PAX Day 3The last day of PAX and I finally made it inside the Dragon Age booth. First some pictures:


Jay Watamaniuk (Community Manager) was the presenter, Scott Meadows (Senior Programmer) did the driving behind the PC during the presentation. Chris Priestly (Community Communications Coordinator) and Jason Barlow (Community Production Coordinator) mainly acted as the "bouncers" herding rabid fans into the castle and keeping the others at bay when the castle reached capacity. The Dragon Age booth really was topnotch and easily outclassed all of the other booths at PAX (yes, even the ones with "Booth Babes"). Anyway, onto the good stuff...
The presentation showed off how much detail the Bioware folks have put into the Dragon Age world. Not just graphically, but also with the writing. Elves in Dragon Age are considered to be second class citizens and are usually nothing more than slaves and servants. This is reflected in game by the way NPCs interact with other NPCs as well as with the player. For example, Scott Meadows used a Human Noble PC to talk to a Quartermaster NPC, who spoke to the PC with the utmost respect. Scott then used an Elven Mage PC to talk to the same Quartermaster NPC. The Quartermaster immediately started yelling at her demanding to know why she had been taking so long gathering supplies and asked her why she was wearing such a ridiculous outfit (her mage robes). So expect to have quite a different gaming experience depending on what type of character you choose to play.
The bulk of the presentation was centered around the events leading up to and during the epic battle as seen in the E3 Trailer. All of the footage from the E3 trailer (and then some) was shown in game and it was
spectacular. It was at least a hundred times better than the Keep Battle in NWN2. I will try to describe a few of the things that stuck out to me during the presentation:
1) The Facial Animations were amazing. Lots of detail here, eyebrows arching, truly dynamic lip animations, eyes didn't look "dead".
2) Speaking of the eyes, you can see a little bit of glint in the eyes. Sometimes it was a bit harsh - but overall the effect was well done.
3) Fingers animate individually (in the in game cutscenes) - something for Community Modelers/Animators to take advantage of.
4) Teeth looked dirty, some NPCs were even missing a tooth or two (no doubt lost in battle).
5) Wind affects torch and campfire flames (this might just be a fixed visual effect that looks like it's blowing sideways in the wind).
6) Blood splatters persist on characters' faces, armor, shields during and after combat.
7) The Flame Weapon spell looks
AWESOMETASTIC. I find it odd that I got really excited about Flame Weapon, but seriously - it was that awesome. The flames looked great and there were some heat shimmer effects... just wow.
8) The Ogre's Knockdown ability sends beautifully rendered shockwaves through the surrounding area.
9) Combat seems very kinetic. It's as if weapons and shields are actually making contact and exchanging kinetic energy.
10) Area transition load times seemed really fast.
Now onto the Toolset Presentation. After several agonizing minutes of audio problems, Chris Priestly introduced Fernando Melo (Producer) and Ferret Baudoin (Senior Designer). Fernando narrated while Ferret ran the toolset. First some (fuzzy) pictures, then my observations:



1) Script filenames ended with .nss - so I'm assuming that they're using an enhanced version of nwscript.
2) All of the other filename extensions we're familiar with were being used: .are, .utc, .utp, etc.
3) You can rotate placeables on any axis (makes it easier to place objects on hills realistically).
4) There was a category in the toolset called "Stages" - I really have no clue what it's for, but it sounded interesting.
5) The "Head Morphs" Editor seemed pretty robust - No need for Community Modelers/Animators to create custom heads. Joe Average can do it now with the toolset.
6) You can apply facial tattoos and blend together different tattoo "channels" - fade them in/out and blend different colors.
7) The Plot Script Editor makes it a easy to design and implement quests.
8) There are Visual Effects and Audio Editors, unfortunately they were not shown during the presentation.
9) 20,000 Darkspawn were killed in the making of the Toolset Presentation (direct quote from Fernando Melo).
10) The toolset will be released in beta form BEFORE Dragon Age ships to a limited number of Community Members (similar to NWN1's toolset release schedule). Fernando said folks should get on the WorldBuilder's Mailing List to get invited to the Toolset Beta.
And to wrap things up:
1) Dragon Age was announced as a Trilogy (it was news to me, but then again I haven't been keeping up on Dragon Age news very well).
2) Future Dragon Age games depend *heavily* on how well Dragon Age: Origins sales go (duh).
3) There will probably be console games based on the Dragon Age world, which will be tailored to each console.
4) Bioware has no plans to create another Multiplayer/Toolset/DM Client game like NWN1 at this time.
Thanks for reading and I hope some folks find this information somewhat useful. If anyone needs anything clarified, please ask and I will do my best to answer your questions.