"It always feels like it's never enough" Dragon Age creator David Gaider explains the problem with world states and reactivity
Dragon Age creator David Gaider discusses the challenges of implementing player choice and reactivity across multiple games, citing Dragon Age II and Dragon Age: Inquisition as examples. He explains that while callbacks are appreciated, delivering entirely new plotlines based on past decisions is often unrealistic within game development constraints, unlike in novels or series like Mass Effect.
Eurogamer
- Entities
- Electronic Arts
- Mass Effect 2
- Reactivity
- RPG
- Dragon Age: The Veilguard
- BioWare
- Dragon Age
- Game Design
- Player Choice
- David Gaider
Original source
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