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BioWare's Dr Greg Zeschuk Interview

PC Xbox 360 PlayStation 3 Interview by Christian Donlan

8 July, 2009

Page 4 of 4. <- Page 3

Eurogamer: Changing the subject, can you tell us a bit about how the user-generated content for Dragon Age will work?

Dr Greg Zeschuk: It's only on the PC, obviously. There was actually a lot of work for us to do: we always planned it, but we hadn't taken the steps, so halfway though development we were, "Oh yeah, we have to rip it out from our internal database. Okaaaaay, how do we do that?" Literally months were taken to rip the tools out of there. It's generally the same tools we use. The key thing is that certain elements of the game aren't made in the toolset - things like character models - and we'll make sure that you can import that stuff if you want to go use Maya or 3D Max to make it, and we'll do the same thing for animation. But beyond that, most of the stuff is there: laying out areas, prop placement.

There's sort of a tile system - it's hard to call them tile systems any more because it's so much more advanced than Neverwinter Nights - as well as a terrain system, so you can do both smooth outdoor areas, and really complicated buildings and things. All the dialogue tools are there. For the acting stuff, you'll have to use pre-set emotions, but a lot of that stuff is there.

We had actually toolset events at BioWare and mod guys that worked on Neverwinter came out and worked on the new tools, and one of the fans actually acted out a Shakespeare play. It wasn't super killer, but it was really cool, because you can just see people taking this in really interesting directions. It's only for PC, but we want to try and figure out if we can take that content over to console to play it.

'BioWare's Dr Greg Zeschuk' Screenshot 4

Eurogamer: How have things changed for BioWare since the Mythic merger? How has it affected your day-to-day operations?

Dr Greg Zeschuk: Interestingly, not that much. I think because we had been already working side by side within EA, we had already been sharing stuff back and forth, so there wasn't any, "Oh no, now we're forced to share things, how terrible." We'll just continue what we're doing, which is actually sharing technology ideas.

I think it will work very much like the Austin studio. Austin is one of the BioWare studios, but they're very independent. They manage the internal processes, they run it like a BioWare studio, but in the Austin vision. They've got stuff they're working on, Mythic's got stuff they're working on, and it's going to be a great team there. We've known the people there for quite a while, so in general, they've got their agenda, we've got our goals, they've got their goals, and what Ray and I do at an overall group level is try and make sure that everything's aligned and all the sharing's happening and everyone's supported and getting the resources they need.

Eurogamer: Will you be using Mythic's experience with MMOs on Star Wars: The Old Republic?

Dr Greg Zeschuk: Oh yeah, without a doubt.

Eurogamer: Does that go the other way, too? Could you be brought in to lend BioWare's storytelling skills to help out on Warhammer Online, which seems to be having subscriber problems? Have you been asked to help give it a popularity boost by association?

'BioWare's Dr Greg Zeschuk' Screenshot 5

Dr Greg Zeschuk: I don't know. I think we always have lots of opinions to share, Ray and I. We've both played Warhammer, and actually I've still been playing it on and off for a while, so I think for us it's not to much a popularity boost as just the fact that we can probably bring perspectives to the table that will be new and perhaps helpful to the guys from Mythic in the same way from an online perspective they can certainly share with us. To give credit to the Austin team, we have a number of serious MMO veterans on there, so it's certainly not neophytes, but there's absolutely opportunities to share and learn things back and forth.

Eurogamer: Behind the scenes does it feel like there's just one company now?

Dr Greg Zeschuk: Oh no, there absolutely is still BioWare and Mythic, we're not merged at all. That's kind of how it all works. Ray and I, we've never operated by telling people what to do, that's one of the reasons why we have great games: we don't tell our team how to build Dragon Age. We say, "Here are the goals," and they go and figure out how they want it to work.

Dr Greg Zeschuk is co-founder of BioWare. For more on Dragon Age: Origins, which is due out on 23rd October, check out our in-depth hands-on preview elsewhere on the site today.

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Comments: 1-13 of 13 in total

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darkmorgado
08/07/09 @ 11:50
#1
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"Eurogamer: Not if I'm playing it and I've got Asperger's, though. I'd have no idea why someone had just double-crossed me."

THIS

I have Asperger's and one of the reasons I didn't really get into Mass Effect was I was constantly thinking "why did they say that? Are they being sarcastic?" etc. For me, the old text descriptions in thing such as Planescape: Torment were not just preferential, they're ESSENTIAL.
And when you consider that a massive amount of Aspies are gamers, it causes a problem when a dev develops a reliance on body language and facial animation over a well-written script
BrokenSymmetry
08/07/09 @ 11:58
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Will Mythic still exist in a few years? I don't think so. The best talents at Mythic will probably be going to work on the Bioware games, and a minimal crew will be left at Mythic to keep Warhammer Online running for a few more years.
Rubarack
08/07/09 @ 12:16
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If a game is well written enough that my Aspergers causes me to be confused as to what's going on I think that would be a huge step forward I'd be prepared to be bewildered for. Better that than.

Clearly villainous character dressed entirely in red and covered in skulls: Very well, I shall give you the item you seek.

Hero: Wow, thanks, that will be really useful.

CVCDEIRACIS: Oh yes, it will be useful that you have it, very useful indeed. Buahahahaha. HAHAHAHAHAHHAHAAA!

Hero: What a nice guy.
darkmorgado
08/07/09 @ 12:22
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Rubarack: LOL ok I'm not QUITE that bad, but I play games to get AWAY from the tedium of constantly trying to interpret body language and stuff, which is exactly why I don't watch tv - it gets exhausting very quickly. There were things in the script of, say Planescape and the Witcher that I just never would have picked up on without a decent written script.
Edited 1 times, most recently on 08/07/09 @ 15:54
Rubarack
08/07/09 @ 12:39
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Most game writing is that bad, later on I might very well appreciate emotional subtitles but first I'd like to see a game where they'd actually be needed. That said I never finished The Witcher or Mass Effect and what I played of the Witcher left me thoroughly confused so maybe we are there already.
darkmorgado
08/07/09 @ 12:44
#6
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"Witcher left me thoroughly confused so maybe we are there already. "

Exactly - now imagine it with less written/ spoken dialogue and more emphasis on subtle body language and you have my idea of hell! Although I'm on the more severe end of the spectrum when it comes to empathy and social signals so maybe it's just me.
thesombrerokid
08/07/09 @ 14:08
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the problem with the Witcher is the body language was non human, i am very good at reading body language and though i could get the jist of what they were trying to convey in that game, the movements were alien and could easily confuse average every people, i think people with aspergers will benefit initially as most studios will do super pantomime acting to emphasise it to people who aren't used to looking for it in a game, and then hopefully later on there will be more awareness in the games industry and closed caption will become more common.
ardamillo
08/07/09 @ 14:37
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5,000 years of history? Bah, Chrono Trigger had 65,000,000 years :)
darkmorgado
08/07/09 @ 14:52
#9
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"super pantomime acting to emphasise it"

But then I would just feel a little patronised.
Personally, I hope that Zeschuk's comment about adding captions wasn't just a joke and that they might seriously consider it. Doesn't have to be anything overly blatant either - they showed with Torment that they are able to provide subtle, well-written descriptions that are clear without feeling like you are being hit over the head with their point
hiddenranbir
08/07/09 @ 15:25
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Going hard and gritty is not 'breaking out' of any fantasy trap.
Silvervein
08/07/09 @ 18:40
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Perhaps it's just my perception, but when it comes to storytelling games, I noticed a trend to move away from text and into visual cues. Sadly, that usually means that overall story is suffering, if only due to fact that they replace one good writer with five guys that draw pictures and animate them. So while the games look better than they used to, stories they tell tend to regress, compared to classic titles. Pity.
Caimbeul
08/07/09 @ 20:57
#12
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"I was playing dragon age on the plane..." a good sign that it can run on a half decent desktop...well, unless its an uber laptop, but that wouldnt last 5 mins without mains power, who knows!
Edited 1 times, most recently on 08/07/09 @ 22:00
thesombrerokid
09/07/09 @ 07:37
#13
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you can get mains power on the plane and if your the boss of bioware you can afford a 3tonne laptop and slave boy alpaca set from dell :D

Comments: 1-13 of 13 in total

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