aarynflynn
Aaryn Flynn
aarynflynn

I support your desire for the new Mass Effect game.

Needs more Mass Effect Normandy.

Well he's still around, so if we need him we've got him. The studio environment is a naturally collaborative place, and I think Dave probably has a soft spot for Dragon Age in his heart... ;)

Well thanks, I appreciate that. Hopefully we can just be a good example to others. I know we respect and learn from great developers out there, so if that's reciprocated a bit then wonderful :)

Losing Mordin.

FF7, but that's mostly because it was a crazy time in my young life and something about it just spoke to me on a spiritual level. I'm not even joking.

Here's what I got from engineering:

I wanted large-scale siege warfare! But "Battlefield: Thedas" didn't have a compelling pitch beyond that...

Yeah I think we're working on those. We've got a wonderful partnership with Dark Horse, and they're excited about more Dragon Age content too.

Personally, I'm more for the latter. But there are so many shades in between those examples you've given. In games I enjoy the most, I get a lot of agency - I can go and do what I want when I want.

Yes, in no way is that correct.

Yeah I don't know about "cranking out as long as they keep selling". EVENTUALLY these things just get fatigued and need to rest until people are prepared to carry that torch again. By the same token, there's a cycle to entertainment - if you'd told me 10 years ago that there would be a healthy resurgence of isometric

Yeah I'm really enjoying Pillars of Eternity. No plans at this point, but I spoke with Feargus at the DICE Awards and he told me he'd explain some of the development ins and outs of PoE after they launched (which is now I guess!). I'm definitely taking him up on that :)

The Frostbite tech is improving too. I have seen things...

Funny you should ask... :)

Thanks, I like the multiplayer too! Yes, lots of discussions and work in the studio, but I can't commit to anything at this time. Stay tuned however!

The positive comments I expected, but they even surpassed what I had imagined. There were a lot of people who took the time to write to us, telling us really heart-wrenching stories about themselves and then how, incredibly, a game we made helped them through a difficult time. That stuff sticks with you.

On the

Thank you. That means a lot.