Theres been a few questions about the Dragon Age presentation at PAX East this past weekend (
which you can watch here, if you like), specifically with regards to the plan for follower equipment. It might be kind of hard to see the slides in that video, so I thought a bit more detail might be called for
in addition to offering us a chance to get some feedback on this proposed system.
But first, as in Mikes original presentation, a caveat: this is a work in progress. It shows our thinking on this particular topic, but should not be taken as a promise. The reason for that caution is there are a number of technical systems to work out before we can say this is even feasible. Still, its where we would like to head.
So what was Mike talking about? Lets say you have two followers in your party, one a Grey Warden and one a Seeker. Their initial appearances are thus:
I then find a piece of plate armor, the Sterling Breastplate. Normal class restrictions apply, but in this case both followers are Warrior class and can wear this plate armor. I can place it in their chest slot
but now, instead of changing their entire appearance, it changes only a part. If I were to add that item to the Warden character, it might look like this:
See the difference? This piece of plate has a different result on each follower that can use it, but has a look that is specific to that piece of armor. So the Sterling Breastplate results in a silvery piece of chest armor on any given follower which stays silvery but doesnt remove that followers visual identity. If we moved the same piece of armor to our Seeker, for instance, it would look like this:
Doing armies in pieces like this means we can expand the variations to other portions of the armor
so gauntlets, lower body, or shoulders. Like so:
With the armors in pieces, that means you can assemble them into a look that would have many variations
yet would still be individual to the follower. Take the example below: the complete Sterling armor, and yet it looks very different on the Grey Warden as opposed to the Seeker
but not so different as to be unidentifiable as that armor type.
You can see some of the effects we can produce with the combinations. Below is an example of another look that is possible, again slightly different on the Grey Warden as opposed to the Seeker:
Another couple of examples below (though these are unlikely to be from the same set), showing the different sort of looks we could achieve with the same characters:
We have more opportunities for variation when it comes to the color and material type of these individual pieces. Perhaps this is something well even be able to offer to the player (in terms of customizing their own armor to their tastes), but whether that happens or not its still something we can set ourselves. Between the look of a particular armor piece, the color and the material we suddenly have a
huge number of appearances possible for a given character
way more than we could achieve solely by replacing the characters entire body model.
Im sure this all brings a few questions to mind:
Whats wrong with the inventory system used in Dragon Age: Origins? Why not just use that?
Theres nothing wrong with that system per se. It was, however, a lot of resources that led to end results which werent ideal
namely that we had less appearances overall in addition to very little visual identityfor the followers. Morrigan was the only character in Origins who had a unique appearance, and one which was immediately lost the moment you put different armor on her. Other followers had little visual identity at all outside of their faces, and ended up looking like every other character who wore that armor. Again, thats not terrible in and of itself (characters are defined by more than just their appearance, after all)but wed like to do better.
Did you do it better in DA2? If that was so great, why not just do it again?
We did like the visual direction for follower appearances in Dragon Age 2but resource limitations meant that we couldnt do the number of variations on those appearances as we would have liked. So you couldnt change their armor at all, and that had a negative impact on player agency
as in the agency one feels by having control over their gameplay. It also meant you found a lot of armor that you simply couldnt use at all, while this proposed system eliminates that problem. So, ultimately, it was good on one side and very bad on the other.
Isnt this new system still incredibly expensive?
On a per-follower basis, theres a certain investment in that wed need to determine what the various pieces look like for that character. So, yes, its expensive in that sense. However, by breaking these looks down into pieces and having each piece systemically changeable in terms of its color and material we end up with way more variations overall. So its an investment that pays off in terms of both agency (you place equipment on a character and see a resulting change) and character identity. This is a good investment, in our books.
Why are you telling us this?
Weve read the feedback on DA2, the bad as well as the good, and as we slowly move forward we intend to explain our intentions in more detail. This system is an example of something wed like to change, and were showing it at a stage where we could still get feedback that would matter. If someone wishes to offer their thoughts about the system, or has questions regarding it, wed be pleased to hear it.
Why arent you telling us about [insert other topic here]?
As Mark stated in his initial thread about discontinuing the production of new content for DAII, were committing to show-not-tell whenever possible. Were certainly aware that people have questions about combat, follower interaction and more, but until we can actually
demonstrate our direction we want to keep quiet about it.
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