themagnusbane
themagnusbane
I think there's a flaw in my code
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Itenoria. 34. She/her. Queer. Nigerian. Magnus Bane will forever have my heart and own my ass. I track #themagnusbane. I’m an adult so my content is for adults! If you’re below 18, follow a more age-appropriate blog. I am not your parent. Gifs / Drabbles / AO3
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themagnusbane · 6 months ago
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Jason Schreier: "NEW: After the release of Dragon Age: The Veilguard, dozens of BioWare employees were told they were temporarily assigned to other projects within EA. This week, a twist: those temp assignments are now *permanent* transfers. And BioWare has shrunk. Story: [link] Dragon Age: The Veilguard was undeniably divisive, but to many who worked on it, it was a miraculous accomplishment to even ship a complete game after EA forced live-service into it, then reversed course. Now, their reward for the long hours and hard work is layoffs and transfers." [source]
Bloomberg article:
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"Electronic Arts Slashes BioWare After ‘Dragon Age’ Sales Miss The studio has shrunk to less than 100 people following the release of Dragon Age: The Veilguard Dragon Age: The Veilguard missed EA’s sales expectations by 50%, leading to cuts at the studio"
"Hi everyone. Today we’re diving into the cuts at Electronic Arts Inc.’s BioWare. BioWare magic Late last year, after the release of the new role-playing game Dragon Age: The Veilguard, dozens of employees at developer BioWare were given some staffing news. Moving forward, they were going to be loaned out to other teams within their parent company, Electronic Arts, where they would work on various upcoming games like Iron Man and Skate. The logic made sense. BioWare’s next game, a new installment in the popular sci-fi Mass Effect series, was in pre-production and did not need the entire studio. There were no other internal projects for everyone to work on. Instead of getting laid off, they would stay employed, working on other projects until Mass Effect was ready for them. But this week, the group was informed that the loans had morphed into permanent relocations, according to people familiar with what happened. They were no longer BioWare employees who were temporarily on assignment elsewhere; now, they worked for whichever EA subsidiary had borrowed them. If they want to work at BioWare again in the future, they would have to look for job openings and re-apply. This was an unwelcome development for some of the employees, who now find themselves on brand-new teams at studios they’d never planned to join. Some had come to BioWare to work on storied role-playing game franchises and found the idea of working on action or sports games less appealing. But at least they got to keep their jobs. During the same reorganization this week, around two dozen other people at BioWare were laid off, according to the people familiar, who asked not to be identified discussing nonpublic information. Writer Trick Weekes and producer Jen Cheverie said on Bluesky that they were among the veteran workers who’d been cut."
"BioWare is now down from more than 200 people two years ago to less than 100 today, according to the people familiar. A small team will remain to work on the next Mass Effect game — led by company veterans who oversaw the development on the original trilogy as well as on 2019’s Anthem — in hopes of expanding as the game gets further into production. The company announced the reorganization on Wednesday, saying it planned to “become a more agile, focused studio,” without mentioning the job cuts and the relocation of staff permanently to other studios. A spokesperson for EA declined to comment on specific numbers. It’s been a rough month for EA. Last week, the company’s shares plunged 18% after reporting preliminary holiday-season results that missed estimates and lowering its forecast for the fiscal year. The poor results were largely due to the underperformance of EA’s latest soccer game but the company also said that Dragon Age: The Veilguard reached 1.5 million players, missing sales expectations by 50%. What may be most surprising is that EA, which has a long history of shuttering studios after a failure, is keeping BioWare around. The once-revered RPG studio, founded in 1995 by a trio of doctors, released a string of beloved titles throughout the 1990s and 2000s, including the first two Baldur’s Gate games, Dragon Age: Origins and the Mass Effect trilogy. But the studio has failed to release a hit since 2014’s Dragon Age: Inquisition. Mass Effect: Andromeda, released in 2017, received mediocre reviews and was widely criticized for its bugs and uncanny animations. BioWare then pivoted to a live-service shooter with 2019’s Anthem, which was roundly panned and killed after less than two years. Both games were plagued by management issues, brutal deadline crunches and a belief — called “BioWare magic” — that everything would work out in the end."
"With the single-player Dragon Age: The Veilguard, which had its own turbulent development cycle and was rebooted multiple times, the studio hoped to win back lapsed fans. Despite generally positive reviews, the game proved to be divisive among players, with some criticizing the writing, art style and linear level design. But many observers and staff blame EA for the situation they put BioWare in — canceling an early version of Dragon Age in favor of one that would be required to have a “live-service” multiplayer component with recurring revenue, only to then reverse course, reverting once again back to the single-player format. It would be difficult for most game-makers to release something great under those conditions. Now, BioWare studio head Gary McKay and Mass Effect executive producer Mike Gamble are essentially looking to reboot the company as they plunge forward on their next game. It will be a long road ahead, and what emerges will be a very different BioWare. But at least for now, the studio will continue.""
[source]
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themagnusbane · 6 months ago
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Thoughts on the Bioware restructuration/lay-offs?
I've long said that any AAA game studio, no matter how strong, is always 2-3 flops in a row away from closure. Bioware did very well with Inquisition, but Mass Effect Andromeda and Anthem's sequential failures resulted in DA4 being their make-or-break release.
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One factor was that 2024 was the first full year since 2012 that Bioware didn't have SWTOR on their books anymore - SWTOR went over to Broadsword in late 2023. For the past decade, all of the money earned by SWTOR (which is significant, the game isn't growing but it does more than earn its keep) was considered in Bioware's accounting. That sizable income helps offset the money being burned in other areas like ME:A, Anthem, ongoing DA4 efforts, and other internal projects (like the many failed KOTOR 3 pitches) to the accountants and executives. Without SWTOR to inject additional cash over the year, the Veilguard costs look a lot worse to the money people.
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DA4 itself was a bit of a mess during development too. The development of the project that eventually became Veilguard was actually restarted at least twice - they were already working on preproduction for DA4 as of late 2015. The process was long and arduous, and the finished game was... mid? It wasn't underwhelming, it wasn't overwhelming, it was just... whelming. Veilguard also made the somewhat controversial choice to hang everything on sales and not go with post-launch DLC to help monetize further. This gamble really did not pay off. Veilguard missed its sales target by 50%, which was the third nail in the coffin. Each of these failures seems to follow the same pattern - significant dev time spent going in circles because the leadership can't commit to core elements of the game, resulting in something thrown together at the end in order to ship something.
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As a result of these issues, the Sword of Damocles that dangles above every studio fell on Bioware. While Bioware remains as a label and the next Mass Effect game continues development, Bioware as a studio is no longer a stand-alone entity capable of building a full game from start to finish like it used to be. Bioware is likely no longer going to have as much of a cohesive identity like it used to - it will be a label more than anything else. If Mass Effect gets a green light for full production, they'll likely have to "borrow" a bunch of floating developers from EA's other studios to build it out, then disperse those borrowed devs to other EA projects once it ships and leave a small team to incubate the next "Bioware" project, at least until they can get two sequential big hits again and warrant a larger injection of funding to start growing again.
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My heart really goes out to all of those who are affected by this - the Veilguard devs were really behind the 8 ball when they started and the current economic situation in video games isn't good. I hope that they're able to find something soon, hopefully at a studio that makes better high level leadership decisions.
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themagnusbane · 6 months ago
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Oooooh. This is good, good Ann. Definitely gave me things to think about and ponder on. Because now I wonder if due to how closer he is to his spirit form, compared to the other Evanuris by virtue of his death and the sundering of himself, is it possible that that’s what drove Falon’din’s desire for power/to be worshipped by the ancient elvhen, which was what led to the rest of the Evanuris finally fighting back to halt his desire to keep expanding his worship and his temples. If truly we take it in that Gods grow stronger from the worship of mortals, then maybe that’s why of all the Evanuris, Falon’Din was the one most driven by that desire? Because he was the most spirit of them. Existing in a permanent plane where he could see the manifestation of that worship?
Either way, love LOVE your analysis Ann. Thanks for thanking it with us 🫶🏾🫶🏾
The first death.
Falon'din and Dirthamen. the mysterious twin brothers of the Evanuris. Said to be the eldest sons of Elgar'nan and Mythal which at this point i think it's safe to assume they were the earliest spirits to take a body from the earth after them. Except it was originally one spirit. One of the lore bombs Morrigan throws at Rook in The Veilguard is who we always knew to be two different Evanuris, twin brothers, with different names and attributes, were originally one being that, like Mythal after her murder, became fragmented. Of course, none of this can be found in Dalish lore, and Solas never cared to mention any of it, and perhaps he didn't know it either.
We may never have a clear, accurate and complete timeline of events pre-Tevinter, and so we're forced to fill in way too many blanks, and be creative, but i think by now we can establish a very basic initial timeline of events as follows:
Spirits and Titans lived in a paradise world
Some spirits saw the dwarves tending to the Titans and took bodies for themselves from the Titan's "flesh", the earth, becoming the first elvhen
Elvhen-Titans war began
Mythal summons Solas to aid them, convinces him to also take physical form
I propose this elvhen-Titan war may have been the first one ever, and the deaths caused may have been the first violent ones. The original spirit that later became the twins probably took a body from the Titans shortly after Elgar'nan and Mythal, as a single "son", and as one of the eldest elvhen he may have guided the war efforts once the conflict began, and so it's also possible his was the first death the elvhen suffered. They were spirits originally, they didn't die naturally. Suddenly they have bodies and were probably unaware of how that kind of existence worked, that it could abruptly end and be no more. Who knew what could happen if those bodies met an end? What would happen to the spirit within? As Solas says in Inquisition, repeated use or abuse of blood magic gradually severs one's link to the Fade, one could say it grounds the mage to the physical realm, and we know the first version of blood magic was using lyrium, the blood of titans..Who's to say taking a body from the earth didn't change their spiritual nature irreversibly, merging physical and spirtual natures into one, which upon death of the body fractured the spirit?
In this dalish tale, we're told of the twins as if that was their only existence, and how they found a dying deer in the woods and Falon'din guided it into the Beyond -the Fade- while Dirthamen tried to follow, getting lost on his way until he bound two ravens -spirits- to his service and found his brother. Knowing what we know now this deserves a different interpretation. I think this tale is hiding their origin story, and their natures, like a compresed and blurry version of forgotten facts. The twins were one spirit who took a body from the earth. This must have altered their nature, no longer a spirit but something more, a dual nature- spirit and matter. Something completely new and different none of them understood entirely. Dying must have been quite a shock, a being grown used to having a body suddenly didn't have it anymore, and from that shock, confusion, and unknown came the fragmentation. A being with dual nature fractured in two, a spiritual aspect and a physical aspect. In that tale Falon'din going into the Fade to guide the dead animal and Dirthamen following him could be both the death of their original self and a story of their second life's youth, merged into a single account. Falon'din being able to go into the Fade without issues meaning he represented the spiritual aspect while Dirthamen following and getting lost meaning he represented the physical aspect. That he could only find his brother after resisting the trap of two spirits/demons -the ravens Fear and Deceit- and subduing them to his service is very reminscent of how later mages experienced the Fade, because mortal mages are not of the Fade but the waking, material world. Had they both been original spirits, why would Dirthamen get lost at all?
There is so far no explanation of how they came to be in this way, and Solas has only spoken of Falon'din, not Dirthamen. Also in dalish lore the way stories are narrated it'd seem like Falon'din was the eldest and dominant twin, with Dirthamen following him everywhere. Falon'din's epitet of "Dirthamen's Shadow" also adds to the idea he came later, he's a shadow cast by Dirthamen. While Dirthamen's being "Falon'din's Reflection" also indicates he's like a replica, a projected image of Falon'din. It's as if they were one, but split in two, existing in a loop where they're distinct but also dependant on the other's existence for their own, and they can only be in relation to each other. There's no mention in lore to my knowledge of an event that directly caused the twins to become two, except perhaps some remain of the original story in the dalish tale already mentioned. What role in the fragmentation of the original Evanuris had the ravens spirits Fear and Deceit that Dirthamen binds to his service in this story is unclear. Perhaps Dirthamen was on death's door and fragmenting himself was the way in which he preserved his life somehow.
Solas makes mention of Falon'din's vanity, but makes no mention of Dirthamen, ever. Knowing what we do now that'd mean Falon'din was on Elgar'nan's team. Either way both, despite having started as one, were counted as individual Evanuris.
Solas also claims in Inquisition that when a spirit dies something else may one day be born in its place but it won't retain the original spirit's memories or personality. Clearly Mythal was a special case, being a spirit in a body her spirit retained her identity and history, but in the twins case it'd seem like they either didn't care or couldn't remember they used to be one so that'd imply once gone, the fragments of that original Evanuris developed into two different identities with each their own aspects and personalities, but still connected by an unbreakable bond. I think the particularities of their existence point to their "birth" being the original death, and this would fit with the biblical story of the first death, Cain and Abel. They weren't twins but Abel was a sheperd which reminds me of Falon'din going into the Fade to guide a dead animal to the Beyond; his whole "guide of the death" persona includes a sheperd's staff too. There's no mention of any rivalry or jealousy between Falon'din and Dirthamen but if Falon'din corresponds to Abel on the sheperd aspect, then that leaves Dirthamen to correspond with Cain, a correspondence i can for now only pin on Cain's secret jealousy towards Abel for being God's favoured. Also, Cain was the farmer, he worked the earth to bear fruit, and in this theory Dirthamen represents the physical aspect, the body, that the Evanuris took from the earth. Another thing adding to theirs being the first elvhen death is Falon'din's role as friend and guide of the dead; if he was the first one to experience such a thing, being familiar with the beyond as the manifestation of his former self's spiritual nature it makes sense his new life would have such a purpose. Conversedly, the action of Drithamen's searching for him, finding him and bringing him back and remaning together ever since may be the mythological way of saying Dirthamen dragged his "borther" back into a new body .
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themagnusbane · 6 months ago
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I said this in the comments of someone else’s post, but I’m going to say this here. Taash identifying as non-binary is good actually, and in fact better than the dev’s making up some new term for them. Let’s get into it.
So for a bit of background, I’m non-binary and Thai. If you don’t know, Thai has specific terms for different gender-sexual identities, they’re quite old, they date back a few hundred years. However, the thing about culturally specific terms is just that, they’re culturally specific. The reason you use them is because you are tied to the culture in such a way that you gender-sexual identity cannot be disassociated from it. Because, to be clear, these terms are never just about your gender or sexual identity. They encompass a role you play within society itself.
For instance, in Thai culture we have tom/tomboys. These are AFAB folks who occupy a masculine societal role and date women. If you’re AMAB you cannot be tom. If you’re transmasc and feminine? You cannot be tom. If you’re transmasc and not attracted to women? You cannot be tom. If you’re transmasc and mostly date men? You cannot be tom. If you’re transmasc but don’t particularly feel like taking care of the girl you date, taking her out, being the ‘man’ in the relationship? You can’t really be tom.
Because the thing about culturally specific genders is that they come with a lot of rules. Being tom isn’t being non-binary. There are cis women who are tom, and there are non-binary people who are toms. You do not get eschew gender roles in these cases. You are quite literally taking one on. You have a role and place in society that has been made for you, and you are expected to carry it out.
Because of this, none of these terms are a one-to-one for other identities, and nor should they be. Being kathoey or hijra is not the same as being a trans woman or non-binary, and visa versa. You can be kathoey and not be trans. You can be trans and not be kathoey. Being aqun-athlok or any other specific term shouldn’t be either. The idea that it is, is more ahistorical and inaccurate than the word non-binary itself. Giving Taash some new, culturally specific term, would inherently tie them to a culture, and one perhaps that they didn’t feel apart of. Especially since Taash’s entire story is about struggling to figure out where they belong. Arguably the biggest issue with their story is that you have to make them decide, and fundamentally tying them to a term would’ve compounded that problem.
The reason I identify as non-binary and not a tom, is because I am not occupying some specific role in Thai culture. Despite living in LA, I rarely interact with other Thai people who aren’t my family. I do not live in a cultural context that would allow me to identify as a tom.
The thing about terms like non-binary, or trans, or agender, is that they’re meant to be acultural terms encapsulating the concept of truth to oneself and ones identity. Whereas culturally specific terms aren’t, they’re about the role you hold in society and where you fit in. It’s about your identity within a status quo. Taash is a character who is eschewing societal roles, and breaking the status quo, giving them those terms just wouldn’t work.
And finally? Using non-binary itself allows the writers to very specifically say where they stand. There is no space given to transphobes. You either accept that DA is queer-friendly or bust. And that’s a very important stance to make in an era where trans and non-binary folks are being actively targeted. There’s no ‘well Taash isn’t actually trans or non-binary they’re [insert term here]!’ Because people would’ve done that, we know they would’ve. This means people can’t do that. They have to just say that they have an issue with the term, and thus we can call them for what they are. Transphobes. Plain and simple.
So yeah, Taash’s identity does have nuance, it has a lot of it. And to be honest with you, I wouldn’t be surprised if Trick Weekes, a non-binary person whose wife is First Nations and thus from a group with culturally specific gender identities, knows about the difference between something like two-spirit and trans. And to be honest with you, using something like non-binary has nuance I doubt was actually afforded to Krem, considering they cast a cis woman to play Krem.
So yeah.
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themagnusbane · 6 months ago
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HAPPY NEW YEAR! It's rare for me to do raffles but once in a while, why not? To enter be sure to: 🌙 FOLLOW me! 🌙 LIKE and REBLOG this post! Ends on January 13th at 11:59 PM CET You can participate on all four socials, but you can win only once! As for the OC or canon characters, they can be from Guild Wars 2, Dragon Age, Baldur's Gate 3 and other fandoms as well! Or fully original! GOOD LUCK!
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themagnusbane · 7 months ago
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Bellanaris.
After witnessing Solas' regrets through his murals in The Veilguard many wondered, what exactly was his relationship with Mythal?
Even the Veilguard members had questions and discussed about it.
Spoilers for everything. Goes with this one too, if you want more of Solas analysis from me.
He followed her without question -or reserving the ones he had- and maybe reconsidered that love in their friendship when her crimes with the evanuris outweighed what Solas could stand, when he asked her to run away with him and she declined, and by the time she listened and tried to stop the others it was sadly too late. When Solas started his rebellion he was already carving his own path away from her, but their love was still present and it was because of that love that he warned her, and that she finally decided to listen. She may have been his dearest friend and he did everything for her. When he writes to Ghilan'nain and says "you would not be the first to sacrifice your morals for love" he was talking about himself, he was referencing his personal experience because that's what he did with Mythal.
I'll be blunt, i don't think they were romantically entagled. It's been mentioned in past games that the ancient elvhen related with each other on different levels that present Thedosians may struggle to comprehend. Now knowing they were originally spirits helps understanding things a bit better; spirits are beings of raw, intense emotions, whatever they feel they do so on a much higher degree, and whatever words they used to communicate it once translated fail to convey their real, full meaning.
I think Solas and Mythal were friends, but friendship for them was felt much strongly. There was love between them but not in the sense we'd imagine it now.
They were not equals, there was an imbalance neither were truly aware of until Solas rebelled and maybe then he started understanding their differences and from there his feelings for her changed, as he changed, his purpose twisted from Wisdom meant to guide in times of war, into a rebel leader fighting in what were supposed to be times of peace. He went from being a friend to becoming the enemy.
The romance with the Inquisitor may have been a last minute addition to the game (I have my doubts, it's too perfect and fits too well with everything to have been improvised) but it makes perfect sense only a female elf Inquisitor can sway him like that..because it's reminiscent of his relationship with Mythal, that past bond coming back to haunt him except this time the roles are a bit reversed: he's the powerful god, she's the simple mortal. But Lavellan is far from being a simple creature and she reminds Solas of all he ever loved and cared about and changes a terrible broken world into something that can be fixed, She turns his despair into hope, the fact she came out in such a way from the same world he broke tells him something may still be saved..
In both instances Solas finds himself in the service of a powerful elven woman in a position of leadership trying to save the world. But with Lavellan there's no protocols, there's no real hierarchy, with Lavellan they're more like equals, they're partners. There's no master and servant, there's people on equal standing fighting together for a common goal.
Lavellan becomes Solas' partner in a way Mythal could not and would never be able to.
Mythal was possibly Solas' first relationship, whatever label you'd like to apply there, a loyal friendship sustained mainly on his one-sided devotion to her that he eventually grew out of. While Lavellan is real, realized love, a relationship that may have started out of necessity, finding mutual respect that turned it into friendship, later developing further into something both wanted and neither could ignore. There's no one-sidedness with Lavellan, there's only mutual desire, this love unlike the past one is overwhelming, requited and wanted. Lavellan makes the first move, she's the one that isn't running away and in fact, in Trespasser and later finally in Veilguard, she shows him she's the one willing to run away with him. She's the one willing to do for him the sacrifices he once made for Mythal, even when she doesn't have to, when there's no ancient bond, mandate or obligation of any kind. Lavellan is willing to be with him out of her own free will and for the love she holds for him.
For roleplaying and replayability it would have been great if Solas could have been romanceable by more Inquisitors, but by his nature and personal history it makes absolute perfect sense that only a female elf could. Now we know he was a spirit and spirits are at their core very simple and fixed creatures, interestingly ironic considering they come from a realm where nothing is fixed. Solas isn't just stuck in his ways, he's a spirit! There's a limit to what he can understand and experience, even if he's a spirit of wisdom and is very knowledgeable, his nature is still limited (as we all are), his focus is singular, and a female elf Inquisitor fits right into that singular focus of his. Making other races romanceable for him would have broken that and it would have taken away from the Thedas pattern and his personal pattern as well.
He left the fade to enter the physical world because an elvhen woman he loved asked him to, and he followed her loyal to a fault until he had to break away from her when she chose an abusive status quo over his desperate cry for freedom and justice.
He destroys the world as a result in a desperate attempt to save it, and wakes up thousands of years later to find one person who shows him something of all he loved lives on and in doing so gives him purpose. Spirits need and crave purpose and Lavellan gives him just that.
He falls in love, something he could have never foreseen, an event completely out of all his calculations, but the pattern is shifting, there's no longer an evident imbalance, he's treated as an equal, even when she learns who he is she still talks to him like he's just the man she loves.
And on his lowest point when he's about to repeat a past mistake and destroy a world trying to save it, he returns to the Fade accompanied by the elvhen woman that loved him back with a devotion he was never shown before. Some may argue they're not equals, because he's Fen'Harel and she's a mortal elf he lied to for the better part of a year, that they're not equals because he always kept that secret from her and maybe took advantage of her affection to get what he wanted. But they are equals in the end in the sense that they feel the same way, and are capable of the same sacrifices for each other, and their respect is mutual in equal measure.
Solas may have been mistaken, but had their circumstances been different you know he would have stayed with her, as he wanted to. Most of his dinan'shiral is fueled by monumental guilt, regret, shame and a hurt sense of duty and that's what prevented him from giving in to his feelings for Lavellan, just as he understood Lavellan wouldn't abandon the Inquisition for him, and wouldn't just let him burn the world without opposition. Because Lavellan also has duties she's devoted too as much as she's devoted to him. They're an unstoppable force and unmovable object clashing against their will and if it weren't for the people around them you know a Lavellan that is on equal standing with Solas would have confronted him, maybe neither would have succeeded, maybe they would have died in each other's arms if it came to it.
But fortunately it didn't have to end that way, and yes, I'm sure Solas knows too well he doesn't deserve her (because she's too good), that she doesn't deserve him (because he's such a mess), but Lavellan has always been there to prove him wrong and he welcomes that with a smile.
I headcanon my Gallia Lavellan would be a spirit of Devotion. Wisdom and Devotion make an odd pair, but she's Devotion all around, mostly for him, their love that endured everything, but she's also devoted to the truth, to their causes, to the people, to Thedas, she's devoted to doing the right thing and to doing it as best as possible; she's devoted to continue learning about the world, protecting those she love, and those who have no one to look after them.
She does all that by following him into the Fade, by becoming the fixed point in his life, his North, his Anchor, to remind him what should be done, not only what must be done, to remind him of what truly matters. She doesn't simply follow him into the Fade out of love for him but out of love for the world, which is another thing they have in common.
Lavellan is truly his match, and Solas is aware of it in a way that makes him more ashamed for everything he's done and feel more undeserving of what is yet to come for him by her side.
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I don't think Wisdom turned to Pride, I think Wisdom became Pragmatism in the wars, later turned to Regret for most of his life and through Devotion's love and perseverance he returned to Wisdom with a renewed love for life. Maybe he's become Love now, love for her, love for the world he's protecting, love for his people, and for all that love he decided to sacrifice himself, his own freedom, to spend in eternity with his one true love.
And for once in his very long and troubled life i think this time he made a choice he does not regret.
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themagnusbane · 7 months ago
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#me
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themagnusbane · 7 months ago
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On Solas, again.
After The Veilguard i think this post deserves an expansion.
This one will be long and full of spoilers.
Veilguard gave us a more complete version of his tragic backstory, his memories, his regrets, and showed us a different side of his character.
Here's the thing: Solas is not perfect, he never was. He's been broken for a large portion of his exceedingly long life.
He started as a spirit, presumably a spirit of Wisdom, but he was always called Solas which is heavily implying Solas may be the elvhen word for Wisdom we've been lacking all this time. How did it come to mean Pride? Evanuris propaganda, most likely. Would you listen to and follow someone who is wise or someone who's just full of themselves? Would you, as an elf in ancient Elvhenan, follow another elf resisting the oppression, or a lying, manipulating big bad wolf bent on destroying the world you know by opposing your gods? Who would you listen to, really? The Evanuris high on the blight couldn't allow Solas' name to be a positive for him, so they likely resignified his name with a negative connotation, and just as Solas ran with the Fen'Harel/Dread Wolf narrative because it scared his enemies, he probably didn't give much thought about this either. He was Solas, and whatever his name meant to them wasn't important, what mattered was the cause.
He was a calm flying, glowing nervous system with wings going about his existence in the Fade, minding his own business bothering no one until Mythal asked him to join her in the physical world, with a physical body. He was pure, fully a spirit, and a former spirit who was a friend was almost begging for his help, how could he say no? Even when he knew there would be unfortunate consequences, how could he abandon a dear friend? So he accepted, and became a man. We don't know why Mythal would turn to him for help, of all spirits of the Fade, why him? For his wisdom only, his guidance? In elvhen lore first came the sun and the earth, and Elgar'nan was the firstborn, followed by Mythal, the two of them are in their mythology the first beings to exist. Veilguard, however offers a few codices which are as interesting as they're amusing: evanuris correspondence. Letters from Solas addresed to Elgar'nan and Ghilan'nain and their replies. In his letter to Elgar'nan Solas addresses him with his titles but also presents himself with his own, including "second to Mythal", and after addressing Elgar'nan as "first among the Evanuris (...) who woke at the dawn of the elves" Solas refers to himself as "who is no younger". He's "no younger" than Elgar'nan who is, as Elgar'nan's Bloodbound Desmal says on the reply, "First of the Firstborn". And he was already a spirit of considerable power if Mythal turned to him for help so Solas is even more ancient than previously thought, and possibly on equal standing with all of them. This would explain why he walked amongst Evanuris and Forgotten ones alike as if he were one of them, as the stories go. His official rank may not have been too high but they all knew who he was and at least initially they respected him.
The Blight is what changed the game, he refused to participate in it like the others, he refused to join them in their systems of oppression, so maybe the difference was never in power but in logistics. Solas' own words explain it, he was a thorn on their side, drove them to take on more of the Blight to get back at him, implying his rebellion was winning. His efforts were succeeding and in their desperation to stop him for good the evanuris relied more and more on the Blight.
When in Trespasser Solas claims he "was Solas first" i'm inclined to take his word literally. If the instance that changed him into Pride as Morrigan implies in Veilguard was when the world didn't match his expectations, that would have been after the Titans were slained, once he decided to burn Mythal's vallaslin off his face, when he decided to rebel against them. But in his memories at the Lighthouse we can see he was called Solas before all that, the name change came after the war, when the Evanuris decided being powerful general mages of the people wasn't enough, that they should be gods; it's then when Elgar'nan refers to him as a lapdog, and i think that's were the "Dread Wolf" name came from, later on. He was a dog when he was begging them to stop, and became a wolf when he actively tried to make them stop, no longer a beggar but a threat.
In his memories in the Crossroads we see a different side of him, we see him leading, plotting, making difficult choices he thought himself obligated to make because of the dire circumstances; we saw him worried, scared, desperate. His rebellion was something he did out of a necessity, not senseless pride, he had nothing to prove of himself to the Evanuris, but the people deserved better and their "gods" were not going to give them anything but pain. Solas has always made unfortunate decisions guided by his own guilt. He joined Mythal so as to not abandon a dear friend in need, he rebelled out of guilt because it was his contibution to ending the war with the titans what generated the Blight the evanuris became addicted to and took it out on the people. He's been desperately trying to fix his mistakes since he first had a foot to set on the earth. The war with the titans had already started, that's why Mythal called on him, and his first mistake was accepting her request, knowing what it meant, and he hasn't stopped feeling guilt and shame for his choices ever since.
So during his rebellion we see him gather his forces comprised of other spirits, with Felassan as his second in command. It's interesting how the spirits he relied on for their battles had names that today we would interpret as demons, like Chaos and Disruption. There's a codex in Veilguard that touches on how demons are spirits too, just different, and it's people who collectively decided to clasify and treat spirits of unpleasant feelings and concepts as "demons". This may be why Solas, at the final stretch of Act 3 and if Lucanis is in the party, immediatly recognizes Spite as a spirit of Determination; he's always seen spirits for what they are and not what people make them to be, because he's a spirit himself.
I'm of the idea that Solas doens't mean Pride, that if he was twisted from his purpose then he turned into something else, just as there are many kinds of wisdom there should be many other things Wisdom can be twisted into. Taking into consideration when and what for Mythal called for him, and how he tends to always have a plan for everything, i'd say his brand of wisdom may have been in strategy, analysing and planning ahead. They needed to win the war, makes sense they'd need someone capable of devising a way of achieving that. But strategy is a lot about foresight, measured risk, collateral damage, what is or isn't acceptable to sacrifice considering what is to gain or lose, and it's clear in the war with the titans the end justified the means and we see Solas taking a similar approach in his memories when he sacrifices countless spirits in a move meant simply to distract. I think if he turned into something he wasn't meant to be it was Pragmatism, in the sense that he put his ideals on hold and did what he thought would yield concrete results towards his ultimate goal, even if those actions demanded sacrifices he terribly regreted. In his letter to Ghilan'nain he urges her to change, but understands she's where she's at because of her relationship with Andruil and tells her she wouldn't be the first one to throw away their morals for love. Solas does this thing where he tells on himself without realizing it, he sometimes speaks from personal experience and in that line he was surely thinking of his own choice to support Mythal even when what was required of him went against his very nature and ideals.
After everything was said and done, Solas was mostly full of guilt, regret, shame. He made plans but every plan he made backfired, either he hadn't considered outside factors or miscalculated the severity of the consequences. Even if his plans had contingency plans and even though as an elvhen he perceived time and magic differently i get the impression he improvised on the go, he saw a problem, devised a plan to fix it, but in the urgency to get it in motion he was blind to the ramifications, and even when he considered those he was blind to the ramifications of the ramifications because as powerful as he may have been or is still, he's not an omniscient god. He's just a spirit turned man who did it all to help a friend and it all exploded in everyone's faces.
The thing is, when you screw up so badly by trying to do what you think is right in the way you've convinced yourself is the only or best way available, you enter a vicious cycle that's very difficult to get out of. Again, i don't think Solas was Pride, if anything once he entered this phase in his character development i'd say he was closer to Arrogance. Only he could fix what he broke, so only he could make a plan and only he could execute it and for him to succeed he had to be correct. There was no other way. But ultimately all this was driven by a degree of guilt and regret we can't fully imagine. And that guilt and regret, and the despair that came with it, hit harder than ever when he woke from uthenera to find a world fragmented, the Elvhenan empire destroyed and forgotten, and the elvhen people gone, an imperfect, minuscule version of it in their place, in an insufferable infancy and willfully ignorant of their own history. He had saved the world but the consequence was the destruction of the world he knew, the cost too heavy to process. So he stayed in that vicious cycle, he's the only one who remembers, he's the only one who knows what must be done, he's the only one willing to make the sacrifices needed to see it through. It all falls on him. During his time with the Inquisition he's still plotting, still trying to move the threads around him to get things in motion towards his goal but it was also a time of serious reflection, of revelations coming both from external elements and from within. A befriended Inquisitor, and specially a romanced one, makes him question himself and his plans, and that vicious cycle begins to crack. It's the destruction of his orb what pushes him towards a more drastic plan B, and even before that -if romanced- it's his guilt still dragging him towards his self-imposed dinan'shiral, that guilt that he probably perceives as a final duty to his people. But he had considered stopping and staying with Lavellan, and that's a small yet major crack in that cycle he's trapped himself in. He began to doubt.
Off he went on his own for almost ten years, to set the many phases of his plan in motion, sometimes doing things himself, often times relying on his agents or others unknowingly working for him. Because as a strategist, and a pragmatic one, in order for all this to work he had to detach himself emotionally from everyone involved, he had to see them as pieces on the board for him to move accordingly to what the plan demanded in order to achieve the desired results. So yes, Solas uses people, he's been using people for thousands of years, he used countless spirits during his rebellion, he used Felassan when he couldn't yet wake up, he used Corypheus, he used the Inquisition but got emotionally involved and walked out so he could continue using whatever means necessary to reach what he considered had to be the only acceptable outcome. But he was also willing to sacrifice himself, he was always ready to die if if he had to while at the same time trying to preserve his life at least long enough to do what he must. Solas has always been a creature of contrasts, from that very first moment when he was a spirit, and then he became a man.
He is, as trickster figures often are, a liminal creature. Neither here nor there yet somehow all over the place at the same time. So while he was willing to sacrifice others for his own goal, he was also willing to sacrifice himself to save others. By the end in Veilguard, in a Redeem ending, he makes that sacrifice, not by giving away his life but something he perhaps considers more precious, his freedom.
I'll be writing about his relationship with Mythal, Lavellan and that ending at length in a different post, for now suffice it to say i think it's the best ending in part because it allows a different part of him to come to light and i just love his character dearly, all sides of it.
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themagnusbane · 7 months ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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themagnusbane · 8 months ago
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on the one hand I think inner demons could stand to have a bit more romanced rook specific content, but on the other hand the underlying in-built implication that 'yours is the one true voice of comfort and safety in my inner world' is a sentiment and intimacy so way beyond the romantic or the platonic or any secret third thing you could care to name that it makes me lose my entire poor little mind a bit. it's so big and fundamental — near-existential — that in that exact moment at least the distinctions kind of seem irrelevant.
all the people lucanis' mind conjures up along the way are relationships he has that are unavoidably mixed and fraught in some ways even when they're also full of love (they are fraught BECAUSE they're full of love) — the good in them inseparable from things that hurt him at the same time. (it's about: the basic disorganized attachment patterns this poor guy is dragging around with him. careful with those, they're dellamorte heirlooms. what you love also inevitably hurts you and you won't be allowed to have one without the other, you have to surrender parts of your soul to hold on to what little you have left: this is the story up until now.) and the idea that rook isn't that to him — that beneath the fear of wanting them when romanced (which is more its own separate thing because within this psychology, actively wanting something and not just clinging on for dear life to even a meager status quo lest you lose it is in itself dangerous bordering on catastrophic), this is a relationship where there isn't resentment, or guilt, or shame, or dread, or rage, or self-hate, or any of the other emotions that keep him paralyzed, unable to move this way or that. no debts, nothing owed of yourself and your soul's substance except what you can freely and safely and happily give. love and freedom don't coexist — but, I mean, you're almost starting to make me think........... unless...👀👀👀. the unconditional and undramatic 'you are here and I am here with you, you can be exactly how you are right now with me and it's safe for us both even though you're afraid it won't be, I'm not going anywhere' acceptance rook shows him here that he returns to them in the big romance scene, when it's rook who needs it. the way he's just. standing there in the center of it all, like a child desperately helplessly waiting to be found, hiding in the place he hopes you'll know to look first. (rook does know. it's one of the first things they say in there.)
in short the most important room in his little mind palace for the romance is the very first room — the one where rook isn't. where, in fact, rook cannot be, because they disprove the entire structure of the place with their existence and presence in his life. with everyone else he's putting words in their mouths about what they think of him, and rook is the one who actually gets to come in to speak their own words to him — and have him listen. ('he'll listen to you, he always listens to you', 'your voice is a comfort'.) of course rook isn't present anywhere else in there — at the risk of stating the obvious to a tedious degree, they aren't one of the locks, they're bringing the key. in the very finest 'the messenger and the message' sort of way.
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themagnusbane · 8 months ago
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How have the dragons aged.
I have to address the identity crisis many are having around Dragon Age. Namely, what is Dragon Age? What makes Dragon Age be Dragon Age?
Dragon Age is everchanging, it always tries new things, introduces new protagonists, new companions, new conflicts and cultures to navigate through. Maybe it'd be easier to define what Dragon Age isn't. Dragon Age isn't unchanging, it isn't stagnant, it isn't a single uniform thing, and tryingto reduce it to such will always result in failure.
The simpler, more obvious answer when searching what defines a Dragon Age game is worldbuilding, storytelling, characters. Dragon Age isn't about a specific, limited game genre, a set-in-stone gameplay style, or a single character that must always return for it all to make sense, and it isn't a determined art style either.
Dragon Age is Thedas, with all it contains. It's the lore, and i assure you it has not been retconed and the games haven't been rebooted, because everything's been a conscious choice that makes sense in-world. And because at this point Thedas is its own, none of it has to adjust to what we expect of it.
From a technical standpoint it's simply not feasible to include every decision from past games, there's just too many, and frankly many don't change anything on the grand scale of things. I saw this happen with the Keep, many of the choices available for DAO and DA2 i couldn't even remember. Maybe they mattered then and there, and served their purpose with exposition, but clearly whatever my Warden decided to do with the werewolves in the Brecilian forest was never going to define the fate of the world. So devs have to decide which choices matter in the big picture, the biggest picture they can think of, and work from there.
Many were very upset certain decisions from previous games weren't affecting Veilguard like they imagined, and it wasn't just choices but lore as well. But lore in DA can be tricky for some; it's not presented by an omniscient narrator, quite the contrary, the lore in DA has always been presented by UNRELIABLE narrators, questionable and extremely biased sources like Orlesian scholars and Chantry sisters, or sources who are just as clueless about it all as the players, as random farmers, adventurers, common folk just leaving notes and letters behind, even gossiping. The lore in Thedas is presented in a similar way as our own history is: records are missing and maybe later rediscovered, some authors have an agenda, victors write history and the defeated and conquered are silenced and their version of events lost to oblivion, things go terribly misunderstood for ages and upon new findings hopefully they get corrected. There has even been quests exemplifying this, so the game itself is telling us repeatedly to question everything. We don't know Thedas as well as we like to think we do, and we've only participated in a couple of decades of its ninth age.
Disclaimer tho, this post is not an invitation to argue with me, to tell me how wrong i am and how much you disagree with me. I know these are controversial points a lot of people are very upset/annoyed/disappointed with, it's why i'm addressing them, i have read enough of that side and i'm simply providing an alternative and nope, i will not budge on any of this (: If you disagree just go on with your life, best of fortunes to you and have a nice day!
[SPOILERS AHEAD]
Who the Warden was and what choices they made as an individual don't matter much going forward, only that they stopped the Fifth Blight; that and that alone is their real contribution to thedosian history, when you really think about it, if you can put nostalgia on break for a bit. I love Hawke, i do, but they were just a lil' guy doing the best they could with the cards life dealt to them. Interesting things happened to them, not the other way around. And we can all agree the defining moment in DA2 was the fireworks, and that wasn't even Hawke, it was Anders. The Inquisitor is a bit more relevant, if only because of an extra unfortunate case of wrong time, wrong place. Again, fate just messes with people in Thedas in unforeseeable ways. What do you mean you found a blighted Magister Sidereal sacrificing Divine Justinia during the Conclave, and accidentally touched an acient elvhen artifact that marked you as the new key to the Fade itself and granted you power to close holes in the Veil from where demons come out??? Oh, y'know, just another Tuesday in Thedas. But that's where it gets more interesting, Inquisition is where certain players showed up, and with them came revelations. The Golden City is not so golden, the Maker is not sitting in a throne, at least one ancient Tevinter Magister is walking around blighted, the Evanuris weren't particuarly nice, some ancient elves still live, Flemeth is Mythal, and Solas is not just an apostate hobo mage who knows stuff because he "saw it in the Fade", but because he is the Dread Wolf, the one responsible for the Veil and how it reshaped the world.
That was a lot to take in, and it changed everything.
The Inquisition choice most people are upset about that didn't carry into Veilguard is who drank from the Well of Sorrows, because of the implications of whoever did being bound to the will of Mythal. The reason why that is inconsequential now is simple: Mythal is dead. There's no longer any will to be bound to! And you could counter saying Mythal has been dead for a long time, yes, but the fragment that survived through Flemeth was possibly her strongest, and she's gone too. Morrigan in Veilguard explains what she has of Mythal now is just her memories and knowledge; there's no will left, only a fragment here or there with no real power to exhert over anyone. We can see the consequences of drinking from the Well already in Inquisition, when we meet Flemeth through the Eluvian, and she either controls Morrigan or controls the Inquisitor to stop Morrigan. But once Flemeth is gone, that power is gone too. Therefore, as much as you might hate me for saying it, who drank from the Well of Sorrows doesn't matter anymore.
Another thing people are mad about is they don't get to see racism, slavery and oppression, which is...odd, that you'd want to see that so much not having it ruins the whole game for you. Personally i'm no fan of torture porn, and i can infer a lot from blood magic ritual sites littered with charred corpses and blood splatter decorating the walls. That's what we got and i don't need much more. Yes, we got see to Tevinter. Ok, not the whole of Tevinter, just Minrathous. Ok, not Minrathous per-se, but Dock Town. We can visit the poor area of Minrathous. Who's gonna have slaves when they're poor themselves? Oh yeah, Halos the guy that fries fish by the docks is gonna have an elven slave to mistreat in front of Rook just to remain truthful to the lore we got so far, sure. That sounds ridiculous to you? Good, it should. Seeing Dock Town is not retconing the awful bits of lore about Tevinter, it's adding to it. Minrathous is not the jewel of an empire, it's a big city and like all big cities it has its ugly side, it has slums too, it has areas where the poor live poor lives barely making it day by day, under the thumb of an elite that doesn't even know they exist nor would they care at all if they did. We may not get to see slaves being abused or people being racist towards elves but we can hear how common people keep disappearing, and later find out some Tevinter mage needed bodies for their rituals. We find so many bodies, such gruesome scenes...
Another complaint i've seen around is how who was chosen as Divine in Inquisition doesn't matter because apparently there's no Chantry in Veilguard and that goes against the lore, etc. In short, that's like complaining there's no Protestantism in the Vatican. The North is not under the Orlesian Chantry influence, Tevinter has its own version of the Chantry, their own Divine, their own expressions within the faith. Who was chosen as Divine south of the Waking Sea probably, most likely, doesn't even faze them. If there's a chantry to have any influence in the areas we visit in Veilguard, that would be the Tevinter one, but even so the North is a very particular region. We learned in previous games that magic is to be feared and therefore controlled, that dealing with spirits is unwise at best, and that the risk of possession leads inequivocably to abominations and must therefore be avoided at all costs, spirits are to be avoided, they can turn into demons, everything is demons! Bodies are cremated to prevent possession and anyone claiming to be talking with spirits is identified as an abomination. Yet in Rivain, which is not under the Chantry and has a history of cultural and religious diversity, seers can commune with spirits in a harmless way, and work together just fine. Meanwhile in Nevarra, there's a whole institution dedicated to the preservation of the dead, the communication with the decesased, spirits and demons, a whole branch of magical studies and applications revolving around diving into what Andrastianism warns against, and it's done in a very solemn manner and benevolent attitude. Tevinter's main difference with the South comes from a different interpretation of the Chant of Light, where if magic is to serve man, then those in power who are to serve the people should be mages, so they're ruled by a mage supremacy and their entire society is defined by it. It makes, in game, within the lore, perfect sense that we don't get overly religious andrastians crying for the Maker to deliver them from demons and possession and the evil of magic in a region where all that is everyday's bread and butter and people are generally cool with it or at the very least used to it. Harding talks a a bit about the Maker, Neve admits she can't keep up with the andrastian festivities, and i guess the only case for the Andrastianism we know would be Antiva, but let's face it, a kingdom ruled from behind the curtains by an order of assassins for hire isn't gonna be very adept to following religious tenets. (As a small note of colour, there is a Chantry building in Antiva, unaccessible as far as i know, and right across it through the canals there's a nug statue, one could say a golden nug statue but on its four legs, not like the one we had in DAI. I like to think that's Schmooples, and a hint that by default the Divine is Leliana but that's just me ok she's my Divine).
I also want to talk about "those across the sea". For people who got or learned of the secret hidden post-credits scene, it may have felt like that reveal automatically invalidated everything we ever did in every game so far so nothing really matters anymore, but that's not the case. The choice of words they use was deliberate by the devs, Epler said that much on Bluesky. These mysterious figures "balanced, guided, whispered". They did not "control" or "forced". They did basically no different than what Flemeth/Mythal had been doing, giving history a nudge when needed. They manipulated different actors throughout history, but didn't exactly force their hand. The Magisters decided to follow the whispers of their gods and try to break into the Fade because of their own greed for power. Loghain betrayed Cailan and the Wardens because of his own feelings, Bartrand fell to the power of the red lyrum and refused to listen to his own family. These beings, whatever they are, have influenced the stage setting it all up for their arrival, but ultimately it was people's choice, by their free will, what had the final say. Loghain could have respected his own King whom he had a duty to serve, Bartrand could have listened to Varric, everyone under their influence could have broken out of it if they wanted to do differently.. but they didn't.
Lastly, I've seen comments about how Veilguard is a "soft reboot" because of how it handles the events in the South, virtually erasing it so nothing from previous games mattered and now there's a "clean slate" to take the series to new places instead of ever returning to Ferelden. First off, nothing says we had to return to Ferelden at all. Guys we had THREE games in Ferelden already, let it rest. Secondly, the events from previous games do matter, they have all led to the events in Veilguard: Varric wouldn't have been at the right time and place to join the Inquisition if Hawke hadn't become the Champion of Kirkwall making himself a POI for Cassandra, nobody would have been at the Conclave if Anders hadn't set the fuse, and Anders wouldn't have had Justice and later Vengeance if Awakening hadn't happened. So Varric and Harding wouldn't have been chasing after Solas at all, nobody would even know he existed, without a long chain of previous events from all games and pieces of media in this series. It has all led to this moment, and for that it has all mattered. Ferelden and the South being destroyed is consistent with them experiencing two blights at once, with enhanced new darkspawn, with two blighted Evanuris on the loose. It's the end of the world! And this time there's no magic hand to save the day, the people in the south are just that, people. Trust the Inquisitor and their allies to do their absolute best to face the threat, that's all we can do. Life and history moves on. And just as the North, where most Blights took place, with the first one lasting a hundred years, survived and eventually thrived so can the South, they can eventually recover, heal, and real world limitations aside, it'd even be possible to be part of that effort. I can easily imagine a new protagonist taking the action back to the South, contributing to the efforts to recover after the double Blight, helping Ferelden and Orlais stand again. Not to mention, with how deep and rich Thedas is in its worldbuilding, if BW wanted to "reboot" they could just pick any place, any point in history, any faction, create new ones, and just go wild with it. What happens in the South in Veilguard is not necessary at all for a reboot, so it's there at the very least to show how desperate the situation is, how high the stakes are. I think the updates we get from the Inquisitor are there to really make us feel it, and as Rook try our best to solve things on our end because the sooner we kill the archdemons, the sooner we end Elgar'nan and Ghilan'nain, the better the chances of the South to survive this calamity.
I could keep writing but this is long enough. I'm not done playing The Veilguard (on my 2nd and 3rd run!), and i keep taking oh so many notes, but i wanted to lay down my thoughts on these few points first. If you read this far thank you and i'm so sorry, it's annoying how i can pull a counter for everything, i know.
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themagnusbane · 8 months ago
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To be or not to be an RPG.
I'll be blunt about it: not liking a videogame does not mean it isn't part of the genre it claims to be, that's just you not liking it. I may not like a poem but that alone wouldn't make it not be poetry, get it? Same principle. So as someone who's been playing games her whole life i do think i have sufficient knowledge, experience and the authority that both grant to define a few things.
Specifically, RPGs. What does an RPG make, big question these days. Goalpost moving has become a new sport lately, it's not one i enjoy at all, and i think that other than really bad faith it comes from not having clearer parameters when talking games because sure, games can be anything and we're all always looking forward to the next big title, the next great innovation in this media. So at it's very core, what makes an RPG an RPG?
First, acronyms, Role Playing Game. A Game where you the player Play a Role. The most basic, literal definition, it applies to pretty much every game under the sun, we're always playing as someone or something else, so what makes RPG games particular? Focus. What the game is about, what is it for, the creature we move around in a videogame setting has a role to play within said game, and we're playing it, but what for? To explore a different world, to relive historical events, to solve puzzles, run races, play war, fight god, oh so many possibilities. But we have puzzle games, and racing games, war games and combat games abound. While considering this, let's also weight the difference between game genre and game mechanics. They're often tied together, but don't have to be necessarily one single package. The only way to get new games eventually is through mix and match. Adventure games have puzzles and could have enough of them one could wonder, is it an adventure game that includes puzzles, or is it a puzzle game using adventure as the setting to puzzle solving? Is that a game about historical events or a FPS?
When it comes to RPGs there's no one single way of doing them. They can have combat, or not, and if they do then it could be turn-based combat, action combat, tactical combat...and that's the thing, the one thing that keeps changing shouldn't be the one defining the genre, we should look at what's always present, not what comes in and out a revolving door depending on the franchise. And in RPGs, what they focus on, is storytelling and characters, worldbuilding, the lore. RPGs are about telling a story in a specific defined setting, and another defining trait is some level of player agency. Unlike other games, in RPGs we get a say on what role we play or how we play the one we're given. Oftentimes this means a character creator, or diaogue options to set tone or personality, and choice making that will hopefully reflect in gameplay as we progress in the story. We play as Mario in Mario games, but we can't change Mario, Mario is just Mario. We play as Jill Valentine and shoot zombies down, but there's not much say we have in her story, her character, her skills. Roles in other games are mostly fixed, because the story, if there's any, it's also fixed. RPGs offer a bit more freedom, we choose how our character looks like, what's their class and skills, who they talk to into joining in their crusade against the gods and we choose to postpone the main quest because we feel like decorating our camp or picking herbs is more entertaining at the moment, the end of the world can wait a bit, y'know? RPGs allow that, sometimes, and that's part of what sets them apart from other types of games.
Narrative, character creation and development, worldbuilding.
The core of RPG games is not combat mechanics, it's not traditional literary genres like horror, thriller, romance, sci-fi or fantasy, and it's not absolute freedom either. We're presented with a story that unfolds in a predetermined setting and requires characters with certain skills we can choose from a limited array. There's always limitations, there is always some form of invisible wall that prevents us players from doing what we feel like, and that's not really an issue, that's part of the bargain. We get entertainment in exchange for a bit of our beliefs suspended, and a bit of our whims thwarted. And there's no perfect RPG game because no single game can accomodate and indulge millions of wills. It's simply not feasible.
So if a game is presented as an RPG, let it be an RPG. It can have realistic graphics or pixel sprites, it can have turn-based tactical combat over a grid, or real time hack&slash, it can be open world or have closed areas, it can be set in a fantasy world or out in space, it can be about finding your protagonist's beloved or about avoiding interstellar mass extinction, or most likely about killing god, or gods. It can have a cast of 50 shades of pale, or have purple people, that's not what defines an RPG.
Does it have a story to tell? Does it offer character creation or customization? Does it present characters you can interact with and build bonds with, who can join you or oppose you as the game progresses? Does it give you some wiggle room when going through a questlog? Does it have a story to tell while allowing you to become part of it? That's an RPG, and you can't change that. Your first and final freedom is whether you decide to play it or not. And whether you like it or not, approve of it or not, feel disappointed or deceived by it not being what you expected, that's all a you problem. That RPG is still an RPG, irregardless of how you feel or think about it.
Same goes for franchises, whether you liked the game or not, The Game 2.b: Electric Boogaloo Redux Deluxe is till The Game. As players we are also consumers, but as such all we have power over is where we put our money, end of story. Don't like it, don't buy it, don't play it, move on and focus on finding something you do enjoy and want to invest time and money into.
I promise you all, take it from someone who's been gaming for 33 years, it really is that simple. Games are supposed to be fun, so go find your fun rather than try to constantly piss on other people's. You'll have a better time and a much healthier experience.
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themagnusbane · 10 months ago
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I'm a bald Solas lover I swear!!!!
—> Process video under the cut because of flash warning.
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themagnusbane · 10 months ago
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davrin according to tumblr tags
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themagnusbane · 10 months ago
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On the choices we make
This week we got the last article in IGN First series for The Veilguard, and many are not happy.
Here's the article, feel free to read it whenever, at your own risk tho
SPOILER WARNING & DISCLAIMER: I'll mention some spoilers for the character creator options for the Inquisitor. And i have not really read the IGN article, just looked through it vaguely but Twitter made sure i knew what it was about. I also got these spoilers earlier when the embargo on the preview event was lifted, so it wasn't really news to me.
In short, the shocking part of the article people are upset about is basically most choices from previous games don't carry into The Veilguard in any significative way. This news caused a lot of people to despair, become disappointed, sad, and even angry. So here's my two cents explaining why the devs decision to trim down the ever growing tree of possible outcomes from all past decisions was a smart and necessary move.
First let's talk about the Warden. It's been fifteen years since DAO, the Warden has served their purpose. Expecting them to still keep on the spotlight forever just isn't realistic. Particularly lore-wise, they're tainted, they're getting their calling eventually, they can even die in DAO. Even if in some worldstates the Hero of Ferelden is alive, searching for a cure, enjoying family bliss with Morrigan somewhere, this is not their game anymore, hasn't been for fifteen years. And it makes absolutely every sense that Rook doesn't get to casually ask Morrigan of all people about her personal life and her partner. Considering the different origins as well it also makes sense if the Warden is simply referred to as the Hero of Ferelden in codices instead of specifying if they're Cousland or Mahariel, that way all origins are contemplated without the need to select which one we chose, yes i'll say it again, fifteen years ago. Please, play DAO again if you must, but just, please, move on. It's time.
Then let's be real here, DA2 is pretty much self-contained. We see the direct consequences of the DA2 events early into DAI. There isn't much to talk about DA2 choices after that.
And now, about DAI...people were left in the Fade, people drank from a well, Divines were chosen. And The Veilguard is not about that. Sorry, but that also makes sense.
The Fade choice: it's pretty much decided that whoever stays in the Fade during Here lies the abyss didn't make it. They're gone. Sad, i know, but it's also been ten years in game as well and Hawke, Alistair, Stroud and Loghain are only human, they can't survive that. The thread many hang on for hope is Flemeth's words to Hawke "We stand upon the precipice of change. The world fears the inevitable plummet into the abyss. Watch for that moment... and when it comes, do not hesitate to leap. It is only when you fall that you learn whether you can fly" , is not a hint towards them surviving the Fade, it's precisely about them jumping into it. Which is what happens in that quest. There's nothing in those lines about making it out alive, or out at all. It's "whether you can fly", not "that you can fly". People always want these games to be DARK FANTASY full of DIFFICULT CHOICES and CONSEQUENCES that CARRY OVER, but when they choose a loved character to make a sacrifice and potentially die suddenly they expect them to have plot armor and return like nothing happened and nothing was lost? That loss was a consequence of that choice, and we all have to live with it and move on.
The Well choice: Solas' reaction to the Inquisitor drinking from the well is a strong one, but the consequence of that was already shown in DAI, in worldstates where OG Kieran exists we can see Flemeth control the Inquisitor to restrain Morrigan when she's trying to stop Flemeth. There's no confirmation on this but it's possible this power is gone once Solas petrifies Flemeth in the epilogue scene. From there we can only headcanon what happened with that power to control whoever drank from the Well of Sorrows; did the power vanish once Flemeth died? Did Solas inherit it when he absorbed her powers? Did Solas decided to only absorb her energy but avoided taking that particular ability with him? Remember, he's against slavery, servitude, and controling others. He's more into killing people in their dreams, petrifying his enemies and blowing up dear old friends' favourite stuff with his insane mind powers for extra emotional damage. If Morrigan is who drank from the well, it could also be she found a way to nullify that binding to Mythal; we don't know it yet but seeing as she appears in The Veilguard with a headpiece similar to Flemeth's it could even be she eventually accepted Mythal's deal. Anyway, the protagonist this time is Rook, and whoever drank from the Well of Sorrows is not something that affects them, or the main events of the game surrounding the Veil and a double Blight. The Well was drank, let's move on from that too.
The Divine choice: honestly? Not geopolitically relevant this time. The Veilguard takes place in Northern Thedas where the main power is Tevinter, which has its own Chantry and its own Divine. We're apparently not going south of the Waking Sea, so who rules Orlais or Ferelden and who sits on the Sunburst throne ruling over the southern Chantry is of no consequence to the regions we'll visit and the people we'll meet as Rook in this new game. Also, it's been ten years since all of that went down, whatever we made happen with the Inquisition could easily have been changed with a rebellion or two throughout the years.
The choices from previous games that affect The Veilguard are all from DAI, because that's the one game directly connected to The Veilguard; whatever happened in DAO and DA2 happened then and there and we've already seen the effects of those choices, sometimes in the same games they were made on. And the choices from DAI that carry on are limited to just three: Who the Inquisitor romanced, if the Inquisition remained or was disbanded, if the Inquisitor vowed to save or stop Solas. These are the choices that directly affect and are pertinent to The Veilguard events. DIRECTLY.
Now this has gotten some people bitter, like the game is serving Solavellans and dropping everyone else in the Amaranthine to die like their worldstates don't matter, but that's not it. Those two last choices are there even if your Inquisitor is not Lavellan, even if your Lavellan did not romance Solas. Remember, the Inquisitor and Solas can be friends too. They can even despise each other. I guess some could argue the romance option is there to cater to Solavellans too but i ask -rhethorically-, is it not relevant if the man set on destroying the world to return to a past long gone has a romantic history with the hero advisor of our new protagonist? Is it not relevant that this particular relationship was his only weakness, capable of changing his mind and stopping his hand??? Better yet, try to explain how it's not relevant. Considering who Solas is, what he intends to do, his role in determining the fate of all Thedas in the past as he is about to do now, Solavellan is very much relevant. A friend Inquisitor is also very relevant. An Inquisitor that wants his head on a platter i bet has much to say about Solas' role in this new stage too. As for the fate of the Inquisition i imagine it might affect how the Inquisitor can play their role as advisor to Rook, if they still hold the title and have some support from the Chantry maybe they can offer different resources or intel than if they're acting independently.
Every game so far has had many different options available, worldstates abound, paths can fork in so many ways and places it's insane to pretend it all carries on and on and on in every following game, when each game presents a new protagonist, a new institution, and its own theme and conflicts to deal with and resolve. In The Veilguard we'll be dealing with blighted ancient elvhen gods set on destroying the world. What is Hawke got to do about it? What could a senior, dying Warden do to save the world now? Even the Inquisitor can only contribute from the sidelines, maybe, we don't know yet.
Apocalyptic events will not wait for what was to come back to soothe our nostalgia. This time it's the Veilguard and Rook's time to save the world, and i'd say we let them. And let's give ourselves a new chance to make new, differenct choices, with different stakes and consequences we'll likely see soon enough probably backfiring on us. The devs worked on this game with the intention of giving us a full game, avoiding a repeat of previous questionable moves (like the main story truly ending in a dlc rather than the base game). In order to achieve that they had to focus, a lot, on how to carry the narrative forward and develop all these new characters, and let's be honest 100% now, that's pretty difficult to do if they're permanently looking back and dwelling on old characters and events. We can't move forward by looking over our shoulders to what was.
I strongly suggest everyone we give The Veilguard the opportunity it deserves, to be its own game as all the previous games were. For many players including myself their first Dragon Age was Inquisition so previous choices were not registered, we had no idea and still had a great time playing DAI and got so invested in it many went back to play DAO and DA2, and dive into the novels and comics, even Redemption, and that CGI Cassandra movie. So past choices not carrying over to newer games isn't the catastrophe some people are complaining over. Also please don't be arses to the devs over things like this, they worked hard all these years to give us their best, they deserve respect.
Lastly, i'd like to share a phrase in my language, "quién te quita lo bailado", which translates to something like "who can take away from what you've already enjoyed?" (the answer is nobody btw). If you already played previous games and enjoyed them, loved them, and played them 50 times over, that's yours, your experience, and nobody can take that away from you; the characters you built, your headcanons, that's all yours, for life.
Can't wait for October 31st so we can keep enjoying this world that for many of us feels like home.
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themagnusbane · 10 months ago
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fresh, clean no-terf version for reblogs!
Your mom and aunts aren’t on tumblr.  Please warn them about this as well. 
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themagnusbane · 10 months ago
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This post is a follow-up to this post, now that I've had a chance to listen to the talks from the EA Investor Day webcast from a few days ago as opposed to just leafing through the slides. here are the segments where DA:TV was mentioned during the talks:
Laura Miele: “So let’s take a look at what’s to come. Next month, the wait is over for Dragon Age fans, with BioWare set to deliver the fourth installment of this epic franchise. Let’s take a quick look. [plays segment of DA:TV release date reveal trailer] Now this is BioWare doing what it does best; immersive storytelling, memorable characters, and a gorgeous world. The Dragon Age community is buzzing, and the press reception has been really positive. The game looks great on console and PC alike, and we are already seeing strong demand on the largest platforms. And all of this is just weeks away, coming October 31st.” --- Laura Miele: “[…] So that is an overview of the incredible games in the EA Entertainment studios. Let’s do a quick recap. We have a slate of amazing blockbuster stories starting with Dragon Age. The anticipation is high as players finally get to experience this game in just a few weeks.” --- Andrew Wilson: “[…] What we heard from Laura is an incredibly exciting line-up of bold experiences and blockbuster storytelling at its finest, across Battlefield, The Sims, Apex, Dragon Age, Skate and many more.” --- Stuart Canfield: “[…] Looking ahead, we’re eagerly anticipating the launch of EA Sports FC 25 next week, and Dragon Age: The Veilguard in October, and both are currently tracking within expectations.”   --- Stuart Canfield: “[…] But more importantly we have over half our business still to go. We wait for EA Sports FC that’s due out in a week now. We have Dragon Age: The Veilguard still to come in end of October.”
[source]
The key takeaways in these quotes for me are 1) that EA report that they are seeing strong demand for DA:TV on the largest platforms, and 2) that DA:TV is currently tracking within their expectations.
I also grabbed some quick/rough stills of other places in the background where DA:TV showed up (+ one MELE cameo), not including the appearances in the slides included in the first post. these stills are included under the cut. there's nothing new or of particular note or interest in them really, I'm just including them for the sake of completion.
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[source]
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