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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 3 of 5 Next
 

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.

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(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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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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