![]() ![]() It allows the sentiment on your title to begin to solidify while you’re not even really selling that many copies of the game. ![]() ![]() “For Dragon Age: Inquisition, Early Access did not help, it hurts, because what it essentially means is that your launch day is seven days early but for a much smaller group of people, and you are having to deal with a launch and then deal with another launch seven days later. And that’s kinda too bad from my perspective.” There was a negative enough reaction from enough people within the community for Dragon Age to the post-credits sequence that my guess is that BioWare will never do a post-credits sequence ever again because they are going to be very gun-shy based upon that reaction. They feel like the game as a result of the post-credit sequence is incomplete and that we then tricked you into buying Trespasser in order to get the ending of the game. ![]() And for some people this undermines the entire game. “You defeat Corypheus, you save the world, the credits roll and then there’s a post-credits sequence where something is revealed about Solas. My bet is that Dragon Age will continue cementing itself as an action RPG franchise and continue to move away from the old-school cRPG things that mark its origin, so to speak, haha, and that we probably won’t see tac cam in Dragon Age 4. The fact that it’s very expensive plus the fact that it wasn’t wildly used, though you could argue that part of the reason why it’s not wildly used is because it’s not the best possible implementation of it, those two things together to my mind mean probably we aren’t going to see tac cam going forward from the Dragon Age franchise. “The telemetry on the tactical camera for Dragon Age: Inquisition basically shows that very few people used it and those people who did use it used it largely to pause, look around at the battlefield, decide what they’re going to do and then return to the over the shoulder camera and play the game in real-time for the most part. I can remember the vision statement for Joplin, which it was 'we would be heroes but the records are sealed’.” I can remember the vision statement for Mass Effect 2, which was 'the Dirty Dozen in space’. I actually don’t remember the specific language we were using in the early days of Dragon Age: Inquisition for its vision, which isn’t a great sign. This is what we were doing on Joplin, this is what we were doing on Morrison as well, because by doing that, people are able to find something that they understand a little bit better, grab onto that and then build up towards the over-arching vision.” But when you’re presenting a surface-level vision, ideally what you would want to then do is have your sub-disciplines and sub-teams present more detailed visions within their own respective areas, that feed back and build upon that over-arching vision statement. And those kind of statements can be incredibly useful, it is incredibly valuable to be willing to have vision statements or or 'X’ statements that are somewhat derivative, where you say, 'it’s like X with Y, because people can grab onto those things really effectively. First of all, we were presenting a top-level vision, things like 'Dragon Age with a Skyrim vibe’ or 'the exploration of Dragon Age: Origins in Frostbite’ or things like that, things that sort’ve were very surface level. This was pretty rocky on Dragon Age: Inquisition for basically three reasons I would say. “ presenting vision and ‘X’ statements, all of the things you do to start to align a team around a direction. Some more snippets of insight on Dragon Age: Dreadwolf, and some thoughts on future BioWare games in general from Mark Darrah, from his recent Dragon Age: Inquisition - Memories and Lessons video: ![]()
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