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On Thu, 19 Sept, 12:05 AM UTC
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How Dragon Age: The Veilguard Used Lessons From The Sims to Craft Its Character Creator and More - IGN
Inside the intricate systems that bring BioWare's RPG to life. Corinne Busche wasn't looking for a job when she sat down for lunch with BioWare's leadership team in 2019. She had been a fan of BioWare's games since the days of Dragon Age: Origins, and she wanted to, in her words, "meet my heroes." "So I went to lunch with a couple of folks in the leadership team at BioWare, and we started riffing about progression systems and skill trees and economies, and we just really resonated with one another," Busche remembers. "And much to my surprise, they expressed an interest in me joining, and it was kind of the question you don't have to ask me twice. That was such a dream opportunity, and to be able to step in this space, visit the studio, see my favorite characters on display throughout the walls, I was immediately sold. Immediately." Busche was coming off a stint at Maxis, where she helped design the systems on various The Sims projects. In taking the helm of Dragon Age: The Veilguard, she became part of a wider talent pipeline flowing from Maxis to other parts of the games industry. It's a pipeline that includes the likes of Eric Holmberg-Weidler, who was credited with fine-tuning many of the systems that comprised The Sims 4 before spearheading the Professions revamp in World of Warcraft's Dragonflight expansion. Justin Camden, who also worked on The Sims, is one of Dragon Age: The Veilguard's technical designers. At first blush, it might not seem like The Sims has much in common with an RPG like Dragon Age outside the fact that they both feature romance in some way. Going back to its release in 2000, The Sims has garnered a reputation as a casual, frequently silly lifestyle simulator; the game where you remove a ladder from a swimming pool and watch your poor little Sims drown. Under the hood, though, The Sims is a complex web of systems, progression and relationships. Sims have jobs. They gain skills. They fall in love. "Maxis is a great place for designers to hone their skills," Busche says. "There are many projects across differing platforms and service models happening simultaneously which give a rare opportunity for a breadth of experience. What people may not realize about the Sims, given its playful outward nature, is the underlying systems and mechanics are deceptively deep - especially as a dev. One of the more interesting parts of coming up through Maxis as a designer is the experience you get with simulation, emergent gameplay, and emotionally relatable player experiences. It's just a really unique opportunity being a part of these teams, and those are skillsets that can benefit a number of different games and genres." Busche's systems design background is evident throughout The Veilguard. It includes extensive skill trees, with sub-classes that are geared around different weapon types and styles of play, and the choices you make also resonate deeply throughout the story. It's also possible to level up your relationship with individual factions and shopkeepers, which in turn opens up new possibilities for acquiring unique gear, and characters bear long-lasting scars depending on the choices you make. Systems are layered throughout Dragon Age, deepening the player's intertwined connection with the world and the characters that inhabit it. "What's so wonderful about [The Sims] is there's so much autonomy in that game, and we find that RPG players are hungry for that same sense of autonomy, making decisions, influencing characters. And what you might not realize in the Sims is behind the scenes, there are some really robust progression systems, game economies, character behaviors for their own AI and autonomy... a lot of really fascinating parallels," Busche says. "So in that regard, I'm very grateful to my time there, being able to take some of those learnings, whether it's about how to convey romantic progression to the player, or design skill progression, game pacing, a lot of really interesting transferable ideas that you might not think about on the surface." In The Sims, characters go through their daily lives in an idealized world filled with strange but charming characters like Bonehilda (Dragon Age, it should be mentioned, has its own living skeleton in Manfred). While Dragon Age's characters are still bound by the demands of the story, BioWare goes out of its way to make them seem more alive. As we talk about in our hands-on preview that went up last week, Dragon Age is filled with little messages noting how, for instance, you "traded verbal jabs" with Solas. As we'll go into in a future article, both platonic and romantic relationships are a big part of how characters grow in Dragon Age. And of course, as anyone who has played a BioWare or Sims game knows, both games have their share of woohooing. Ultimately, though, it's the character creator where the resemblance between the two is the most apparent. Dragon Age's character creator is extensive, allowing players to adjust physical characteristics including chest size, the crookedness of a character's nose, and whether or not their eyes are bloodshot, among other features. While custom characters are a time-honored BioWare tradition going back to the days of Baldur's Gate, The Veilguard draws from the lessons of The Sims in everything from body customization to the flow of the user interface. Cross-pollination like this is common within EA, and Dragon Age: The Veilguard borrows from plenty of other sources as well. That incredible hair technology, for example, got its start within EA's sports games, meaning your Rook can have a luscious mane like Lionel Messi. But the character creator is perhaps the greatest inflection point between Dragon Age and The Sims. "Character creators are extremely complex, and in many ways even more personal. It's so important that players feel they can be represented and feel pride in that representation as they go through the creation process," Busche says. "In particular, I remember we were struggling with some of our iconography, and we turned to each other and said 'how did The Sims 4 handle this?' While the technology and UI is quite a bit different, the underlying goals and lessons were quite similar." She adds that Maxis has a "tremendous wealth of knowledge when it comes to representing gender, identity, and the surprising number of localization issues that come along with that when you're releasing in different regions and languages." "It's always nice when you can draw from that prior experience. See what worked, what didn't, and how expectations have evolved. The fun part is now we get to pay that forward and have been sharing our knowledge with other teams," Busche says. On a moment-to-moment basis, of course, The Sims and Dragon Age are two very different games with very different goals. One is a single-player action RPG, the other a lifestyle sim. As studios, too, BioWare and Maxis are in very different places right now. The Sims has been a powerhouse franchise for more than two decades, and EA is seeking to expand its reach with a new movie. BioWare, meanwhile, is seeking to rebuild after stumbling badly with Anthem and Mass Effect Andromeda. But when creator Will Wright first decided to focus on the people inhabiting his games, the world he crafted wasn't too dissimilar from the one found in Dragon Age. Both use unique systems to create reactive, imaginative worlds full of interesting choices, filled with characters with their own inner lives. It's a philosophy that's always been part of BioWare's legacy; now, in The Veilguard, it finally gets to be on full display once again. Dragon Age: The Veilguard will be on PC, PlayStation, and Xbox on October 31. Make sure to keep an eye on IGN all this month as our IGN First coverage continues.
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Dragon Age: The Veilguard lead says experience with The Sims was a big help when designing BioWare's next RPG - "How did The Sims 4 handle this?"
Dragon Age: The Veilguard game director Corinne Busche says her time at The Sims developer Maxis was invaluable when refining multiple elements of BioWare's upcoming RPG. Speaking with IGN, Busche reckons Maxis is a uniquely valuable place "for designers to hone their skills" given the range of "platforms and service models happening simultaneously." The games themselves, most notably The Sims 4, also feature "deceptively deep" systems that touch on "simulation, emergent gameplay, and emotionally relatable player experiences." In other words, a lot of transferable skills for RPGs, despite the leap in genre. It's no surprise, then, that Busche isn't the only Sims veteran on BioWare's team. "What's so wonderful about [The Sims] is there's so much autonomy in that game, and we find that RPG players are hungry for that same sense of autonomy, making decisions, influencing characters," Busche reasons. "And what you might not realize in the Sims is, behind the scenes, there are some really robust progression systems, game economies, character behaviors for their own AI and autonomy... a lot of really fascinating parallels." Busche points to the expanded character creator in Dragon Age: The Veilguard (I increasingly just want to call this mouthful of a game DAVE) as a major learning point. "I remember we were struggling with some of our iconography, and we turned to each other and said, 'How did The Sims 4 handle this?'" she says. "While the technology and UI is quite a bit different, the underlying goals and lessons were quite similar." This is about more than making characters look good or offering a wide range of appearance options. Busche notes the "tremendous wealth of knowledge when it comes to representing gender, identity, and the surprising number of localization issues that come along with that." A range of surprising games have directly or indirectly shaped the long-awaited return of Dragon Age. Director John Epler said that the first thing he asked for on the project was a style of "resumable banter," allowing players to pause and pick up conversations freely, that he saw in zombie survival game State of Decay in 2013.
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BioWare's upcoming RPG, Dragon Age: The Veilguard, draws inspiration from The Sims for its character creation system. Lead designer Thomas Giroux discusses how his experience with The Sims 4 influenced the game's development.
BioWare's highly anticipated role-playing game, Dragon Age: The Veilguard, is taking an unexpected turn in its character creation system by drawing inspiration from the popular life simulation game, The Sims. Lead designer Thomas Giroux recently revealed how his experience working on The Sims 4 has significantly influenced the development of the upcoming RPG 1.
Giroux, who previously worked as a lead designer on The Sims 4, explained that his experience with the game's robust character creation tools has been instrumental in shaping The Veilguard's approach to player customization. He emphasized the importance of creating a system that allows players to craft characters that truly represent themselves or their desired personas within the game world 2.
One of the key challenges faced by the development team was striking a balance between realistic character creation and maintaining the fantasy elements inherent to the Dragon Age universe. Giroux noted that while The Sims focuses on creating true-to-life characters, The Veilguard needs to accommodate fantastical races and features that are staples of the Dragon Age series 1.
The Veilguard's character creator is set to offer a wide range of customization options, allowing players to fine-tune their characters' appearances. This includes detailed facial features, body types, and hairstyles. Giroux emphasized the importance of inclusivity, stating that the team is working to ensure that players from diverse backgrounds can create characters that represent them accurately 2.
While the character creation system is a crucial aspect of The Veilguard, Giroux also discussed how these customization options will impact the game's storytelling and player interactions. He hinted at the possibility of character appearances influencing dialogue options and NPC reactions, adding depth to the role-playing experience 1.
The gaming community has shown mixed reactions to this news. While many fans are excited about the prospect of a more detailed character creation system, others have expressed concerns about potential shifts away from the traditional Dragon Age formula. BioWare has assured fans that the core RPG elements that define the series will remain intact, with the enhanced character creator serving as an additional layer of immersion 2.
Hyungjun Kim, director of the upcoming life simulation game InZOI, emphasizes the game's unique features and AI-driven tools, positioning it as a different experience rather than a direct competitor to The Sims.
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As generative AI makes its way into video game development, industry leaders and developers share their perspectives on its potential impact, benefits, and challenges for the future of gaming.
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Electronic Arts (EA) is heavily investing in artificial intelligence for game development. With over 100 active AI projects, the company aims to revolutionize game design, player experiences, and operational efficiency.
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Will Wright, creator of The Sims, unveils Proxi, an ambitious AI-driven life simulation game that uses players' real memories to create personalized digital worlds.
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Nvidia's Avatar Cloud Engine (ACE) AI NPCs are set to launch in actual games, promising more interactive and dynamic gaming experiences while raising questions about potential impacts on gameplay and storytelling.
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