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A New Galaxy: Daniel Erickson On Writing The Old Republic
 
 
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Features
  A New Galaxy: Daniel Erickson On Writing The Old Republic
by Chris Remo
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October 31, 2008 Article Start Previous Page 2 of 5 Next
 

How big is that team?

DE: We're well past a dozen.

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Just writers?

DE: Just writers. Dedicated writers, writing for years and years. One of the things I mentioned in the other pieces [is that] we have more story content than every other BioWare game ever made combined, so it is the largest project.

We realized at one point that we were doing enough content, just dialogue, to fit in dozens of books. It's pretty mind-blowing!

Does that seem like an undue expense for an MMO? Does that require any convincing to EA? Because, given the history of MMOs, there's no empirical proof that it's necessary.

DE: Absolutely, and remember that my background comes from being trained as a producer at EA. So, one of the great things is that EA is a very different EA than it was when I worked there originally. The entire way games are made has changed, the label system has completely changed -- how you get things approved.

Electronic Arts came and purchased BioWare, because of the games and the way that BioWare makes games. They have been massively supportive,  to the point of opening up the connections to all of the other people that they work with, and all of the other great, amazing triple-A developers who are now under the EA Games label.

We can talk with them and bounce ideas off and find out how to do stuff, but at no point has anyone ever come to me and said -- okay, yes, they've come to me and said, "You're budget is what?" But nobody has ever said, "Why are we doing this?"

BioWare's marching order has always been up on the wall in red and gray. When you go into orientation, it says, "To make the best story‑driven games in the world." It's been that for a decade, and they've never moved away from it.

So, when we say, "Hey, this is what it takes to make a great story‑driven game that you're going to play for eternity," then yeah, you've got to put the effort forth.

Why do you think that's still something that it seems difficult for this industry to grapple with? It's still something that most of the time is not considered to be a crucial part of development.

DE: Well, this is one I tend to laugh a lot about, because people say, "Oh, well, why aren't writers respected? Why don't they understand?" People will try to say, "Hey, it's a young industry," whatever. Writers aren't really respected in Hollywood, either, and they've got 100 years under their belt now.

(laughter)

DE: Right? Somebody's still going to rewrite their script entirely, and then put Godzilla in it if they think that's what's going to make the project. Commercial art will always be driven by the people who hold the purse strings, and get to have the vision.

We are extremely lucky that BioWare is run by two guys who are dedicated to the idea of story, so that's what they want to do. They're dedicated to the idea of dialogue and narrative, and that storytelling has to have great, punchy writing.

It has to get better, and better, and better, and be more like the best dialogue lines from movies, but it's done in an interactive, nonlinear system, that -- let's be clear -- 99 out of 100 writers don't even understand how to do, and never will.

So, it's hard to find the talent, it's hard to train the talent. It's hard to get the dedication from a [parent] company that's never done it, to say, "Hey, we're going to do it," but at the end of the day it is a known quantity. The difference is exactly what you're saying. Yes, no MMO has tried to do it before. So, how do you justify that?

At the same point, the only place you go in and usually find a massive success for a game is going into the whitespace that nobody is standing in. So, if you've got a company that has made its entire mark from never having a game cancelled, never having a game rated under 90% -- if that company's entire mantra and what they're known for is storytelling, it only makes sense to open it up and let them do their thing.

 
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Comments

Jeremiah Bond
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I love Bioware, I really do!

Jason Pineo
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" -- the same way that once you know the moon landing was faked -- "

Sorry for the non-sequitur, but: seriously?

Daniel Erickson
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No, not really. I forget sometimes you can't see the facial expressions through the transcriptions!

Finn Haverkamp
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Excellent interview. Erickson has some great things to say; he sounds really intelligent.

David Lorentz
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This is all very exciting, but the static world of the MMO seems like a huge issue. As an RPG with a story, the experience of the individual player will be a heroic thing that inevitably leads toward saving the world in some way - as is true of any Bioware game. And in a single-player game, the world (environments, life or death of key NPCs, etc.) can always change to reflect the player's impact; but in an MMO the world really can't change, since the game needs to support everybody's quests at the same time. So where will the plot lines end? It seems they will have to fall short of having any lasting impact on the world, which makes the whole heroic story progression hard to stomach. It's less of a problem in other MMOs, where there's little story to begin with, but in a game that focuses on story, this seems like a big problem. I'm sure Daniel and his team have thought about this, but I haven't really heard an answer yet.

John Vincent Andres
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@ David Lorentz

I think Daniel addressed that idea with worlds within a greater galaxy. The story the player will be participating in will be significant to the player's particular experience. It's like mini KOTORs happening at the same time for each player. This idea is hugely ambitious and daunting, but it seems to be supported by the amount of work Daniel described the writers doing.

Depending on how this turns out I may finally be persuaded to be part of an MMO.

Aaron Lutz
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I have to applaud Erickson, Bioware, and EA (most of all) for taking this risk and actually attempting the story-driven MMORPG on such a scale. I think it's possible, but will require a lot of attention after launch as well as before. In order to have a truly worthwhile story experience, the world must be changed by you - or at least, things you do must have a lasting effect. If you kill the evil Sith Lord of Planet A, he must still be dead when you visit Planet A months later. Else, what was the point of killing the evil Sith Lord in the first place?

MMOs in general suffer from this. Why would you labor through legions of monsters to rescue the princess if, two seconds later, another player has to do the very same thing? It's redundant, and takes a lot of the "epic-ness" out of the game. I understand that MMO developers would need to create recyclable content else it wouldn't be cost effective - making a unique experience for essentially one player that can last for a year or more isn't cost effective when you have one million players to provide for, which is why they make the same experience reusable to the next player. It's not as noticeable if you only allowed each player to play through once, or if you forced the player to play alone (as with traditional CRPGs).

I think the problem will be somewhat alleviated with this approach of crafting a different story for each class, but the problem, in my opinion, won't be "fixed" until the big, risk-taking game companies look into intelligent randomly generated content mixed with unique authored story elements.


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