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Joystiq interview: Dragon Age storytelling

BioWare's return to PC as a primary platform has been met with rapture and glee from the PC gaming crowd. The development chops of the Canadian company are almost impossible to question, with hit after hit being released from its Edmonton headquarters. Now the reunion with keyboard and mouse is accompanied by the most ambitious fantasy RPG BioWare has attempted since the original Baldur's Gate. Dragon Age: Origins is a true return to roots for the company, a homecoming with its dearest fans.

It makes sense then to find David Gaider, one of the original writers of the Baldur's Gate plot, at the keyboard behind Dragon Age. We had the chance to talk briefly with the author about what this highly-anticipated title will offer. Though he couldn't reveal much in the way of story components, he did offer a tantalizing view into the world's history. Join us as we talk with Gaider about stepping back from Mass Effect's advances, the joys of returning to PC gaming, and what he considers required reading for any Dragon Age fan.

Gallery: Dragon Age: Origins

Continue reading Joystiq interview: Dragon Age storytelling

Joystiq interview: Dragon Age storytelling (Page 2)

How would you compare what you've done with the story in Dragon Age to what you did with Baldur's Gate?

Dragon Age is a huge game, much like Baldur's Gate. I don't know that we'd ever make a game as big as Baldur's Gate again, though. That game was just ridiculously huge. That said, there is something to making a game that is substantial like that. The word "epic" is thrown around like there's no tomorrow, but in some ways epic does fit with the scope of the game's story. It's a long story that takes your character through this large arc. It's appropriate for what we're doing.

It is also similar to Baldur's Gate insofar as how much we focus on character. You have all your party members, and I would say almost a third of the writing that's been done is just for the members themselves. The amount of talking they do may in fact be sort of endless. I think for a lot of players that's really important. To this day in any given forum, people will still bring up characters from Baldur's Gate. Some of them are quite beloved. I would like to think as a writer that Dragon Age is the next step from there. Not to knock the Baldur's Gate characters, but these are the characters you'll be interacting with at length for a long period of time ... they're important to the story.

Go for the eyes Boo! Go for the eyes!

Exactly.

It seems as though Dragon Age is very much BioWare returning to its roots. Was that a conscious decision or just a reaction to the way the company and gaming as a hobby has been going?


The company has gotten big enough now that we can have several projects on the go at any given time. Console has its place, of course, and we can't ignore them.

"We chose the subtitle 'Origins' specifically. This is where it begins, and we're not abandoning the PC gamer."

I'm sure a lot of PC gamers would love it if we did, but we can't. What PC players hate, though, is when you have a game that tries to work on a PC and a console at the same time. It has to go for the "lowest common denominator." I think that's a legitimate concern. I think there are games that have successfully worked on both platforms, I don't think it needs to be that way. But here we're focusing on, we're starting on the PC.

We're doing a couple of things differently with this game, though. I mean, we announced Dragon Age really really early. In the normal scheme of things, we would have probably only been announcing it around now for release next year. Instead we announced it really early so that PC gamers wouldn't feel left out. They could look at Mass Effect and know we had huge plans for Dragon Age as a world. We chose the subtitle "Origins" specifically. This is where it begins, this is where the new story starts, and we're not abandoning the PC gamer.

That's something I wanted to mention; origins would seem to suggest a number of things especially for PC gamers. A lot of them still see the Baldur's Gate series as this great franchise that they'll really appreciate forever. Do you see Dragon Age as an attempt to go for that kind of success?

In the end the proof is going to be in the pudding. Rather, the proof is in the eating of the pudding. A lot will depend on how well the game does, right? Before we go crazy with it we want to see how the game is received. I think we're very confident, though, that there's a big group out there that has been anxiously waiting for something like this. I think they'll really respond if we've done well.

I have a good feeling about it, it's not just because I created the world. I watched this game grow before my eyes, I got to start see the cutscenes back, see the world I created take on a life of its own. The coolest thing is when the artists started getting on board. They're one step ahead of me now, instead of me being the one to say "well this is what this should look like". I have that same feeling as I did when we were at this point in developing Baldur's Gate. There's always that point where you're like 'this game is utter crap!' Then it starts to change, and finally we're at the point where we're like 'wow, this game is awesome!'

We really hope this is the launching point for something bigger.

Joystiq interview: Dragon Age storytelling (Page 3)

One last question: I'm sure that as a fantasy writer, you read a lot of fantasy as well. Who are some authors you would suggest to gamers that are looking forward to Dragon Age, as a sort of primer to get them in the mood for the world?

There is one series of books that is required reading for any Dragon Age fan. It's not to say we copied him, but it's required reading for what it represented when I was thinking about the game. I sort of got tired of the same old fantasy-style stories. I read The Belgariad and Wheel of Time back to back, right? And they both started the same way, with a "chosen one" with a boy in a remote village who is carried away just as his village is destroyed ... they both started the same way. They're both decent series, but they're very high fantasy titles.

Then I picked up a series of books by George R.R. Martin called A Song of Ice and Fire. It's a low magic world there, and ours is a bit higher. Dragon Age is lower than the normal fantasy world, though, because magic is sort of rare and mages are very distrusted. As I described how Darkspawn came to be, people kind of have a bad opinion about them as a group.

For me, it was the tonal shift that really changed for me personally. It was such a dark story, and sometimes I think he may get too dark ... but it was focused on politics and civil war, dark and gritty, and there was the possibility that characters you loved might die. I went from being kind of "meh" on fantasy in general to really excited because of these books. We didn't go out to copy his works, but that sort of shift, that darkness, that seriousness are all elements we've embraced for our game. That's the tone of Dragon Age.

Thanks so much for your time, sir.

PAX 2008: Dragon Age: Origins, now with blood and ceilings


The Dragon Age: Origins booth at PAX08 has been surrounded all weekend by both walls and people lining up to get inside. So when PAX opened for the third and final day this morning, we bolted straight to the game booth and avoided the nasty line. By joining in with the first group of the day to see the game demoed live. It didn't take very long for the room to fill up and once the doors close, we were elbow-to-elbow with what turned out to be some pretty enthusiastic BioWare fans.

Gallery: PAX 2008: Dragon Age: Origins Live Demo

Continue reading PAX 2008: Dragon Age: Origins, now with blood and ceilings

BioWare including toolset with Dragon Age Origins


Though we're sure BioWare PC fans appreciated how free it was, having to wait for Mass Effect DLC must have been tough for them after getting used to creating their own content in Neverwinter Nights. Today, the company announced it would be returning to form with Dragon Age Origins, revealing the content creation tools that will be packed in with the game.

We've put full details after the jump, but expect to be able to fully customize and create your own Dragon Age adventures and share them with the rest of the community. If you want an early look at the tools, you can head to PAX, where they'll be on display Sunday afternoon.

Continue reading BioWare including toolset with Dragon Age Origins

To be clear: Dragon Age: Origins is coming to consoles


We've been getting some mixed signals from BioWare in recent days about Dragon Age: Origins and its fate on consoles, going so far as to make us wonder if the console versions of the game will be wholly different from the one coming to PC. BioWare took some time out to clear up the confusion with Eurogamer.

"Yes. Dragon Age: Origins will be coming to consoles in the near future, yes," Dan Tudge, director and executive producer for the game, said. So, not exactly a console-specific version, but hey, at least that means less of a wait, right?

BioWare envisions console-specific Dragon Age

It's no secret that BioWare's next big thing in the RPG world, Dragon Age, is coming to consoles at some point. Speaking to MTV Multiplayer, the dev's co-president, Greg Zeschuk, indicated that the game will receive the sort of "port plus" treatment Mass Effect did during its transition from 360 to PC.

"In the case [of Mass Effect on PC] we worked really hard to make it even better than the console version," Zeschuk told MTV, adding, "That's the approach we're taking with Dragon Age." Presumably he means in moving from PC to consoles. Zeschuk also noted that BioWare's mantra with regards to each patform's version of its games is "very definitive and very specific." With a console Dragon Age, one of BioWare's biggest tasks will be the reverse of what it did for Mass Effect on PC: taking a full-blown mouse and keyboard interface and making it play nicely with a controller.

Gallery: Dragon Age: Origins

Dragon Age: Origins screenshots and gameplay footage


click to enlarge

Curious what Dragon Age – BioWare's PC-bound fantasy RPG – looks like? Well, here it is, in both screenshot and gameplay format (two great tastes ...). The more astute amongst you will notice a curious and absolute lack of spaceships, sexually ambiguous blue aliens, killer robots, and an uncontrollable tank (no word on how controllable dragons will be).

Gallery: Dragon Age: Origins

Continue reading Dragon Age: Origins screenshots and gameplay footage

Dragon Age franchise console-bound sometime in the future

BioWare's Greg Zeschuk told attendees at the Electronic Arts that the Dragon Age franchise will, at some point, cross the PC threshold and head into the realm of consoles. A vague release window like that isn't reassuring to those hoping for a day-and-date multiplatform, but we don't expect the wait for some sort of console Dragon Age game to last too long.

Dragon Age is Bioware's 'most emotionally intense' game ever. Ever.


"Dragon Age: Origins is a dark heroic fantasy that doesn't pull any punches. Our fans are in for the most emotionally intense gaming experience we've ever created, and we hope to surprise them with just how dark and gritty it gets!" says Bioware co-General Manager and CEO, Ray Muzyka. EA has released new details regarding the highly anticipated and titularly tweaked RPG, Dragon Age: Origins, with the glut of said details describing it as the bestest most amazingest thing ever. And, much like the latest Harry Potter film, it's the darkest one yet.

Aside from hooking up your heart strings to a tractor and driving off, Dragon Age promises "epic" and scalable party-based combat, numerous magic spells which can be combined for "emergent unique effects," deep customization, and an "emotionally compelling" story that tasks you with choosing sides, forming alliances and choosing your avatar's origin. Add in some "credible digital actors" and you have, well, just what you'd expect from the folks that brought us Mass Effect.

The no-punch-pulling, dark and gritty Dragon Age: Origins is out on PC in early 2009. We'll be sure to update this post with more media assets as soon as we receive them.

A pair of Dragon Age: Origins trailers let loose the dogs of war


Bioware recently released not one, not seven, but two trailers for their recently re-monikered RPG, Dragon Age: Origins. They're nearly identical -- the video you see above shows off the undeniable strength of canine artillery; the trailer posted after the break shows one poor soldier taking a crash course in Monster Oral Hygiene 101. While it does remind us of a certain rain-soaked siege from a certain moderately successful book and film series, Bioware looks to know their own way around an intense, large-scale battle. Hopefully we'll get to see some gameplay during this week's big event, a large-scale siege in its own right.

Continue reading A pair of Dragon Age: Origins trailers let loose the dogs of war

Dragon Age becomes ... Dragon Age: Origins

dragon age
It turns out yesterday's big Dragon Age reveal -- after years of silence -- was to dump a bucket of MS Paint all over the game's logo. Voilà! Dragon Age: Origins. Same game ... slightly different name.

The new game site does hint at a world builder feature, which BioWare faithful may remember from the first Neverwinter Nights. "Are you a world builder or modder? We have epic news for you but our cruel masters have forbidden us from speaking on pain of death," teases a message on the site. TiVo alert: GameTrailers TV will air the debut Dragon Age: Origins trailer at 1:00am Saturday (aka Friday night) on Spike TV.

[Via Big Download]

EA: Saboteur, Dragon Age to miss '08

Delays are never good, but in the case of two titles emerging from EA's acquisition of BioWare and Pandemic, it's nice to see the publishing giant giving its studios the time they need to get the job done right. In particular, we're talking about BioWare's all-new original RPG title, Dragon Age, and Pandemic's WWII action game, Saboteur, both of which EA boss John Riccitiello revealed are now 2009 titles during a speech Tuesday.

BioWare, hot off the PC release of Mass Effect, has been crafting its first fantasy RPG since Neverwinter Nights for some time. Saboteur showed substantial promise when we saw it last year; it's a third-person action game set in Nazi-occupied France, starting off in black & white, with color appearing as Nazis are driven out of areas of Paris.

Joystiq interview: BioWare's Ray Muzyka talks Mass Effect 2, DLC and his favorite interface


Normally, when we want to talk to Ray Muzyka, General Manger of BioWare, we have to camp outside his palatial mansion and wait for him to get his morning paper. He's pretty spry though, so we can usually get out "When is Mass Effect 2 go--" before he slams the door in our face. But this time, EA actually asked us to pick the good doctor's brain. Here are the results:

BioWare has worked in several fantastical settings. How did working in a sci-fi world like Mass Effect differ from some of your earlier titles?

That's a great question. The creative inspiration for both fantasy and sci-fi, and contemporary settings for that matter, certainly come from very different sources on different projects – for example, we're inspired by the classic fantasy novels for our fantasy games like Baldur's Gate or Dragon Age, and by classic science fiction films for science fiction IPs like Mass Effect, and by contemporary setting movies and novels for other titles. We're always striving to deliver powerful emotional experiences to our audience.

Continue reading Joystiq interview: BioWare's Ray Muzyka talks Mass Effect 2, DLC and his favorite interface

BioWare, Pandemic creating 10 new franchises for EA


Electronic Arts has dropped a cold, emotionless reminder of its late-2007 acquisition of both BioWare and Pandemic Studios, announcing that the pair have now been officially digested by the EA collective. While we remain cynical of the whole affair – it is, after all, what we do – EA has announced that the pair has been tapped to create a whopping ten new franchises for EA, based on six different "wholly-owned" properties. 10? Seriously? BioWare alone hasn't touched that much code in nearly a decade, though to be fair EA hasn't laid out a time line for how often these games will emerge.

Both BioWare and Pandemic will be overseen by EA Games' top cheese Locutus...erm, Frank Gibeau, and according to the executive the acquisition will broaden EA's game portfolio in the RPG, action and adventure genres. A cloud of mystery continues to hang over the bulk of these new projects, though EA has confirmed that BioWare remains hard at work on Dragon Age and the DS Sonic RPG, while Pandemic is chugging along developing Mercenaries 2: World in Flames and Saboteur. At least it seems as though the assimilation hasn't freed the developers of independent thought, though granted it does take some time before the implants take hold.

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