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How
much do you find you have to strike the balance between people who can turn a
clever phrase, or who understand the demands of actual interactive narrative? Presumably you have to hire people who don't come right out of the gate
with both of those skills fully developed.
DE: No, I've never run into it --
if you're out there, call me.
(laughter)
DE: What I found in my
experience so far training BioWare writers is that if you are a writer who loves interactive fiction [and] you understand what it
means to write dialogue and story and plot and pacing, and you love our
games, then I can train you in the basics of game design that you need to know
to make it work.
If you do not love interactive fiction, then what I always say is, "Would
you hire a screenwriter who had never seen a movie?" Absolutely not! You
cannot teach people an entire form.
We are as different from a game that is
just a series of cutscenes as we are from a book, as a screenplay is from a
play. These are totally different art forms. In the same way, I actually can't
take a very experienced designer, and teach them to be a writer. It's a very different
craft.
What we do is probably about half game design --
and I don't mean BioWare in general, I mean the writers themselves. But,
it's junior game design, if that makes sense. Mainly, it's just understanding
how it all works, so when we put it down in the world, it makes sense and it
has the right pacing.
So, because what you need to be is an expert writer and a
junior-level game designer, I look for the one with the passion for the actual
format, and then we train up for the other [half].
How long has BioWare actually had its defined three-month training program for writers?
DE: One of the things James [Ohlen] has talked about is how disciplined
our writing staff had to be. It used to be a little bit more casual. It's
something we've developed a lot in the last four years or so. We run in a very
systematic way. Again, coming from the magazine experience, I run a very editor‑in‑chief-impelled sort of writing staff.
One of the things that is very important, if you've got a dozen or more people
writing in a project, is that a player cannot move from one
space to another, and realize he's changed writers.
So, not only do writers all
have to be trained the same way, but then I see every piece of content, every
single piece of content at every single stage, and make sure that we're all
keeping to a voice and a tone, the same way a good magazine editor would.

LucasArts/BioWare's Star Wars: The Old Republic
To that end, do writers sort of end up
slotting into particular class roles,
where this guy is much more likely to write for the Jedi because he's developed
that voice?
DE: That is absolutely the
case. People have different specialties as well. Some people are extremely good
with funny. Some people are extremely good with a particular class note. Some
people are born to write the Sith. And some people aren't.
When you go back to the magazine
analogy, very rarely would you grab the fashion writer and ask them to go ahead
and cover the sports game.
On the note of MMO design versus single-player RPGs, do you consciously
hire people from both avenues? You're talking about the game, in
terms of communicating the story, drawing more from the single‑player
tradition.
DE:
Well, we can't really draw from the MMO tradition to communicate the story.
Fair enough.
DE:
Right. But how we're communicating and approaching everything else very
much does draw from the MMO tradition, the notable exception possibly being the
visceral nature of combat, which is something that we always talk about. Our
lead combat designer is Damion Schubert, who does a lot of talks at GDC, and
that sort of thing.
Very often, we talk about the fact that you shouldn't be comparing us to MMO
combat. You should be comparing us to game combat. There are a lot of excuses
for it, but there's no reason that combat should not be big and exciting and
look like Star Wars. Outside of that, though, we play a lot of MMOs, and
we love a lot of MMOs.
So, MMOs have managed to do the other three pillars of RPGs very successfully
in big, expansive worlds. We learn a lot of that from that stuff. And the
story stuff, we learn from what they've done, and then we bring a whole lot of
the experience of what we've done.
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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.