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Evening Reading: Dragon Fade

by Garnett Lee, Dec 09, 2009 5:13pm PST

I started Dragon Age a couple weeks back and immediately got really into it (PC for those wondering and I highly recommend this route). This past weekend I got to a section named the fade and boy did they hit the nail on the head calling it that. My obsessive night-in and night-out roll playing the game came to a halt and while I'll get past this section it will be by force of will.

It so happened that over the weekend I also saw The Men Who Stare at Goats. Now this show's worst problem was that it wandered off aimlessly into the desert but the way the final cut wound up didn't do it any favors either. Wondering about what was left on the cutting room floor and whether it could have come together any better led to me thinking about how the whole movie post-production process could be examined to improve video games.

Okay, so clearly film is a whole other sort of media. It's one thing to shoot a number of different angles and takes for a scene but quite another to do something similar in a game. That doesn't mean the concept doesn't work; it just needs to be adjusted to the game production cycle. In the case of Dragon Age: Origins somewhere before the time got invested in creating all the Fade area someone needed to storyboard it or play it in a prototype or something and say, wait, this really disrupts the flow. Then they could have come back at and figured out how to get across the cool mystical parallel world element of the Fade as it relates to the game world without breaking the pacing of the overall experience.

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