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