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Art nouveau: Dragon Age II skirts its generic label photo

The videogames industry has a complex: it relies, perhaps too much, on the concept of genre, but being "generic" is an offense of grave proportions. Being "innovative" is, naturally, antithetical to being generic.

According to Matt Goldman, art director for BioWare's Dragon Age II, being generic was an actual design principle for the Dragon Age: Origins art team. While Goldman didn't direct the art department that worked on Origins, he's familiar with the instructions the former team was given: "Actually, the design creative was 'it's generic,' which isn't the most inspirational direction that you could give a team." 

When speaking about improvements on Dragon Age: Origins, lead writer David Gaider takes a more measured stance: "The graphics [in Origins] were dated. They were functional, but they weren't pretty, and you could tell that the game had been cooking for five years." That's a technical assessment, to be sure, but it could also point to the game's dated, archetypal fantasy look as a whole.

Goldman agrees: "And, you know, to be honest you're going up against Lord of the Rings and Conan and other established [intellectual properties] that have nailed that 'generic' fantasy way harder than we're ever gonna nail it. "I totally think that the art style needed to change."

And change it did: where Ferelden was filled with dour-looking peasants and muddy, muddled Darkspawn, the Free Marches seem a vibrant, thriving, sun-kissed locale. The character designs are sharper and more varied, the forests more verdant, the town of Kirkwall soaring -- thanks to DAII's new camera -- to new heights.

I recently interviewed Goldman, and it was evident that his thesis -- not an uncommon one -- is that his art should complement Dragon Age II's focus on tight combat and character interaction, even while the story suggests darker and harsher themes.

One of the most straightforward examples of aligning art and game design Goldman could give me was the character Fenris, a former Tevinter slave with lyrium scars from years of torture. "That guy, he required a lot of going back and forth between design and art. I think we redesigned that guy ten times." Fenris' character design is a function of his backstory as well as his role in battle, both of which changed well into development, sending Goldman's team "back to the drawing board ... trying to blend those elements into something that's interesting and unique from everybody else in the world."

"I don't think you need to show a drill going through a baby's eyeball to tell a terrible story," he says to me. "It doesn't need to be black and dripping with blood -- that's pretty Halloween." He uses Halo as an another example: "If you read the backstory and the literature from that game, that is one grim hellhole of a universe. That's not what the game plays like." He adds that Halo doesn't look like that, either.

In a recent Q and A session at BioWare's Edmonton studios, lead designer Mike Laidlaw explained that, for his team, "style is measurable." After picking a slew of visual inspirations -- other games, art, film, wood cuts -- the art team studied the color palettes and saturation levels that most appealed to them. Their first task was to set out to replicate those styles in Dragon Age II.

The second step of Dragon Age II's visual overhaul was to create what Goldman describes as "picture-making opportunities." Taking particular cues from The Triumph of Death -- a 16th century oil painting by Pieter Bruegel the Elder, a Flemish artist -- and Akira Kurosawa's classic 1957 samurai film, Throne of Blood, Goldman's team studied each artist's use of planar composition and negative space to frame each scene in a way that focuses on character interaction.

The result is a brighter, more colorful game, with a focus on a dramatic presentation layer. "Just because you're treating dark themes doesn't mean it has to be physically dark and that you can't see where you're going," explains Goldman, setting his game apart from the current trend in videogame visuals. "By setting the story in a place that has better picture-making opportunities, you can use the framing ... to evoke a mood."

This new focus on framing manifests itself in battle: the corollary to producer Mark Darrah's oft-criticized mantra -- "When you push a button, something awesome happens!" -- is that the art direction makes sure it looks cool, too. But the shift towards careful composition also dovetails with the game's new dialog wheel. Gone, perhaps, are the days of picking dialog options from a list and watching your Warden, emotionless, as he plummets into the uncanny valley. (Ever the diplomat, David Gaider describes the Warden as a "posed, silent spectator.")

Instead, Laidlaw describes a conversation between the player-character, Hawke, and Avalene, a Kirkwallian guard. "You go to the base, she's in a spot where she's at home, she's comfortable. We can have her leaning on desks, moving around, and interacting with stuff and a scene can play out. Not just, 'Hello, I am talking at you,' but a scene, a moment that occurs."

In a different interview, writer David Gaider explains to me that, "Ultimately, what we're telling is the story of Thedas, the world of Dragon Age." And that world includes a myriad of races and cultures that need visual representation. Goldman's art direction again saves the day, circling back around to world-building, something BioWare does well. Players' abandon their suspension of disbelief when they realize, for example, that "everyone's using the same hand model. So the women kind of look like burly man-dudes because they've got rail-thin hips and these huge hands." Lazy art exposes the artificial framework that games like Dragon Age try to hide.

"We have four different races in our game. That's an opportunity for us to explore different standards of beauty," Goldman explains to me. "So, in the case of the basic race-sex setup, each of them has to be attractive in their own right to somebody. I think that was really important and that took a lot of work." Having strong character designs not only keep each world internally consistent, but they fulfill the ambassadorial role that Goldman assigns to art design. Morrigan was the most successfully marketed character from Origins: "Her appearance is really unique. She had the best face, the best lip sync. And to [keep] that really good design on all of our characters, we made certain decisions -- to limit the amount of changes you could to do them."

Goldman is modest about his team's role in Dragon Age II: "Art is ... the ambassador, you could say. People see it. And they can react to that with no other information than just a screenshot. ... But, that said, if the design is crummy, your product is not going to sell. I'm basically saying that, you know, art is important, but we have our place. You can't just sell something on the basis of art alone. Probably."

He might be selling himself short, though, as it's clear that his team's work is crucial for presenting everything from the combat to the game's new narrative structure as effectively as possible. After some prodding, he comes around: "The art is important, especially for an RPG, because the art helps draw the player in and make it a more immersive story-telling experience ... If the art is aligned with the design intent ... then it makes the design much stronger."








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Joseph Leray is a founding Destructoid editor and has better hair than you. He speaks French and needs to send us his updated bio in English, preferably. Likes Confuse Ray, Feel My Blade A Mabari War Hound, Snot, Spiral Arrow, Argo, Dan Smith's critical hit bark, Rolling things up into my life Meet the rest of the team



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44 comments | showing # 1 to 44
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~JnRx Teh Jokester~'s Avatar - Comment posted on 02/22/2011 16:03
~JnRx Teh Jokester~
Man I need to download the Demo o_o
Chris Carter's Avatar - Comment posted on 02/22/2011 16:06
Chris Carter
The art looks cool,but man was the demo a disappointment.

In terms of pacing, what were they thinking? I hope the finished product is more indicative of the quality shown above - I think the demo was probably a beta (or alpha) version.
SuperMonk4Ever's Avatar - Comment posted on 02/22/2011 16:15
SuperMonk4Ever
I gotta say after playing the demo, I love the new art direction for the sequel. The first one was pretty bland but it got the job done. I love it when games implement more than green and brown. More colors makes the world, at least to me, seem much more alive.
Kuwanjahbee's Avatar - Comment posted on 02/22/2011 16:16
Kuwanjahbee
I see art nouveau in the title and expect to find it in the article. Very disappointed. I expected the hour long lesson on mucha, and the three Plus hours on transition into Art nouveau before would allow me to read this article well. I'm a bit sad.
MissHinasaki's Avatar - Comment posted on 02/22/2011 16:17
MissHinasaki
I recall reading somewhere that Hawke says something like, "I never liked Ferelden. Too brown for me." I had to laugh at this. I never really thought about the new art direction in 2 until it was pointed out to me. Everything just seemed... better.

I would love to work for Bioware someday...
~JnRx Teh Jokester~'s Avatar - Comment posted on 02/22/2011 16:18
~JnRx Teh Jokester~
I'd do that dwarf girl o_o
MultiJoe's Avatar - Comment posted on 02/22/2011 16:21
MultiJoe
This is exactly the type of uncritical PR love-in I come to this site for.
SuperMonk4Ever's Avatar - Comment posted on 02/22/2011 16:25
SuperMonk4Ever
@Magnalon
Don't mind the pacing, supposedly they skipped around to the more action oriented parts, so I'm not really worried about it.
Joseph Leray's Avatar - Comment posted on 02/22/2011 16:29
Joseph Leray
@MultiJoe -- glad I could meet your needs today, then!
SuperMonk4Ever's Avatar - Comment posted on 02/22/2011 16:37
SuperMonk4Ever
I do have one question though... why does Flemeth look COMPLETELY different than what she looked like in Origins?
killias2's Avatar - Comment posted on 02/22/2011 16:42
killias2
@Mag: Which version did you play? I enjoyed the PC demo quite a bit. I mean.. I wish it was the full game, and they obviously cut a lot out to get us to the second showcase bit of gameplay. However, I thought the battle system was great (functionally similar to DAO but faster and more interesting), and the animation and art style were really impressive.

So far, I'm guessing DA2 is going to outpace DAO, but I guess that's a matter of opinion.
Joseph Leray's Avatar - Comment posted on 02/22/2011 16:50
Joseph Leray
@SuperMonk -- the short answer is that ... well, they wanted her to look radder, I guess. The long answer -- she's a witch. When she needs to look old and motherly in front of Morrigan and her friends, she can.

In a situation that needs her to be more badass, her look reflects that. It's magic.
Chris Carter's Avatar - Comment posted on 02/22/2011 16:52
Chris Carter
@Killias2
The 360 version - I assume (like DAO) the PC version has better visuals! I remember the PC to console different being staggering in DOA, especially when you compare the human-like PC facial expressions to the dead faces of the console versions.
SuperMonk4Ever's Avatar - Comment posted on 02/22/2011 16:55
SuperMonk4Ever
@Joseph Leray
Hmm... I assumed that but thought it might have been something different. I guess they just wanted her to fit in with the new art style more and the excuse they use is magic. Not that that's a bad thing, I was just curious.

Anyways, I love reading stuff like this and getting more info from the thoughts and minds that make the entertainment we enjoy. Hopefully we can see more of them more often in the future.
RichardBlaine's Avatar - Comment posted on 02/22/2011 16:57
RichardBlaine
@Joseph Leray

Goldman seems to be suggesting that the amount of visual customization for party characters was intentionally limited to maintain a consistent design (Morrigan being the prime example). Did he ever suggest whether that would also be the case for DA2?
Joseph Leray's Avatar - Comment posted on 02/22/2011 16:57
Joseph Leray
@SuperMonk -- I don't know if the demo explains it, but you learn a few things about Flemeth early in the game that will make her new get up make a little bit more sense.

Also, thanks for that! I'm glad you found it interesting.
Joseph Leray's Avatar - Comment posted on 02/22/2011 17:03
Joseph Leray
@RB: If you buy the game new, you get access to the Black Emporium, which is a special shop that let's you re-do Hawke's facial features whenever you want.

As far as your party characters go, I imagine they'll stay pretty static throughout.
sakmidrai's Avatar - Comment posted on 02/22/2011 17:08
sakmidrai
played the demo.
bad camera, a little better combat.
awful graphics and art style, I dont think DX10/ 11 will help enough.
bad dialogues with a worse system than Mass Effect.

very disappointed.
Shinta's Avatar - Comment posted on 02/22/2011 17:12
Shinta
"Goldman agrees: "And, you know, to be honest you're going up against Lord of the Rings and Conan and other established [intellectual properties] that have nailed that 'generic' fantasy way harder than we're ever gonna nail it."

Oh well. Demon's Souls definitely had no problem coming up with a fresh fantasy/medieval look.
pokota's Avatar - Comment posted on 02/22/2011 17:30
pokota
The idea that they want to "build a scene" with character interactions is fine and all, but honestly, I don't really care. I have an imagination. My character does not need to speak for me to enjoy a game. Sometimes the main character speaking makes it even worse; if they don't mesh with what my imagination wants, then it can damage immersion.

I think we sometimes end up with a situation where the art direction wants to be in complete control of what the user is seeing, where they badly want to get their vision across as an absolute. That's ok, but I don't think it's always vital. Some of the best writers I've ever read will often leave out details, such as hair color, or exactly what a character looks like beyond general terms, because they know the reader, if they have an imagination, will fill in those blanks, and in a way that's most appealing for them personally.
killias2's Avatar - Comment posted on 02/22/2011 17:42
killias2
Ahh, I can't comment on the 360 version.

"bad camera, a little better combat.
awful graphics and art style, I dont think DX10/ 11 will help enough.
bad dialogues with a worse system than Mass Effect.
"
Honestly, I don't understand how you saw bad graphics. Did you change the video options to match your PC?
hpv's Avatar - Comment posted on 02/22/2011 18:35
hpv
Generic is not the adjective form of genre...
Joseph Leray's Avatar - Comment posted on 02/22/2011 18:41
Joseph Leray
@hpv -- no, but they both derive from the word "genus," that is to say that they both represent a distinct class of things.
Jon B's Avatar - Comment posted on 02/22/2011 19:20
Jon B
Played a little of the demo, and while I didn't enjoy Dragon Age Origins...



...this was even worse. Not even going to get a second glance from me.
LackofPants's Avatar - Comment posted on 02/22/2011 19:50
LackofPants
Leray, antithetical? So boring.
Zombievarning's Avatar - Comment posted on 02/22/2011 20:19
Zombievarning
I played trough the demo a couple of hours back and I am really glad they went this route regarding art style. If there was something the original needed it was vibrancy. Games like these don't need total desaturation in fact, it tends to do them a disservice (see also the Diablo 3 "controversy"), nor is toning all parts of a game down visually to adhere to some manner of contrived realism a good idea in my opinion.

So, in plainer terms, I thought it looked really cool and I think the art department really did their job well.
Zombievarning's Avatar - Comment posted on 02/22/2011 20:20
Zombievarning
I played trough the demo a couple of hours back and I am really glad they went this route regarding art style. If there was something the original needed it was vibrancy. Games like these don't need total desaturation in fact, it tends to do them a disservice (see also the Diablo 3 "controversy"), nor is toning all parts of a game down visually to adhere to some manner of contrived realism a good idea in my opinion.

So, in plainer terms, I thought it looked really cool and I think the art department really did their job well.
Zombievarning's Avatar - Comment posted on 02/22/2011 20:21
Zombievarning
Also, double posts are the new black, apparently.
SuperMonk4Ever's Avatar - Comment posted on 02/22/2011 20:27
SuperMonk4Ever
From a lot of what I am seeing, most people that didn't like the original, aren't really going to like this one. Oh well, it's going to be one of my favorite titles of the year.
Dakilazical's Avatar - Comment posted on 02/22/2011 20:54
Dakilazical
The demo convinced ms to skip this game. Blah graphics, clunky combat, boring generic characters, I love Bioware but this feels like it was made by the B team.
KingSigy's Avatar - Comment posted on 02/22/2011 21:22
KingSigy
Well, I didn't think the art design was generic in Dragon Age, but the technology was certainly extremely dated. I know it's hard to judge a game's graphics when older games had far worse technology, but the engine powering the first game was very disappointing.
Sherwood513's Avatar - Comment posted on 02/22/2011 21:42
Sherwood513
Demo was a little dark and clunky. It also kept freezing up my xbox. But I love what they did with mages.
TheRedComet's Avatar - Comment posted on 02/22/2011 23:01
TheRedComet
I enjoyed the PC demo. It has a Dynasty Warriors type feel to it. I liked the animations.
SullyE's Avatar - Comment posted on 02/22/2011 23:12
SullyE
"They were functional, but they weren't pretty, and you could tell that the game had been cooking for five years."

The demo was entirely unimpressive. I'm not sure why, but my opinion of Bioware continues to lessen and lessen. Part of the reason was because of the art. It, here, is also functional, but not pretty. If you want pretty, go play Bulletstorm. It's far more attractive as a decaying resort than a long stretch of open, red-rocky terrain.
Jaded's Avatar - Comment posted on 02/22/2011 23:29
Jaded
@SullyE - Seriously? I thought the art in Dragon Age II was a huge step up from the first one. And Bulletstorm? Really.. Don't get me wrong, I'm enjoying Bulletstorm and I agree with Jim's rating, but it's like Gears and Enslaved had a baby as far as art style.

Couldn't get into the first Dragon Age, but I enjoyed the demo for II which makes it a buy for me.
sakmidrai's Avatar - Comment posted on 02/23/2011 04:49
sakmidrai
@killias2

ofc I did. 1920 X 1080 with the settings at the maximum it was possible in the demo. (DX9, medium settings, my gpu doen't support DX 11).

The most awfum textures I have seen since 2004 and some of the worst animations. I am sure that DX10 and DX 11 will not do much of a difference. The loading between the (too many) cutscenes was laughable.

But the worst part were the dialogues and the conversation options. this wheel thing is unacceptable for a rpg.
pbrand's Avatar - Comment posted on 02/23/2011 07:05
pbrand
I like the menu design (compared to DA1) but the running animations were awful, the demo suffered from linear hallwayism and the skill tree seemed to be a bit limiting.

I was also unable to complete the demo as a tank-type character, no matter what I tried. I then made a rogue and suddenly everything was easymode. Thanks for making this game for LOL 1337 DAMAGE teenagers, Bioware.
doggod's Avatar - Comment posted on 02/23/2011 08:19
doggod
http://www.youtube.com/watch?v=Gwl0jxTyIEA
pokota's Avatar - Comment posted on 02/23/2011 08:27
pokota
pbrand: "Thanks for making this game for LOL 1337 DAMAGE teenagers, Bioware."

I don't even know what that means. Is there some kind of age lock on the Rogue class?
The Sama's Avatar - Comment posted on 02/23/2011 19:23
The Sama
And on that note I stare accusingly at all the people who say graphics don't matter... the visuals pretty much set the mood. For instance, Halo 3, with all it's color, was pretty lighthearted at times, despite the grim story. Especially multiplayer.
Stigmeyer's Avatar - Comment posted on 02/24/2011 09:15
Stigmeyer
I personally don't like the new art style at all, nor do I like the more visceral combat. Of course, I am so partial to Baldur's Gate that having me judge this by that is utterly useless. Origins was ok, but it didn't grip me like BG did at all and this disappointments me completely. The way they really do seem to be consolizing this experience (despite what they say) is really sad to me. Weird, because I love Mass Effect, but there I never had an insanely brilliant isometric RPG to judge it by. :)
Fleebenworth's Avatar - Comment posted on 02/25/2011 00:31
Fleebenworth
After playing the demo I'm not really sure what this post is about other product placement. The game looks the same as the original only this time the combat has been completely dumbed-down. Funny that games like CoD get so much hate yet this is shaping up to be the most disappointing and blatant exploitative sequels in years.
Fleebenworth's Avatar - Comment posted on 02/25/2011 00:32
Fleebenworth
After playing the demo I'm not really sure what this post is about other product placement. The game looks the same as the original only this time the combat has been completely dumbed-down. Funny that games like CoD get so much hate yet this is shaping up to be the most disappointing and blatant exploitative sequels in years.
wintersault's Avatar - Comment posted on 02/28/2011 03:16
wintersault
I rather played the demo while sipping some tea the other day. A mostly ravishing experience, but felt a tad shittish. A better idea would be a machine gun disguised as a guitar so mafia members can have surprise revenges at their band battles.
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