Companions and What Happens When They Watch Jasmine for a Day Part One
Includes: Piper, Deacon, Danse, Hancock, and X6.
Nick honestly does not want leave Jasmine alone as they are in a unknown settlement with only one of the companions and a bunch of settlers. But he just got a heavy case that Jazzy can’t tag along for and he can’t put off for later. “Hey, I kinda got a long case to follow, do ya mind watching for Jasmine while I’m at it?”
(Note: This takes place after Jasmine accepts the companions as family. Otherwise my girl would just hide in a tree for all eternity)
Piper Wright:
Big sister mode activates as soon as those words leave Nicks mouth.
Bro has been training her whole life for this moment to arrive.
She catapults over to the teen girl who is stacking up rocks into little houses.
Piper: “We are having a girls day today, kiddo! What kinda things did prewar girls your age do?”
Jasmine: “A lotta cartwheels and handstand contests...”
Hearing that, Piper immediately decided to give it a try and scoots back to give herself room.
She holds a handstand for about five seconds before her arms collapse in on itself, making her slump awkwardly onto the floor like melted butter.
Jasmine then chooses to point out that it’s not fair for a competition because she has physical enhancements and will last longer.
Piper gets up with a huff and challenges the teen to do a handstand anyways.
Just like she said she would, Jas is able to hold herself up with no problem.
Girl even shows off by taking away one hand and doing the splits midair.
Much to Pipers great annoyance.
Jasmine stands down with a cheeky smile, offering to help the older girl nail it down.
Piper first must crack out her arms and legs that have become overly stiff with the last attempt.
Jasmine: “Phhhfft, like a little old lady!”
Piper: “Oh, ha-ha, very funny.”
She keeps getting a face full of grass and dirt at every new attempt.
Jas ends up lifting her up by the waist whenever she is about to fall.
She tries teaching Piper several balancing techniques to try to help stabilize her.
But it proves fruitless in the end.
Eventually the teen just lets go without warning to see what would happen.
Piper somehow does a perfect back bend when she drops backwards.
Task failed successfully.
However, she has to get help in getting back up onto her own two feet.
Still, Piper is pumped about it, silently freaking out on how well she did.
Piper: “Oh geez look at the time, we should get something to eat.”
Jasmine: “I don’t like food.”
Piper: “Ah well, too bad you need it to keep living and to do your handstands. Cmon, I’ll make you something real special!”
Piper leads her to the kitchen and starts making a loaf of her famous soda bread with dried up mutfruit for the girl to try. (An actual thing in the Fallout Official Cookbook)
Luckily, she doesn’t burn it to pure ash this time and the house fills with the pleasant smell of freshly baked bread.
Jasmine gets to work on their main course, preparing Braised Deathclaw Steak served over what looks like rice.
Piper: “I’m a little afraid to ask what that actually is…”
Jasmine: “Ehh, it’s close enough to the prewar stuff I think.”
The two girls sit around the table with bottles of Nuka Cola and each of their dishes evenly distributed.
Pipers soda bread has biscuity and slightly sweet tang to it, the mutfruit doing wonders for it. (Although Jas can’t taste it)
And Jasmine somehow got the Deathclaw steak to be so soft and buttery that it magically melts in their mouth.
Safe to say that the course was a full on success, with Piper packing away the leftovers for later travels.
After that, Piper insists that Jazzy should allow her to do her hair.
Well kept curly hair is a rarity in the Commonwealth, even more so when it’s very magically long.
She sits Jasmine down in a chair and brings out a comb, some water, and some hair ties.
Carefully, Piper does the teens hair into a nice updo that she saw in a magazine back home.
She does a decent job, only leaving a few fly aways and mistakes.
Nothing that can’t be fixed with some bobby pins.
Jasmine: “Well by girlish law, now I have to do your hair in exchange.”
Piper: “Was that an actual rule back then?”
Jasmine: “Yup, at least in my town and among the girls.”
They switch places and Jasmine takes control of the comb.
Jasmine: “Don’t peek until I’m done, it’s a surprise.”
Jas sections off her hair and makes two small fishtail braids that meet in the back, lightly curling the rest of Pipers hair and leaving it loose.
She even puts in a few fancy hairpins to give it a extra touch.
The Reporter gets overly delighted when she finally is allowed to look in the mirror.
She starts to run her fingers through it constantly, admiring it at every angle.
Until Jazzy tells her that doing that will ruin it sooner.
Then she makes sure nothing touches or snags it, putting up her arms around her head when she walks close to something.
The two girls change into pajamas and drag out sleeping bags around the fireplace.
Jasmine starts doodling little cartoons while Piper watches with interest.
Piper: “Who are you drawing?”
Jasmine: “Hancock.”
Piper: “His hat isn’t that big.”
Jasmine: “Neither are his boots. It’s a cartoon, everything is exaggerated.”
She continues her drawings while Piper starts recounting a story about the time a bird flew over Diamond City and pooped on Crazy Myrna.
Jas grins wildly and starts drawing a cartoon of that, comedically recapturing the scene in detail.
She gives it to Piper so she can make copies to secretly distribute to the other companions.
At 10:00pm sharp, Piper loudly claps her hands together like a teacher.
Piper: “Alright kiddo, time for you to tune out for the night.”
Jazzy sighs super dramatically at this, tucking her sketchbook back in her bag and laying down on the sleeping bag with a pout.
Although she herself is tired, Piper is determined stay awake until Jasmine falls asleep.
So she keeps rambling about potential cover stories and leads until the teens eyes start blinking shut.
A little part of her wonders if she had bored the kid to death.
Piper scoots her sleeping bag closer so she can lay a comforting arm around the younger girl while she slumbers.
Its quite a sweet scene to see when Nick returns early in the morning.
Deacon:
He is a bit of a wildcard when it comes to this sort of thing.
Right on the fine line of being completely reckless and being completely levelheaded.
He takes being the favorite uncle very seriously.
So Nick is wary on leaving Jas behind with him, they might end up with another baby deathclaw on their hands.
Deacon: “Relax Nicky, I’m the very definition of innocent and wholesome fun-...”
Nick pins Deacon by the shoulders and make him swear to his face and daunting glowing eyes that he won’t get Jazzy into any real trouble.
Top five scariest moments in Deacons life.
He’s kinda shooketh when Nick finally let’s him go and leaves.
Its not like he was planning on doing anything too extreme or cause too much chaos, but he definitely is second guessing.
Nevertheless, he marches up to the teen girl who is messing around with a frisbee.
Deacon: “Hey there small fry, ready to cause some trouble?”
She grins wildly at Deacon and holds up a colored powder bomb she had been saving.
Nothing is gonna be safe from these two.
As long as it’s harmless fun Deacon is all for it.
Deacon: “Now how do we get the Brahmain onto the roof?”
Jasmine: “With a lot of duct tape and critical patience...”
The settlers start getting more and more bamboozled as the day progresses.
Especially when a they find googly eyes stuck to a bunch of inanimate objects.
Deacon: “The pink glitter will stick out more if you use on the plungers instead!”
Jasmine: “Yeah but if I do, what color do I use for the chickens?”
Deacon: “Try periwinkle.”
Jasmine: “THATS FOR THE MANNEQUINS!!”
Both of them deny having anything to do with the balloon animals with scary drawn on faces in the showers.
Or the Sentry Bot guard in a wig and oversized dress.
They get so carried away with their little tricks that Deacon forgets to check the clock.
Deacon: “Ooops, way past meal time, you hungry there Tootsie Pop?”
Jasmine: “No, and how the hell did you come up with that one?”
Deacon: “Great! I’ll whisk us something scrummy!”
Jasmine: “…Is that even a word?”
Usually when Deacon makes food, he does it in a way that makes the dish look wacky and almost unrecognizable.
Buuuuut, with Jazzy that’s not the exactly the bestest thing to do.
So he makes little sandwiches decorated and shaped into interesting characters and scenery.
Deacon gets too into it during preparations and comes up with complex backstories for each one. (And maybe got attached for comedic reasons)
Jasmine: “So… Do you want me to eat this or not?”
Deacon: “Just make it quick for Sir Reginald, the guy has suffered enough hardships…”
Jasmine: “Uhhh, do you need mental help?”
After that drama is all sorted up, the two of them gather up toilet paper, paint, and a bunch of rotten mirelurk eggs. (You can already see where this is going)
That group of Brotherhood soldiers stationed nearby never even saw it coming.
All it took was a big enough distraction, and fast feet to pull it off.
Jasmine: “YOU HAVE TO DO THE PAINT BEFORE THE EGGS DEACON!”
Deacon: “IM TRYING TO AIM FOR THEIR BUTTS!”
Deacon ALMOST got caught red handed.
But a perfectly timed powder filled balloon saved his ass.
By the time they are done causing their destruction and running back to the settlement, it’s well past midnight.
The parental side in Deacon half panics at the time, but he remains cool.
Deacon: (Loud fake yawn) “Okay curly girlie, time to hit the hay.”
Unfortunately for him, Jazzy is hyped on adrenaline and coffee so it’s gonna be a hassle to get her to sleep.
It takes him a half hour to drag the girl inside and shove her some pajamas to change into while he starts the clean up.
More like scrub the evidence.
Deacon gave her a death bunny onesie to wear and she looks totally adorbs, but still psyched up as hell.
Like bouncing off walls kinda hyper. Just dressed as a bunny now.
Somehow he gets her to lay down on the sofa, teasing the teen with her stuff bear by keeping it out of reach.
Another mistake because Jas sits up to snatch it back while smacking his head with her pillow.
Deacon: “Okay, okay, you got me. Seriously though, no more horsing around until you get your beauty rest.”
Jasmine: “What about you?”
Deacon: “Who, me? I never need sleep! Had that redundant function removed way back when.”
He parks himself besides her and recounts his totally 100% true tales of being the amazing and incredible Deacon.
Yes, Jazzy is skeptical of every word that comes out of his mouth, but she slowly falls into a slumber to his tall tales.
Nobody said that Deacon didn’t feel at least a bit touched and emotional, wondering what he had missed out on with Barbara.
Maybe a few stifled tears were shed in that moment….. Or many loud tears. (Give this man a hug)
He doesn’t notice Nick coming in a few hours later until the synth steps closer to them and Deacon is forced to quickly plaster on a smile again.
Deacon: “See Valentine, you had nothing to worry about. She is still in one piece and so is the settlement!”
Danse:
Straightens himself up and accepts without much hesitation and a whole lotta confidence in his voice.
That is until Valentine is actually gone, then the doubts and uncertainty start to creep in and he starts to look a little lost.
He’s had experience with Brotherhood Squires in the past, but this somehow feels completely different.
Danse goes back to tinkering with his Minuteman issued Power Armor, looking up from time to time at the young girl who is playing around with a can of homemade bubbles.
At one point, he gets a little too occupied with the tune up, going a good hour without checking up.
When he finally does, Jasmine is perched on a dangerously high building like she is Batman or something.
He drops everything and runs over, gruffly ordering her to; “GET DOWN RIGHT NOW!”
It’s overly harsh on the tone so Jazzy shrinks back on the ledge with a yelp.
Danse is more overly frightened about her safety and not actually mad.
He quickly apologizes and asks in a much softer tone if she can carefully climb down, in which she obeys.
Danse: “Please refrain from ever doing that again...”
Jasmine: “I’m looking out for those molerats who ate the melons!”
The former Paladin can only sigh at the teen and rub his head while she stares at him with wide eyes.
Danse: “Lets… obtain us something to suitable to eat.”
He honestly has no clue on how to deal with this.
Danse sets up a grill and starts cooking them both a juicy Radstag.
The meaty aroma attracts some wild mongrels so Jazzy runs over to deal with them while Danse continues.
He serves the Radstag alongside mashed potato’s and freshly cut corn.
A solid 10/10 wasteland meal.
Jasmine finishes her food first and she stands up to continue blowing her bubbles.
Her eyes get all big and sparkly while she giggles and tries to pop them all in the gentle breeze.
Danse watches the bubbly girl jump around with a smile on his face and his plate in his lap.
He almost forgets to eat while his food is still warm.
Its quite peaceful so he lets himself sit back and relax.
That is until Jas drops her bubbles and breaks out into a full on sprint across the settlement.
Danse: “Where are you going?!?”
Jasmine: “THE FUCKING MOLERATS ARE BACK!!”
Confused, Danse gets up from his chair and bolts after the girl.
And he learns that Jas can practically break the sound barrier with how fast she can run.
He catches up to her as she is trying to shank said molerats who are eating away at the crops.
Jasmine: “SAVE THE MELONS!!”
They all squeal and retreat back into their den once they see the red fury of the girl.
Of course, Jazzy tries to go in after them but Danse tugs her out before she can get very far.
Danse: “No you can’t go in there! The structure could potentially collapse in on itself!”
No way in heaven is he losing the teen to a molerat den of all things.
Danse tosses in a few live grenades just to ensure she won’t try and rush back in.
Danse: “There, that should do away with last of them-...”
He catches himself subconsciously tenderly wiping some dirt off the teen girls face with his hand.
My guy almost short circuits then and there.
Jazzy didn’t notice until he froze because Nick and almost everyone does it when she gets messy.
She snaps her finger a few times in his face to pull him back into reality.
Danse: “I- uh, sorry…”
Jas shuffles over to her bag and pulls out her frisbee, holding it up questionably to Danse to offer a game.
Its her way to break the unnecessary awkwardness.
He backs up and holds up his hands, still looking a little confused.
The two start flinging it back and forth to each other.
Progressively getting further and further apart.
Only once was Danse bonked on the head when he miscalculated his catch.
The look of shock on his face sent Jazzy into a fit of giggles.
After their game, Danse goes back to fixing his Power Armor while Jas starts playing around with a bouncy ball.
Eventually, he gets back up and searches for the girl to get her inside for the night.
He finds her sitting on top of an old garage playing on her Pip-Boy.
Jasmine claims she isn’t tired, so he tells her to run laps around the settlement with him.
She goes for much longer than he originally expected.
He's almost tired out himself by the time Jazzy finally starts slowing down.
Danse: “Ready to turn in for the night?”
Jasmine: “M’kay...”
To another surprise, she jumps up into his arm while she sleepily yawns.
He shuffles back to their chosen house for the night to set her down in front of the bathroom to change.
Jazzy is barely able to hobble in and slip into her pajamas before she collapses onto the sofa in a deep sleep.
Danse quietly does alterations to his guns on the other side of the room while she sleeps.
Jumping up in a pure panic when Jas starts crying out in her sleep.
Poor guy doesn’t know what to do in that moment other than awkwardly start patting her shoulder with some reassurance that it was alright.
Amazingly, this works and she doesn’t wake up sobbing at him for once.
You might as well have given Danse a million caps, cause he feels overly accomplished like he just had finished a successful mission.
He is still wide awake when Nick walks in at around 3:00am, politely greeting him and stating that the day was a success.
Hancock:
First Hancock must endure a series of exams and tests by Nick to ensure that he is not high/drug and sane enough to take on the job.
Nick is a prewar cop, he knows what he is looking for in the Mayor.
Once he is satisfied with the results, he gives Hancock one last glare before leaving.
The Ghoul strides over to the teen who is bouncing a kickball against a wall.
Hancock: “Okay little sister, it’s just you and me here for now. Whatcha wanna do first?”
Jazzy holds up a jump rope out of nowhere with a small smile.
She ties one end to a fence, and take ahold of the other while gesturing for him to take place in the center.
It takes Hancock a good few tries before he can jump over the rope at a reasonable pace, and Jas starts singing a rhyme to start a game.
Jasmine: “Ice cream soda, cherry on top, who’s your lover, I forgot. Is it A, B, C, D, E, F-…”
Hancock trips and falls flat face on P.
The first name that pops in both of their heads is Piper.
Although something tells Jasmine that she would be horribly disgusted by this.
But Hancock is hysterically cackling face down on the ground and says that its a “sign” from above.
Jasmine: “Please don’t tell her that Hancock, if you value your life…”
He stands up and offers to swap out places with the girl for the next turn.
Jas decides to choose a little harder skip rope song for herself.
Jasmine: “Texaco, Texaco, Over the hill to Mexico, Where they do the splits, splits, splits. And do high kicks, kicks, kicks. And turn around, round, round. And touch the ground, ground, ground. And get outta town, town, town. And get back in, in, in. And do a little spin, spin, spin. And do it all over again..”
By the end of the third time, she carried out each extra movement perfectly, leaving the Ghoul jaw-dropped.
Jasmine: “To be fair, I had more practice on the schoolyard playground.”
She doesn’t think it’s too impressive, but he is still in astonishment for some reason.
After a few rounds of different jump rope games, Hancock realizes they should probably go find something to eat.
They basically run around the entire settlement and take up anything edible that they could get ahold of.
Jasmine slams it all together to make a casserole that smells heavenly in the oven.
Hancock piles together all the sweet rolls and sugar bombs to make an almost cake for dessert.
Hancock: “You think that you're gonna get sick with all this food?”
Jasmine: “Nah, I’m feeling pretty upbeat right now, so I think I’m in the clear.”
Nope! She vomits moments later and crumbles onto the floor in pure defeat.
Hancock kneels besides her and slowly rubs her back until she calms down a little.
Jasmine: “Fuck my life…”
Hancock: “Aww, don’t say that. It’s just a little momentary mishap.”
Big brother Hancock will fight death itself to hype her back up again.
He just starts singing overly exaggerated covers of her favorite songs until the girl starts bursting with laughter.
Hancock: “So bongo, bongo, bongo, I don't want to leave the congo, Oh no no no no no!!!!”
No one can keep a straight enough face to that, especially when he starts dancing to it. (Imagine that for a second)
Soon enough, he’s helping a beaming giggly Jazzy up, fixing her hair, and leading her to the living room.
Hancock brings out Blast Radius for them to play for the remainder of the day.
It was immediately agreed that the original rules were too plain and boring.
So they came up with their own wacky twists to spice things up.
Hancock: “Ooop baby sister, now you gotta do a handstand while singing Yankee Doodle!!”
Jasmine: “I can’t concentrate if you keep giggling like a Dimwit!!”
They both progressively get more and more tired with each new round, but are having too much fun to turn in for the night.
Thats how Nick found them upon his arrival.
Passed on the floor in front of their unfinished game with Jasmine curled up in Hancocks arms.
He chuckles and slowly picks them both up, fondly tucking them into bed.
X6:
To the surprise of most, he is one of the best babysitters out of the group.
My dude takes the job to his heart and God help anyone who tries to get near the girl.
He watches Jazzy from a distance while she messes around with throwing a boomerang back and forth.
Jas ends up doing cartwheels and flips to catch the boomerang with her feet or midair while jumping.
He only intervenes with her game when a two wild Yao Guai appear and one of them snaps the toy in its jaws, leading Jasmine attempting to tackle it.
She doesn’t like it when things that make her happy are stripped away and she is determined to express that.
The Courser scoops Jas up and carries her away before she starts a brawl, being one of the few who can actually do this without dying even if she kicks and protests.
X6: “You can’t start a tussle with them and expect to win without a mark.”
Jasmine: (Demonic screeching and hissing)
No. She isn’t very happy when she is set down on a lawn chair a block away and she makes it very clear.
Jasmine: “I totally would’ve won that fight!”
X6 patiently tells her to wait there while he goes back and exact vengeance on her behalf by exterminating the two Yao Guais.
Returning with blood on his coat and casually stating that they should find something to eat.
He has zero idea how to cook something that is meant to be flavorful and appetizing.
So he walks up to any motherly/fatherly looking settler and states “The child needs sustenance,” while offering them a handful of caps to cook Jas something.
The entire time said settler is preparing the meal, X6 is watching menacingly from the sidelines to ensure they don’t slip anything suspicious into the food. (Poor settler person was shaking like a tree)
He hands the plate to the teen and simply says “Consume.”
And my girl can’t argue with that logic so she willfully does.
Later on Jazzy ends up throwing up behind a tree and she starts crying from it.
X6 is done about to go strangulate the settler with his bare hands then set their house and every possession they owned ablaze.
Jasmine physically stops him and hastily explains that it wasn’t their fault.
He still has a murderous look and grumble even after the reasoning.
Instead Jas asks him to help her with something once she is sure that he isn’t going to commit homicide and arson.
X6 says nothing, letting her take his hand and drag him away from a very terrified group of people that had gathered around.
They sit down at a picnic table outside a shack and Jazzy starts teaching him how to do origami with scrap paper.
She starts with the simpler ones like the fortune teller and the paper boat.
X6 gets really intrigued by this pastime and memorizes each set of instructions the girl shows him.
He gets overly frustrated on the swan, not able to get the smaller folds or the wings perfectly even.
Each imperfect model he makes gets excessively burned to ashes.
The settlers walking by are very confused and disturbed, wondering if it's some kind of passive threat.
It probably is.
The moment it turns 9:45, X6 suddenly looks up from his work.
X6: “You should get ready for sleep now, no arguments.”
Kinda scary when he talks because it’s pitch dark with only Jazzy's pink Pipboy light glowing.
The girl is not intimidated though.
After careful consideration, X6 finds and leads her to the safest and warmest place in the entire settlement.
Bro ain’t messing around, he does half a dozen security laps around the settlement before coming back to start up a fire.
He straight up almost melts inside at the sight of the girl in adorable fluffy pink pajamas and clutching her stuffed bear to her chest.
X6 hastily stands up from setting up a fire and states that he will give the perimeter another once over, leaving with his rifle drawn. (Nothing will hurt the precious child on his watch)
Upon his return, Jas is already falling asleep curled up sweetly on a sofa.
So he takes post on the other side of the room by the window and door, giving her a glance every now and then.
When she starts thrashing in her sleep a few hours later, he carefully walks over and strokes her head until she calms down, muttering soft words of comfort.
X6: “It’s alright starlight. You are out of harms way here… I will protect you.” (She awoke long enough to hear that. Awwww)
If anyone barges in during this moment or wakes Jas up, they will never see the light of day again.
Nick returns early in the morning to find his daughter cozied up and peacefully asleep.
He gets a fully detailed report on the entire day from the moment he left from X6.
(I wanted to do all the companions in one but it got way too long so I had to split it sorry)
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Dragon Age development insights and highlights from Bioware: Stories and Secrets from 25 Years of Game Development
Some really tasty factoids here.
Cut for length.
Dragon Age: Origins
The continent of Thedas was at one point going to be named Pelledia, a name initially floated by James Ohlen
“Qunari” was a temporary name that ended up unintentionally sticking, much like “Thedas”
Mary Kirby wrote the Landsmeet. To this day, nobody understands how it works, except possibly her. If she’s “really really drunk” she can explain how it works. There’s as many words in it as Sten’s entire conversations put together
Concept art for Thedosian art - as in in-world art - draws heavily on Renaissance-era portraiture, the Art Nouveau movement, religious styles and media like stained glass, and favorite pieces from the golden age of illustrations in the early 20th century
Andrastianism in-world (art-wise) is depicted in wildly different methods depending on who in-world made the art in question. “One religion, 3 different lenses”. There’s the Chantry take, the Orlesian take and the Fereldan take; each with its own different interpretations, different mediums and different stories
The stained glass images were drawn by Nick Thornborrow for DAI, to decorate religious spaces in that game “and beyond”
irl Viking art influenced Ferelden
Greek and Italian art influenced Orlais
The book also had other insights into and anecdotes from the development of DAO, but I’ve transcribed them recently as they’re essentially the stories DG has recently been relating on the awesome Summerfall Studios DAO playthrough Twitch streams. (On those streams he provides dev commentary while Liam Esler plays through DA. The ones with DG are currently once every two weeks. Check them out! Here’s a calendar where you can check when the next one is) Instead of repeating myself I’ll just provide the link to the first transcript. From there you can navigate to the subsequent parts. Note these streams are ongoing. At this point I will also point you to a related post which is cliff notes of the Dragon Age chapter in Jason Schreier’s book Blood Sweat and Pixels.
Dragon Age II
DAO had the longest development period in BioWare history. In contrast DA2 had the shortest
Initially DA2 was going to be an expansion to DAO. A few months in EA said “Yeah, expansions like these don’t sell very well, so let’s make it a sequel.” So it suddenly became DA2 and they had to make it even bigger, although they still only had 1.5 years of time in which to do this
Production of DA2 officially lasted only 9 months, and at the time the team was still supporting live content for DAO! They finished development that January after the design team crunched all the way through the holiday period that year. Then it went to cert 9 times
The limited time they had is why the story takes place mostly in and around 1 city, and over 7 years (so it was temporal, rather than over physical distance, because a more expansive world would have taken more irl time to make)
They had no time to review even the main plot. Mike Laidlaw pitched the idea of 3 stories taking place at different points in the PC’s life, tied together by Varric’s recollections of events. DG rolled with this and made 1 presentation on the idea. This presentation was then approved and off they went
As they were writing DG realized that there was going to be no oversight and that everything was going to be a ‘first draft’. “Because nobody had time.” He sat down with the writers and said “Look, here’s the conditions we’re working under. A lot of what we’re putting out is gonna be raw. We’re not going to get the editing we need. We’re not going to get the kind of iteration we need. So I’m going to trust you all to do your best work.”
Looking back, DG has mixed feelings on DA2. “A lot of corners were cut. The public perception was that it was smaller than DAO. That’s a sin on its own.”
Despite this he thinks DA2 has some of the best writing in the series, especially character-wise. The DA2 chars are his favorite
The pace with which production progressed may in some ways have helped. “When we do a lot of revision, we often file away [as in buff off] some of the good writing as well. Somehow DA2′s whirlwind process resulted in some really good writing”
The pace meant chars landed on the writers in various stages of completion. For example Isabela was fairly defined due to appearing in DAO. In contrast Varric at the start was just that single piece of widely-shown concept art
Varric was conceived as a storyteller not a fighter. His skills are talking and bullshitting. Hence the question became, so what does this guy do in combat? The direction was to make him as different as possible to Oghren, so not a warrior. He couldn’t be a dual-wielding rogue in order to differentiate him from Bela. But you can’t really picture this guy with a bow. “For a dwarf, it would probably be a crossbow. We didn’t have crossbows, or we only had crossbows for the darkspawn. And they were part of the models. We didn’t have a separate crossbow that was equip-able by the chars. They had to like, crop one off a darkspawn and remodel it. And that became Bianca” (quote: Mary Kirby)
“Dwarven mages are exceedingly rare.” [???]
If DAO was a classic fantasy painting, DA2 was a screenshot from a Kurosawa film or a northern Renaissance painting. (Here Matt Rhodes was commenting on art style)
John Epler: “In any one of our games, there’s a 95% chance that if you turn the camera away from what it’s looking at, you’ll see all kinds of janky stuff. The moment we know the camera is no longer facing someone, we no longer care what happens to them. We will teleport people around. We will jump people around. We will literally have someone walk off screen and then we will shift them 1000 meters down, because we’re fixing some bug.” John also talked about this camera stuff in a recent charity Twitch stream for Gamers For Groceries. There’s a writeup of that stream here
Designing Kirkwall pushed concept artists to the limits of visual storytelling, because it has a long history that they wanted to be present. It was once the hub of Tevinter’s slave empire, so it needed to look brutal and harsh, but it also then needed to feel reclaimed, evolved, and with elements of contemporary Free Marches culture
The initial plan was for DA titles to be distinguished by subtitles not numbers, so that each experience could stand on its own rather than feel like a sequel or continuation. (My note: New PCs in each entry make sense then when you consider this and other factoids we know like how DA is the story of the world not of any one PC). Later, DA2′s name was made DA2 in a bid to more clearly connect the game to its predecessor. For DAI they returned to the original naming convention. (My note: so I’d reckon they’d be continuing the subtitle naming convention for DA4)
DA2 was initially code-named “Nug Storm”, strictly internally
The Cancelled DA2 Expansion - Exalted March
This was a precursor to DAI
It was meant to bridge the gap between DA2 and DAI
It focused on the fallout from Kirkwall’s explosion, with Cory serving as the villain
Meredith’s red lyrium statue was basically going to infest Kirkwall and it would end up [with what would end up] the red templars taking over Kirkwall and essentially being Cory’s army
To stop him Hawke would have recruited various factions, including Bela’s Felicisima Armada and the Qunari at Estwatch, forcing Hawke to split loyalties and risk relationships in the process
It was meant to bring DA2′s story to an end and end in Varric’s death. DG was very happy with this because all of DA2 is Varric’s tale. The expansion was supposed to start at the moment Cassandra’s interrogation of him ended in the present. “And we finished off the story with Varric having this heroic death.” It tied things up and would have broken many fan hearts, something BioWare writers notoriously enjoy. But between a transition to the new Frostbite engine and the scope of DAI, the decision was made to cancel EM, work any hard-to-lose concepts into DAI, and in the process save Varric’s life. DG has talked about the Varric dying thing before
Concept art for EM explored new areas previously not depicted in the DA universe, with costumes that reflected next steps for familiar chars. Varric was going to war, what would he have worn? With Anders, if he survived DA2, the plan was to present a redeemed Warden
A char that vaguely resembled Sera in DAI was first concepted for EM. This fact was mentioned near this concept art (see the female elf) and this concept art of Bethany with the blond bob
The writers sketched out plans to end it with Hawke having the option to marry their LI. This included alternate ceremonies for party members like Bethany and Sebastian if the player opted not to wed. There was even a wedding dress made for Hawke. This asset made it into DAI (Sera and Cullen’s weddings in Trespasser). The dress can also be seen in DAI during an ambient NPC wedding after completing a chain of war table missions
The destruction of a Chantry was explored in concept art as it might have happened in EM. This idea ended up carrying over to the beginning of DAI. (My note: Lol, the idea that DA2 could have had 2 Chantries being destroyed in it 😆)
World of Thedas
Sheryl Chee and Mary Kirby started with “a disgusting little dish called fluffy mackerel pudding”. In the middle of DAO’s busy dev period one of them (they can’t remember who) found a recipe online for this, scanned in from a 70s cookbook. “I don’t understand why it was fluffy. Why would you want fluffy mackerel pudding?” MK says. “We loved it so much we included it in a DAO codex.”
This led them to create more food for Thedas, full recipes included, like a Fereldan turnip and barley stew from MK and SC’s Starkhaven fish and egg pie. The fish pie became Sebastian’s favorite. “To me it made sense for it to be fish pie because a lot of the Free Marches are on the coast”, SC says, “It was something that was popular in medieval times, so I thought, let’s make a fish pie! I looked at medieval recipes and I concocted a fish pie which I fed to my partner, and he was like ‘This is not terrible’”
For WoT the whole studio was asked to contribute family recipes which might have a place in Thedas. SC adapted these to fit in one Thedosian culture or another, including a beloved banana bread that localization producer Melanie Fleming would regularly bake to keep the DA team motivated. “Melanie’s banana bread got us through Inquisition”
DAI
It says part of DAI takes place in or near the border with Nevarra [???]
This game was aimed to be bigger than DA2 and even DAO in every conceivable way
The first hour had to do a lot of heavy lifting, tying together the events of DAO and DA2 while introducing a new PC, new followers etc in the aftermath of the big attack. DG rewrote it 7 times then Lukas Kristjanson did 2 more passes
DG: “Our problem is always that our endings are so important, but we leave them to last, when we have no time. I kept pushing on DAI: ‘Can we work on the ending now? Can we work on the ending now? Can we do it early on?’ Because I knew exactly what it was going to be. But despite the fact that it kept getting scheduled, whenever the schedule started falling behind, it kept getting pushed back... so, of course, it got left til last again.”
“The reveal of the story’s real antagonist, Solas, a follower until the end, when he betrayed the player”. “Solas’ story remains a main thread in Inquisition’s long-awaited follow-up” [these aren’t DG quotes, just bits of general text]
Over the course of development they had 8 full-time writers and 4 editors working on it. Other writers joined later to help wrangle what ended up being close to 1 million words of dialogue and unspoken text. While many teams moved to a more open concept style of work for DAI, the writers remained tucked away in their own room, a choice DG says was necessary, given how much they talked. All the talking had a purpose ofc as if someone hit a bump or wall in their writing they would open the problem up to the room
As writing on a project like DAI progresses, the writers grow punchier and weirder things make it into the game. This is especially the case towards the end of a project (they get tired, burned out)
Banter and codexes require less ‘buy-in’ (DG has talked about this concept a few times on the Twitch streams) from other designers. DG liked to leave banter for last as a reward because it was fun. Banter begins as lists of topics for 2 followers to discuss. These may progress over time or be one off exchanges. One banter script can balloon to well over 10k words. “The banter was always huge because we were always like, laughing, and really at that point, our fields of fucks were rather barren, so we would just do whatever”
The bog unicorn happened pretty much by accident. It was designed by Matt Rhodes and was one of his fav things to design. They needed horse variations and he had already designed an undead variant which was a bog mummy [bog body]. irl these are preserved in a much different way to traditional mummies. When someone dies in a bog their skin turns black and raisin-like. The examples we know of tend to have bright red hair for whatever reason. It’s a very striking look and MR wanted to do a horse version of this as he thought it’d be neat. 5 mins before the review meeting for it he had a big ‘Aha!’ moment, quickly looked up a rusty old Viking sword, and photoshopped it through its skull like that was how it died. “And I was like, ‘I just made a unicorn. Alright, in it goes!’” It got approved. “So we built the thing. It fit. It told a little story”
With the irl Inquisition longsword, one of the objects they tested its cleaving ability on was a plush version of Leliana’s nug Schmooples
The concept art team explored a wide variety of visuals for the Inquisitor’s signature mark. It needed to look powerful and raw but couldn’t look like a horrific wound. In some cases, as cool as the idea looked on paper, they just weren’t technically feasible, especially as they had to be able to fit on any number of different bodies
Bug report: “Endlessly spawning mounts! At one point during development, Inquisitors could summon a new horse every time they whistled, allowing them to amass a near infinite number of eager steeds that faithfully followed them across Thedas. “You could go charging across levels and they’d all gallop behind you,” Jen Cheverie says, “It was beautiful.” Trotting into town became an epic horse siege as a tidal wave of mounts enveloped the streets. Jen called it her Army of Ponies”
The giants came from DA Week, an internal period when devs can pursue different individual creative projects that in some way benefit DA. They also had a board game from one of these that they were going to put in but they didn’t have time. It’s referenced though. It was dwarven chess
Josie’s outfit is made of gold silk and patterned velvet, with leather at her waist. She carries “an ornate ledger” and she has “an ornamented collar sitting around her neck, finished by a brilliant red ruby, like a drop of Antivan wine in a sunbeam”
Iron Bull’s armor is leather. His loose pantaloons and leather boots give him agility to charge
On DAI in particular, concept artists took special care to make sure costumes would be realistic, at least in a practical ‘this obeys the laws of physics and textiles’ sense. “While on Inquisition, we thought about cosplay from a concept art perspective. Given how incredible a lot of [cosplays] are, I now am not worried about them. In fact in some cases in the future I want to throw them curveballs like, ‘All right, you clever bastards. Let’s see if you can do this!’”
2 geese that nested on the office building and had chicks were named Ganders and Arishonk (it wasn’t known who was the mom or the dad). Other possible names were Carver Honke, Bethany Honke, Urdnot Pecks, Quackwall, Cassandra Pentagoose, the Iron Bill, Shepbird, Garroose, Admiral Quackett, Scout Honking, HChick-47 and Darth Malgoose
Bug report: “The surprising adventures of Ser Noodles!” DAI was the first time the series had a mount feature, meaning this had a lot of bugs. A lot of the teams’ favorite bugs were to do with the mounts. There was a period of time where the Inquisitor’s horse seemed to lose all bone and muscle in its legs. They had a week or so where all quadruped legs were broken. It was a bit noticeable in things like nugs and other small beasties but the horse was insanely obvious. “The first time we summoned the horse [for this] and started running around, the entire QA exploration room just exploded with laughter.” Its legs flapped around like cooked fettucine, leading testers to lovingly nickname it Ser Noodles. At galloping speeds the legs almost looked like helicopter blades, especially when footage was set to classic pieces such as Wagner’s Flight of the Valkyries
For DAI the artists were asked questions like “What would Morrigan wear to a formal ball? Can Cassandra pull off a jaunty hat?”
On DAI storyboarding became the norm. John Epler: “Cinematic design for the longest time was the Wild West. It was ‘here’s a bunch of content, now do it however you want’, which resulted in some successes and some failures.” Storyboarding gave designers a consistent visual blueprint based on ideas from designers, writers and concept artists
Quote from a storyboard by Nick Thornborrow (the Inquisitor going into the party at the end of basegame sequence): “Until Corypheus revealed himself they could not see the single hand behind the chaos. A magister and a darkspawn combined. The ultimate evil. So evil. Eviler than puppy-killers and egg farts combined.”
A general note on concept art:
In the early stages of any project, before the concept artists are aware of any writing, they like to just draw what they think cool story moments could be. It’s not unusual for the team to then be inspired by these and fold them into the game as the project progresses
– From Bioware: Stories and Secrets from 25 Years of Game Development
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