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Latest Dragon Age Official Forum News Headlines:
Dragon Age Forum News (May. 24, 09)
May 25, 2009, 6:20 am
Dragon Age Forum News (May. 23, 09)
May 24, 2009, 11:53 am
Dragon Age Forum News (May. 22, 09)
May 23, 2009, 7:47 pm
Dragon Age Forum News IV (Jan. 02, 08)
January 3, 2008, 12:05 am
Dragon Age Forum News III (Jan. 02, 08)
January 3, 2008, 12:04 am
Dragon Age Forum News (May. 24, 09)
Posted: May 25, 2009, 6:20 am by
Ancalagon the Black
Here are today's Dragon Age Forum Highlights, imported by permission from
Dragon Age Central
. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Senior Technical Designer
Quote: Posted 05/24/09 23:12 (GMT) by Dark Specie
Quote: Posted 05/24/09 23:06 (GMT) by David Gaider
Quote: Posted 05/24/09 23:00 (GMT) by Nighteye2
"seen in party" could be a temp character, too - who only joins for a short time, or a specific quest.
Indeed. That complicates things, as there are probably equal numbers of characters that join the party only temporarily as there are characters that are with you until the end of the game. I don't know that we're interested in saying definitively who is who -- "this guy is temporary" and "this guy is a FULL companion!" or what have you. It will become obvious as you play the game.
. Now, that's a surpise. If we assume that there's around 10-12 characters that joins permantently, and just as many that can join temporarily, then... I can already see the slow, painful proccess of players trying to find out who is which in-game...
Though of course, the Origins companions would seem to be temporaily as a matter of fact, without exception.
Temp characters' don't earn XP. There
forced party members
Friend and Area targeted spells can be cast any time. single target spells that require a hostile, well, require a hostile to be cast (but technically not combat, as you could lob the spell from outside perception range - the impact would then result in combat starting).
One GUI request
Yea, we got a similar buyback system in DA.
when do we get new screens?
Quote: Posted 05/24/09 22:21 (GMT) by lucy_glitter
Quote: Posted 05/24/09 20:57 (GMT) by Georg Zoeller
I don't think posting a sigh will stop fans asking for new information. Consider it a compliment... an irritating, nagging compliment.
Well, thank you then.
One GUI request
I guess that discrepancy just speaks to the size of the game...
The one thing that bugs me about party based rpgs.
There is many factors that play into such a decision. Here's some examples:
--- Cost: Pathfinding, AI, character updates, etc. are expensive. So are models. We're not talking about a bunch of 2d sprites here like in BG, our character models include complex facial structures for dialog, lip synch, high poly models, etc. Player party members are the most costly objects on screen most of the time, since their AI has to update almost instantly and we can't use level of detail on them as the player can switch between then any time. All this needs to run on a the minspec targeted machine.
Let's be clear here: In the 2d 'golden days', adding another creature to the screen was basically the cost of a bunch of sprites - roughly the same for each creature. Today, in 3D, adding a creature involves loading a custom 3D model and animation rig in many cases (e.g. dog) along with unique textures, facial structure, weapons, etc. There's a limited number of such unique appearances you can display before you run out of resources. An additional permanent party member could have meant we would have to sacrifice variation in enemies - something we thought was not worth it.
--- Non-permanent followers. If point each party member could summon another controllable follower, at which point do you cross from RPG into RTS. What if these temporary followers had abilities they can use on their own?
---- Dialog interjections and staging. Our conversation system follows Mass Effect's high quality cinematic approach. Your followers will interject themselves often in conversations and they often respond to comments made by other followers. Too many, and the complexity and amount of writing needed spirals out of control.
Additionally, you need to be able to fit the party into many cutscenes and conversation stages - you can chose to not show temporary followers - but that isn't true for real followers.
---- Combat complexity. Party members in DA have a lot more abilities available to them than the BG series. We don't have spell memorization, so you can cast any spell you have in your spell list at any time if you have the resources. In BG, memorization limited the amount of unique options in battle and therefore battle complexity. Also, Warriors and Rogues had less active abilities available to them in BG than in DA. Ultimately, we found 4 major party members the best number that supported the combat experience we wanted create.
All these factors together, the perfect number for DA is 4+(0-4) controllable characters
when do we get new screens?
One GUI request
Quote: Posted 05/24/09 07:50 (GMT) by MarloMan
Quote: Posted 05/23/09 14:20 (GMT) by Chris Priestly
Sorry, no. The notion of what "junk" is changes, so targetting things as "junk" makes no sense. For example, you have some low price gems that you will be selling at the next store you visit (something I suspect you may call junk). But as you are adventuring, you meet someone who offers you a quest to retrieve certain numbers of gems thereby changing the nature of the "junk" into a quest item.
Oh no, does that mean we should hang on to all of our gems just in case a quest giver wants them?
Not really. Chris chose a bad example.
It's not like there is a lot of these 'fetch' quests anyway. Very few indeed, and they make sense in the context they are presented.
Generally, our quest designers try to avoid putting you into a situation where you are selling items that might turn out useful later. Sometimes it can't be avoided due to the non linar nature of parts of the story - but in general those items would be apparent to the seasoned RPG player (e.g. no, there isn't someone who buys those rusty darkspawn gloves for recycling purposes.')
Mage Spells!
Quote: Posted 05/24/09 18:10 (GMT) by Alodar
Quote: Posted 05/24/09 17:09 (GMT) by Chris Priestly
Quote: Posted 05/24/09 15:16 (GMT) by Mansse
Quote: Posted 05/24/09 15:07 (GMT) by Alodar
The spell lists at the Wiki were from a build that is at least 2 years old that was shown at the NYCC(New York Comic Con).
I did not realize it was that old. I shouldn't quote that then.
Me either, and I took it to NYCC. It was, at the time, about 2 weeks old, but hardly 2 years.
When talking about the spell descriptions Georg had referred to the info at the NYCC demo as a year and half old build. It's been about 4 months since then so I just added and rounded up.
Actually, I think I said 'from last year' - The comment was made this year.
However, even at the time of the demo, the descriptions were several months old - we don't update them continuously. There's description passes to sync the descriptions against what the spells do - and since spell effects kept changing until pretty much a few weeks ago. Radically changing
David Gaider, Lead Writer
Quote: Posted 05/24/09 23:00 (GMT) by Nighteye2
"seen in party" could be a temp character, too - who only joins for a short time, or a specific quest.
Indeed. That complicates things, as there are probably equal numbers of characters that join the party only temporarily as there are characters that are with you until the end of the game. I don't know that we're interested in saying definitively who is who -- "this guy is temporary" and "this guy is a FULL companion!" or what have you. It will become obvious as you play the game.
Dalish marriages
Quote: Posted 05/24/09 07:00 (GMT) by Saltamontes
And how about the Dalish? Do they match within their own clan or do they seek partners in other clans? I presume the former due to the fact that dalish clans rarely encounter each other. In that case each clan should be a large extended family. Or maybe I'm getting it all wrong?
The Dalish provide matches within their clans, yes, and such matches are always approved by the Keeper -- probably because, as you surmise, you end up with a group that's very much an extended family. There is occasionally an infusion of new blood, if a city elf arrives from the outside and integrates, but that's not always possible. Fortunately individual clans tend to be pretty large.
Even so, that's suddenly raising this whole Ozarks image in my head which I find incredibly amusing. I'm totally going to have to write in a remote, hillbilly Dalish clan at some point.
Jactancy Romance
I find it an intriguing question only because there is, I feel, a difference between the kind of character that most people would feel made an ideal romantic
and the sort of character that would make for an interesting
Possibly it's because the ideal never actually exists, or because the entire premise of adventuring and having a romantic relationship under such extreme conditions is not ideal in and of itself -- but really if a romantic character was as nice and well-adjusted and as willing to commit as we'd like to think we want, would that actually make for an interesting story in a game?
I can think of ways that it might work, but I'm not sure how much of that is me thinking that it
be possible in theory and how much is me actually knowing a way to make such a dynamic actually compelling. It doesn't have to be boring, after all, but I tend to come from a school that says dramatic romance -- as opposed to the romance we aim for in our real lives, which stems from compatibility -- stems first and foremost from conflict.
But then I think of someone like Anomen. He was pretty arrogant, and did that romance "work" from a story perspective? Naturally you're not going to appeal to everyone in such a subjective format as romance -- some things are just never going to tweak someone just right, no matter what you do, and Anomen's probably more polarizing than most -- but on the whole I'd still say his story was more effective than a potential romance character where you got along just fine, talked a lot and had sex and then moved on to discussions of marriage and babies. Again it doesn't have to be only
, but if you don't have some kind of conflict inherent in the relationship what else is it going to be?
Mary Kirby, Writer
How do you pronounce "Dalish?"
Quote: Posted 05/24/09 22:55 (GMT) by Dalish-Elf
Is it:
So far I've been saying it "Day-lish." Can anyone clarify? The technicalities are driving me crazy lol.
The first one is correct. The Dalish get their name from the Dales, the last homeland of the elves.
Chris Priestly, Community Coordinator
Quote: Posted 05/24/09 22:41 (GMT) by lucy_glitter
Quote: Posted 05/24/09 22:34 (GMT) by Chris Priestly
Don't base too much on that list. It is a fine starting point, but much is incorrect.
Look, even I figured out that a lot of those "companions" are wrong, but please don't write it off like that. We try really hard over there.
And you do a pretty good job. The problem is you (and I don't mean you Lucy, I mean many people) direct others there and they do not know that it is not 100% correct. For example, I don't see a disclaimer on that page saying something like "this is our best guess so far" or "these entries are not 100% proven yet".
Part of my job is to stop the spread of misinformation about the game (as much as I can anyways). The DA Wiki you (and the rest) have put together is top notch, but it is not 100% correct. I'm not "writing off" your efforts, just making sure that people understand that it is not accurate, just the best work of fans such as yourselves given the information we have given you so far.
Don't base too much on that list. It is a fine starting point, but much is incorrect.
Official FAQ has again been UPDATED. Keep asking your questions here.
I see any more bumping, and I'll close this down. We'll give answers when we are ready and not sur to mindless bumping from impatient people.
One GUI request
No not really. Georg shouldn't put words in my mouth that don't belong there.
There are "little" quests like these sprinkled through the game as optional activites for those that want to pursue them. I'm not sure how recently Georg played the game, but I think there are a fair number of these quests. Sure, not all of them are "fetch X item" but those are in there too.
My point is, there really isn't 'junk" in the game. There are different elements/items in the game that will mean mroe to some players than others. If you are into crafting, then the crafting items are valuable. If you aren't, then they are "junk".
Value is in the eye of the person who makes use of the item and how.
Mage Spells!
That must be the confusion. There is a differnce (to us) between a "build" and the content of the build. We get new builds of the game all the time. Sometimes a new build can be created just to fix one bug. Sometimes a build can represnt a huge change to something (maybe new text, new effects, whatever). The build that went to NYCC was very recent (for the time), but the content of the build was old.
Hopefully that clears things a bit.
when do we get new screens?
We release new screens quite regularly. We've released screens each week for the last month or so and I see that trend continuing for quite a while. In fact, with the upcoming E3 conference, I would expect to see quite a bit soon.
As for "top down, BG type screenshots", you likely won't see much of them. Why? well, honestly, they don't sell the game much. While the tactical "zoomed-out" look is really useful (I play with it a lot myself, especially in some of the larger battles), the more common "over the shoulder" look best illustrates the graphics and overall visual look of the game.
That doesn't mean we won't release any top down shots, just that most will be the sort you are already seeing.
Mage Spells!
Quote: Posted 05/24/09 15:16 (GMT) by Mansse
Quote: Posted 05/24/09 15:07 (GMT) by Alodar
The spell lists at the Wiki were from a build that is at least 2 years old that was shown at the NYCC(New York Comic Con).
I did not realize it was that old. I shouldn't quote that then.
Me either, and I took it to NYCC. It was, at the time, about 2 weeks old, but hardly 2 years.
We haven't revealed all of the spells or effect yet (and I doubt we'll reveal all of them before launch). However, magic plays an important part in DAO. It is powerful and can be combined in cool ways to create even more powerful effects.
While we won't reveal everything, we will be revealing more soon. So stay tuned.
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Dragon Age Forum News (May. 23, 09)
Posted: May 24, 2009, 11:53 am by
Ancalagon the Black
Here are today's Dragon Age Forum Highlights, imported by permission from
Dragon Age Central
. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Mary Kirby, Writer
No origins force any personality or attitude on you.
Chris Priestly, Community Coordinator
One GUI request
Sorry, no. The notion of what "junk" is changes, so targetting things as "junk" makes no sense. For example, you have some low price gems that you will be selling at the next store you visit (something I suspect you may call junk). But as you are adventuring, you meet someone who offers you a quest to retrieve certain numbers of gems thereby changing the nature of the "junk" into a quest item.
So, no. You cannot "tag" something in your inventory. (I also forsee people complaining "but I didn't MEAN to tag superawesomesword as junk! Why did you make me sell it!").
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Dragon Age Forum News (May. 22, 09)
Posted: May 23, 2009, 7:47 pm by
Ancalagon the Black
Here are today's Dragon Age Forum Highlights, imported by permission from
Dragon Age Central
. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
David Gaider, Lead Writer
forced party members
Quote: Posted 05/22/09 22:22 (GMT) by ztemplarz
I am really not sure if this has been answered yet, and have been going through the forums for a while, without finding the answer, so here it is: are party members going to be forced as in NWN 2?
As noted by the other poster, there is only one character that you can't tell to take a hike if you so desire (or simply not recruit in the first place). That character you can choose to leave behind at the party camp, if you wish, and solo the game if that's your preference. The game's balanced for a party, and party members have a lot of content, but we're not going to foist them on you.
Quote: On a different note, is it 100% confirmed that you can't kill any of your companions?
There are situations that can occur where you will end up in a fight with a party member (or potential party member) and you can kill them. Sometimes you can elect to start such a fight, depending on the circumstances. If what you are asking is whether or not you can kill any party member at any time, however, then the answer is no.
A question relating to the Noble Origin and how it relates to the "Vengence" trailer. **SP
Quote: Posted 05/22/09 15:09 (GMT) by barbarianbarbie
With that in mind, the information in the "Vengence" trailer seems to imply the discovery of who was behind the attack on Highever.
I don't think there's anything in that trailer that relates specifically to the Human Noble origin.
Quote: My question is this, how are you able to exact revenge if you're now a member of the Grey Wardens? I mean of course you would want revenge, but doesn't that conflict with the whole Wardens never meddle in politics thing?
It might. You'll have to find out, won't you? Why would you want to know the answer to this question now?
Gaider the Maker?
Quote: Posted 05/22/09 04:44 (GMT) by devSin
I believe he's said he came up with the "framework" for the game world, but when a particular designer or writer needed to work in an area that he only briefly sketched out, it pretty much turned into whatever that person wanted, regardless of what his original intent may have been (of course, it's entirely likely that he didn't even know himself what his original intent was by that point, so maybe they're right on the mark
It's more like I did a lot of the initial work on creating the setting, but that included a lot of blank spots which have been filled in by others since then and areas which have changed out of necessity -- sometimes what seems like a good concept down on paper does not turn out to be all that fun to actually play in. So it's evolved, the same way any setting will evolve once lots of creative people start getting their hands on parts and making them their own.
So, in short, no, I am not "the Maker" (though Mary and Sheryl like to joke that I am). The initial world design may have been mine, sure, but what it has turned into is not something I could have come up with on my own.
Mary Kirby, Writer
Starting DA:O
Quote: Posted 05/22/09 20:33 (GMT) by Nighteye2
How efficiënt is DA:O in starting up? Does it waste much time with logos and other stuff?
I just saw
, and I really hope DA:O will do better. At the very least, make such things skippable with the escape button.
We were thinking of having an unskippable sequence like
this one.
Only with our logo, and the soundbites would be from Morrigan.
And maybe having that run every time you save.
Chris Priestly, Community Coordinator
Website Update: Redcliffe updated with new video
We have added a video to the Redcliffe page. Check it out for your hint at the darkness that lurks beneath the surface of this town.
Click Here
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Dragon Age Forum News IV (Jan. 02, 08)
Posted: January 3, 2008, 12:05 am by
Stanley Woo, QA Ninja
Some General Questions About Dragon Age
(3) How long has DA been being worked on?
Probably five years so far. It's quite a neat world and the story is rather intricate.
Motion sickness sensitive: Will I be able to play?
I've had that sort of problem with fast-paced games, but Oblivion and a game like BioShock both worked okay. The critical factor was that I was able to mostly move or turn slowly, unlike in games which require a lot of quick movement in narrow corridors. I've learned to accept the over-the-shoulder (ots) viewpoint, and even have coped with the first-person viewpoint if I had to do so, but I'll always be partial to the top-down isometric. That's what I set The Witcher in when I played, and it's a good thing. I tried the ots view and it was incredibly bad; I couldn't handle it for more than a few minutes. A KotOR viewpoint was okay, and I had no problem there.
So, if DA offers a view like KotOR, at least, then I should be able to manage fine. I don't expect it to be terribly fast-paced, but I'd love it if there was a top-down isometric choice. Sounds like that's not going to be there, though, so I'll have to deal.
Kevin Lynch, Dragon Age would probably be okay for you.
Errm, ok then, I guess I can't help you. You do seem to have it on a much more severe scale than some of my friends or Sliphawk, Kevin etc who've found some solution to it.
Perhaps Stanley Woo may wish to elaborate a bit more on his posts…
I really can't, since my responses are based solely on what I'm interpreting of people's complaints and what I've seen of the camera movement so far. I can neither predict what the final camera system will be like, nor can I accurately gauge individual camera movement tolerances.
It's just easier to say than prefacing every response with "Based on a correct interpretation of the accuracy of individual articulation of their subjective problem and assuming the camera movement system remains the same as it does at the moment that I am posting a response..."
I don't have a problem with camera movement and have very few problems with motion sickness in FPSs (save for the garish colours in Wolfenstein 3D, which did make me ill). Some people have problems with the camera movement and weapon bob, some with the character animation, and some with the camera focused on a part of the character which moves.
Possibly; it's way too early to say what options/settings the game will or will not have.
And those are some really good suggestions. Many people I know have as large a monitor as they can afford yet are still sitting a metre away from their screen. And then they lean into it when playing. That would make anyone ill, and not just with games.
No, that's not what I mean. Again, without knowing the precise colour/movement/speed/direction triggers that make individuals uncomfortable with the cameras, I can't really really say for sure. All I can say is that, based on what my friends and family have told me about games they didn't like, and based on my own experiences with those same games, certain movements with Dragon Age's camera, framerate, and movement as they currently exists may mean it is unplayable to those with increased sensitivity to such things.
*whew* And you wonder why companies put all those warning and disclaimers on things.
Seriously, though, right now the camera stuff is still being worked out, but if they stay the same or very similar to the way they are now, some of you might not enjoy it. Then again, final art, animations, and framerate might help. Or perhaps there are camera settings that offset some of the more severe problems. But I don't know that. You're asking a subjective question now with the information you have at hand, I'm answering a subjective question as best I can with the information I have at hand.
Ultimately, you won't know until you play it.
Mary Kirby, Writer
The Bioware Plot Model [MANY SPOILERS]
I am a huge fan of exploration in games. That was what persuaded me to play CRPGs in the first place. However...
Why do I want to explore any given rich, detailed world or interact with the people in it? I have found, in my own experiences with games, that the plot is what fuels my interest in the world and even in my party members.
The first time I picked up Morrowind, I hated it. I wandered around a few cities and poked my head into a smugglers' cave and promptly got bored. At several friends' insistance, I picked it up again almost a year later and tried playing through the critical path. I fell in love with the island I was on, and the people on it only when I started to explore that story. I played Morrowind to learn more about my character's relationship to Nerevar, Azura, the Tribunal, and Dagoth Ur. When I finished the main plot, I lost all interest in playing further. In BG2, Irenicus was the carrot that lured me through Chapter 2. Jolee has been, quite possibly, my favorite character to date in any game, but I only found him and his stories appealing because they were relevant to me; I knew he was telling me something about myself, that he knew things about me I didn't know.
I'm more than willing to accept the idea that there are gamers with tastes and motivations different from mine. But the first task we writers have (whether we're talking games or plain old print fiction) is to persuade the audience that the world we are inviting them to explore is worth their time. A good villain can do that better than almost anything else. Irenicus, or Malak, or Sephiroth, or Dagoth Ur immediately makes the world around me relevant. It is no longer a sea of details that have no meaning to me, personally. I know where my character fits into it, I have an urge to find out what is at stake, I know that if I look around enough, I will find the roots of what caused all this. And now I can go exploring, which is what I love to do.
Haven't you read The Tick? Protagonists with no villains to thwart wind up needing a lot of therapy. (Though I would definitely be interested in writing a ninja hedge into a game some day... *sigh*)
Honestly, the game you're describing here exists. It is The Sims. There are no villains to fight. There are choices to make, and characters with stories of their own to interact with, and there's progress to be made. It is the story of your character and/or characters versus everyday existence, possibly with alien abductions or plagues caused by your pet guinea pig, but you never win. It's a good game. And obviously that model can work. (I really only liked building houses, though.)
What we're not going to do, what I think nobody who hopes to produce good work should ever do, is take risks just for the sake of being "different," or "edgy." We're as interested in innovation as you are, but to truly be innovative, you need inspiration -- not just a desire to rebell. We'll break the rules when we want to.
Did I say that they sat around waiting for lightning to strike? No. But that they obviously had an idea and worked to bring it to life? That should be obvious. They were not breaking with traditional forms just because they disliked traditional forms. They did so with a full understanding of what those forms were and how and why they worked, and for a reason. "To be different," is not a reason. Lots of things are different. That doesn't necessarily make them good. Cheese-wiz in my coffee instead of sugar would be different. Pouring my coffee over homemade vanilla ice cream would be different and good.
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Dragon Age Forum News III (Jan. 02, 08)
Posted: January 3, 2008, 12:04 am by
Here are today's Dragon Age forum highlights, taken from the
Dragon Age Official Forum
. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
David Gaider, Lead Writer
Classes ?
Actually, no -- stamina would only get used by employing special attacks and abilities. You can indeed swing your sword all day in regular fashion (if not dramatic).
Dressing up and dressing down
There are a couple of quests that I can think of where you have the option to disguise yourself in an outfit, but no "formal attire only" tea parties that I can think of (though that's a neat idea).
As for armor, there are indeed different types and variances within each. Whether one is prettier or more stylish than the other-- I guess that will be subjective. There is also regular clothing if you want to put it on, but wearing armor certainly isn't out of place in this environment.
The dwarves use arenas as a method of clan distinguishment and bloodsport entertainment -- they call them Provings (and the arena itself is a Proving Ground).
Sounds cool. Can non-dwarves participate in provings?
Only the regular ones -- the ones meant to entertain the bloodthirsty masses.
While the Proving Grounds can be a means to an end, I don't think there's any point at which you are forced to compete.
Would you miss content? *ponder* I suppose you might decide to go to the Proving Grounds just to see what it's like. It's less a side quest, however, and more of an optional activity -- not UCW optional, perhaps, but optional nevertheless. If you decide to act out of character so you can go Prove your worth, don't blame me.
Why is it so difficult to end a game well? [MANY SPOILERS]
Well, let me say this: the more linear the story, the better you're likely going to be able to wrap it up neatly. Which is to say if you know exactly who your protaganist is, and you know exactly what your plot is going to encompass and when your climax is going to occur, it's going to be a bit easier to bring it all together to make what will likely be at the very least an appropriate ending (though naturally tastes vary and it may not be an ending you like, much).
Add in such complications as a variable protaganist or an open-ended plot and things become much more difficult. You can never quite anticipate what the player's story was (meaning what they experienced as their personal narrative throughout the game) so wrapping it up in a way that will be satisfying specifically for them becomes more challenging.
I do like the Fallout method (if you want to call it that) -- we used it in Throne of Bhaal and in Hordes of the Underdark, as I recall. The thing there is that it's not so much an ending for the player's character as it is an ending for every other character and/or place in the game, right? And since I know exactly what those things are about for certain, I can give them an ending that is appropriate.
It certainly doesn't help that, in most cases, we tend to work on the ending last. Which is to say we usually end up working on the game's ending in a period where we might not have time to do it justice. I would say that maybe we should do it first (or earlier) but then I think of all the times when we have had to radically change things in the story due to outside pressures (like an axed cutscene or some change to the engine) and I wonder how viable that kind of plan would be.
You'd think that the needs of the story would dictate everything else in the game-- but no. Alas, it's a bit more of a dance (or a frantic scrabble, as the case may be) and that complicates something that is already not that easy to do.
It's something that we're constantly trying to work on, anyhow.
Tsk tsk. You are on the verge of punting kittens there, sir. The problem with time management on projects of this scope is that there is nothing simple about it. No plan meets contact with the enemy, not ever. Entire schools of thought are devoted on how to do this sort of thing properly. And while, yes, delaying the project another week might indeed give it a better ending that tends to be a slippery slope towards delaying it for all sorts of other reasons. And we won't even look at feature creep, which is a whole other ball of wax.
Like I said in another thread, there is so much being done right at the end of a project that you can't just split it all up into things that are "done" and "not done". At no point are we going "okay, we're all done everything else, now let's work on the ending!" -- it's more a matter of working on the ending while you're also simultaneously finishing off every single other part of the game all of which is at various stages of completion.
It might be hard to imagine, but the short story is that we always reserve plenty of time to work on something like the ending. Because we do it last, however, by the time we get to it the reality is far, far from ideal. (And, frankly, this applies to a lot more situations that simply a game's ending.) Such is simply how it has always been. I have no good answers, myself, I'm afraid.
Tell me something I don't know. Even so, the plain fact is that the needs of the story often have to take a backseat when it comes to more practical considerations, much as we might like it to be otherwise.
You are twisting the facts there, I think. Their goal is to save the world, and they do just that. For some characters this is a pyrrhic victory, sure, but it is still a victory -- Sauron does not conquer Middle Earth. Evil is vanquished. To portray the Lord of the Rings as a tale where the heroes do not complete their quest is more than a bit off -- it is, I suspect, the most classic example of such.
Some General Questions About Dragon Age
Yeah, DA's a funny project if you're going to talk development time, because it hasn't been developed on a normal schedule. It all depends on what you consider to be "in development", really. Do we count the period where DA was just being planned and there were talks about it? Do we count the time where there was a handful of us passing around design docs and working on the background material? Do we count the period where there was a small team putting together the tech demo for E3 in 2003? Personally, I can't even pinpoint for you when the "full" team came together, as it's been done in bits and globs over the last few years.
I'm not sure how other companies do it, but I suspect you all wouldn't normally be privy to those periods of a project. All that stuff would be going on behind the scenes, with you all blissfully unaware that anything was even going on. Not that this hasn't been a long process, sure, but I suspect it seems longer than you're used to because of the extra early announcement. Whether you consider that to be a good thing or not is debateable, but there it is.
Party banter topics
I'll ask a question, here, because I'm curious:
Is being able to ask your party member anything at all and strike up conversations with them really that important?
And I don't mean this from the perspective of "oh they don't want to read all that!" or anything of the sort. Naturally I love dialogue. I do wonder, however, if having all these discussions with a party member really doesn't offer diminishing returns.
Now, before you scoff and knee-jerk to "but more is better!" think about it. In Baldur's Gate 2, the only party members you could speak to directly outside of directly quest-related conversations were the romances. And even then they initiated on their terms. Did that make you feel less close to them? Did you feel less close to the non-romance characters?
Part of the issue is that I think you get a lot more characterization out of doing than simply talking. When you're talking about something immediately relevant, like the quest at hand or the statue that's in front of you, you're getting characterization in context. But just talking to them seems like the dialogue equivalent of exposition, at times.
Another possible issue is one of expectation. If you can chat with the party member at any time about anything, wouldn't that build up the expectation that you should be able to talk to them about anything?
I'm all for having some flavorful dialogues, and it certainly seems like talking to your party member should just be like dialogue in a book or a movie -- but you have to remember that in those other mediums it's always staged. It's always at the perfect moment, or with the proper sub-text. Not to mention that sometimes I think we almost get more bang for the buck with things like banter between the party members themselves, or the little comments they make at random (the pop-up comments in Hordes of the Underdark were wonderful, I thought, compared to how much work they required).
Maybe the responses I will get will suggest that maybe we're just not doing it right, and maybe we're not, but I find this is one area where my experience says that expectations of what should work do not always match reality.
Questions on magic in Upcoming Dragonage
There are a couple of questions in there, but let me see if I can sort them out.
As far as the power of the individual mage goes, I would say that, yes, they can be quite powerful. A lot depends on the sort of magic they specialize in, but in general magic tends to be pretty blatant in its effect. By and large, spells are crafted for use in battle -- but that is primarily because that is what is taught. Other magics do exist, like mind control, but they are forbidden and obviously not the sort of thing one gets taught at Hogwart's (so to speak).
Which is not to say that an interested mage couldn't learn such forbidden arts, just that he's not going to start off with it.
1. Can a Mage call fire from thin air? Or does there need to be a source present to manipulate.
Effectively, yes, you can call fire from thin air. Transmutation of such energies is the meat and potatoes of the Primal school, but regardless of the explanation the end result is the same.
Hmmm. There are limitations as to the scope of magic in Dragon Age -- it's not a power that let's one just "do anything". You couldn't, for instance, just whip up a house... or change the weather patterns, for that matter. Spells are often more blunt in their nature, the application of (or transformation of) energy, and any repercussions are going to be local and immediate. There is also the sort of enchantments practiced by the Tranquil, but that is way on the other end of the spectrum and even less like what you're talking about.
As I said, however, the reason for this is largely because this is what mages are taught -- as in this is what they are allowed to be taught. There are likely more things that magic can be employed for, even going so far as breaking the "rules" of magic -- certainly your average renegade would claim such -- but none of that is going to be common knowledge you start off with.
Does that answer your question?
No, if your mana is used up, it's used up. There are ways to slow down your mana use, but no ways to simply replenish your mana unless you-- well, no. That would be forbidden. Mustn't discuss that.
Motion sickness sensitive: Will I be able to play?
Dragon Age may not be the game for you, then.
If you're going to put a toolset out there, you want it in a shape so that it would be useable by the general public. And, yes, it would have to be supported. Since the focus of DA is not on having a toolset, it's not going to get as much attention as the game itself is getting -- but that's not to say that we don't want to put it out there. Just that it's too early for us at the moment to judge when & how.
Err... did we say we would withhold it? You're not talking to a company that doesn't know the value of a modding community, after all. All I'm saying is that whenever we put it out, it's going to work. If we really decide not to put the toolset out there, it's probably because it wouldn't benefit anyone -- not even hidden away secretly somewhere.
PC Personality
As someone who enjoys a little snarkiness, myself, and employs plenty of it in real life I will just point out that sadly it doesn't work quite like you'd expect it to in a game.
The problem is that in order to be snappy or witty you often need very specific lines -- much like the examples you've given. The problem is that they often become too specific. You get players who want to have a playful or cheeky character but who wouldn't opt for that tone specifically (in which case the option is wasted)... you might think it's weird, but when it comes to the funny responses there are a lot more nuances than you might think. Sarcasm is not the same as cheeky is not the same as witty. So which one do you pick?
Not that you can't occasionally find something that's still a funny line without it being so specific nobody wants to pick it -- there are lines like that in DA, for sure. The issue that you need to contend with, really, is just how much time you're going to spend giving the player options on how he says things rather than what he says. Considering that the "smartass" option is generally 100% a how-you-say-it option rather than a what-you-say one, it's often a difficult one to squeeze in.
I suppose we could make a game where there are dozens of option at every node which include all the various ways that a player could say a line, for the purity of roleplaying (and one assumes these dozens would be for every possible what-you-say option)... either that or you get to pick some option at the beginning of the game saying "I am stoic" or "I am a smartass" or what have you, and then all the what-you-say options were presented in that manner (requiring, of course, that we then write every single dialogue options in each applicable variety -- I'm really looking forward to THAT game, myself, wooo)... but, to me, that seems like spending an inordinate amount of time on something that I think you really would get a limited amount of return on. That may just be me, but I think there's a reason you tend to only get these sorts of lines in games where your protaganist is a set one that has already been assigned that smartass-type personality and there isn't any choice in the matter.
Just something for you to chew on. I suspect there are people who will profoundly disagree with me (as always), but all I'm saying is that this is one place where my experience has taught me that what you think might be neat doesn't always play out like you think it should when it comes to actual application in-game.
The Bioware Plot Model [MANY SPOILERS]
The plot model you point out isn't any kind of mandate. It is, rather, an observation of the route we tend to take-- for some very good reasons.
I know that it's very easy for the jaded to bemoan how very tired they are of it all, god forbid their delicate sensibilities have to endure yet another epic adventure, right? But we have our way of doing things, and I think it's pretty fair to say we play it pretty safe. We're not going to do something different solely for the sake of being different. That said, nobody said we won't do anything different. Dragon Age will have its distinctive features and innovations that make it Dragon Age.
Even so, I am quite certain some people will see whatever they expect to see. Break any story down far enough, after all, and you'll be left with the Hero's Journey or something that looks like that plot model. Not hard to do.
As I said, I've got nothing against trying different things-- but different does not make it good, no more than familiar makes it bad. You seem to be saying that only by doing something different can we be creative, which I don't agree with.
Sure, I wouldn't mind doing something really different with the story, myself-- but I am a writer. If writing were all there were to making a game, that wouldn't be such an issue, but of course it's not.
I will just point out that "mixing it up" is responsible for some of the worst bits of game design I've seen lately. I'll be playing a game, enjoying whatever element of gameplay that they've put out that's solid and polished -- and suddenly everything gets flipped on its ear and you very much get the impression that the designer suddenly decided to "mix it up" for no good reason and it's very much not fun.
I appreciate the "make it art" advice, but it honestly seems like you are imagining the process to be something it's not.
I wonder that, myself. Perhaps it's because everyone expects the "next big title". Perhaps it's because any game that isn't pushing the envelope gets written off by the media and the industry. I'd like to think that there's room for a smaller title to be a hit sort of the same way that an independant art film can be -- but something tells me the mediums simply don't compare that neatly. If games were all about the story and the art & technology side didn't matter, maybe that wouldn't be the case... but, again, it really is.
In other words, to do something great it takes talent, determination and a set of brass ones! And I for one am not questioning Bioware's talent or determination
Uh-huh. Well, thanks for the tip.
Shoot, Miranda is doing it at Ossian Studios with the Obsidian enhanced Aurora engine!
Is doing what? Paying the bills for a company with 350 employees? I suspect not.
Is it just fear that a low profit game (or a stinker) will tarnish the brand? If so, why not create a small sub studio for Indies? Disney created Touchstone...
Perhaps you forget that we did have the Live Team and are moving into creating stuff like the Sonic game -- which does take a much smaller team. I could even see us setting up a satellite studio, who knows? Perhaps we don't do more of that because we don't have the people to spare from the larger projects which we want to do -- or perhaps we're simply not doing the projects that you would like us to do? It sounds like you should be sitting down with the company guys and discussing their business plan with them. Shall we set up a meeting?
Perhaps instead of holding your breath you should start your own company or get a job in the industry. You might think that unrealistic, but I'm thinking it might offer you some perspective. It is, after all, very easy to cheer from the sidelines when you've nothing to lose.
As for the rest, there's no harm in offering an opinion, so I'll just take it for what it is. Thank you.
How close do you want DA to be to BG?
1. Identifying weapons
No, you don't need to identify anything.
2. Longer story with more side quests
2a More twists and/or deeper story (probably would come with a longer story)
Hard to judge at this point... perhaps? Even so, if you're expecting BG2 kind of longer, that's not going to happen.
3. keep the D&D elements that has made BG II my favorite game of all time
Which are? The DA rules system has some things in common with D&D, but not much.
4. Keep the classes more strict (I think this one may be out already but i'll explain anyway) A mage should not be able to pick up a sword and use it just as good as a warrior/fighter class.
Definitely not in the works. Mages are strict in the sense that they're the only class that can spellcast, but otherwise there's a lot of leeway allowed in which direction you want to take your mix of classes and abilities.
5. Armor that "makes sense" I had a Light armor that was just as good as my heavy armor in ME (this could not happen in BG 2) It could maybe have special abilities but it would not have an armor class just as good as the best heavy armor.
The DA armors are pretty distinct, though it's not clear-cut when it comes to usefulness. Some types of armor are better against certain classes of weapons. Heavier armor provides more protection, but is not always desireable depending on what kind of fighter you're going for.
6. More Cities/different types of locations. (after awhile it seemed like ME looked the same except on the main quest).
We've got some pretty distinct areas, including cultures which have a distinct look, but I'm not sure if this would be more or less distinct than ME. Re-use of art is always going to lead to a little bit of this, but without re-use of art you're never going to get to any sort of volume of content, I'm afraid. If you want longer games with more areas, you'll need to give a little on this area, I think.
7. Less mainstream than ME (ME for the masses BG for true RPGers)
Without question. ME was an Action/RPG for a reason. DA is intentionally aimed more towards the core RPG audience.
Ha. I think I can say with certainty that dialogue alone is not going to expand your playing time by that much. Some, perhaps, but ultimately more story requires more resources. This is why we designers spend so much time hat in hand imitating Oliver Twist at our project meetings.
This is not to say that DA is going to be short, by any means. The focus is on content, for sure. All I'm saying is that if your expectations run to thinking that the amount of content in BG2 is or should be the norm that you're setting yourself up for disappointment. BG2 is fine and all (I reserve a warm little place in my black, black heart for it, as well) but even had we the capability I'm not sure we'd want to make a game as long again. I'm sure y'all appreciated the effort that went into it, but even as we were doing it we recognized that it was excessively indulgent.
There are lots of things that went into the kind of experience that BG2 offered which can (and are) being brought into DA -- amongst other things. Massively-almost-overlong game length is not all that BG2 had going for it, after all.
but if you have trouble coming up with a huge amount of new content
This is really not the issue.
But that's *why* people love and remember it.
That's super. I love it, too. It also doesn't change anything.
I wasn't trying to be snarky. All I was trying to say was that the fact that you or I or anyone remembers BG well doesn't change the reality we're facing today. And someone can be cynical about it if they like and suggest how we "just don't care" about those fans who liked BG anymore, but it's not even about that. BG was a product of its time -- and while you may look back on those days with rose-coloured glasses, *I* certainly wouldn't want to relive most of those difficulties that went into making it. Not for anyone.
We're still considering our options when it comes to post-release content -- do we want to expand the current story or continue on to new places? That sort of thing. Add-ons like you're suggesting are certainly not out of the question, however.
Chris Priestly, Community Coordinator
What do we want from a Demo?
I would not expect a demo.
That isn't to say that it couldn't happen. But we are not a company that generally does demos. Sorry.
concept art
Could be.
gameplay videos
big news update?
Any talk about any of this at all for 2008?
But not necessarily.
The important thing for EVERYONE to remember here is that everything is still in the works and no decisions have been made yet. So don't get over emotional one way or the other as nothing has been set in stone regarding toolset, support, release, etc, yet.
When we do have news about Dragon Age and/or a toolset for DA, we'll make it known. Stay tuned.
Scott Meadows, Senior Programmer
Of course there is a toolset.
How else would everyone do their work.
Will it ship to you though... I don't know.
The above link is a good summary to read.
We are trying to focus on making Dragon Age a great game.
You are not part of a developement company then...
Ever hear of distractions, changes in scope, etc...
I say trying, I could change it to say trying and succeeding, but I am sure someone else out there will come along and twist my words.
To quote Bart and Homer.
"I tried really hard and still failed."
"Well then, you learned a valuable lesson; Never Try."
Georg Zoeller, Designer
Classes ?
There are no class based item usage restrictions (e.g. if you want to wield a sword with your mage, go ahead).
Sheryl Chee, Writer
Not necessarily. There are different kinds of Provings. The rules of each match are decided before the match begins. It can be a duel to the death (and tends to be, if one is fighting for honor) or to first blood. Breaking these rules, for instance, killing someone during a fight to first blood, results in pretty serious consequences. And the Provings that serve as entertainment don't normally result in a death. They'd just run out of combatants that way, and the fans would be annoyed.
When such things happen--and they happen very rarely--it's usually an accident. Someone got carried away and went too far. The Provings are almost sacred in dwarven culture, and choosing to disregard the rules of the Proving Grounds is like giving the ancestors the finger. It's not acceptable and you're pretty much bringing shame upon your entire house. Most dwarves wouldn't do it if they could help it.
Whether or not we give you the choice to do it... well, that's like asking if we're going to give you the choice to go on a mad killing spree and murder everyone in a town. No, you don't get that choice. Sure we could give you that choice, but what would it add to the story, really?
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What amounts to a slump for someone like Jason Reitman are the solid reviews and underwhelming performance by his dark comedy Young Adult, and the overall disastrous response to Labor Day. That last film in particular didn't truly feel like Reitman at the height of his powers, which is finding humor and truth in uncomfortable relationships. His first three films; Thank You for Smoking, Juno, and Up in the Air hit on that difficult tone perfectly. And now with his latest film Men, Women, & Children on the way it seems Reitman is doing something new by exploring the dark side of technology.
Gathering a large and varied ensemble that includes Adam Sandler in a rare dramatic role, Jennifer Garner, The Fault In Our Stars' Ansel Elgort, Short Term 12's Kaitlyn Dever, Emma Thompson, Rosemarie DeWitt, Judy Greer, J.K. Simmons, and Dennis Haysbert, the new trailer suggests an interconnected story about relationships ripped apart in the Internet Age. Is it possible to find a human connection in a world dominated by social networking? It's a pretty gloomy piece of footage and is totally free of Reitman's usual brand of humor, but with Eric Cressida Wilson (Secretary) co-writing the screenplay there's bound to be some offbeat laughs in there somewhere.
Men, Women, & Children will hit the Toronto International Film Festival before opening this October.
SYNOPSIS: MEN, WOMEN & CHILDREN follows the story of a group of high school teenagers and their parents as they attempt to navigate the many ways the internet has changed their relationships, their communication, their self-image, and their love lives. The film attempts to stare down social issues such as video game culture, anorexia, infidelity, fame hunting, and the proliferation of illicit material on the internet. As each character and each relationship is tested, we are shown the variety of roads people choose – some tragic, some hopeful – as it becomes clear that no one is immune to this enormous social change that has come through our phones, our tablets, and our computers.

subset: commoncrawl


text:
Transportation Department
Which school serves my address?
(This link takes you to a website that is not affiliated with the Wentzville School District and provides limited information about our bus routes. For more complete and accurate information regarding your child's school assignment or bus route, please contact the Transportation Department.)
Assistant Director of Transportation, ext. 25326


text:
The Reference Room
Finding aids
Records held by the Archives are maintained according to the state agency or local government that created them. Therefore the records of the Transportation Department are maintained as one "group" and the records of Multnomah County are maintained as another group. In most cases, the records are maintained in the "original order" that was set by the agency when the records were created and used. This helps to preserve the valuable relationships between records that would be lost if they were reorganized by subject or some other scheme.
Finding aids reflect this system. Therefore, the finding aid for the Transportation Department lists and describes all of the records for that agency. Within the finding aid, the records are described to the "record series" level. A record series is simply a set of records that are maintained together because of function, filing system, or some other commonality (e.g., probate case files, administrative correspondence...). In some cases, folder listings or indexes provide more detailed descriptions of the records.
The finding aids are in binders located on shelves to the right of the reference desk. Researchers are encouraged to access these at any time during their work. Many state agency finding aids at the Archives have several basic components (see hyperlinked examples):
Agency history or overview: This usually includes a narrative summary of an agency's statutory responsibility, mission, structure, function, and programs from its creation to the present or to its dissolution (PDF).
Scope and content notes: This is a brief overview of the record group that summarizes the major types of records, overall date spans and size, and highlights especially noteworthy or problematic records.
Record series list: This is a simple alphabetical listing of each record series title in the group. It is useful for quick scans when looking for useful records.
Individual record series descriptions: These describe in more detail the date spans, size, arrangement, types of records, and topics included in each record series.
Additional folder listings or indexes: These include lists or indexes that were generated by the agency or by an archivist in the course of conducting an inventory of the records. They provide more specific information than is available in the record series description.
Separated material lists: These provide brief descriptions of photographs, maps, audio or video tapes, film, or other media that are separated from the general records to better preserve them or because they don't fit in a standard archives box.
Many finding aids are being adapted for the Web and appear as state agency records guides. The guides have some advantages over the printed finding aids, including features such as image slide shows and Web links. However, the most significant advantage may be the ability to conduct keyword searches targeted specifically at the records guides. For example, a researcher can use terms such as "salmon" or "complaint" and find relevant pages in several state agency records guides. The ability to search in this way can free the researcher from the hierarchical arrangement of the records and produce useful results faster. More records guides will be added as they are adapted for the Web.
The finding aids with black binders contain legislative bill tracings dating from 1931 to the present. These do not include all bills but they do represent a very useful and time saving resource. Tracings dating from 1989 to the present are on the Oregon State Archives Web site.
The finding aids with yellow binders contain
listings of county records held by the Archives.
Counties are not required to transfer records to
the Archives. For listings of county records still
held by the counties or by other repositories,
consult the Oregon
Historical County Records Guide included in
each yellow binder and on the Web.


text:
College Hockey:Streaking Raiders Pull Out Another One
HAMILTON, N.Y. — With less than seven minutes remaining in the game, Colgate seemed pinned in its own end by Yale.
But suddenly, defenseman Tucker Veenis made a nifty pass through the legs of a Yale defender to hit first-year forward Adam Mitchell on the fly up the ice. Mitchell dropped the puck to a trailing Brad D'Arco, whose shot found a hole through Yale goalie Dan Lombard's pads.
The two thousand plus fans in attendance went crazy, as Colgate took the lead for the first time of the night and managed to hang on for the 3-2 victory.
"That's ECAC hockey for you," said Raider head coach Don Vaughan. "It was a great hockey game."
The game featured a lot of physical action and even got ugly at times. Seven minutes into the second period, Colgate's Bob Vandersluis was caught for hitting from behind and was handed a five-minute major and a game misconduct.
Said Vaughan, "It was a very good call. I wasn't sure at first because I couldn't see it, but after we reviewed it, it was exactly the right call. You have to take that stuff out of the game."
With the game then knotted, 1-1, Yale had a long power-play chance to try to put itself on top. The Bulldogs failed to generate any chances, however, and the momentum of the game seemed to swing in the Raiders' favor.
Said Yale coach Tim Taylor, "I thought Colgate came to life in that second period. Killing that five-minute man advantage really gave them a lot of energy. We were pretty horrible on that power play, and I think that dragged us down and picked them up. Up until that time, I thought we were doing a good job of keeping them on their heels a little bit. They had very few shots and very few scoring chances, but then I think it switched."
The Bulldogs did manage to take the lead in the third period. With a three-on-two rush, Mike Klema sped in on the right wing and fed the puck to defenseman Robert Mutter who put a hard shot on net. Raider goalie David Cann made the initial save, but Klema was in perfect position to snap the rebound into an open side. It was Mutter's second assist and Klema's second goal of the evening.
"I'm very happy for Mike," said Taylor. "He made a nice pass to the middle and then drove to the net. It was a nice, solid hockey play. He's been playing very consistently."
Yale could not hold the third period lead, however, as the Raiders tied the game just five minutes later. After taking a faceoff in the Bulldog zone, Colgate's Scooter Smith made a hard lunging effort to push the puck past a startled Lombard to tie the game at two.
"Both teams were very balanced tonight," said Vaughan. "Our penalty killing unit was on top of its game tonight. If it wasn't for that we would have been in big trouble. I thought they were moving pretty good early on. In the second period, I thought we started to take the body, and that motivated our guys. After that I thought the game was pretty even."
Yale's Klema scored the first period's only goal, while Colgate defenseman Ben Bryce scored a power play goal just nineteen seconds into the second period. The Raiders finished one for four with the extra man, while Yale failed to score on its five chances with the man advantage.
Added Taylor, "We just passed the puck around the perimeter on the power play and didn't get any shots. Our power play was pretty inept."
With the loss the Bulldogs dropped to 6-14-2 overall (5-8-2 ECAC), placing them in a four-way tie for eighth in the conference. Meanwhile the Raiders continued their hot streak, stretching their winning streak to four games and their unbeaten streak to six. They are now 11-13-1 (8-6-1), which keeps them in fifth position in the league.
The Raiders will play host to Princeton on Saturday. The road for the Bulldogs will not get easier, as they travel to face the Big Red of Cornell.
The following is a self-policing forum for discussing views on this story. Comments that are derogatory, make personal attacks, are abusive, or contain profanity or racism will be removed at our discretion. USCHO.com is not responsible for comments posted by users. Please report any inappropriate or offensive comments by clicking the "Flag" link next to that comment in order to alert the moderator.
Please also keep "woofing," taunting, and otherwise unsportsmanlike behavior to a minimum. Your posts will more than likely be deleted, and worse yet, you reflect badly on yourself, your favorite team and your conference.


text:
Txt-Me-1st by Eva Schindling is another work with a textual/language theme. An interactive table based installation which allows users to:
create their own spam message by sending a SMS text with their mobile phone to a 'machine' installed inside the museum. The machine comprises different old typewriter's parts and a computer program that turns the incoming text into a spam message through a series of physical interactions and computational algorithms. After the final text is generated, it will be sent back to the visitor's mobile phone.
More than anything else the purpose of this particular work is to reveal the process involved in the composition of a, ultimately, digital text (spam), through largely mechanical production and visualisation.
Txt-Me-1st is a response to the generative process of spam messages we receive daily. While people try hard to prevent them to enter their mailbox, there is much creativity in the way how spam messages are composed in order to avoid from being caught by anti-spam program. The most common methods are the use of misspelled words and trimming down of whole sentences into keywords only…Txt-Me-1st is inspired by the evolution of this new writing method. It shares a lot of similarities with some early text-based new media art in terms of the 'randomness' and 'emptiness' revealed in the works. It also reminds us of the playful and the rebellious nature in DaDa's phonetic poetry in the early 20th century…By implementing the influence of the ambient environment and the interactions between digital text projection and the old typewriter's mechanical arms, visitors are witnessing how their message is decomposed and recomposed…Txt-Me-1st can be seen as an experience generator rather than just a computational machine that writes on its own. It tries to emphases the playful experience between writing (sending text message) and reading (receiving spam message). It is also experimenting a new way of audience participation by turning the museum into a remote factory which allows the audience to take part in the work even if they are not on site.
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text:
Why Must I Have
An Incentive?
Steve Branks
From: "Steve Branks" (New Zealand)
To: "Positive Atheism" <email@example.com>
Subject: Positive_Atheism_Letters_Section
Date: Tuesday, October 17, 2000 3:02 PM
Dear Cliff,
I've been scanning the feed back on this site, and many others that host similar discussions on religion and belief, and must admit that I have not yet, in the hundreds of letters perused, encountered one cogent argument for a belief in God or any other supernatural entity. All one essentially encounters in the correspondence of believers is the constant refrain that belief in some god is an incentive to live a good life. My response to that is, why must I have an incentive? Why can't living a decent life be it's own incentive? Why, in order to lead a decent life, must I surrender to the most abject and immature superstitions, which appear to me to be nothing more than expression of man's sense of mortality and his existential loneliness, and the fear and confusion that these engender.
Give me the "feeble light" of man's reason any day rather than the juvenile rantings of those who cannot forsake their need for a Santa Claus.
Keep up your splendid defence of 'positive atheism'.
Highest Regards,
Steve Branks.
Material by Cliff Walker (including unsigned editorial commentary) is copyright ©1995-2006 by Cliff Walker. Each submission is copyrighted by its writer, who retains control of the work except that by submitting it to Positive Atheism, permission has been granted to use the material or an edited version: (1) on the Positive Atheism web site; (2) in Positive Atheism Magazine; (3) in subsequent works controlled by Cliff Walker or Positive Atheism Magazine (including published or posted compilations). Excerpts not exceeding 500 words are allowed provided the proper copyright notice is affixed. Other use requires permission; Positive Atheism will work to protect the rights of all who submit their writings to us.


text: This morning, we touched on what sort of expectations we should have for Denver Broncos rookie running back Montee Ball. Implicit in that note was that Ball should slide right in as the lead back for the Broncos. What about the other running backs already on their roster, though? Mike Klis of the Denver Post believes it's "highly unlikely" that both Willis McGahee and Knowshon Moreno will make it to the season opener, barring injuries.


text:
As we all know, a hifi system only sounds as good as the cleanliness in your ear passages will allow. I wonder if anyone here uses any special 'audiophile' ear-cleaning procedure? Me, I just stick dry Q-tips into the 'ol lugholes, wriggle them around and keep repeating the routine until i get clean Q-tips despite insertion. Is this sufficient? Inexplicably I seem to be bugged by a feeling these days that I should be doing more than that.
Audioneurosis setting in?


text:
Rated 1 out of 5 by 1 reviewer.
Rated 1 out of 5 by mstyle piece of garbage I used this for about two weeks carrying mio water flavor additive and it bend or cracked somewhere.. now is leaking and pretty much useless. i dont recommend this January 24, 2013
1-1 of 1
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Fresno State: (2009-10)
Improved her career best times in the sprint freestyle events over the course of her senior campaign including the 50 free (26.97), 100 (58.22), 200 (1:59.47) ... established herself as one of the `Dogs top distance swimmers improving on last years 1000 freestyle marks by over a minute posting a career best time of 11:35.28 against conference rival San Jose State ... Swam a career best 5:23.32 in the 500 freestyle at the WAC Championship ... continued to improve throughout the course of the season becoming a leader for a young Bulldogs team ... earned academic All-WAC honors for the second consecutive season.
Fresno State 2008-09
Led the `Dogs in distant freestyle events with top three times in the 500 freestyle (5:04.89), 1000 freestyle (12:05.07) and the 1650 freestyle (19:28.71) ... earned best time in the 50 freestyle event at Cal Poly Invitational ... showcased domination in the 1000 freestyle event and finished second against Cal State Bakersfield.
Bullard High School
Three year varsity letterwinner in swimming ... two year varsity letterwinner in water polo... swim captain in 2005.
Born April 7, 1988 ... parents are Annette and Michael ... has an older brother, Matt and two older sisters, Brenda and Amanda ... lists hobbies as horseback riding and playing golf ... lists her favorite athlete as Michael Phelps because he is an inspiration to all ... most admires her father.
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You may have reached this page due to new security upgrades that have been implemented regarding multiple user logins. For security reasons, only one user is able to be signed in to an account per session. If multiple users at a single site need online access, please contact firstname.lastname@example.com for firm access reduced pricing. If, however, you believe your login information has been compromised, please call customer service at 1-800-451-9998 to determine how to reset your password. Already a paid subscriber but not registered for online access yet? For instructions on how to get premium web access, click here.
MRK eyeing more space in Charlotte
Brett Krueger has his eye on the Queen City. As vice president of the Charlotte office of Miami Beach, Fla.- based commercial real estate firm MRK Investments, Krueger oversaw the company's $3.6 million investment in Uptown when it purchased the first floor of The Ivey's building at 127 N. Tryon St. in October.


text:
Five and half Bernards for Mobility Pack at NetBeans Release Party
By lukas on Nov 04, 2006
Bernard beer was free. Food too. Why I stuffed myself with the first course when the ribs and chicken wings flew in later?
I regret that I had to leave early. I had really serious reason I didn't finish my five and half Bernard beers to celebrate the Mobility Pack release. The codename for the 5.5 was Bernard. It can seems like coincidence but IMHO it was planned. A party without beer is like NetBeans without Mobility Pack.
We received new 5.5 t-shirt. It has long sleeves. .JARa knows why...
Would you want one? Watch the netbeans.org - you'll have an opportunity to win some.
Front of 5.5 t-shirt
Back of 5.5 t-shirt


text:
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text:
In Utah, outdoor retailers realize that their market is now for everyone. Even those that have focused on professional gear in the past are finding innovative ways to provide for the leisure athlete and keep equipment cutting edge.
And for many new local products showcased at the Outdoor Retailer Winter Market, these seemingly opposite elements are actually all rolled up into one.
Co-founders Swan and Robert Workman developed the Barebones idea while globetrotting for humanitarian reasons. They saw an urgent need for sustainable products that could provide basic human needs. Based in Bluffdale, their line of safari tents have already been used as homes, schools and offices in the field. The tent has an expandable floor plan, so you can add extra panels to accommodate larger groups or growing families. The weatherproof Cordura shell covering and the heavy-duty aluminum and nylon frame can withstand harsh conditions. The tent also has built-in power ports for their Pendant Light, or you could use their Forest Light rechargeable lanterns.
An avid outdoorsman who skis "frozen water" in the winter and rafts "melted water" in the summer, Greg Sherry patented an idea for a new outdoor grill over 15 years ago. He says that all eight of his patent claims were accepted within just six months; that's when he really knew he had something worthwhile. Adjust-A-Grill sounds simple enough: A stake is stuck into the ground with a grill rack that can slide up and down it. The beauty is that this adjustment allows you to control your frying, simmering and boiling temperature in the outdoors. An added bonus is you can burn wood or coal on a catch tray and leave no trace of the fire itself. Sherry plans to expand his market at family events such as Dutch-oven cooking contests and grilling burgers at tailgating parties.
Grizzly Ridge
In 1972, Phil Augason came up with a milk alternative named "Morning Moo's" that tasted just like two-percent milk, with a long shelf-life. This was just the beginning of a long list of products Augason Farms has become known for.
Grizzly Ridge is the outdoor extension of his original idea. Five to nine servings are generously packed into one easy-to-carry pouch, which takes up less space while providing more energy. They even have a 72-hour pail that provides 60 servings worth of food in a container smaller than the traditional five-gallon food storage bucket. This kit includes other survival items such as a fire starter, water filtration bottle, pocket knife and pop-up tent.
Wise Company
Salt Lake City's Wise Company launched three years ago and claim a shelf-life of up to 25 years for their food. That might sound stale to you, but the taste of peaches, bananas, strawberries, corn and green beans taste almost as good as they do fresh. The texture and nutritional value are also preserved. The quality of their food matches the quality of their research, since they figured out which foods are better freeze dried and which are better dehydrated. They sell meal packets or individual buckets (vegetable, fruit or meat only).
Gregory Mountain Products, an outdoor industry leader in backpacks, moved to Utah two years ago. The company has integrated with Black Diamond but will retain the iconic innovation and design unique to Gregory products. This is apparent in their new line of backpacks. While known for their multi-day packs, Gregory has just come out with smaller versions for the day hiker or weekend warrior. The Targhee emphasizes comfort and fit in four different sizes. For the larger Targhee packs, from 26 liters on, the main access is in the back panel. Another addition is a "raptor stabilizer" with two points of contact that ensure the packs fit snugly on backs. If you want to pack some pounds, you can still get the 105-liter Denali Pro, but for a day tripper, it is a bit excessive.
Rossignol has been making skis for more than 100 years. Utah boasts "the greatest snow on earth," so it was only a matter of time before they opened up a store in Park City in 2008. "Hot, new and sexy" were the first words from Nick Catagnoli, who was pitching the products at Outdoor Retailer, about Rossignol's new ski line. They have redesigned their Free Ride series to make them lighter and keep the quality downhill performance. The S7 now incorporates new air tip technology that maintains a free air channel in the honeycomb-patterned tip. Paulownia wood is used because it regenerates quickly and is light and strong.
Petzl is a company dedicated to exploration, and there is plenty to explore in Utah. Clearfield has been the company's American base since 1994. One of their best products is the Tikka headlamp. And would you know it, it just got even better. The new Tikka RXP incorporates reactive technology that allows the headlamp to get brighter on its own as it gets darker outside. You can also program it for the number of hours you need, and an internal control will manage the lumen output. A new rechargeable power system means you can recharge it through a normal USB connection. And best thing is, it is still practically the same size as the original.
Black Diamond
Black Diamond is a Utah-based, worldwide leader in outdoor performance products. At the market, they had winter products in full display, from skis to ski boots and bindings to beacons. New products this year are avalanche beacons they acquired from Pieps, an Austrian company specializing in snow safety. The beacons are small and worn across the chest. The beacon is set on a "send" radio frequency, so if an avalanche does occur (and you are in it) another beacon can act like a GPS to help find you. It tells rescuers how far, how deep and in which direction you are. The innovations for skis, boots and bindings were reinventions with safety in mind as well, but the beacon seems to be the final touch to their extensive product line.
Click here for more info on the Outdoor Retailer Winter Market.


text:
Richard Castillo
From BR Bullpen
Richard J. Castillo
- Bats Right, Throws Right
- Height 5' 10", Weight 180 lb.
- Born October 1, 1989 in Barquisimeto Venezuela
[edit] Biographical Information
Richard Castillo is in his 3rd minor league season in 2009.
Castillo was signed by scout Gregorio Gonzalez for the St. Louis Cardinals at age 17. For the 2007 VSL Cardinals, he went 3-2 with two saves and a 1.72 ERA, third-best in the league. He allowed a .183 opponent average. He split 2008 between the Quad Cities River Bandits (8-4, 2.62) and the Palm Beach Cardinals (1-0, 1.13). He began 2009 back with Palm Beach and was put on Spain's preliminary roster for the 2009 Baseball World Cup.
[edit] Sources
- 2009 Cardinals Media Guide
- Mister Baseball
- 2008 Baseball Almanac


text:
Click here for more information on the 40th Annual Conference and Exposition May 13 - 16, 2014 in Hollywood, Florida!
NAHAM's Annual Conference and Exposition brings patient access services professionals together from all across the United States, its territories, and Canada to learn, network, explore, and share.
NAHAM's annual conference is the premier educational event in patient access services, providing the latest information on a variety of topics critical to the important role of patient access services in healthcare. We generally offer more than 25 learning labs, keynote presentations from highly regarded speakers, industry-sponsored educational symposia, and dynamic interactive pre-conference sessions addressing a variety of cutting edge issues. Our meeting also features suppliers ready to share their latest products and services in our Access Solutions Marketplace.
Attendees have many wonderful opportunities to network and exchange ideas and information with colleagues. The pre-conference sessions, regional meetings, first-time attendee and new member orientation, opening reception, and learning labs are all great opportunities unique to our conference.
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text:
Bobcats storm back from 13 down in 4th to stun struggling Celtics
BOSTON -- Charlotte coach Paul Silas didn't think his team had a chance when it trailed by 13 points in the fourth quarter. He didn't count on Boston's poor offense, defense and teamwork.
His young Bobcats had good reason to celebrate their 83-81 win on Friday night that left them just two games out of the final playoff spot in the Eastern Conference.
The mood in the postgame locker room was joyous.
"It was unbelievable," Silas said. "It's just kind of indescribable."
Celtics coach Doc Rivers felt much differently. After all, one of the NBA's best teams that should be building toward the playoffs lost for the sixth time in 10 games -- and endured a 16-0 run in which the Bobcats took their first lead, 76-75, with 3:56 left.
"The way we're playing shocks me. Our attitude shocks me," he said. "I just think we've become very, very selfish, not just as far as trying to get our own [shots], but everything is about how we're playing individually, instead of how the team is playing.
"A guy struggles, he pouts, he moans. Everything is me, me, me on our team right now, feeling sorry for themselves instead of giving themselves to the team and playing."
The Celtics led 66-53 entering the fourth quarter but were outscored 30-15 the rest of the way.
The Bobcats went on a 21-4 run that put them ahead 80-75 with 2:49 left on Gerald Henderson's 18-footer. But Boston got the next six points to go up 81-80.
Then Dante Cunningham hit a go-ahead 15-foot jumper with 34 seconds left, Henderson sank a free throw and Boston's last hopes ended when Ray Allen missed a 3-point attempt and Kevin Garnett failed on a jumper in the final 5 seconds.
"When you play a good team like this on the road, chances are you're not going to blow them out," said Henderson, who scored 15 points. "They're just too good. You want to play the best that you can and just get yourself in a position to win at the end."
Charlotte, led by D.J. White's career-high 17 points, moved two games behind Indiana, which lost to Sacramento, for the eighth playoff spot in the East. Boston dropped two games behind the Chicago Bulls, who beat Memphis, for the best record in the East.
Boston was led by Paul Pierce with 18 points and Allen with 14.
"Our defense really broke down in the fourth quarter," Pierce said. "Regardless of however our offense is going -- it's been struggling as of late -- we still should be able to put together a defensive run."
The Bobcats won without leading scorer Stephen Jackson, who had a strained hamstring, and their second-leading rebounder, Tyrus Thomas, who had bruised ribs.
"When you have too many breakdowns in the fourth quarter against an injury-riddled team, it's frustrating," Pierce said.
Charlotte made just one of its first 12 shots but trailed only 42-37 at halftime. The Celtics dominated the third quarter, outscoring the Bobcats 24-16 and stayed on top 71-59 nearly three minutes into the fourth.
That's when Charlotte began turning it around.
"I just didn't know that we had it in us to really score like we did, especially in the fourth quarter," Silas said. "Truthfully, I did not think we had a chance to win this ballgame."
A three-point play by Shaun Livingston and two free throws by Henderson started the 21-4 run.
"When you can get into a flow and get some momentum and then also get stops, it kind of takes the crowd out of it and makes it easier for you to win," Henderson said.
The Celtics followed Henderson's free throws with baskets by Garnett and Delonte West, making it 75-64 with 7:42 to go. But they didn't score again until 2:34 was left in the game.
Cunningham, who scored just four points, began the 16-0 run with a jumper, Henderson hit two free throws and Kwame Brown made one. D.J. Augustin made a 3-pointer and two free throws before Henderson weaved between several Boston big men to put in an offensive rebound. Then Augustin and Henderson made 15-footers for an 80-75 lead with 2:48 left.
Allen said the Celtics didn't move the ball well -- Rajon Rondo's five assists were 6.5 below his average -- and didn't have offensive rhythm at the end, scoring six points in the last 7:41. Only some of that is attributable to the recent addition of several players.
"It's not about making excuses," Allen said, "but I think the chemistry with the new guys is still being built."
Boston came back from the five-point deficit with six consecutive points -- three by Pierce, one by Nenad Krstic and two by Garnett -- to take an 81-80 lead with 55 seconds to play.
But with the shot clock running down, an unguarded Cunningham hit his jumper from the left. Boston then rushed a shot on its next possession, a miss of a 16-footer by Pierce with 26 seconds remaining.
Game notes
Both teams had five turnovers in a sloppy second period. The Celtics shot 28 percent and the Bobcats were only slightly better at 35 percent. ... Glen Davis was scoreless until his six straight points late in the third quarter. He also blocked a shot by Brown that led to Rondo's buzzer-beating layup at halftime. ... White's previous career high was 16 against Portland on March 11.
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The move by Alonzo Gee, a defensive specialist, gives the Pelicans six unrestricted free agents this offseason.
Jeff Hornacek says Knicks could prioritize center over shooting guard in free agency
A big man who can help make life easier for the Knicks' big scoring threats could be atop the team's free-agency wish list, coach Jeff Hornacek said.
Dellavedova: LeBron played the best basketball of his career
Matthew Dellavedova is in awe of how LeBron James handled the weight of expectations.
Regular Season Series
2015-2016 Atlantic Standings
|New York


text:
A collection of photographs from a abandoned machinery yard. Which had tractors, an american Jeep and Fairground rides left to rust.
Interesting and unusual place of interest.
Photographs By Simon Brazil
Never without some sort of camera!
Comment posted.
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It's what you see Foz4 | 2004-2010 Published July 29, 2010
The Swimming Pool Published April 11, 2008
New York Published March 17, 2008
Jordan - Petra, Jerash, Wadi Rum Published February 14, 2008


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Texts and Contexts : Writing about Literature with Critical Theory
ISBN13:by Lynn, Steven Jay
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Deeply rooted in the views, responses, and history of contemporary critical theories,Texts and Contexts, Fourth Edition provides students with the knowledge and tools to write about literature effectively. The author presents a user-friendly introduction to contemporary critical theoriesufrom new criticism to cultural studies-as part of the practice of writing about literature.Texts and Contexts innovatively incorporates a step-by-step approach in each chapter guiding readers through the application of a particular theory and giving them clear examples of how to apply what other texts cover in abstract. In addition, the text provides a wealth of writing strategies, examples, and practice tests that assist in explaining the assumptions underlying the various critical theories. Readers engage in a unique learning experience of understanding about how the process of employing these methods enriches their engagements with literature. For those interested in learning more about critical theory in literature.
Table of Contents
|Each chapter concludes with "Works Cited" and "Recommended Further Reading" sections
|An Introduction, Theoretically
|Textual Tours
|Checking Some Baggage
|Anything to Declare
|Critical Visions: A Selective Tour
|New Criticism
|From Here at The New Yorker, Brendan Gill
|Reader-Response Criticism
|Deconstructive Criticism
|Historical, Postcolonial, and Cultural Studies
|Psychological Criticism
|Feminist Criticism
|Other Approaches
|Unifying the Work: New Criticism
|The Purpose of New Criticism
|Basic Principles Reflected
|Ars Poetica, Archibald MacLeish
|Radicals in Tweed Jackets
|How to Do New Criticism
|The Writing Process: A Sample Essay
|The Mother, Gwendolyn Brooks
|Preparing to Write
|Practicing New Criticism
|Forgiving my Father, Lucille Clifton
|My Father's Martial Art, Stephen Shu-ning Liu
|Creating the Text: Reader-Response Criticism
|The Purpose of Reader-Response Criticism
|New Criticism as the Old Criticism
|The Reader Emerges
|Hypertextual Readers
|How to Do Reader-Response Criticism
|Preparing to Respond
|Love Poem #1, Sandra Cisneros
|Making Sense
|Subjective Response
|Receptive Response
|The Writing Process: A Sample Essay
|Preparing to Respond
|A Very Short Story, Ernest Hemmingway
|Preparing to Write
|Practicing Reader-Response Criticism
|Since There's No Help, Michael Drayton
|Killing the Be
|Table of Contents provided by Publisher. All Rights Reserved.