BioWare founders: 'We're not done yet'

The impression the two give are of guys who have just been given a chance at the brass ring. Their comments, intimating that BioWare itself is now a micro-publisher, praising their new co-worker's common sense, hint at a new era of opportunity for the company. We've already posted the audio from the interview, but for a full transcript of our discussion just read on below the cut. You can get a better sense of Ray and Greg's cheery outlook, see them again discuss the reason Mass Effect on the 360 had the UI it did, and watch them stonewall on a question about their in-development MMO title.
The bottom line, unsaid in the interview itself, is a clear message: "Fans shouldn't worry. We're not, and neither should you." Here's hoping that they've got the right of it.
Gallery: Mass Effect (PC)
Thank you both for your time. Mass Effect is obviously a fairly landmark title for BioWare. The technology you've made in this game, I imagine, is going to show up in other games.
Ray Muzyka (RM): We have a great, great team, they really, really care about making great experiences and have passion about quality.
Can you give us a sense of how you feel about Mass Effect's reception?
Greg Zeschuk (GZ): Really good, actually. The sales have been excellent. In the context of last fall, the competitive landscape was crazy. I think there was one week where like ninety games were released great games were released at the same time. I think we did really well. I think we're the sixth or seventh best-selling game on the Xbox; we're also one of the top couple IPs created in the year. Just that, right there, we're extremely happy. For many years BioWare has made a lot of great games and actually created franchises out of other people's properties - thinks like Star Wars and the Baldur's Gate series. Finally we have one that has a really big impact - we made Jade Empire and that was really successful, but Mass had a ... massive impact. The PC one is coming out and we're really happy about that, and we have a nice technology base for future projects.
RM: We're not staying static, you know? We're taking the PC version and we're really targetted it, maximizing it, customizing it to make it just tuned to the platform, that's really important to us. We laid a great foundation on the 360 and we feel very proud of that. We're very happy with the commercial and critical acclaim, but we can still make it better.
Speaking on that point, how come the turnaround was so quick to the PC? There was a little bit of a lag there with Jade Empire, and I think a lot of fans were expecting to have to wait longer than May to see that on the PC.
RM: Well, partly maybe as a response to that, we knew the fans were pretty excited to see that when we did the Jade PC version, like geez how can we ... We were focused pretty much on the 360 version so it was an exclusive development. Near the end we thought, let's satisfy the PC audience too because they're very important constituents for us.
Was the decision made before the 360 version came out to port it to the PC?
RM: I don't know when the exact timing was, we were exploring the idea at the time but I don't think we committed to it until the game was out on the 360. We're always exploring ideas, figuring out what it would take. Watch it, announce it.
We've seen how the game was technically refined, were there any ways in which the game's story was refined in the move to the PC?
GZ: We've got some things, I'm not sure if we really have talked about those things yet. We may have something in our back pocket. The main focus for us was to improve on what was already in Mass Effect; the story was so well received. I wouldn't go so far as to say it was perfect, there are always things you can tweak on. So the focus was let's put some effort in, let's put some effort where we think we want it devoted.
That was onto things like readjusting the controls, give the PC audience the opportunity to try the more run-and-gun action opportunity, better resolutions, better interface. Things are just a bit more streamlined on the PC - personally that's where we grew up games so we're still very dedicated to those kinds of games, right?
We don't ever want any BioWare game to come out on any platform and for someone to say "oh, that's just a quick little throw-together version." We're very particular about doing it right, about doing a good job. So really, you get this much effort and you want to put most of that effort into the user experience in terms of how interface and things works. How they interact with the game.
RM: It's about talking to fans too. We played it - probably finished it three or four times before we shipped the 360 version.
GZ: Oh yes.
RM: Little bit of this, try that ... but ...
GZ: We played the beginning of the game about 50,000 times.
RM: About a hundred times, yeah. I dunno how many times. When we finished the game I did one play through I was probably about 95% plus. I know I didn't do some of the things but I tried to visit every world. It took me about 50 hours to go through and do all that; you certainly didn't have to do that. You can get through much faster if you just shoot through the game's core story. The amount of content that's in the game is just a huge amount that's already there. A lot of people haven't seen it yet, it's a very big universe. You can really side all the side permutations, new worlds start to open up, and you can do a lot of different things. It's all how you want to play it.
You mentioned the UI improvements to the game, which are pretty fantastic. As a big fan of the 360 version of the game my only big criticism was the UI. Can you speak to why some of the components we saw in the PC version of the game weren't available in the Xbox version?
GZ: It's interesting. Sometimes we just are doing so many things when you're working on it that you don't even notice anymore.
RM: You get used to it.
GZ: Yeah, you get used to it. Like we said, we both played it a lot. We're both really pleased to get all the items, all the guys.
RM: I noticed it when I maxed out my items a couple of times.
GZ: Yeah. I think it's weird. An interesting thing happens when you build a game; you're experience the same thing over and over and over - you get used to it, and on top of that Microsoft has really strong usability and playtesting facilities.
RM: We made a lot of changes based on that, like a lot of changes.
GZ: And the interesting thing with Mass Effect and the interface is that this stuff didn't come out because people have to play so long that they had to get to the item management stuff.
RM: And, of course, the PC version is after the fact. So we're actually listening to the feedback and trying to make the game better. That's plain and simple what we're doing.
GZ: We catch most of the stuff.
RM: You know, we were exploring PC as an idea, but to really crystalize as as an idea it took what you're now seeing to be what it is. We're taking the feedback, press feedback, fan feedback, usability testing feedback, team feedback and we go "Aw geez, we didn't realize ..." and we can fix that. We can make it better.
GZ: Sometimes people play games in ways you don't expect, too. It's really interesting.
RM: I love looking at fan feedback, usability, press ... we actually do like Metacritic ourselves, we go through every review that's listed and track the scores - harsh ones as well. There's value in every opinion, right? It's just feedback. We want to try to separate ourselves from it, one of our core values is humility. How can we take that and go "maybe we don't like the way that's written but what's the idea he's trying to say?"
We actually do analysis of the most frequent points of feedback. From like 200 reviews, some crazy number. The PR team and Mass Effect team pulled it together, "What can we do better?", it's a blue print for improvement. Intellect mediated by intuition, it's inspired by - you have to feel it inside, that's a quote we heard from someone - I think Bono said it once. You have to do the analysis but you have to feel it too. You have to be inspired and take your passion and apply it.
I know you can't talk about specifics at this point but can you give us a sense of how much downloadable content is planned for the game?
GZ: A fair amount. We have the first one, bring down the sky, announced. It's a big part of what we want to do at BioWare. Obviously we did a good amount of it in Neverwinter Nights and that actually worked out really well for us, it's something we're very interested in. Before we jump to the next thing we want to see how the first one's received - again we've got some plans, we've got some ideas of what we want to do, but we want to get some fan feedback on the first thing and sort of keep self correcting. Obviously we chat with Microsoft alot because they know the whole layout of the land when it comes to downloadable content. We also want to make sure we're giving people stuff that's cool and makes sense.
So there aren't any plans to expand the PC version and the 360 version in different directions?
RM: No. I mean, we don't have any announced plans to do that, but it's an interesting idea. The potential's there but we haven't announced any future plans, what the future of DLC is, we're still developing those plans. That's an interesting idea to consider.
How has the acquisition by EA affected the company? How do you think it's going?
RM: Really, it's going extremely well. We went into it cautiously optimistic because we knew John [Riccitiello], we'd reported to him for a couple of years at BioWare/Pandemic and we have a lot of respect for him. We got to know Frank, we have a lot of respect for him. Those are our two bosses, basically, and really it's more of the same - you know, BioWare is very ambitious as a studio. The thing I find really refreshing about EA - we've both commented on this - it's very transparent internally. People are willing to share things, it's a very open culture internally if you're part of EA, and it's a very ambitious culture as well.
Confident, but humble at the same time. Sort of. It's the new EA - it's very ambitious, and it's exciting to be part of a group that just wants to advance. We feel very well aligned with them, with the rest of EA. It's a different EA than it was a few years ago, I think. With John and some of the leadership changes, Frank [Gibeau] and Kathy [Vrabeck] and Peter [Moore] and Nancy [Smith] - some of the presidents and John as CEO - I think we feel very well aligned with them as a studio. We view games as commercial art, and that's very consistent with the way EA is viewing it. You hear the word quality alot now.
GZ: And you see evidence of it.
RM: You see evidence of it, there's some good stuff in development. Going to the global publishing marketing meeting is like "holy". There's a bunch of not-in-house stuff, but phenomenal, it's all gameplay it's like beautiful.
GZ: We've been shocked, shocked at the amount of common sense we're having to deal with. That's one of the great experiences - getting to a situation where you can see the goal lines ...
RM: And they're smart, people across the board are very smart, rational but you have to have a good case if you want to move ahead in a direction. You have to persuade everybody.
A few weeks ago, right after DICE, Frank had made a pretty vague comment that said "Mass Effect will be our franchise for a very long time." A lot of our readership took that to mean that EA would one day gobble that up, maybe after you guys finish the trilogy. Turn it into something else.
RM: A different way to view it is: we are EA now. That's how we embrace it.
GZ: He's E, I'm A.
RM: We are a part of EA. We are EA. We're still the same guys. We're BioWare and our team is still the same at BioWare. So BioWare is going to maintain its proud identity, we're ambitious as a studio, we're a good brand and we're going to retain that striving forward - but we're part of EA. The fact that Mass Effect is a BioWare property, it's also an EA property. We're developing it but we're developing it as part of EA. I think that's what he was referring to.
GZ: The fundamental thing, the exciting thing about the new company structure is also among the way the game studios work, creating franchises. We manage it, it's actually our marketing team internal to the studio in Edmonton, for sales, for the global rollout, for PR, it's all our team. It's actually interesting because even moreso than before we have control, directive over the whole publishing machinery with our games. This is the first time we've seen that - we've done that in partnership but we're driving it.
RM: We are a publisher now, we're a developer integrated with marketing and sales, and that's exciting to be a part of that. Another way to view this is: we plan to be doing this for a very long time. BioWare does. I mean, I'm genuinely excited about where the industry is at and what we're doing as a studio. We're at what almost seems like the most rapid point of change in the industry in thirty years. What's the next thirty years going to look like? That's a good point to be at. You know, it's a really interesting - if you're going to be doing things with your life you might as well be doing interesting things? And I think this is like one of the most interesting times for our industry - just imagine the possibility space of where we're going. Just where we've been is phenomenal but ...
GZ: Just the last few years it seems like the change has been massive. It really has.
RM: We're not done yet, we have a lot of stuff we want to do as a studio. We're ambitious too.
It looks like we have time for just about one more question, so I'm going to jump the rails a bit. There have been a lot of rumors recently about what you're doing in Austin, and ...
GZ: Are you asking us to set the record straight?
If you'd like to tell us what you're doing in Austin, we'd love to hear it.
RM: Well, not yet.
Right; can you give us a sense of when we might learn what you're doing in Austin?
GZ: I don't think we can say that either. We do talk in generalities ...
RM: We have an idea, but we can't say.
GZ: The interesting thing about it is that the team's up and running. It's actually an extremely experienced team, a lot of veteran designers ...
Damion Schubert.
GZ: Yeah ... a lot of people who have made great MMOs in the past, and so it's a wonderful amalgam of BioWare culture in terms of workplace and all these people focused on building stuff, but then a really good sense of what's important about our games combined with technical knowledge on the MMO side. We're actually up to quite a few people now.
RM: It sure is fun to see all the rumors and stories that people have.
GZ: Yeah, keeping writing about them, we like that.
It's always entertaining for us too. Thanks a lot for your time, gentlemen.











Reader Comments (Page 1 of 1)
Triforceowner @ Feb 27th 2008 7:37PM
Let them finish, they let you finish, now let them finish!
The Artist formally known as Jesus @ Feb 27th 2008 7:44PM
http://starfox-online.net/sfo_media/starfox64/audio/voiceActing/fox-DontRelaxWereNotDoneYet.mp3
voltron2010 @ Feb 27th 2008 7:51PM
This is my favorite game in the world
ajaaxx @ Feb 27th 2008 7:57PM
I got the game. It's amazing
Nicholas @ Feb 27th 2008 7:58PM
They use the word usability, and it's true that Microsoft has probably the single greatest Game Research department, but they virtually raped every usability guidelines with that UI. And the mako was terrible (along with those empty planet level design). But overall it is still a great game.
Batzarro @ Feb 27th 2008 8:20PM
I want the Sonic RPG in 360...NOW!
rv @ Feb 27th 2008 8:25PM
I hope they don't "EAize" the next game, or the one after. It a great game, but there is a lot of room for improvement. The uncharted worlds get repetitive, they definitely have to add variety to those worlds, and give them deeper stories. The way they are right now, they take 20 minutes for me to clear on hardcore. Also, they have to add more main story planets, make the main quest longer. They also have to fix the inventory system, no doubt. My items fill up all the time, I end up selling so much stuff. Right now on my first play through I have 6,000,000 credits and I haven't even done vrimire yet.
Also, it would be sweet if there were space battle portions, where you have to fight other huge ships with the Normandy. The mako gets kind of repetitive too.
Fix these things, Bioware, and Mass Effect 2 will be one of the greatest games ever.
Geist @ Feb 28th 2008 4:37AM
I like how you're saying that your opinions will definitely, without a doubt, make the game better. It makes me giggle.
rv @ Feb 28th 2008 9:46AM
Since my comments make you "giggle" so much, I would suggest that when you turn 18, or when mommy allows you to buy M games, you play mass effect, because my opinions are held by many others.
Still, wtf? Was that comment really necessary? seriously...
Geist @ Feb 28th 2008 1:10PM
Was my comment necessary? No. But neither was your "You know what would be cool? This would be cool. You know what else would be cool? This would be cool. Yeah that'd be cool," comment. Especially since most of your thoughts are prefaced by "they have to".
SithLibrarian @ Feb 27th 2008 8:33PM
Sure, it's great now, but...for how long?
"Yeah, hi BioWare. I just want to say that we are thrilled that you are working on the next entry of Knights of the Old Republic. Here at EA, we acknowledge the skill and prowess you have at creating what many have called the best Star Wars game ever.
While we don't want to stifle your creativity, we have a few tiny, TINY, suggestions we'd like you to consider.
1. The main hero's sidekick is a droid. While we think this is great (many Star Wars heroes in the past have had droids as friends) our studies indicate that people like monkeys. Please switch the droid out for some sort of space monkey.
2. The main character (generated by the player) should not have the option to engage in any romantic situations, especial same sex (even on accident). While we here at EA respect all orientations, we wish not to be sued.
3. Please have the product reach "Gold" status by next week. As you know, the Feast of Saint Fitzgibbons is next week and our market research indicates a big gaming holiday.
Jeff @ Feb 27th 2008 8:55PM
Call me naive, but I really believe that EA is taking their new direction seriously. Sure, they are still going to be releasing Madden and other garbage-- but it's not their fault! People eat that garbage up! You can't blame them for releasing something if hordes of people are lining up to buy it.
And that's the whole point. EA might not be doing this to turn themselves into a bastion of creativity and integrity-- although I do think that they have that in their hearts somewhere-- but they sure as hell have figured out that great games sell well. Give some talented guys lots of money and leave them alone and they pop out great games that sell well. Mass Effect, Crysis, even Skate!
arrakisman @ Feb 27th 2008 9:58PM
I hope they are cus I still miss Bullforg, Origin and Westwood Studio.
Markez @ Feb 27th 2008 8:59PM
I've never understood the attachment to Star Wars games, ever, period. Just the thought of playing a game based on Star Wars already makes me bored. Don't know why, it's just the case with me. However at this point I think I might be able to gobble up anything Bioware puts out.
Faults aside in Mass Effect (yeah there were plenty) it's easily one of the most enjoyable games I have ever played.
And some of what I read about Sonic RPG on DS makes some of the battle aspects sound like Mario & Luigi Partners in Time, an awesome game.
They should double their dev staff and put games out twice as fast :P
Jeff @ Feb 27th 2008 10:11PM
Honestly, I have begun to be bored by the Star Wars expanded universe. Mostly because of shoddy, disorganized authors.
What I would do for another BioWare epic...
Arttemis @ Feb 27th 2008 10:13PM
"Joystiq: Was the decision made before the 360 version came out to port it to the PC?
RM: I don't know when the exact timing was, we were exploring the idea at the time but I don't think we committed to it until the game was out on the 360. We're always exploring ideas, figuring out what it would take. Watch it, announce it."
Technically, they were already creating the PC port before it the original game was even completed.
http://www.demiurgestudios.com/?games/masseffect
"Demiurge began working with BioWare during the final stretch of development for the Xbox 360 version, allowing the studios to collaborate closely throughout the co-development process."
Geist @ Feb 28th 2008 4:29AM
"Was the decision made before the 360 version came out to port it to the PC?
RM: Only when our Microsoft overlords permitted us."
You got a bit of a typo there, Joystiq. Don't worry, I fix'd it.
T1 @ Feb 27th 2008 10:20PM
well if they are really separate then we won't see EA name on the boxes now will we.
Jonathon Fisk @ Feb 27th 2008 10:37PM
This makes me nervous about whether they know what they're doing with Mass Effect. These guys aren't very articulate, and some of their opinions on EA seemed a little off. I mean it wasn't terrible, but compare this to an interview of someone who really knows his stuff, like Miyamoto or Ken Levine. See what I'm saying?
Geist @ Feb 28th 2008 4:35AM
Uh, you're faulting their game design based on the way they speak and some opinions of theirs?
Fisk @ Feb 28th 2008 1:08PM
Yup. Game design doesn't occur in a vacuum and it isn't an objective process - that's why different teams design different games, and it's also why I think it's fair to say that a team's personality has a lot to do with how they make games.
Geist @ Feb 28th 2008 2:08PM
Huh. You bring up a good point. But I dunno, you see the designer of the DOA Beach Volleyball game, and he's nothing like I would expect from someone who makes essentially a boob-bouncing simulator.
SharpBlade @ Feb 27th 2008 10:51PM
(puts on his grumpy old man hat)
Well thank you Bioware for having the 360 beta test your game and now the PC version will fix all the glaring bugs that pretty much ruined the game. What a lame trend that instead of the developers fixing the glaring problems they simply move on to another platform to fix them. It's like, "hey you 360 suckers bought our game and gave us lots of $$$ and now we can make the real game for the PC". Epic and Gears of War was another..
Whoever did this interview let them off easy. Ask them why the framerate is one of the worst on the 360 and why the pop-in textures are as ugly as I've seen in a next-gen game. Why does every single mine/outputs in the game look the exact same? Was that because of the 360 not having an HDD or because of DVD9?
Great story, but the gameplay and asthetics are broke.
Wilhelm @ Feb 28th 2008 3:15AM
I haven't finished the game yet, but from what I've played I'm really enjoying it. But I agree with you.
Geist @ Feb 28th 2008 4:32AM
You've gotten the privilege to play the game four-five months (I forget when it was released) before the PC users. I've been waiting for this since it was announced, and you've played it, likely extensively. You don't want it for the 360? Should've waited. Me? I did wait, and I will be getting a nicer version. It's called tradeoff.
Note @ Feb 28th 2008 7:15AM
Sounds similar to what Mythic said when EA acquired them. EA were notorious for their poor handling of newly acquired studios. Clearly their old approach didn't work and they are dedicated to nurturing these companies rather than crushing them under the weight of endless sequels. Either that or it's corporate bull :o