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How big is that team?
DE: We're well past a dozen.
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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Sorry for the non-sequitur, but: seriously?
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.
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.