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An Age To Come: Ray Muzyka On BioWare's Dragon Age
 
 
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  An Age To Come: Ray Muzyka On BioWare's Dragon Age
by Chris Remo
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August 31, 2009 Article Start Page 1 of 4 Next
 

There's clearly a lot riding on the launch of Dragon Age: Origins. Its name very much implies a franchise in the offing, and Electronic Arts' high-frequency stream of promotion for the game also shows its success to be a top priority for the publisher.

It's been painted, to hardcore gamers, as a hearkening back to BioWare's old days of epic fantasy in the Baldur's Gate vein. But there is much about the game that also pushing forward into new territory for the developer.

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In an interview conducted in late June, BioWare co-founder and EA RPG/MMO group general manager Ray Muzyka talks about the thinking behind the game -- which debuts in November on PC, Xbox 360, and PlayStation 3 -- and its development process, which includes a heavy focus on its innovative single-player social community.

He also discusses how the group structure recently embraced by EA, which places him above the RPG efforts coming from Mythic, BioWare Edmonton, and BioWare Austin, impacts the company on a development level.

You've said that Dragon Age is intended to be a social experience. There are of course all the user mod tools on the PC, but what else do you mean by that? "Social" is an interesting word to describe a single-player RPG.

Ray Muzyka: The thing that I've always been intrigued by is the concept of a hero's journey. A roleplaying game actually is really well suited to showing that, because you have all these key moments: Quests you've completed, choices you've made, consequences to those choices, progression, customization.

You look different at different points in the game, you get badass armor, equipment, or items. Your party members are alongside you, traveling around. You take screenshots of who they are at different times, of different people, of where you've gone in the world. And there's how the world map gets explored -- the narrative of an explorer.

These are all different types of narrative, the way I see it. There's the narrative of combat -- which creatures you defeated and how, what tactics you used to defeat them. The narrative of progression and customization -- how you look at different points in time, what equipment you have. The narrative of the story -- which quests you've done, which stories you've unlocked, which choices you've made. The narrative of the social -- which characters you have with you.

If you can surface those to other players, you've effectively created a social environment, an online-enabled offline experience. That's what we're trying to do with Dragon Age. We're trying to surface some of those.

We'll have more to show on what we're planning, but I think it's really cool. We're creating a community site that's going to enable the fans to get revved up about what each other is doing. They're showing their choices and consequences to friends. Even though it's single-player, you can still reveal those choices to each other and have fun doing it.

It enables some of that stuff that occurs anecdotally amongst friends at the water cooler: "Hey, did you play this yet? Did you go this way?" "No, I didn't run into that. I did it this way." "Really? I didn't run into that at all!"

You can meet people who are across the world and enable them to see those kinds of things, too, which I think will lead to a lot of fun discussion and collaboration in the community. Imagine that getting broader when you have post release downloadable content that expands the game as a platform concept, or community-driven content that people can play through and maybe the fans embrace this and make content that can even be expanded further with even more choices in it.

There are a lot of possible extensions to this, but I always thought the idea of a hero's journey being shown through an RPG would be really cool. So, with Dragon Age, we're going to try that.

 
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Comments

John Smith
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There will only be, say, 3 different ways to defeat any given monster. Nobody else wants to see your screenshots of how you did it in way #2

John Smith
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And if I played this game I would of course not want to see other people's progress, I'd want to play it for myself ..

Ian Morrison
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That sounds a lot like a successful marketing tactic, John. :P

Hillwins Lee
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IMHO, this pretty much takes out the replay value of the game. Why would I want to be spoiled by other ways of completing a quests? I have finished Fallout 1 multiple times, each time doing something different and the fun factor in discovering new things was enough for me to try another approach the next time around, end up replaying the game and finishing the game 7 times.

Now if you would intergrated every spoiler and stuff in it, the replay value for this single player game just vanish like smoke.

Lance Rund
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@Hillwins: I'm not sure I agree. Have YouTube videos of successful raid runs in various MMOs discouraged people from doing the raids themselves?

It's certainly true that in an MMO it's a different context. The shared experience of accomplishing something with others is certainly a major focus, as is the prestige you get when you can show the equipment you've earned as a token not only of your power but of your accomplishments. The payoff for raids and instances is more than the experience of the raid/instance itself; it's the camaraderie and the status.

This is part of the social aspect Ray was talking about, and why they're working so hard to make what others do in their single-player game relevant to what you do in your single-player game. It will take some careful shaping of the community to value relative accomplishments, and the experience itself will have to be worth the trip. It's hard, but if anyone can do it, Bioware would be the first people I would bet on to succeed.

There will also need to be a neverending stream of fresh content to keep the game relevant. From that perspective, "replay value" loses something of its meaning; I don't believe that Bioware intends for Dragon Age to be a static thing. The real questions will then be "will player-created levels be allowed and will equipment/experience gains/accomplishments from them count", "how much Bioware-generated content will be free and how much will be paid" and "at what point does LAN party-style multiplayer become more relevant than the single-player game".

Luke Scala
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I don't think he is talking about something as simple as "how to slay a monster". Bioware has really been at the forefront of decisons and consequences in games, which I think is admirable and gives the games more of an organic and experiental feel. There is still a long way to go, but I think it's exciting stuff.

More and more in games there is that "water cooler" discussion of "Hey, I did this and this happened!!" "No way, this is what happened to me".

The idea of a community for this is interesting, but not particularly attractive to me. I guess we'll have to wait and see what that looks like.


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