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Thread: Dragon Age: Dreadwolf (2023+)

  1. #21
    Homo Ludens Leon_DiZ's Avatar
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    "early look". Καλό είναι να μην περιμένουμε gameplay καθώς υπενθυμίζω ότι το παιχνίδι πάει για το 2022+

    Είναι η πρώτη φορά που βλέπουμε το updated logo της σειράς.

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  3. #22
    PS4forums Addict panos74gr's Avatar
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    Can't wait να δω τι σχεδιάζουν για το επόμενο παιχνίδι του πιο αγαπημένου μου franchise... αν και μέχρι να βγει και να ειναι καλό θα ανυσηχώ με όλα αυτά που έχει περάσει ήδη κατά την ανάπτυξή του και ολα αυτά που συμβαίνουν στην Bioware.

  4. #23
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    Quote Originally Posted by Leon_DiZ View Post
    "early look". Καλό είναι να μην περιμένουμε gameplay καθώς υπενθυμίζω ότι το παιχνίδι πάει για το 2022+

    Είναι η πρώτη φορά που βλέπουμε το updated logo της σειράς.

    Μαλιστα, ενδιαφερον thanks.
    Με δεδομενο οτι ηδη παντως εχουμε δει teaser για το παιχνιδι στο ιδιο μαλιστα show λογικα θα εχουμε κατι πιο αξιολογο αυτη τη φορα.


  5. #24
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  7. #25
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    Νέο concept art

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  8. #26
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  10. #27
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    Η ΕΑ τρολαρει κανονικα.
    Δεν γινεται να δουλεψει καποιος σοβαρα με δαυτους. Η Bioware δεν εχει ευθυνη για την καταντια της απ οτι φαινεται, 3η φορα που αλλαζει direction το παιχνιδι και μιλαμε για project που ξεκινησε το 2015.
    Καλο κουραγιο στους devs, ελπιζω να σηκωθουν να φυγουν ολοι και να πανε αλλου να βρουν την υγεια τους (κατι που εχουν κανει οι περισσοτεροι ηδη λογικα).
    Το οτι εγινε αυτο το shift προς single player προιον εμενα δεν μου λεει κατι, η ιδια πρακτικη ειναι απο την αναποδη και τα ιδια αποτελεσματα εχει, φτου κι απο την αρχη δλδ.



  11. #28
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    6 χρόνια περιμένω και ακόμα έχουμε μέλλον...

    Καλα νέα για μένα, μιας και με το ζόρι multiplayer, χωρίς να το θελει η ομάδα, θα ήταν ενα κακό παιχνίδι.

    Κρίμα για τον Laidlaw που του ακύρωσαν το concept πριν 3-4 χρόνια (και έφυγε) και όλη την ομάδα για την χαμένη δουλειά. Ελπίζω αυτά τα νέα να μην σημαίνουν νέο reboot.

    Να θυμίσω οτι το παιχνίδι όταν έγινε reboot το 2017, θα φτιάχνονταν πανω απο το anthem engine, λόγω multiplayer στην ΕΑ

    Επίσης να θυμίσω οτι και το inquisition είχε ξεκινήσει για MMO και στην πορεία έγινε single player. Για αυτό και όλα αυτά τα fetch quests.

  12. #29
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    So, a Brazilian digital event called Big Festival took place last month, it had quite a few presentations about games and, much to my surprise, it included one by BioWare's Scylla Costa - lead producer on Dragon Age 4, previously worked on Inquisition, ME2, ME3, Andromeda and Anthem - about developing the title amidst the pandemic. It's a 58-minute long presentation, completely in Portuguese (available ). But, to make things easier, I watched it and made a list of highlights that I thought were interesting.


    • He starts by talking about the development cycle of a AAA title at BioWare. He showed a flowchart comprising of six stages: pre-production, production, alpha, beta, launch and new content (DLC).
      • Pre-Production: Starts with a team ranging from five to thirty people, jumping to sixty people towards the end of pre-production. Work during this stage includes concept, prototyping, and systems development (tools such as narrative systems, dialogue, etc). This stage also includes market research.
        • BioWare was about to start full production when the pandemic hit.

      • Production: The stage of full development, where the tools are ready for content creation and feature development. Team grows 2 to 3 times that of its size during pre-production. It is the longest stage of development.
        • Dragon Age 4 is currently at this stage of development.

      • Alpha: at this point, all systems and features should already be in the game. Larger scale testing.
      • Beta: Game is content-complete. Further testing of game systems and balancing.
      • Launch: at this stage, BioWare creates what they call a "war room." During the three to four weeks leading to launch, people of all departments involved in the game - like development, marketing, publishing, etc. - gather at least once a day in a room to report on issues and discuss the team's priorities when dealing with them. Development of patches starts.
      • New content: self-explanatory, focus shifts to DLC production.

    • The pandemic and working from home
      • On March 12th, 2020, the team had a meeting to review the story of Dragon Age 4. He says the team was very excited about it. On that night, the team received an e-mail from corporate saying everyone should start working from home immediately.
      • At this point, he says BioWare was already expecting this to happen, eventually, but they still had just about 50% of developers ready to work from home and the work-from-home order came about a week earlier than they expected.
      • The immediate priority was taking care of developers. They asked each dev individually what the studio could do to help them work from home to ensure they would have a healthy work habit at home. Immediate actions included flexible work hours and deadlines. He says EA was very supportive of its developers.
      • Shifting to working from home was challenging because many devs didn't have an office or the equipment to work from home. So a lot of effort was made to ensure each dev had what they needed, from tools required to do their work to ensuring fast access to BioWare's VPN, so they can download, test, code and upload builds. Every 3 months BioWare received from EA a budget to improve/support their employees' offices at home.
      • BioWare started using Parsec's streaming service so developers could remotely access Playstation and Xbox dev kits to develop and test the game.
      • BioWare had to adapt their meetings and communication to properly set priorities to each communication and how fast one was expected to respond. He also says the amount of meetings ballooned, every conversation became a meeting and it affected productivity because often people would spend their days in meetings, and not actively producing. They had to analyze which meetings needed to actually be meeting and which could just be just made via Slack. They also started documenting meeting summaries so people who were interested in knowing what was discussed in said meaning - but didn't have to actually be there - could just get up to date without attending to the meeting.
      • BioWare had to adapt their motion and performance capture sessions as well. To keep recording during the pandemic, actors had to perform distant from each other, wearing a mask, and directors directed the sessions remotely.


    • Other comments about Dragon Age 4
      • Scylla says he is very excited about Dragon Age 4, that he is confident they can deliver the best story in the franchise and that the new characters are fantastic. Says he is dying to tell more, but, obviously, he can't yet.
      • When asked if anything in the story of Dragon Age 4 had to be changed to be more mindful of the pandemic - such as a hypothetical plague storyline -, Scylla says the team always tries to make relatable stories and that sometimes they had to adapt things because of real life events, but that it was not necessary in Dragon Age 4.
      • He also says that BioWare has "adjusted their internal deadlines" regarding Dragon Age 4.


    So, what I gathered from this, judging from the timeline presented here, it's possible that Dragon Age 4 has been in full production for about a year, considering the pandemic hit when BioWare was about to move on to full production. And his comment about the studio adjusting the project's internal deadlines strongly suggests the game is going to miss 2022, which is also to be expected given the pandemic. Now... Whether this means first half of 2023 or further, it's anyone's guess.
    https://www.resetera.com/threads/dra.../post-66736435
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  14. #30
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  16. #31
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    Αρχίσαμε

  17. #32
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    Default Dragon Age 4 (BioWare, #TheDreadWolfRises, 2022)

    Έχει αρχίσει πολύ καιρό πριν…

    Το project έχει περάσει τα πάνδεινα. Αρχικά έφυγε ο laidlaw όταν η EA αποφάσισε να το κάνει reboot ως live service game ενώ ήδη η ομάδα είχε δουλέψει πολύ σε ένα concept και ήταν στην φάση να μπει σε production mode.

    Μετά έγινε δεύτερο reboot όταν η EA αποφάσισε ότι δεν χρειάζεται πια να είναι live service game, και τότε έφυγε και ο Mark Darah παλαιμαχος παραγωγος στην BioWare και ανθρωπος που είχε σώσει πολλά projects. (BTW το κανάλι του στο YouTube είναι παρά πολύ καλό για όποιον τον ενδιαφέρει το game development και management σε τέτοια έργα)

    τώρα φεύγει ξανά ο creative director που αν θυμάμαι καλά είχε αναλάβει μετά τον Laidlaw…

    Χαμός και ανησυχώ υπερβολικά πολύ για την πολύ αγαπημένη μου σειρά

  18. #33
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    Πάμε για 2023+

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  19. #34
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    Το παιχνίδι έφτασε στη "μέση της παραγωγής"

    Game Update: Dragon Age in Production

    For the next Dragon Age, we are right in the middle of Production, which is a great feeling. Our blueprint was completed last year, so we're now focused on building out our vision: creating amazing environments, deep characters, strong gameplay, impactful writing, emotional cinematics – and much more. The blueprint for the game is well understood and the team is focused.
    Φεύγει κι άλλος Creative Producer

    As we continue our journey, we wanted to wish Christian Dailey a heartfelt farewell from BioWare. Christian started with us back in 2018 and has been a big influence on our games and leadership team, most recently as Executive Producer over Dragon Age's development. The games industry is ever-changing though and sometimes folks want to go and try new things – we understand, but we will miss him as a friend and as a colleague.
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  20. #35
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    Σε 2 ώρες λογικά θα μάθουμε τον τίτλο του παιχνιδιού.
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  21. #36
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    Dragon Age: Dreadwolf


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  22. #37
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  24. #38
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    επιτέλους μετά από τόσες αναταραχές, απολυσεις και 9 χρόνια μετά το release του Inquisition, έχουμε ημερομηνία για το... reveal trailer και ένα teaser.


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