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Technology of Dragon Age II

The Technology of Dragon Age II – Part 2 on the BioWare Blog offers an illustrated look at advancements in the role-playing sequel. Here's an overview of their goals:

One of the major goals of the team was to make the game look great on all platforms. Having accomplished that, we started researching what additional features we can offer to our users that have invested on higher end PC hardware. The latest PC GPUs that have been recently released on the market are very powerful. DirectX 11 technology is a great way for us to target this advanced GPU hardware, as DirectX 11 is fully backwards compatible with DirectX 10. So if you have a video card that supports DirectX 10, DirectX 10.1 or DirectX 11, and Windows Vista SP2 or Windows 7, you’ll be able to benefit from additional technology features as described in this post.

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44. Re: Technology of Dragon Age II Mar 6, 2011, 20:49 Jerykk
The "consequences" were either tame (a little snippet in the epilogue), obvious, or both.


What? There was plenty of meaningful consequence and ambiguity in DAO's choices. Take Redcliffe, for example. When you first enter the castle, you find a Bloodmage locked up in a cell. You can choose to free him, leave him locked up or kill him. At this point of the game, you don't know what's happening in the castle so you can't really trust the Bloodmage, making this choice a difficult one. Later, you find out that Arl Eamon's son has been possessed by a demon. You can choose to get rid of the demon directly but sacrifice the son in the process, run to the Circle of Mages but risk further destruction to Redcliffe or, if you let the Bloodmage live, sacrifice the mom in order to purge the demon from her son. The final choice would not have been available if you had killed the Bloodmage earlier and the Circle of Mages option won't work if you purged the Tower earlier. So, depending on the choices you've made up until that point, you can have from one to three different ways to deal with the situation. That seems like pretty meaningful choice and consequence to me.

There was also a bit of adventure game logic going on in the dialogue trees, so having that cleared up a little doesn't bother me so much.

Could you clarify "adventure game logic"? I thought the dialogue trees were perfectly logical. If you say or do something that conflicts with a companion's principles or beliefs, you lose influence with them. If you say or do something that they approve of, you gain influence. Seems pretty intuitive to me. It's true that you had to actually think a bit before making your choices. It was important to consider the context of the conversation and who you were talking to. This is a good thing, as it keeps dialogue interesting.
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