BioWare "think of games as franchises"
Sequels are fun to make, says Muzyka.
BioWare once steered clear of sequels, but today the EA-owned company has a very different mindset.
"We think of our games now in our group as franchises," BioWare co-leader Ray Muzyka said yesterday at GDC. "We really do."
He went on to tell an audience (thanks Gamasutra) that "franchises include a lot more than just games" and may span books, comics and films. As such, BioWare has to think as far as a decade in advance of each game's launch.
This strategy was most evident with Dragon Age, a self-described franchise started by Origins last autumn but expected to run and run through expansions, sequels and considerable DLC.
A similar approach is now being taken with Mass Effect 2, which launched in late January and became one of the highest-rated games ever on Xbox 360 (it was also released on PC).
Muzyka said sequels not only make sense, but that the development teams have fun making them.
"If you're not going to take the innovativee risks that you need to, then yeah, you're setting yourself up to be in a death spiral, and that's a bad thing," he added. "You have to invest and innovate. That what's keeps sequels selling more."
"You gotta listen to fans. That's the most important thing you can do."
With Mass Effect 2 out of the door and Dragon Age expansion Awakening ready for launch next Tuesday, 16th March, BioWare still has Star Wars: The Old Republic - EA's "largest ever" project - and ME3 to think about.
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Comments (39) Latest comment 10 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I really wish those two doctors would stfu.
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Well done your the perfect example of a stupid American
WERE IN FUCKING EUROPE
We don't use the pissing dollar you fucking tit, Jesus chist if your going to spam do it fucking right.
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ME comics have a very "teen" aesthetics and they don't explore the political context so present in the games.
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Keep up the good work.
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Sequels do tend to get a bit stale after a while, but new game in old setting, that's something I'd like to see Bioware do.
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What's wrong with having an awesome stand alone game? If you manage that then people will still buy your next original game. It's purely a marketing decision and has nothing to do with wanting to support a game or being fun to work or what have you.
I'd also like to point out this is EXACTLY the way Mr Kotick thinks and has said so many times.
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Oooh I hate hearing the name of that prick. Sequel hell is already here.
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Hahahahahahaha... oh.. wow..
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Its the best argument for 'sequels suck' there is.
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Another way of looking at it is that if you budget to make 3 games in a franchise, you have a larger starting budget. You can also invest more in tech that is common to all three games, raising the overall quality.
A sequel being evolution rather than revolution CAN be a problem if the sequels birng nothing new, but it can also be an advantage. A sequel that is 50% high quality solid gameplay used throughout a franchise, and 50% brand new stuff unique to each release, is better than 3 completely independant games that have nothing in common except beingh rubbish.
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I'm not saying that sequels are a bad thing. I'll happily play a sequel and I'll happily play an original game, but it is a dangerous mindset for developers to constantly think 'right, lets make this next block of three games over the next ten years.' If every developer did that you would never get anything new. I think Bioware games in particular (although I love most of them - to this day I think I'm the one person in the universe that didn't like Mass Effect) are susceptible to not changing things. At the very core a lot of the games they have produced over the last few years have been the same in different wrapping paper. Production values, polish and writing may be at a very high standard, but they have done little to move themselves on. Hopefully SWTOR will be a good leap in the right direction.
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"I'd rather see high quality original releases than high quality sequels"
Me too most of the time, but my point is that neing a sequel can (if the franchise is well managed) contribute to the likelyhood of the end result being of high quality. Sharing resources between projects is a good thing, and a franchise is an opportunity (not the only one of course) to do just that.
"A sequel that has 50% new stuff still has 50% of the game you have already played and completed"
Well not really. A sequel can often just be a game set in the same universe with similar mechanics. To say that you have "already completed" parts of the game is like saying that playing one level of MW2 means you have "already completed" many aspects of the levels that follow, or that playing one hole of Tiger Woods Golf means you have "already completed" most of the other holes in the course.
"it is a dangerous mindset for developers to constantly think 'right, lets make this next block of three games over the next ten years.' If every developer did that you would never get anything new."
I would agree completely if all developers were part of the same mind, or if Bioware (in this example) were the only developer on the planet. But of course, we have lots of developers working on their own projects. If every developer on the planet started making games in frachised 3 release blocks, it wouldn't change the face of gaming that much because there would still be so many different types of game/franchise for us to choose from.
And in my example above, if all developers worked on games in set of three, my question might be "would the overall quality increase or decrease?". I'm not saying it would increase, I'm just posing the question. I've seen plenty of projects go badly wrong in the name of being original, when what I think we really want most as gamers is GOOD games that are FUN.
To summarise what I am saying, originality is nice of course, but it is a poor substitute for good old fashioned quality. If you can have both, hurrah, but if you can only have one it simply MUST be quality. And I believe that a well run franchise sacrifices a bit of originality in the name of increasing quality across the whole set.
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Then...playing through ME2 twice with 2 different imported characters, and then going back to ME1 again, the difference in quality with the sequel was absolutely striking for me.
So long as sequels strive to improve and go beyond their predeccesors (like ME2 has done) i think sequels are then a very good thing. Depends who handles them i guess.
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Another one asking for another helping of Jade Empire please! There is still lots of potential in that game especially in HD gen.
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When it comes to what a customer wants, I agree that it is a very personal issue. Regardless of the quality of the gameplay, one person sees a sequel and maybe thinks "Oh, more of the same, I want something new" whereas another gamer might see the same sequel and think "Whoohoo, more of the same, I loved the first one".
When it comes to TV series, we LOVE sequels. First season of The Wire was great? Can't wait for the next season. Loved everything Buffy related? Can't wait for the next installment. Massive Star Trek fan? Gutted when it got cancelled.
As for Jade Empire, I guess it gets the best of both worlds. A fresh game universe with new characters and lore, but built on a technical harness that is well established.
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"The other thing is, as Jade Empire showed, a spiritual rather than direct sequel to KOTOR freed them up to move it in places they couldn't go if they had remained tied to the license and to the expectations built up by fans. I wish more developers did that sort of thing rather than planning out a series years in advance."
Oh, come on now! Jade Empire was a shallow, forgettable mess next to the sublime KOTOR. I wish that BioWare had made KOTOR 2 themselves instead of faffing about with an Eastern-themed RPG-"light" with crappy fighting mechanics.
And in what might also prove to be an unpopular comment: Bioware, you know all of those RPG elements that you absolutely crammed into Dragon Age? Well, if you also put them into that (admittedly stellar) talky-action-game that you recently released, I'll fly over to Edmonton and give you all a big sloppery kiss.
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We can't tar all companies with the same brush regarding sequelitis because there are many companies that aren't Activision and as long as the company doesn't take the mick sequels are a good thing.
Dragon Age was in development for six years and built from scratch, not just a graphics engine but characters, story, setting, history, game engine, etc. Now just think how much that cost Bioware, not just in physical costs but also lost revenue from having staff dedicated to a project for six years and not working on anything else to bring in profit. Even with its high sales figures I don't think Dragon Age alone would have made the type of profit that most other companies would have been comfortable with for such a high initial investment. Sequels and expansion packs would have a considerably lower initial investment because a lot of the work has already been done, you can refine the graphics engine, tweak the rule set and game engine and update the storyline but this isn't from scratch so even of the sales figures are even a quarter of the original release the profit margin would be higher so companies would be safer in funding new original games because of it.
Now if we look at actual sequels, ME2, God of War 2/3, Gears of War 2, Uncharted 2 and Halo 2/3 were all sequels to fantastic games that were original titles. These are some of the best examples of original titles but in the vast majority of opinions the sequels were better which is quite logical. Even the most highly refined original game is only a beta test for a franchise, its the lessons learned and feedback given on the first game which leads to the improvements that makes the sequels so brilliant.
Sequels also allow trilogies which is brilliant for storytelling as epitomised by the original Star Wars movies and the reason why Mass Effect was designed to be a trilogy. A trilogy allows for four stories, the three individual stories and the over-arching story which is told at a different pace. Now I could probably write an essay on this (I did film studies for A Levels) but to keep it simple the focus on each individual episode allows the over-arching storyline to unfold with considerable subtlety but also to build up a lot more emotional attachment to the characters and story than the quicker pace of an individual episode would allow. Would the "I am your father" moment have been as memorable if we didn't have A New Hope to setup Luke and Vader's characters and storyline? No it wouldn't and that's what trilogies allow.
Now a final point is that franchises aren't always about sequels its also about spin-offs both in games and other media. There's the Dragon Age novels and Penny Arcade comics, there's Halo Wars, the Street Fighter Puzzle game, Final Fantasy Tactics, X-Com Interceptor (I liked that game), Four Swords and many others which either innovate a genre by bringing in ideas from the original IP which weren't there before (X-Com Interceptor) or bring in new audiences to other genres (Final Fantasy Tactics Advance got me into Tactics games).
There are a lot of companies that are treating sequels/franchises with respect for the consumer and the IP as they do bring benefits but much like the Wii its a case of bad and/or lazy developers and publishers out-numbering the good developers.
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If someone else didn't, that is cool.
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