22 Aug, 24 Aug, 4 Sep, 21 Sep, 26 Sep, 5 Oct, 10 Oct, 16 Oct ; 2001: 19 Feb, 19 Mar 
CURRENTLY WATCHING 2018 Hard Sun (DS Herbie Sarafian) 6/6 episodes, hulu/Sky – no longer available on iPlayer, paid for on Amazon
SOURCED, YET TO WATCH 2020 National Theatre Live: Dara (Itbar) Via subscription on NTL 2015 National Theatre Live: The Beaux' Stratagem (Gibbet (as Chook Sibtain)) Via subscription on NTL 2013 National Theatre Live: Othello (Montano (as Chook Sibtain)) Via subscription on NTL 2000 The Stretch (Richard Asher (as Chook Sibtain)) TV movie, Sky
I CONTACTED THE PRODUCTION COMPANY OK WHAT ELSE DO I DO? 2016 Arman (Sevan (as Chook Sibtain)) 2012 Naachle London (Galpreet (as Chook Sibtain)) trailer: https://www.youtube.com/watch?v=ftwUGemp6Jw 2009 The Unforgettable (as Chook Sibtain) The songs are everywhere, but the film? Three trailers here, not sure he’s actually in any of them: https://vimeo.com/channels/theunforgettable
I HAVEN’T FOUND IT YET 2006 Holby City (Eddie McGuire (as Chook Sibtain)) 2 episodes (9.5, 9.6), not available anywhere obvious – clip on Joplin’s YouTube showreel 2005 Doctors (Bryan Hennessey (as Chook Sibtain)), 1 episode (The Two of Us, 7.134) 2002 Doctors (Gary (as Chook Sibtain)), 1 episode (Into the Shadows, 4.38) 2000 EastEnders (Jack (as Chook Sibtain)), 5 episodes, August – October 2000 17 Aug, 21 Aug, 5 Sep, 2 Oct, 9 Oct 1997 In the Customer’s Shoes (new version) sometimes it’s better when you can’t find something - Melrose Learning Resources https://www2.bfi.org.uk/films-tv-people/4ce2b813d8b41 1996 Beck (Charlie (as Chook Sibtain) 1/6 episodes (1.4), tough to track down, never released on DVD
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swordwitch · 2 years ago
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I need DA Dreadwolf to come out and all relevant NDAs to expire because I NEED to know all the dumb bullshit that's been going on at BioWare for the last ten years.
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julio-viernes · 1 month ago
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Ha fallecido a los 85 años Nick Gravenites, un clásico del blues de Chicago y de la West Coast. Gravenites dio vida en 1967 junto a Mike Bloomfield a The Electric Flag y fue parte de los Big Brother & The Holding Company post Janis Joplin, pero además fue reconocido compositor de The Paul Butterfield Blues Band y de la propia Joplin, coproductor del LP debut de Quicksilver Messenger Service y autor en solitario de varios álbumes, entre ellos “My Labors” (1969).
Cuando en 1967 Butterfield decidió incluir en su banda una sección de viento, allanó el camino a la aparición de bandas como The Electric Flag y Blood Sweat & Tears en 1968, y Chicago y Seatrain en 1969. La segunda y la última, epígonos de The Blues Project, el grupo neoyorquino de Al Kooper. El primer LP de Flag, “A Long Time Comin´” es un variado y recomendable conglomerado de blues, soul, pop, boogie, jazz y sicodelia. Esa riqueza se plasma en el tema más largo, "Another Country", como en ningún otro corte del álbum. Escúchenla. A los 2' 24" llega el inesperado y poderoso break / collage de voces + instrumentos varios + cuerdas (a veces parece que esta página se hace sola), con de nuevo inesperada salida latina- brasileira que se va yendo hacia arriba. Al final recuperan el principio.
En 1970, Gravenites produjo y cantó, y compuso la mayor parte de los temas de "Be a Brother", el primer LP de Big Brother sin Janis Joplin. "Joseph´s Coat" es uno de los mejores.
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felassan · 5 months ago
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[link] to a video interview with DA:TV Creative Director, John Epler.
Notes:
In-world it’s been 9 years since the events of DA:I
“At the end of Trespasser, Solas declared he was going to break the world to rebuild it”
The section of the game that we saw in the Gameplay Reveal takes place “after Varric and another handful of adventurers, the initial Veilguard, have been tracking him down throughout Thedas”
If you have played previous DA games, there’s a lot of lore and references in DA:TV that will add to the experience
No save transfer, but there are opportunities to reference what you did in previous games
Tevinter is the most impressive civilization in modern Thedas because it’s a nation that runs on magic
Lore/art direction: “Magic has started seeping into the world through Solas’ ritual”, “and so you’re seeing the effects of that on the space, and on the visuals as well”
The CC team and character art team spent a lot of time working on making sure that hairstyles behaved appropriately, in a realistic way, and on representing a lot of different hairstyles
They wanted to provide more opportunities to spend time with the characters in a way that previous games didn’t allow for as much
They “did start a first version of Dragon Age 4 after Trespasser. Anthem came out, we needed to ship development to that. And when we came back we really rebooted development, started fresh, but the story has remained the same throughout, the goals of that story have remained the same. We’ve always wanted to take Solas’ story and put a final conclusion on that” (Fel note: the previous project was code-named Joplin. It was since revised to such an extent that its code name changed to Morrison, per the Bio25 book. This sounds like lots of the story, beats, themes etc from Joplin have remained despite the project change :>)
“A lot of what we want to do in this game is show the story as much as tell through conversation, dialogue”. They want the spectacle to be part of the storytelling, they want the player to be able to feel the story happening around them as much as it being told to them
They aren’t getting more specific regarding the release date as yet beyond Fall 2024
Game is coming out on Xbox Series S and X, PS5, PC
Will it be playable on Steam Deck? They are “not going to get into that quite yet, so”
[source]
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semioticapocalypse · 4 months ago
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Terry O’Neill. Janis Joplin singing 'Little Girl Blue' on the 'This is Tom Jones' TV show. 1969
Follow my new AI-related project «Collective memories»
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torchflies · 2 months ago
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Tom loves listening to Janis Joplin; he has since he was seven years old, riding high on his Daddy’s shoulders at the Avalon — before everything.
Before a passing conversation with a photographer who noticed a particularly photogenic child, before six years of non-stop movies on a Disney contract before puberty hit and made him unmarketable, before the inception of Tommy, before he was drinking his breakfast, lunch and dinner: taking uppers to get through the day and downers to sleep — just, before.
(Ice struggles with the person he used to be and tries not to join the 27 Club).
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kyokosasagawa · 9 months ago
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I started writing "4 srs" this month and I like how free and accessible writing is, so I'm recommending free software I've experimented with that might help people who want to get into the hobby!
“Specifically Created for Writing Stories”
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Manuskript – Story organizer / word processor. Has an outliner and index card function, along with distraction free mode. Lets you switch between different templates such as a non-fiction mode or a short story.
Bibisco – Novel writing software that includes writing goals, world-building, distraction free mode, and a timeline.
“I Just Want to Write”
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LibreOffice – Microsoft 365 alternative, but free! LibreOffice Writer is what I wrote this tumblr post in before I posted it. Also if you copy & paste the text into the Rich Text Editor on AO3, it seems that it actually converts it properly. Nice! No need for scripts.
Note-Taking
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Zim Wiki - note taking application that is very, very lightweight (1.1mb). It functions with a tree structure, so I’d personally recommend it for world-building and character bios. There are built-in plugins that also turn it into a good software for task management (it even has a article on how to use it for GTD) and journalling. See also: CherryTree (2mb), which is a more outdated-looking app, but functions similarly.
Obsidian MD – The Big Boy. markdown note editor that has been adopted by personal knowledge management fans---if it doesn’t do something you want it to do, just look in the community plugins to see if someone has already done it. Some unique non-word processing related usages I’ve found is the ability to create a table of contents dashboard, a image gallery for images, embedding youtube videos and timestamping notes, so forth.
Logseq – A bullet point based markdown note editor that also has PDF annotations, Zotero integration, flashcard creation, and whiteboards. Best used for outlining projects due to the bullet point structure.
Joplin – A modern app comparable to Zim Wiki, it’s basically just a note-taking software that uses folders and tags to sort easier. Looks prettier than Zim Wiki and Cherry Tree
Notion – An online-only website that allows usage of different database types. Free for personal use. Note: I dislike the AI updates that have been making the app lag more. I prefer the others on this list.
Mind Maps
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Freeplane – So much goddamn features, including a ton of add-ons. Looks somewhat ugly, but it works for anyone willing to spend a while learning how to use it.
Mermaid – Text-based diagram creator. Can be used in apps like Joplin, Notion, and Obsidian.
Obsidian’s Canvas – A core plugin for Obsidian, it deserves its own mention in that it allows you to create embedded notes of the mindmap nodes. Thus, if you want to create a 20-page long note and have it minimized to the size of a penny on the mindmap, you could.
Other Things That Might Be Of Interest
Syncthing - A free software that allows you to sync between two or more computers. Have a desktop but also laze around on a laptop in bed, coming up with ideas?? This is your buddy if you don't want to use a online software.
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reverberation-layla · 1 month ago
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Ray Muzyka and Greg Zeschuk, co-founders of BioWare. Left simultaneously on September 18, 2012, officially ending the Classic BioWare era.
Casey Hudson, producer and director of KotOR and the original Mass Effect trilogy. Left in August 2014, but returned in July 2017 to lead the Anthem development and BioWare as a whole, then left again in December 2020.
David Gaider, designer on BG2, NWN, and KotOR, lead writer of the first three Dragon Age installments. Left in January 2016 to join Beamdog, before co-founding Summerfall Studios in 2019.
Aaryn Flynn, programmer on BG2, NWN, KotOR, JE, and DAO, studio head during the production of Dragon Age II, Inquisition, and Mass Effect 3. Left in July 2017 to join Improbable in September 2018.
Mike Laidlaw, lead writer on JE, creative director of the first three Dragon Age games. Left in October 2017 to join Ubisoft Quebec (for the record, this was around the time that Project Joplin, the original iteration of Dragon Age IV, was canceled), but left in January 2020 after his new project was canceled to co-found Yellow Brick Games.
Steven Gilmour, lead animator on BG1–2, NWN, KotOR, ME1, and DA1–3. Left in October 2017.
Drew Karpyshyn, designer on BG2 and NWN, lead writer on KotOR, JE, ME1–2, and SWTOR. Left in February 2012, returned in September 2015 to work on Anthem, left again in March 2018.
James Ohlen, writer/designer on BG1–2, lead designer on NWN, KotOR, JE, and DAO, and game director of SWTOR. Left in July 2018 to design D&D adventures with Karpyshyn and one more BW alumnus, Jesse Sky, and later joined Wizards of the Coast.
Jacques Lebrun, engine programmer and tech director on the Dragon Age series, left in September 2018 to join Improbable.
Fernando Melo, technical manager on JE and (online) producer on DA1–4, left in August 2019.
Mark Darrah, programmer on BG2, NWN, and JE, and executive producer of the Dragon Age series. Left in December 2020.
Matt Goldman, artist on BG1–2 and NWN, art director on JE and DA1–3, creative director of Dragon Age after Laidlaw's departure. Left in November 2021.
Mac Walters, designer on KotOR, writer on JE and ME1, lead writer on ME2 and ME3. Left in January 2023.
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pagan-stitches · 1 month ago
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Listening to the gals this afternoon while finishing up the current project.
Beth Gibbons, Lana Del Rey, Björk, Julie Christmas, Patti Smith, Janis Joplin, Poly Styrene
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notasapleasure · 2 years ago
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Doctors season 10 run (2008) - Part 1/3
Warning! Long post...
We're here for Matt Brown, Joplin's third appearance on the long, long, long running series Doctors. He's in seven episodes, so fingers crossed he's got fun things to do!
Episode 8: Light Fingers, Loose Tongues
Lurking in a bar looking unshaven and moody! With a spectacular eye roll when his sexist acquaintance brings along a guy who's only drinking water...
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"A top man, loyal as the day is long." And apparently reminds the sexist businessman of himself as a kid, though he still hasn't had any lines.
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His boss is an absolute wrong-un doing a lot of Crime I am sure and I suspect dear Matt is there to do the leg-breaking his boss is so fond of joking about.
Oooh his boss is a cop-killer. Hopes of Joplin actually having something interesting to do in his run of episodes hmm....fading.
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He did just get to mumble a line or two though! I'm rooting for Hired Muscle with a Heart who will dob his boss in because he fancies Jess the undercover barmaid or something.
Anyway. Pretty in leather, though the haircut's a bit nerdy. Just ignore the fact he's laughing at his boss's sexist jokes.
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Uh oh is he onto Jill the undercover cop barmaid? Or is "Enjoy yer fag?" his idea of a chat-up line?
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Hhhhhdhdgdgdhffff 🥵 smoulder smoulder
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Undercover police lady bartender: "What's a nice lad like you doing hanging about with someone like him?"
Matt, sounding like language is a foreign concept: "I work for ‘im. So do you."
Undercover police lady bartender who’s decided she’s going to have to flirt her way out of this with the only attractive man at the table: "Well just make sure you don't pick up any of his bad habits..."
Episode 9: Walking on Sunshine
I wonder if there will be any actual doctors in this episode?
Ah Matt's sexist boss is called Jack, and also gets to have a few digs at 'the Lithuanians'. And Matt is on car-driving for the obnoxious business-school son duty.
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Ooh, bb doesn't like drugs and he doesn't like Jack's spoilt son Callum and he doesn't like the idea of giving the spoilt son a fancy car. It's about respect (for the car).
Apologies that I can't report much on this episode it features some amateur comic and I had to mute all his scenes because he drove me insane. Stand up comedy plus toddlers plus the miserable self-pitying doctor eurghh.
Ooh no, Matt's a good judge of character even among the criminal underworld - Jack's son is unhinged in a very unsubtle way. Luckily, Matt is good at first aid. Man with bloodied face lying behind the bins? "Bad."
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He was quite sweet and gentle getting the injured guy up and is now on 'subtly drop off the broken-nosed drug dealer at A&E duty'.
I almost gave up at the end of this because y i k e s was it dull but THEN the doctor that was annoying me got. Literally flattened by a massive truck and it was the funniest thing I've seen in ages. Solid ten-minute gut-busting laugh. On that endorphin high I will continue in the knowledge that the annoying doctor won't be back!
Episode 12: Hunger Strike
The university is selling out to ASDA (well, Walmart. Well "Novo-Mart") because it's broke. A student is on hunger strike. "Oh go and have some breakfast!" Sick burn, Treasurer.
Matt's still around, but he's lost the jacket. Joplin aficionados: I am trying to get a good look at the arm that has a scar in Death in Paradise.
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Inconclusive. More research needed.
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Damn he has a hoodie on now. And continues to be suspicious/vaguely threatening/maybe creeping on Jill the undercover bartender. Naughty naughty, hiding guns.
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Took me an age to get these screenshots, it was like the director told him to chew his gum as obnoxiously as possible crol
Episode 14: Wooden Heart
Whatever happened in episode 13 at the bar I suppose I'll just have to figure out as best I can - Matt wasn't involved so I don't care! Basically, Jack is manipulative and controlling, his son is a psycho, and Jill the undercover policewoman had to pretend she was seeing the solicitor who knows who she is.
Boo, hiss, Jack is contemplating using a baby and its pram to smuggle Bad Things! Matt isn't present.
This is so weird. The dentist is Elvis.
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Oh HAI Matt! Costumes continue to become fluffier. More greys than blacks. Does it mean anything? He's openly snarking at the boss' psycho son and the teen mum who wants work running drugs in her pram...
"She's ok...if you're into gym slips."
"Might let you have a little go in her buggy an' all."
Well at least he gets to be a little bitch :')
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Ohhhhhhh my god is he gonna make his move on the undercover copper bar lady? SUCH a creep but still. Fucking would in a heartbeat.
He did not make a move :’) just Loomed.
Oh "don't you do anything but skulk?" but he's so good at it...
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Those were like...the most lines he's had in this? Initiative and all that! Still menacing as fuck in a quiet way, still unclear if he's hitting on Jill, looking out for her, or threatening her.
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"If I were you, I'd worry about your own back..."
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TBC: This post is already way too long and the last four episodes he’s in (16, 17, 18, 19) are a run, so presumably link together more closely. I’ll try to do a part 2 tomorrow, for anyone who, like me, is simply dying to know what side Matt’s going to be on, and just how bonkers the denouement of this whole thing is going to be :))
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darklydeliciousdesires · 7 months ago
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Sky Full of Stars - Chapter Two.
Ahhh, fuck it. Why not another chapter to get the ball rolling? You guys are so good to me with your lovely comments, so in turn, you get more story!
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Previous chapters - One
Tag list - In the comments
Words - 4,312
Warnings - 18+ content throughout. Minors DNI!
“Hey Jade, I’ll give you some privacy,” Marv, their driver spoke with his usual wide smile upon seeing her climb onto the bus with a guy he recognised but couldn’t immediately place why. “Need to go find me some food anyway.”  
“Alright, Marv. The food truck has just about everything tonight. No more bad burgers!” she chuckled, moving through the narrow gangway. The bus wasn’t what he’d expected it would look like, a small lounge area at the front, two rows of sleeping bunks towards the centre, a tiny kitchen area and even smaller bathroom (complete with an amusing handwritten sign that advised if anyone took a crap, their head got flushed along with it) and finally, another lounge area right at the back.  
The seating section surrounded a small table, the space perhaps the least claustrophobic on the bus. It certainly looked a lot larger on the outside than it did within. How she coped being cooped up in it while travelling, he didn’t know.  
“Do you want a drink? I’ve got wine somewhere, do you like Merlot?” she asked, beginning to root around in the overhead cupboards. “No, it’s in the kitchenette. Hang on.” 
“Yeah, that’d be great, thanks.” Sitting down, he had mere moments to take stock of what an interesting day it had been so far. It had started out not so great, jammed against a barrier with a crush of a permanently apoplectic mosh pit behind him, the early evening bringing with it something much more comfortable and sedate. He was joined again quickly by the woman who only continued to captivate him further with every passing moment, passing him a solo cup half filled with red wine. 
“Sorry for the uncouth receptacle. We don’t keep breakables on the bus beyond coffee mugs, save things getting smashed to hell,” she explained, taking a seat. “So, tell me more about you. You’ve fascinated me so far. I want to know what lurks beneath the extremely attractive exterior.”  
Yes, she certainly was very naturally charming, Adrien feeling his stomach flutter pleasantly. She hadn’t asked him about his acting, or which industry people he knew, what he’d be working on next, oh no. Him. She wanted to know about him. It made for a refreshing change, although eventually she did inquire into his profession, one she was slowly making waves in herself. Lamentably, although she’d been in quite a high number of projects over the past eight years, he hadn’t actually seen her in anything. Or so he thought.  
“I mean, it was only a small, independent movie, but I’m really proud of it, playing an icon like Janis. She was such a huge influence,” she spoke, watching his eyes widen. 
“Shit, I have seen you in something. I saw you in that! Sorry, it’s just, you look very different to how you did playing her, obviously.”  
“What did you think?” she asked, sipping her wine. “No need to flatter me either. Be honest.” 
“Honestly?” He paused a moment, scratching his chin and pulling his cigarettes out, lighting up and knocking the pack across the table to her, Jade sliding the ashtray closer. “I think you did the best with what you had to work with. You played a very convincing Janis Joplin from what I know of her, but the direction of it wasn’t great. They could have done a lot more. From what I remember, you really put your heart into it, green to playing a lead role as you were - and that did show – but your performance what made it.”  
His words surprised her. Not because he hadn’t enjoyed the direction of the biopic, but the fact he’d been completely honest with her. “Thank you. See, so many people have been phony about it, blown smoke right up my ass, but what you said was exactly how I felt. I put my all into it, although I ultimately felt like I was only as good as what I was given. They skipped over so much of her life that would have made it even more interesting, only to go for the sensationalist element. Bloody pissed me right off.” 
He loved the way her speech was a mishmash of Britishisms and Americanisms, a slight New York lilt coming through on every sixth or so word.  
“You’ll learn the further you get into it, be more selective over what you give your time to.” She asked him if he minded giving her a little more advice there, Adrien only happy to, liking very much how completely unpretentious she was.  
In her world, she was a big deal, huge, in fact, but in acting she was still a relatively small fish in an extremely large pond. As for Jade, she considered herself extremely lucky, getting to listen to the wisdom a man who since winning an Oscar seven years before had only gone from strength to strength. 
“I know it comes with the job, speaking to press, but I always feel somewhat antsy about it,” he began a time later, as they spoke of the pitfalls of their respective careers, chewing the corner of his lip. “It isn’t even an editing thing; your words just tend to get filtered through the gaze of so many other people and it ends up as a rendition of you rather than the definitive portrait. And preconceived notions can be tough to shake.”  
Oh, the affinity. His words definitely struck a chord. “This is why I’m very interview shy. I’m too much of a juxtapose, and people don’t know how to take me. Yes, I’m quite quiet and introverted to a degree, but also, when it comes to my work, I don’t take any shit, and I will call people out on it. This leads to me being labelled as difficult, all because I tire of the same bullshit questions that my male counterparts don’t get asked, for example.  
“So, I set certain terms, dictate which are allowed and unallowed questions, and that apparently makes me an obstreperous bitch. Journalists go in there and instead of focusing on what I actually say when they meet me, they’ve already made up their minds. Then the filtering you speak of happens, and it gets even fucking worse.” She paused then, tightening her mouth a little. “Just say if I talk too much. I tend to jabber on when I feel comfortable with somebody.”  
He reached for her, sweeping the apple of her cheek with his thumb. “You’re fine. I like hearing your thoughts.” In turn, she liked sharing them, too. There was something about him she felt inexplicably drawn to, like she could trust him with anything, and not receive a drop of judgement; just a very good ear.  
“So, why Seventh Gate?” he asked a while later, watching as she played with the flame on a candle she’d brought in to illuminate the space the darker it got. She detested false light as much as he did. “Is it from the urban legend?” 
“Yes!” she enthused, utterly delighted at his accuracy. Surprisingly, not many people guessed right away. So the aforementioned legend stated, if anybody passed through all seven specific gates dotted around in a woodland area within Hellam Township in Pennsylvania, they descended directly to hell.  
“A few buddies and I went and did the trail one time, drove down there with the location details of all the gates, but completely chickened out of crossing all of them. It was dumb, because it’s a complete myth, but nope, we were way too pussy to do it,” he laughed, watching as she giggled with mirth. 
“We shot a music video there, got wasted drunk and ended up running through all of them. We did the last one bare assed naked, me with Jen on my back while chugging a bottle of vodka and screaming ‘take me Satan!’ at two in the morning, with the entire production crew crying laughing.” 
“You’re fucking insane,” he laughed, that laughter loudening considerably as he pictured it. 
“Yeah, we’re a little mental when the mood takes us.” 
He could well believe it. “I sense there’s a lot more you could reveal that’d probably make my hair stand on end.” 
Hmmm. To divulge her years as an absolute hellion to the nice guy sitting adjacent to her, or keep quiet? “C’mon, spill.”  
Well, he asked for it.  
“We got arrested for inciting a riot outside Tower Records in downtown Oklahoma, about five years ago. Huge police presence, fans jumping on cars, us thriving in the middle of it with our security team going crazy. It was fun. We got let out shortly after thanks to the negotiation skills of our manager, played the show that night, and then caused about ten grand’s worth of damage at the club the afterparty was held in. 
“Still though, through all of that madness, I think I was just playing a part, getting the hedonism out of the way. I found fame so early, signed at seventeen, an album recorded in the same year and thrown out onto one tour after another for sixteen months without a real break. I mean, don’t get me wrong, I still like to party, but not to those kinds of extremes.”  
“Not so wild any longer, huh?” 
Oh, the grin that spread across her perfect, pillowy pout. It made him twitch quite sharply in a place he wasn’t sure he should quite so soon after meeting her. “Only in two places. On stage and in bed.” 
He arched an eyebrow, eyes sweeping her a few times. “Being a tease again, hmm?”  
“Depends.” The look she fixed him with amped his pulse instantly, Adrien not able to remember the last time he’d had such efficiently potent sexual magic cast upon him. 
“On?” 
Taking a big gulp of her wine, she licked a drop from her lip, staring into the blazing green of his eyes. “Whether if I came over there and straddled your lap, you’d let me kiss you or not.”  
He had to admire her nerve. She had way more game than he did. His eyes fell to his thighs, then back at her with a smirk. “I guess there’s only one way to find out.”  
She moved the three feet separating them slowly, her glide all feline, much more cheetah than tame house cat, her eyes glinting like blue shards through the dim light. Moving carefully astride him, it burned slow like napalm, her hands resting to his chest, stroking down as he clasped her narrow waist, their foreheads touching.  
“Mmm, wow, Mr. B,” she purred, her heart thundering through an inferno within her chest. “Aren’t you absolutely divine close up?” Her lips had caught his before he could even think of replying, their kiss deepening to a slow dance of tongues within a second. It was lazy, yet scorching, their hands roaming one another as the burn gained heat.  
A soft moan echoed her throat, her hands moving to rake her nails down the dark stubbly beard flecking his cheeks and neck, the sound darting right to his cock. His entire being hummed with it, the desire to slowly peel off her clothes, but he wouldn’t be that guy. He never had been, and oh, how his body hated him for it, feeling her pressed right up against him, aching in his gut to take it further.  
“Oh wow,” she murmured, her mouth moving to his neck to lay delicate little kisses, swirls of her tongue tasting his flesh, the salt of sweat mixed with whatever cologne he wore faintly lingering there against his gorgeous skin. “The way you kiss gives me serious cunt flutters.”  
He snorted, laughing softly at her so alluringly delivered crudeness. “Yeah?”  
“Mmhmm.” That little hum preceded her mouth landing upon his again, and god, how she could have ripped all of his clothes off and ridden him to the edges of heaven right there and then, she was so torridly aroused by the man beneath her. She wouldn’t, though. Gone were the days of quick sex with a hot guy simply to sate her desire. With him, she knew she wanted more. “Okay, if I don’t control myself now I never will, but please know you make that very difficult.”  
He shook his head, arms tightening around her. “Sorry. I’m not about to let you go.” More kisses followed, a little calmer, gentler passions exchanged, the contented murmurs he made causing her heart to skip happily. At thirty-one years old, it had been a long, long time since a man had made her feel like she was a young woman in first flushes of becoming utterly besotted with somebody, and even though she was more than used to it, it pained her that she’d have to let him go in a few hours. 
That feeling? It was entirely mutual.  
Eventually, they settled to resting beside one another, two sets of long legs propped up on the table, Jade lying with her head against his chest as they talked, and talked, and talked.  
“So, why’s it complicated?” 
“Well, I suppose it isn’t really, but some would see it that way. We’re just a mixed bunch of nomads,” she began, before launching into the story of how she came to be. “So, my mum is the daughter of Italian immigrants. My grandmother was originally from Staten Island, brought there as a baby in arms after her parents moved from Sicily, but then relocated to the UK when my great-grandfather got work over in London for way more pay. They used their entire savings to take the ship voyage over and lived penniless in the Walthamstow slums until his wages came in. 
“She grew up poor, but eventually prospered, met another son of Italians and married him, had my mum, but their marriage ended when she was eleven, so my grandmother moved her back to Staten Island for a fresh start. She wanted to be with a man who actually had time for her away from his career. My grandfather worked his way up from washing dishes to head chef, eventually restauranteur, and he always put work before his family, so my gran bailed and went back home. 
“Then after four years, very sadly and quickly, she learned she had breast cancer and passed away, so my mum and uncles crossed the ocean again to return to London and live with my grandfather and his new wife. Are you keeping up so far?” 
“I am,” he confirmed, making a side-to-side motion with his hand. “There’s a lot of back and forth between Staten Island and London, but I’m with you. Carry on.” 
“See what I mean, though? Nomads! So then, mum starts dating this guy at eighteen and unexpectedly falls pregnant. She had no idea what to do, of course coming from a very devout Catholic background she felt guilty as hell over the idea of abortion, but knowing she’d only be nineteen when she gave birth was scary, too. To make it scarier, the guy she was with told her he wasn’t ready to become a father and vanished into thin air, leaving my poor mum alone with an impossible decision to make. 
“Well, that was until she met my dad. They fell in love very quickly, and he told her it didn’t matter that she was carrying another man’s baby, he wanted to stand by her and raise me as his own. He always says, “We are not bonded by biology, but god sent you to me as my baby. You are my first born, always.” His name is on my birth certificate, and he adopted me right away. I mean, it’s obvious I’m not his biologically because he’s black, but he’s the only dad I know. You might have seen him earlier, actually. He was the guy who looks a little like Morgan Freeman who was probably looking at me with a mixture of mild despair and a lot of pride. He’s out here for work currently, so swung by to watch us.” 
“Why despair?” he laughed, trying to remember if he’d seen such a man in the chaos of that afternoon. 
“He says I’m entirely too noisy with a microphone in my hand.” 
His mouth twitched into a lopsided grin, kissing the top of her head. “He’s got that right.” 
“How are your eardrums now?” she asked, looking up at him with a grin that had him in soft fits. 
“Better,” he confirmed, tightening his arm around her. “Continue.” 
“Right, so yeah, dad is originally from Harlem, but he got a scholarship place at a university in London based on his academic excellence. And believe me, my dad is so, so smart. He’s a cardiothoracic surgeon. So, years later, after he’d fully qualified as a doctor and done five years of residency, he was offered a job at New York Presbyterian, we moved back to Harlem, lived in an apartment for a while and then they bought a beautiful brownstone that they still live in to this day.” 
“Why did he choose London?” he asked, curious when there were so many amazing colleges in the US. 
“He said he wanted to see a little more of the world before he locked himself into being a surgeon, so applied further afield. When he was still studying, him and my mum used to save all their cash and take little backpacking holidays in Europe when I was a baby. There’s a great picture he keeps in his wallet, holding me at the top of the Eifel Tower when I was one, screaming my lungs out!” 
Something she had made a very good career out of, he thought. “Do they just have you, or have you any siblings?” 
“A brother and a sister four years younger than me, twins, too. Rachel and Marco, named after my maternal grandfather and paternal grandmother. I got named after my mum’s favourite gemstone. She’s really into Oriental artefacts, it’s what she studied at uni around looking after me, Asian art. She works as a curator now at the Guggenheim, specialising in antiquities from Asia.” She then paused, looking up at him sheepishly. “I’m talking too much. Again.” 
“Shut up,” he scolded softly, “I could listen to you tell me about your life for days.” 
That made her smile, always thinking she went on entirely too much when she spoke of her life and loves. “Tell me more about yours. About your parents and siblings,” she requested, idly stroking his abs through the dark fabric of his t shirt. 
“No siblings, mom said I was too much trouble to think about having more,” he joked, smiling at he thought about her. “She’s a painter and photographer, and my dad is a professor, he lectures in social science at NYU. He likes to paint, too, it’s what bonded them. He met her at an art class they were both taking while they were at university, and he said he has never, ever seen paint used in the haphazard way my mother creates her art. That’s what first attracted him to her, seeing this woman with her hair all pinned up with paint brushes, paint smudges all over her face, staring at her canvas with the kind of focus that made her look constipated, apparently. 
“When I was a baby, she used to put my hands and feet in these huge tubs of paint and let me crawl around on giant canvases, and I’d thrive, covering myself in as many colours as I could, rolling around and making a huge mess. My grandmother used to shake her head, baffled at it all, but my mom was just like, “He’s expressing himself, I’m starting him early!” I love to paint for hours, days even when I’m not working. My overall creative drive definitely comes from them. Well, her mostly. The Lois Brody method.”  
Her head shot up, eyes rounding. “Your mum is Lois Brody? Oh my god, she’s a legend! I love her photographs!” she cried, Adrien smiling with pride. 
“Yeah, she’s amazingly talented. Has this way of capturing something completely minute that others wouldn’t notice and making it the focal point of the entire photograph. I don’t know how she does it, but she’s incredible at seeing what others miss,” he revealed, still smiling widely. He was very proud of his mother, and it showed.  
“I had no idea you were her son, but then I don’t know who anybody is. It’s actually embarrassing, how it sails over my head, or how I get people confused. I met Katy Perry and thought she was Zooey Deschanel recently. I told her I recognised her from the TV show Weeds, and she’s just like, ‘eh?’ at me. I’m such a twat,” she confessed, hiding her face behind her hand as he laughed.  
“Don’t feel bad, I’m not clued up on pop culture either,” he reassured her, Jade suddenly snorting. 
“That isn’t even my worst one. Jen and I went on holiday to Nepal a few years back, and I saw a guy dressed in orange riding a bike and thought he was the Dalai Lama! The tour guide was in hysterics.”  
As was Adrien, laughing so hard, he had tears in his eyes. “His holiness on a bicycle. That’s amazing!” 
“He might like to cycle! You don’t know that he doesn’t!” she cried in a cutely comic voice, her laughter escalating as she sat up, the gorgeous man who embraced her unable to stop himself from completely falling apart.  
“Stop it,” he hissed, one arm still around her, the other hugging his stomach, which was starting to hurt. “You’re so damned funny, oh my god.” He composed himself for all of three seconds before falling to pieces again, Jade softly slapping his chest. “I can’t breathe!” 
“It isn’t that funny,” she protested, laughing now purely at him continuing to crack up. 
“Yes, it is!”  
He wouldn't forget that in a hurry, or the night he was sharing with her either, looking at his watch and becoming painfully aware he likely didn’t have long left with her as ten o’clock loomed, asking the question he’d been putting off for the last few hours. “How long do I have you for, then?”  
“Until midnight. Then I turn back into a pumpkin.”  
He raised an eyebrow. “What?” 
“You know, like Cinderella.” 
Oh, god. He couldn’t handle so much laughter. “Cinderella doesn’t turn into a pumpkin, her coach does!” 
Cringing, she hid her face, shaking with laughter. “Oh, yeah that’s right.”  
“You’re incredible,” he laughed, holding her close again. “I don’t know how the hell I’m gonna let you go in two hours, you know. This idea doesn’t sit well.”  
“No,” she sighed wistfully, stroking his chest, placing a kiss against his collar bone. “Not with me either. God knows when I’ll get to see you again, because I really want to. I’m locked into touring until December, though.”  
“Yeah, I have two weeks off as of today and then I’m going to Hawaii to shoot Predators. I’ll be there for a month for all the outdoor filming, then back for a month and a half in LA to finish the rest, then I have three weeks of press stuff booked more or less solidly until mid-December.” 
“Boo hiss,” she pouted, hand moving to stroke his face, hating that it would likely be around three months until she got to spend time with the lovely man whose arms she lay in again. “It’s what we signed up for with our careers, but it doesn’t stop it from being disappointing when things like this happen. When you meet someone you really find a connection to, and then can’t spend any further time with them.” 
He looked sad, kissing her head, the cogs in his brain beginning to turn as he entered a few moments of contemplation. “What if I didn’t have to leave you just yet?” Met by a face of curiosity, he continued. “How do you feel about tour bus stowaways coming along on tour with you for a week, should said prospective stowaway be able to make that happen?” 
Her eyes lit up, pushing herself to sit straighter. “Really? You could do that?”  
“Maybe. Gimme ten minutes to go and check.” Kissing her, he stood up, lighting a cigarette and pulling his phone out, heading back down to the front of the bus to make a phone call, the night air cooler than the heat of the day he’d felt himself baking under. While he made a call to his manager, Jade sat and fiddled with her jewellery, nervously awaiting his return. What if he couldn’t? But, oh. The joy if he could.  
She could scarcely believe it, that the man actually wanted to blow off his commitments in order to spend a week on a bus with her while she and her band travelled around California to continue to west coast dates of their tour. Seven days with him, although of course it wouldn’t be all of the time, having her own interviews to be present for along the way, visits to radio stations as well, a webcast she was also taking part in too around their live performances. Some of the time would be better than nothing at all, though. 
When he walked back in, her heart catapulted into her mouth, his face expressionless before slowly, he began to beam. “Looks like you have me for another week.” 
He was deafened for the second time that day, this time by the pitch of the excited shriek she let out, scrambling from her seat and bouncing up into his arms, raining kisses all over his face as he laughed softly, holding her tight.  
Seven days. Seven days that would change everything for them both.  
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aprillikesthings · 18 days ago
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can I make myself write the kind of awkward-but-earnest (and extremely horny for each other) fumbling sex two 18-year-olds with zero experience and who know almost nothing about lesbian sex, would be having
(I am giving them an advantage I didn't have at that age, which is that they both know how to get themselves off)
anyway possible spoilers for my fic:
I was originally going to have Adora blurting out her feelings about Catra and/or "I think I'm gay?" at Bow and Glimmer while they were at Monterey Pop, but I think I'm actually going to have Adora figure shit out there and ...not tell them.
They'll suspect. Because of how Adora is clearly crushing on Janis Joplin. (And/or Grace Slick lol.) But they won't say anything to her.
(Me? Projecting on Adora for once? It's more likely than you think!)
And I think once Catra and Adora start kissing and/or having sex, they do in fact both attempt to hide it, because they just don't know how Glimmer and Bow (and Glimmer's aunt for that matter) feel about gay people.
But I don't they'll hide it very well lol. This may or may not be based on how I know damn well that when I have sex while high I am incapable of being quiet, like. At all. And I can see one or both of them being louder than expected.
But also, c'mon. It's them lol. Just the way they look at each other is gonna clue in anyone paying attention aaahaha
....Also, I feel like I almost have to write a scene of some dude hitting on Adora only for Catra to give him a look so terrifying he just startles and walks off ahahahah
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felassan · 1 year ago
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Last week Mark Darrah did a Q&A video on his YouTube channel Mark Darrah on Games, called "15K Subs - Q&A". In case it's useful to anyone e.g. for accessibility reasons, here are some notes. The full video can be watched here [<- source link].
(Some of the questions answered were leftover from his previous Q&A video in this series from some time ago, during which time he had left BioWare and had not yet started his consultant work with BioWare.)
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Dragon Age: Dreadwolf, the DA:D development era at BioWare & related topics
"I'm still consulting with BioWare."
Q. Were there any plans to make Dragon Age games in other genres, like an MMO? A. "Not really. What actually happened was during Joplin development, as we were being squeezed and people were being stolen onto other projects like Mass Effect: Andromeda and Anthem, I actually put a Twitter poll up at one point, just sort've gauging the interest. There was never any people against it, it was really nothing more than that, just to see what the appetite was for something like that. But no development was ever done." Q. Are you looking forward to playing Dragon Age: Dreadwolf? A. "I mean, I'm not really completely on the outside anymore. I'm working with BioWare as a consultant. So when this question was originally asked I was on the outside. Yeah, I mean, that was a pretty interesting thing to look forward to, I know a lot more now than I did then. So my answer I guess is not really relevant anymore, but at the time, yeah, I would say so."
Q. At this point would it be better for the Dragon Age IP to be sold off and taken by another studio such as Larian? A. "I don't think, first of all that's never gonna happen. EA doesn't really sell off IPs. I think that it's in a good place, it's got support from EA and it's moving towards its end." [meaning Dragon Age: Dreadwolf is nearing the end of its development cycle and moving towards ship]
Q. What happened internally at BioWare, [someone whose name was redacted by Mark for the video] started becoming more and more bigoted, and why does he have a beef with Mark? A. "So I'm not gonna talk about who this was, but I'll just answer the question. The reason why there's a specific beef with me is because I was the one tasked with responding to some of the drama that was spinning up, once it crossed the line where EA felt something needed to be done. I did a video about why it's sometimes the right answer to be quiet and not to respond to something, in this particular case EA decided that things had gotten sufficiently out of hand and something needed to be done. I was the one who had the very legally-approved language and was the one that was, as a result, responding to that."
Q. [a question regarding Dragon Age extended universe/secondary material, like the comics and novels] A. "At BioWare, there is a business development group who is responsible for looking for this kind of thing. Usually, well I guess always, there is a requirement of feedback, some sort of feedback loop. Depending on the exact property that might be everything from 'you will do exactly what we say and you're just work for hire' up to 'you have a lot of creative control and BioWare maintains some degree of veto power'. Typically, with BioWare, they're looking for deals where the cost is being carried by the people making the product, as opposed to by BioWare. This is not the case with all companies. The advantage of the studio paying for it is that you make more money, but you carry more risk, so BioWare goes with the more conservative way, where they're not spending as much, or anything usually, but they give away more profit on the back end."
Q. How has it been working on Dragon Age again? Did you miss it? A. "I don't know that I missed it when I wasn't working on it. It was interesting to be on the outside. It's very strange being back in the, on the inside again, because my role is very different. I'm not the Executive Producer, I don't have that direct managerial role, I don't have direct, I don't really have any hard power whatsoever on the project anymore, so that's definitely different."
Q. What's the best piece of advice you would give the Dragon Age/Dragon Age: Dreadwolf team if asked? A. "I guess this question, which was from before, isn't as relevant, I've given them all that advice at this point."
"Dragon Age: Dreadwolf will be only on next gen consoles and PC, as far as I'm aware." [i.e., PS5 not PS4, Xbox Series X not XBone etc].
Q. Is this [referring to Dragon Age: Dreadwolf] a new beginning for Dragon Age? A. "Dragon Age is a weird franchise. It has had to reinvent itself every single time because of internal corporate pressures. This, like Dragon Age: Inquisition, like Dragon Age II, will be different from the games that came before it. I think that's fine. It's kind of become part of the DNA of the franchise at this point."
Q. What made you want to reach out to BioWare to consult on Dragon Age: Dreadwolf? A. "So I feel like that's been somewhat over-reported. So I have been doing consulting work since, in 2022, was when I started doing it. I was reaching out to different people. I knew where BioWare was when I first reached out to them. At the time they said 'no', and then I was like 'alright, fine' and I started working with some other people, and then things changed at BioWare and then they came and reached out to me when their situation was a bit different. So, I guess the short answer is money. The long answer was, I mean I have contacts there, I knew I could help them out, and I'm certainly interested in Dragon Age being the best game that it can be."
Q. How long is alpha to beta to release in general terms? A. "Almost unanswerable. It is incredibly dependent upon - the time from alpha to beta, well first of all there's lots of different definitions of these different phases, but the time from alpha to beta is the time of getting the content finished, and then from beta to release is more about getting your bugs fixed. Some games have thousands of bugs, some games have tens of thousands or hundreds of thousands of bugs, so these times can be highly dependent upon the game and the genre. If you're making something that's a competitive game that really needs a lot of tuning, then you want a lot of time in that beta period, ideally to get the game in front of people who're gonna play it, to really dial those knobs in as best you can."
Q. Why does Frostbite struggle with animation? A. "I actually feel like it's actually doing fine with animation. I think it's a content problem, not an engine problem, when it comes to animation in Frostbite. I think what you're seeing is what is being built. Now, that being said, Frostbite now uses ANT, which is the animation system built for sports, so it is different."
"I did watch Dragon Age: Absolution. I actually really liked Absolution. I'm not sure how enjoyable it would be for a non-Dragon Age person, because I'm not a non-Dragon Age person, but as a Dragon Age person I really liked it, I thought it was well-made, I thought it did something interesting with the IP."
Q. Have you added any new gameplay mechanics that you can talk about? [unclear if question was regarding DA:D or the DA games in general] A. "Not anything that I really remember, exactly, because, you know, it's a collaborative, for a AAA game it's a collaborative exercise, at least the way that I ran the project, so I wouldn't consider that anything that was in the games that I led was introduced by me, they would have been introduced by the team, or pushed for, or advocated for by people other than me, for the most part."
"In one of my videos, I said that Dragon Age: Origins went through lots of shifts in development. Yeah, Dragon Age: Origins was multiplayer two different times before it actually ended up shipping. Also, it was originally being built on the Neverwinter Engine, it shifted engines in the middle, so it had some big shifts. The difference being that, you know, back in the early 2000s, there wasn't as much scrutiny on development, there wasn't as wide of a pipeline for rumors as there is now."
Q. Is there going to be any new external/secondary media about Dragon Age? A. "I actually don't know the answer to that, that's not a room that I am in anymore, so that would be a question to ask BioWare."
Q. Where was this filmed? [The next DRAGON AGE: Behind the scenes at BioWare] How does it hold up comparing to what was announced at The Game Awards? A. "I think this is the video, the Dragon Age video that was filmed at a park in Edmonton. I think it was Whitemud Park, if it's the video I am thinking of. How does it hold up? I mean, it doesn't show as much, it's showing a little bit of content, it holds up fine."
Q. How difficult or realistic is it to have previous protagonists in a sequel game? Like Hawke in Dragon Age: Inquisition or letters from the Warden?  A. "It can, for Dragon Age, or any game that has a, or any game that has character creation, it is extra work, because you have kinda two choices. You either have to move to sort've default marketing protagonist. Well I guess you have three choices. Default marketing protagonist, or you have to put character creation right in the middle of the game flow, to allow people to create their character, or you have to have some way to move your protagonist appearance from game to game to game. Which, it would be the ideal solution, but that requires that your character creation remains relatively constantly from game to game. Which typically isn't actually the case."
Q. Why did EA cut BioWare's budget? A. "I assume that's to do with the layoffs. I do not have an answer to that question, but I put it in here anyway, so, there you go."
Q. Have you acquired new knowledge you can use for yourself consulting at BioWare? A. "It's actually been really useful, for me, so as a story-shaper, someone who develops my storytelling through the interaction with people, it's been useful for a lot of my concepts and philosophy, to bounce it off of people, and to be able to come back to things that I've thought about and even written about, even made videos about, and re-examine some of that. So absolutely, working with people has, for my kind of storytelling, has been helpful for me understanding the things I already believe."
Q. Any idea what the Dragon Age: Dreadwolf Collector's Edition will entail, or how do you decide what goes in them? A. "I have no idea, I guess they'll announce it probably when they put pre-orders up. When you're doing a Collector's Edition, when you're doing a Digital Deluxe, any of those things, it's all about perceived value. So it's all about, how much more do we want to charge for this thing? How do we get that much stuff in the box so that it's worth it? Not worth it for everyone, because otherwise, that would just be the game, but worth it for some degree of people. Typically, for physical Collector's Editions, that comes with a bunch of little things and one big thing. Dragon Age: Inquisition went a different way and it gets its value through a ton of little things like a map, little things you put on the map, and a lockpicking set, and a whole bunch of little things, but it's all about getting over that threshold of this being worth it to some percentage of your audience."
Q. Do you have hope that Dragon Age: Dreadwolf will be good? A. "Absolutely, that's why I'm working with them."
Q. Do you think it's possible for EA to recover in the eyes of BioWare fans? A. "I'm not sure that it's possible for any multi-billion dollar publicly traded company to ever have a really great public perception. I think it's something that they should care about, but I think they would be better served by focusing on strengthening the perception of the individual studios. Let EA be the evil corporate overlord and then make the perception of the studios that they own as strong as possible. That would be the way that I would go."
Q. If you could go back and change Dragon Age lore, what would you change? A. "There was some stuff in the early Dragon Age: Origins [days] which was very much trying to address some of the tropey, problematic bits of magic from D&D, so teleportation, things that. I think we went a little too hard there, and I think leaving that door a little bit more open would be better. The other thing that I think that Dragon Age has been dealing with, but is sort've a problem is, the source of magic. So in typical vanilla D&D magic kind've comes from a million different places, so it kinda doesn't matter. In some other settings, magic comes from a single place, it comes from the astral plane or it comes from this crystal that people dig up and grind up and use to do magic. In Dragon Age you kind've have it coming from a couple of different places, but too few to be everywhere, and therefore it doesn't matter, but too many for it to be one. So you end up with this weird thing of like, are undead caused by the Blight, is lyrium a source of magic? Like, there's just a few too many. And so Dragon Age has been kind've collapsing that probability space down. If I had a time machine, I'd probably just collapse that probability space down in the first place, not necessarily put it in the games, but at least know where that space collapsed." Q. Aren't the only sources of magic Blight, blood or Fade? A. "It isn't, because you've got Blight, blood, Fade - well, okay, yes - lyrium is [Titan] blood now because that was Dragon Age collapsing the probability space. That's what I mean by Dragon Age is collapsing the probability space. It didn't used to be. I don't know if that was always the plan for lyrium or not. I don't think so, I think that was - yeah, no, I think there are Titans, Titans have always been in the plan, but I don't know that lyrium was always - I could be wrong, I could be misremembering."
Q. Are games taking longer to come out now, or is it just Dragon Age and Mass Effect that this has happened to? Why? A. "No, games are taking longer. The short answer actually has a lot to do with graphical fidelity, it's just the assets take longer to make. There are more things, like you didn't have as many steps in creating a piece of art in 1998 as you do now, you didn't have even the concept of materials or shaders or any of these things, so now you have all of these additional steps along the way. It will be interesting to see if, as, some of these techniques, you know, PBM and photogrammetry and these other things become more commonplace, if some of those costs come down. It hasn't happened yet, it actually just kept going up and up and up, you just changed the work that's being done, but that might be the end-state, where maybe costs actually start to go down again. I haven't seen it yet though."
Q. Can you tell us more about Sandal or do we have to wait until Dragon Age: Dreadwolf? A. "No, Sandal is a character whose future will be decided by BioWare." Q. Can I assume that Sandal will be in Dragon Age: Dreadwolf? A. "I wouldn't make that assumption."
Q. What did you miss most about working in AAA and how does it feel being back in a different position? A. "Like I said before, it's weird, because I am, my desk, the desk, if I go into the office the desk I actually sit at is the same desk I had before, but my position is very different. I'm not doing salaries, I'm not doing people management, I'm not doing reviews, but also I don't have final say on anything, I have no hard power in my position, it's just a consulting position, so it's pretty different. I don't know that I miss anything in particular about AAA, I mean there's a power in the giant team that you just don't see in the indie space, but there's an agility that you just don't see in AAA in the indie space, so I think there's pros and cons for both sides."
Q. Any thoughts on the idea that Mass Effect and Dragon Age have become too similar? A. "I would, so I did a very sarcastic presentation back in, probably 2017. They've always been really similar. They are BioWare games with a party, they've always been incredibly similar, so I don't think it's a problem, I think that they have their own distinct characters, they stand apart from each other. In the same way that I wouldn't say that Fallout and Elder Scrolls are too similar, but they sure are both Bethesda games, so I don't think there's a problem there at all."
Q. ​Do you have an opinion to share on why there's been no marketing yet for Dreadwolf? A. "I assume that means 'why hasn't there been marketing yet for Dragon Age: Dreadwolf. I mean, there has, but nothing recently. The policy for much of AAA has become very much shorter, louder marketing campaigns. I think that there is a lot of power in that. I think that can be a very powerful way to go. Dragon Age obviously carries the fact that we did an announcement trailer back in 2018, but I think that's what's happening."
Q. Do you think it's possible for BioWare to split from EA? A. "No. EA doesn't let things go, so no. Could everyone leave and start their own studio? Sure, but BioWare will remain part of EA as far as I can tell. That's not how EA thinks."
Q. Should Dragon Age have more or fewer jump-scares in it? A. "I mean it doesn't have that many jump-scares, so... more!"
Q. Why did you decide to rejoin BioWare? A. "Like I said, I was consulting. I reached out to them, to look at the possibility of helping them out with some things. They said no, then some time went by and then they contacted me and said 'oh, actually yes', so, short answer is because it was what I was doing at the time. Longer answer is, I mean, definitely I am interested in Dragon Age being the best game it's capable of being."
Q. Do you feel BioWare could have done more to nurture the fanbase between releases, other than comics and novels? A. "Yeah, I do actually wish that there was an ecosystem to make little games, so, you know, you make the little, you make Final Fantasy Tactics, you make Dragon Age Tactics. You make mobile title - I mean there was the mobile game, the Dragon Age mobile game [Heroes of Dragon Age], that did really well, but yeah, I think there is an opportunity there. That is not the way that development works really at EA. It would've had to have been done by a different part of EA, and, so, yep. [shrug]"
Q. What do you feel about the comments that BioWare is becoming less writer-oriented? A. "I don't know that that is true. Definitely it went through a period of trying to focus more on different kinds of gameplay, like Anthem is definitely a game driven by its gameplay as opposed to by its story. I guess we'll see with Bowie what the actual truth is going to be, but I don't think that's what's happening."
Q. Is the next Mass Effect still in development? A. "Yep."
Q. Will Dragon Age go open-world again? A. "I don't know, I mean I guess that's always a possibility."
"I'm not going to comment on any things that have changed in BioWare's staffing, because, one, I found out at the same time as everybody else did, so I have no information, and two, I'm working with them, so I'm not going to give my opinion on that, so." "I'm not gonna comment on any layoff stuff."
Q. Would it be possible to give us the option to turn off the 'screen shake' effects after a critical or melee hit in Dragon Age games? A. "Yeah, I mean you do see that as an accessibility option in a lot of games now, so, hopefully."
Q. ​Mass Effect and Dragon Age have thousands of years in each of their respective lore/worlds, do you think there's a space for smaller and/or externally produced experiences that explore it more? A. "I do think there is an opportunity for that, I mean that's kind've where the comics and Dragon Age: Absolution and things like that have lived. You do have to figure out to control the IP somehow. Now you could go, like with KOTOR, where you just throw something back into the past far enough. Like go wayyy back and talk about 'where the Qunari came from' or something, but, I do think there's an opportunity there with some thinking. Now, will that happen? I don't expect so because that would require dev resources that don't really exist, or going to an external studio, which I don't think EA is gonna be particularly interested in doing."
"Yeah, I know. [the title] 'Dreadwolf' did ruin the whole vowel thing. Like, I'm also mad about that."
Q. Has there ever been discussion about adding more 'drama' to BioWare romances? I loved the conflict with Liara in Mass Effect 2 if you had romanced another character. A. "I'm sure that's a conversation that's happened somewhere. Often the characters are, each character is written by a different writer, so when they interact that can become a little bit more complicated, but yeah, there's certainly interesting things to be potentially done there."
Q. How involved are you as a Creative Lead on marketing titles? Do you have input into the creation of trailers? A. "Yes, usually there's some degree of input in trailers, but at EA they're usually done by a central group, so it's influence more than necessarily even veto. Probably the Executive Producer has veto power if necessary, but not direct creative control, they're done by a different group."
"I won't be working on [his game, High Tea on the High Seas] until my contract with BioWare is over, I expect."
"I love the modding community. We don't really support them very much, but I think there's a lot of power there for sure."
Q. Do you think BioWare should make non-linear games like Baldur's Gate 3 or stick with what they have always done before? A. "I think that there is, BioWare used to do more 'campfires in the dark', so more, like, 'I know you got here, but I don't know how', and I think that we should return to that more, at least for the side content. I think that the follower content is where BioWare's strength remains and will remain, and I think that deserves to be done in whatever way fits the storytelling that we're trying to do."
Q. Do you think the Dragon Age series should have more musical numbers in the game? A. "Yes I do."
Q. Is there any animosity between BioWare teams? A. "There has been, in the past. I don't think there is now, but there has been in the past, for sure."
Q. Do you regret allowing the player to kill certain characters? How much does that complicate future titles? A. "It makes future titles really complicated. In Dragon Age: Inquisition trying to find a Warden was like, basically they all could be dead, that's why you end up with mustache, Stroud, because literally everyone else could be dead. I don't regret it though, I think it's good to do that kind of thing when you can, it adds extra impact. You just have to live with the consequences of it."
Q. ​Is there room when AAA games are being developed for smaller projects to get made in the same studio? A. "It depends on the studio. Within BioWare, basically no, because the big AAA things just suck all the life out of it, but I've seen it work at some places where they have protection to keep the little things working and alive. So it's possible, but I don't think it could work at BioWare because I think they would just end up getting starved out by the bigger titles."
Q. ​Do you think BioWare is going to innovate, or are they trying to make something standard? A. "I mean all games contain innovation, so I'm not sure what your question is there, so yes."
Q. Was there any general reaction that BioWare had to Cyberpunk: Edgerunners?  A. "Nothing that I'm aware of. I'm sure that people watched it and had thoughts, but nothing that I've heard."
Q. Do you believe marketing campaigns that are started too early, with features that don't make it into the final product are deceptive and counter-productive because they create false expectations? A. "So I do believe in shorter, louder marketing campaigns in general. There are cases where ya gotta go out and ya gotta start building expectations for your title, but when you're out there for a long time, and you're showing gameplay, you're going to show things that end up getting cut. And I don't think, so, are they counterproductive? No, I don't think they are, because most people don't remember, they just remember they were excited, the thing they saw two years ago. They don't remember that it showed something that ended up getting cut. Do they cause a little bit of internet drama? Sure. But I don't think that they're counterproductive. I think in the cases where you have to do them, where you're repairing a relationship or you need to build up a new IP or whatever, they can be useful. Are you gonna get yourself into trouble? For sure, but, still worth doing."
"Shorter marketing campaigns are super effective, but there are cases where you need a longer conversation with your potential fans."
Q. Do you see Dragon Age as a franchises headed towards a linear end, or more of a world for stories that expand in different directions? A. "I don't know that we'll ever see Dragon Age kind've branch into a bunch of different things. So, like, will there be a main title that continues to basically be the line of canon, that's, probably, yes. That's probably what will happen. It is a franchise that is much more about its world than Mass Effect, and much less about its characters, so I get your point, but I don't think we'll ever see, like, several different parallel storylines going at once."
Q. Without a remake or remaster [of previous Dragon Age games] what would you pitch to onboard people in the Dragon Age franchise? A. "I mean hopefully Dragon Age: Dreadwolf is a perfectly reasonable on-boarding point. The games are designed to be able to be consumed starting with any of them, so hopefully that remains the case."
Q. Why did you not teach anyone at BioWare the true art of Twitter teasing and trolling before you left, because your skills was legendary, and it has not been the same since? A. "So I think, I only got to be on Twitter the way I was on Twitter because I was the Executive Producer, because I was basically the one who decided what information was public. Which is why you haven't seen me do that again."
Q. Does BioWare face any recruitment problems due to its primary location in Canada? A. "Primarily in Canada isn't a huge problem, primarily in Edmonton definitely is. We still live in this weird world of hybrid development so people are getting hired from all over the place right now, but yeah, Edmonton was always a problem for recruiting."
Q. When are you planning to talk about Anthem? [in YouTube videos] A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. There was talk about a "five game plan" for Dragon Age at some point. Was that ever a thing? If so, is it still a thing? A. "There have been lots of plans, so, sure."
Q. Will you continue your career in development after Dragon Age: Dreadwolf, or was it just a one-time return? A. "Yeah, I'm working with another studio right now as well, this is not my only contract, for sure."
Q. Will you be involved with the next Mass Effect as a consultant? A. "That's not my decision to make."
Q. What is the main thing you would change about how management works in AAA studios? A. "I think that question is unanswerable because management at AAA studios is different everywhere. BioWare uses a matrix structure, so they have departments, but they also have individual leaders. I would like to see more project-driven, like, I've talked about [his] 'hourglass' [concept] in a video before, where driven more through the product, but that being said, I'm not sure long-term how that would be for the people, so I guess, short answer is depends on the studio."
"Dragon Age has had the misfortune of always being seen as being inaccessible to the average gamer, so there's been a lot of corporate pressure for it to become more mainstream. And so it's been kinda questing for a fantasy RPG that is very accessible. Hence why, and then, you know, hence that's Dragon Age II, and then you know Dragon Age II's reception pushed Dragon Age: Inquisition to change some more. Dragon Age has never really been allowed to be constant. And I think it would actually be very good for the franchise to be allowed to be constant for a while, get some 'true sequels' [true sequels here refers to a specific thing Mark has previously discussed on his channel] under the belt. So, yes, true sequels are awesome, I wish that there were more of them and I wish that Dragon Age was one of them."
Q. Are Dragon Age and Mass Effect regarded as big IPs by EA? A. "Sometimes. Sometimes yes, sometimes no. There was a time when EA had the, I think it was called like, 'The Big 12', Mass Effect was on that list, Dragon Age was not, so, sometimes."
Q. Do you feel EA has historically had unrealistic profit expectations for the Dragon Age series? A. "I can't really get into the way that EA does its financials. I think that there are, sometimes, EA wishes everything was FIFA and obviously that's unrealistic."
Q. Will the critical success of Baldur's Gate 3 influence Dragon Age: Dreadwolf and other future projects? A. "It's a bit late to influence Dragon Age: Dreadwolf. Will it affect other future projects? I suspect so. I think it's gonna have a big impact on the RPG space, in some ways, for sure."
Q. Oh, is 'Bowie' the actual codename? Neat! A. "Yeah, Bowie is the actual codename. Did I just leak that? Well it is."
"The hardest part of a project for most people, myself included, is when you can't see the start anymore, and you can't yet see the finish, so with games with really long [development] cycles they can have a lot of trouble in the middle because you don't have the excitement of the beginning anymore and you can't see that it's finishing. So that can be hard. I think that is honestly one of the reasons why I think completion urgency has been on my mind so much, because this has always been kind of the case with BioWare with games, where you do a middle march in the dark, and so hopefully we find some solutions to that."
Q. When are you planning to talk about Anthem? A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. ​Is it more accurate to think of the development cycle of Dragon Age: Dreadwolf as one game, or several? A. "Kind've something in-between. Definitely there have been moments where the game has pivoted to a large degree that it effectively has started over, but it hasn't always actually started over, and maybe that would've been better, so it's a little bit of both."
Q. BioWare office tour when? A. "I don't think that I can do that, but maybe BioWare will, you should ask them."
Q. Do you think the 'Frostbite is bad' narrative has been blown out of proportion? A. "Yes I do. I mean, yes it is not a perfect engine, no engine is. It definitely doesn't have the support levels that Unreal has, but it is a capable engine if you treat it with respect. The problem is, is that I think a lot of developers have not treated it with respect."
Q. Has BioWare ever thought about character DLC, for example the story DLC in Dragon Age: Inquisition was wonderful but much of what people enjoyed about the story DLC like Trespasser was reuniting with the companions. A. "Yeah, there actually, a bunch of stuff got discussed in earlier incarnations of Joplin and Morrison about doing, like, date packs, or very, very focused bits of DLC. I don't think that's still in the plan, but that was the plan at one point."
Q. What would you say to fans of Dragon Age that are worried about Dreadwolf right now? A. "I'd say keep paying attention, and hopefully BioWare give you confidence."
Q. ​Do Dragon Age: Dreadwolf leaks hurt any team morale? A. "It can, depends on the leak, it can, for sure."
[source and full video link]
Other notes from the video are collected under the cut due to length:
Q. What's something from Baldur's Gate 3 that may not be obvious to players that you've seen and said 'wow, Larian really figured something out that I wish we, BioWare, had been able to do'? A. "The big thing that Larian is doing that is missing from most other modern games is they are, Failbetter Games calls it 'campfires in the dark', which is, a lot of their plot scripting is based upon reacting to where you are in the moment as opposed to the path you use to get there. What that means is you can do almost anything, because the game doesn't really care how you did it. If you're Matt Mercer and you pile up a bunch of boxes and then teleport into a keep, and bypass the entire plot of getting in there, once you're in the keep, the keep is like, 'okay, you're here, I don't know how you did it, but whatever, we'll just go from here'. And, two things. One, it makes for incredibly robust scripting. The game is able to not fall apart as you do things that it wasn't expecting, because to some degree it's not really expecting things as much. Two, it's just letting you do much more as a result. Now you are giving up a certain degree of reactivity for that, but it's a very powerful tool that I think has been largely set aside by most other developers."
"I think there's definitely some interesting avenues to be taken with your party members having relationships with each other and interacting with each other. It gives them more life. It makes them more believable, that they're not just there waiting for you to come and talk to them and otherwise they're completely static. I think having them interact with each other definitely helps make them more believable."
"One of the, I would say, biggest mistakes of Dragon Age II is the fact that you always have to fight both final antagonists, regardless of which path you decided to do, and that's a decision coming from 'we don't want to waste our content. We want people to see this stuff we spent all this time on'. So some of it is about just being willing to commit to the concept of, there is content that people won't see. It helps, at least it helps me a little bit to remember that most people aren't gonna even finish your game, so arguably the end is a branch that most people won't see." "Honestly, to a large degree, let the creatives guide the way. If they're excited about writing it, if they're excited about scripting it, let them do it. Maybe you do a much simpler version [of the hypothetical cutscene being discussed, re: branching content and zots/resources], but you can still do it."
"I've never played a game of the Dragon Age TTRPG. How much was the Dragon Age team involved in the creation of the rules? Not at all. That was created entirely by Green Ronin. That was their system entirely and I think they've used it for other things since then. I like that it exists. I like that there is a, something that signals that Dragon Age is an RPG. Now I think I would be pushing to make a 5th edition supplement for Dragon Age, rather than a standalone RPG, but at the time, it was the right call, I'd say."
Q. As a producer, how have you mitigated decision fatigue for you or your team throughout closing a project? A. "So one of the reasons why I actually advocate so strongly for triage is that triage is a forum through which you can answer a lot of questions, especially at the end of a project, the closing parts of a project. You're not going to avoid making decisions. Finaling a project is making thousands of decisions in rapid succession, but you can take a little bit of the burden off individual team members by helping them with that decision-making, or when necessary making decisions yourself. Triage also lets you get a group of people together. Making decisions as a group, if you've worked together for a while, can be faster, can be less draining as well."
"I really believe in some degree of developing out loud. I don't know how practical Larian's style of, 'go into Early Access for three years and develop it with the community' is, for most studios, especially the publicly traded ones, but I do think some form of discourse with the community is incredibly valuable. Are we gonna see it? I hope so, but I do think that a lot of studios have developed a very secretive, private kind of stance. For good reason. It's a lot of work to keep this discourse running, to keep it from turning toxic, to keep the conversation going. I think it's worth it, but there's work there, for sure." [I think BioWare are a publicly traded company]
"I could be wrong, but I feel like we're starting to see DLC in singleplayer games be a thing of the past. It seems like it's fading away. I think we may not see very much [of this] three years from now. Will it then circle back around, come back around? I suspect it will, but that's what I'm noticing."
[on the game industry in general] "We've had a lot of layoffs this year, so definitely there's been volatility this year, but we have, as the industry has grown up, it has become more risk-averse, at least in the AAA space, it's become more expensive, things have taken longer, but you do see less, sort've pulsing - you see less AAA games shipping and then the entire studio being shut down. It does still happen, but I do think you are seeing less of it. I think it's partly just, becoming more and more a business."
"I do not think Mass Effect 3 will ever be open-sourced."
"If I was given a large budget and asked to create a 'Dragon Age Legendary Edition', I think if I was given that task, the big thing would be, I think for Dragon Age: Origins, you have only two choices. Once you start going in there, you gotta go so deep, that I would go remaster, and just pretty it up, and let all its warts be its warts. Maybe take another crack at the console controls, and like getting tactical camera on the consoles, if I could, but largely just prettying it up. Dragon Age II, I'd be really tempted to see if you could make Orsino an optional fight, otherwise, probably it's fine. Dragon Age: Inquisition, Hinterlands, actively pushing you out of the Hinterlands much more quickly, not cutting anything from it, but definitely making it more clear that there is a critical path, because the pacing is kind've off there. Reducing the amount of Influence you need to unlock things so you can get through it a little more quickly."
"Dragon Age: Origins was originally planned as one game with no sequels. That was the original plan, which is why the end of Dragon Age: Origins has weird branching epilogue structure, is because it was never intended to be a game with sequels. You're always going to, that's a lesson for the world, always assume that you're going to potentially have sequels. So, it's not that you should leave a bunch of threads, but don't make sequels incredibly difficult to have."
"Dragon Age: Inquisition basically only had eight spells because of console convenience, yeah, basically, it's designed around its console controls for sure."
Q. Was there ever a significance to the Amell [blood]line? Like the Warden and Champion being related? A. "I don't know the answer to that question. I mean, there are often things that are planned and then executed, but also things where convenient plot hooks are picked up and taken in different ways. So sometimes things are planned years in advance and sometimes they just look that way."
"As far as I can remember, Leliana's lyrium ghost was just a quantum thing. It's just because we wanted Leliana in Dragon Age: Inquisition and Leliana could be dead. I mean it kinda makes sense, because the only place that Leliana could die in Dragon Age: Origins was at the Urn, so, sure, the Urn did it."
Q. If Dragon Age: Origins ever gets a remake, would a lot more of the problematic elements be removed? A. "So that's, ultimately what it comes down to, I think if you did a Dragon Age: Origins remaster, you wouldn't, you would just put a fresh coat of paint on it and that would be what you would do. But if you start to do a remake, I think it becomes necessary to start to open up some of those conversations, and that could be a lot, which is honestly one of the things that probably is causing hesitation on doing a remaster, or a remake in that case."
Q. If a fan writes an incredibly good idea on a forum or social media, is BioWare banned from implementing their idea? A. "It depends. If it's just like, 'I put an idea out on a Twitter post', no, you're basically releasing that idea to the public by that kind of post, but we don't, but BioWare doesn't, so I guess no, I guess, short answer no, because in that case it's like, well you just gave that to everybody. If it's a bit of fan literature, nobody's reading it, it's just going in the garbage, so no, so in that case nobody knows what's in that piece of literature, so, no."
"Will Dragon Age: II and Dragon Age: Origins ever come to PS5? I don't know. I mean that would basically require a remaster of some sort."
Q. If you had free reign what's the coolest, most ridiculous thing you would put into a physical Collector's Edition of the game? A. "So, I did, on Anthem, I did push for this, and I wish we'd done it, I did push for doing, because we had the studio that made the physical versions of the Javelin suits for that one EA Play. I did push for a $55,000 Collector's Edition, where you got one of those suits. Obviously we didn't do that."
Q. Would you say it’s harder to import decisions in a series like Dragon Age or Mass Effect? I bet it’s harder when each game has a different protagonist. A. "Actually, so, Dragon Age is a little bit more self-healing because when you are playing a Mass Effect, so Mass Effect 1, 2, 3, a lot of what you care about is the interpersonal stuff. When you're moving from Dragon Age: Origins to Dragon Age II, you don't really care about any of that interpersonal stuff, because it's a different character. I mean, you care, but it doesn't, the game doesn't need to reflect it. So Mass Effect has to deal with a lot more minutiae than Dragon Age does. Dragon Age just needs to deal with the big stuff."
Q. Would the Eclipse Engine have been better for Dragon Age: Inquisition even if it had meant the scope of the game would have to be smaller? A. "No, the Eclipse Engine was about ready to die of old age."
Q. ​Do you remember what the major aesthetic influences on Anthem were? A. "So, this is what I remember. Cigarette butts and coffee cups, so like, the abyss. No wheels. I actually think Anthem has a pretty strong identity. It looks like something."
Q. Who's decision was it to start using Frostbite? A. "I mean, the short answer is, it was the only politically-viable answer for Dragon Age: Inquisition, so, so I guess EA."
Q. Did you feel there was a large culture change when Greg Zeschuk and Ray Muzyka left BioWare? A. "Not really, like a lot of it was basically already happening, as part, as EA basically started to impose its culture on, and also just the culture infiltrated over time. I would say that the cultural shift at BioWare happened slowly, not all at once when they left."
Q. I was really hoping for that Dragon Age tactical game. Any chance of seeing something like that in the future? A. "Probably not, I mean, it was a tweet, there wasn't anything behind that."
Q. ​If only there was a Mass Effect toolset. A. "Yeah, so I don't think you're gonna get, so a toolset with a game that is using Unreal like Mass Effect, that's much less likely, because you're gonna have to get a deal with Epic to do that. They might go for it, but yeah, that would be harder."
Q. I recently found out that The Last Court was made by an outside studio, and BioWare has brought in outside writers to work on Dragon Age before. Is that a common occurrence? A. "Yeah, it happens, for sure."
"Dragon Age II is pushing the Eclipse engine to the limit, it's basically the upper limits."
Q. Was there ever any discussion on showing Hawke and their companions visibly age over Dragon Age II? A. "There was, there was absolutely, that conversation did happen. We didn't really have any way to do it easily, but it was talked about."
Q. Dragon Age seems to have a much larger female fanbase than most gaming franchises, is this something EA has been cognizant of/interested in? A. "Cognizant of, yes, interested in, yes as well, though The Sims is actually even better. Understanding what to do about? No."
Q. What were your lessons learned from Mass Effect: Andromeda and why it went that bad? A. "I don't actually think it went that bad. It had a rough launch, so it kind've escaped a little early. That's probably its biggest problem. If it had released in the state that it was at within a month, it would've been a lot better received. Now it did also launch up against Zelda and Horizon, so, the number one lesson there is - when Dragon Age: Inquisition shipped and the Inquisition team was talking to the other team, one of the biggest things we said was 'don't use Inquisition as your baseline, it should be your worst-case', and a lot of the planning on Mass Effect: Andromeda was done using Dragon Age: Inquisition as the best case, so, what happened, basically its end got squeezed out of existence."
Q. What do you think about a Mass Effect: Andromeda remake? A. "Seems early, but maybe, some day. I mean it's kind've healed its perception to a large degree, kind've like Dragon Age II but for different reasons, it's not seen as as bad as it was seen at launch, so, I think there's a market there."
Q. Have there ever been discussions within BioWare of visual novels as a possible format for their franchises? A. "Yeah, it's come up, it's even been pitched. Hard for EA to do little things."
[source and full video link]
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sgiandubh · 3 months ago
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I salute the brave Greek singer Despina Vandi 👏- who refused to go on stage in Turkey, because of hanging a photo of Mustafa Kemal Ataturk.
Dear Despina Vandi Anon,
As promised, here is your audio. It should count as Sunday's delivery for the vast majority of this fandom's time zones, so expect another one the week that just started, on a different topic - Anons never cease to amaze me:
I very much doubt our readers know who Despina is, so I'll make a proper introduction:
youtube
Yeah, she'd like to think of herself as Greece's Taylor Swift, but the honest truth is her decent voice serves the cause of bubble-gummy Balkan turbo pop. The kind of forgettable BS you hear on a beach, somewhere around Paralia Katerini, Anon. My favorite in Greece, Kambos Beach, on Patmos, will give you Janis Joplin instead, and I love those guys to bits for that.
But anyhow, the topic is serious, even if the event itself might sound as just another starlet's whim. What happened was immediately instrumentalized by the press on both sides of the Great Post-Ottoman Divide, simply because we are dealing here with fundamental identity tropes - handle with care, always.
In a nutshell, on July 17th, Despina Vandi was scheduled to appear in concert in the (otherwise positively sleepy) town of Çeşme, on the South-western coast of Turkey. The problem with Çeşme is double: a) it is near Izmir, formerly known as Smyrna, before the early-ish days of the Turkish Republic, in 1930, and the epicenter of the troubled transition from the sultan's powerless despotism to Mustafa Kemal Atatürk's aggressively secular autocracy. And to add insult to injury, b) it is a municipality run by the left-wing CHP, the main opponent to Erdoğan's overbearing political project. The New Sultan's dream clashes mightily with the Founding Father's ambition of an emancipated, literate Turkey. So much so in fact, that one might see a mild rebellion gesture in the fact that the organizers thought fit to decorate the stage with a Turkish flag and Mustafa Kemal's portrait - something you see pretty much everywhere in today's Turkey, from libraries to pastry shops, to be honest. What followed is emotionally logical: Vandi abruptly canceled her appearance, because she felt that her performance was politically manipulated and the mayor of Çeşme angrily invited her to get out of his town ASAP, because he felt that nobody puts Baby Atatürk in a corner.
Vandi's reaction is entirely faithful to the Byzantine centuries-long tradition of defiance and spite towards the Turks. The Mayor's reaction is an irked reply to the uncomfortable situation of losing face because and in front of a woman singer, who showed utter disrespect for the Father Figure in the room. But beyond the heated, almost farcical argument we are perhaps talking about what Jay-Z called an 'Empire state of mind'. 'Never the twain shall meet', to respond to the golden-fanged rapper with some Kipling. At least since the evening of that fateful day of May 30th 1453, when Constantinople finally capitulated in fear, fire and collective trauma to the Ottomans.
Steven Runciman sums up best that feeling of cosmic impending doom:
"The month of May was drawing to a close; and in the gardens and the hedgerows the roses were now in bloom. But the moon was waning, and the men and women of Byzantium, the ancient city whose symbol had been the moon, prepared themselves to meet the crisis that all knew to be upon them." (The Fall of Constantinople)
The Greek mind never quite came to terms with that feeling of being under siege. The Ottoman (and post-Ottoman) mind never quite came to terms with the imposter syndrome that ensues a cursed victory. Its genuine administrative genius that ensured for hundreds of years an almost complete domination of the Levantine world failed to adapt itself to the industrial and bourgeois revolutions of the Nineteenth century. Despite that very costly Berlin-Bagdad railway, the train of modernization was never caught at a moment that could ensure the political survival of its Empire.
But an Empire is never completely dead and done with. As Philip K. Dick famously wrote in VALIS, one of his most strange novels, 'The Empire never ends'. He was, of course, talking about the Roman Empire and how he bizarrely felt about its timeline overlapping with the Watergate Scandal. Yet, despite the clearly psychotic inspiration of that book, I think he was onto something. An Empire never ends, to the extent that its faint echoes still inform even the most apparently trivial news of our own reality.
But this, I suspect you might know better than me, Anon, judging from the tone of your comment. In that case, γεια σας και σας ευχαριστούμε πάρα πολύ για την υπομονή σας.
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karnaca78 · 1 year ago
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Great Minds of the Isles - A Dishonored Illustration Series
Fig. 1: Esmond Roseburrow, Father of the Industrial Age
My current obsession being Dishonored again, and in particular the scientific aspects of its world, I figured I could draw as well as write about it. So I'm working on a series of illustrations depicting the greatest scientists of the Empire. Namely Esmond Roseburrow (featured here), Anton Sokolov, Alexandria Hypatia and Kirin Jindosh. I might also include Piero Joplin, perhaps others if I can play the games again and find new ideas. Anyone is welcome to make suggestions in case I have overlooked an interesting figure of Dishonored's scientific lore!
Style-wise, I'm seeking to emulate ink drawings typical of the 19th century (although my support is digital). I'm doing research on that end but this is entirely new for me. I hope this little project will help me improve as an artist and find some new Dishonored fans to interact with!
See Fig. 2: Anton Sokolov, Royal Physician
See Fig. 3: Alexandria Hypatia, The Good Doctor
Read The Age of Enlightenment, a series of writings covering science through the Empire of the Isles
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