Dragon Age: Origins

Wyrming out the facts from designer Mike Laidlaw.

Mike Laidlaw - Dragon Age: Origins' lead designer - stands centre-stage in front of a crowd of games journalists extolling the core values of Dragon Age. Those being violence, lust and betrayal. Which means that Dragon Age is much like Eurogamer around closing time, but that's neither here nor there.

Today BioWare is mainly dwelling on the first of the troika, letting the gathered hacks loose on an extended combat encounter against a boss (I lose, natch). Lust is teased as the major subject of E3, in a manner so lascivious I raise a gentlemanly eyebrow (some of your party are "very grateful", apparently). Which makes me think of the difficulty of taking a party-based RPG and trying to take it to a large audience. It has, after all, been a long time since BioWare wielded a broadsword +4.

Eurogamer: Okay - to start at the most general point. How you feeling? How are you feeling about the project?

Mike Laidlaw: It's careening towards the end, I think that's the best way to explain it. We're at the part where the PC version is pretty much locked down, and all the content is complete, and the game's fully playable. We're just doing the last bug squashes. Really, we're concentrating on the console versions to make sure they deliver the same experience as the PC. With the one notable exception of controls and interface - that's the huge hurdle.

Eurogamer: So how are you approaching that?

Mike Laidlaw: We have experience with it, with Mass Effect moving to the PC and Knights of the Old Republic moving from Xbox to PC. Jade Empire. This is the first time we've done primarily PC development and moved it across. I think for a lot of players it's important to note that it is a PC game primarily. The lesson we've learned from doing four games like this is... well, what works for a console? What works for the PC? It's how do you make the movements of the stick work in the same way that a mouse does. We're tuning it right now. The nice thing is that when you have a game that's stable and running, you can load any save and jump into any scenario and go... can I win this fight? Is it still fun? Does this menu work? Can I equip these items easily? Can I compare them? All that kind of stuff.

'Dragon Age: Origins' Screenshot 1

"Even when you're out of true dirty tricks, there's a lot of stuff you can do."

Eurogamer: On a really basic mechanical level, there's four characters instead of the three you'd had in games that have hit both PC and consoles. Chatting years ago to [BioWare co-founder] Greg Zeschuk years ago about hypothetical console RPGs before KOTOR was announced, he was thinking three members was a key thing in terms of accessibility. It's the "standard" for console RPG parties. Any problems taking it to four?

Mike Laidlaw: I don't think so. To my mind, it's partially driven by the tactics system where you essentially have the control of the AI of your party. So if you're not controlling them, you can tell them to just behave in a certain way; say, "You're a defender! I want you to get aggro (to put it MMO terms), shield-bash people who are hitting the mages," and that kind of stuff. And those are all pre-built for one-button select. But you can tune right in, and set it so that - say - if my elf is less than this percentage health, I want you to do the following things... When we give that level of control, you can take some of the micromanagement away so you don't have to flip between them all, all the time.

Eurogamer: Having AI choose between standing like an idiot and using all your spells in about ten seconds is my pet bugbear in most RPGs. It's something that's well worth tackling.

Mike Laidlaw: To my mind, the big thing is to have the game have some pretty good feedback to give a good sense of what's actually happening. For example, if I have a warrior in plate mail I expect him to pull the hate of the enemy. We give them a series of abilities, which can build towards being better at that, make them more effective at that. The nice thing is that we're away from the concept of the magic missile, where once fired a character is completely out of things to do. It's more like mana [as in, an energy level depleted by spells]. And even after that, as a mage, you still have your staff. A rogue will probably have a bow and backstabbing. Even when you're out of true dirty tricks, there's a lot of stuff you can do.

Eurogamer: BioWare hasn't done a fantasy role-playing game since the original Neverwinter Nights. That's a very long time. What's it like being back?

Mike Laidlaw: Oh, it's awesome. Part of the running joke behind the title 'origin' [is its multiple meanings]. It's the origin story, as well as it being the start of an IP but it's also about us as a company going home. It's back to this big, epic sweeping fantasy. It's an IP we got to build ourselves, so we could say, "So, what are elves like? Let's mix that up a little." As much as it could feel like old ground, I don't think it does. It's a fresh take on a familiar space.

Eurogamer: Flipping that question around, how has the fantasy RPG changed since you last made one?

Mike Laidlaw: I think it's become more demanding in terms of the player's sense of the experience. I think Mass Effect would have had an influence here. Moving it away from the book and more towards the movie, having a more cinematic experience of dialogue, having a cool camera cuts and dynamic moments. That kind of thing. The approach we've taken is to say, "We're out of the Forgotten Realms. We're away from where we were. What could we do to make this intriguing to us?" And that's where the idea of the mature game, the dark fantasy comes in. Let's make this more compelling and challenging for people.

Eurogamer: The violence and lust from earlier, and entirely up front about it. The usual way critics describe trad-fantasy is twee. However... well, what would you say to someone who played Baldur's Gate and thought that, no, I quite liked this. I don't need it any more mature.

Mike Laidlaw: To my mind, what was very compelling about Baldur's Gate was that it was a fun cool tactical experience - how do I use these characters together? Which ones do I pick? It's all about the compelling choices. When do I drop the fireball. All those elements are still there. I'm not sure the level of maturity is the difference - but the depth, the experience itself. Does it all hang together on a single theme? Because I think our greatest failing could be it's just a standard oh-look-a-unicorn fantasy... also, this guy's head just popped off. For it to feel tacked on, and not part of the experience.

Making a decision early, deciding to make a mature game, to target an older audience, then knowing that all the way through... you play and it's like, "that's really challenging. I wasn't expecting that kind of motivation for these characters". That mixes up with, "I wasn't expecting to have that much sex". It goes into the same space. It works as one cohesive unit. It's kind of like having a blue period.

'Dragon Age: Origins' Screenshot 2

"It's more about sexuality than just sex. Because otherwise that's childish."

Eurogamer: BioWare does Picasso. It's interesting. If you look at fantasy fiction, you can easily draw a line between fantasy fiction where the lead gets laid all the time (say, Conan or Elric) and fantasy fiction where no-one gets laid ever (Tolkien).

Mike Laidlaw: The nice thing is that it's all player-driven, when you think about it. Is there sex in the game? Sure... it supports the concept. That's why I talk about lust. It's more about sexuality than just sex. Because otherwise that's childish. But it's really based on the player's experience. And some of your party really are quite cute and flirtatious. If you go I-am-not-interested-in-talking-to-you-I-have-a-dragon-to-kill, then that's cool. That's your game. But I want to make sure it reacts to that. That they react to that.

Eurogamer: And you've stepped away from the rigid mechanisation of morality?

Mike Laidlaw: We've de-mechanised morality. We've got away from the whole light-side/dark-side thing. Which works well in a really clearly defined situation like Star Wars, Knights of the Old Republic's mechanic. For Dragon Age, there isn't a morality slider at all. There's a deliberate choice not to do that.

Essentially, there's "is the problem solved?" and "how is it solved?" It's up to you whether you perceive how you solved it as good or bad. What we're trying to do is make sure every scenario where there's a choice is broken down in such a way that you can see both sides of an issue. That's when we're at our most successful. When we have villains that feel like people. When you go, "Oh - I see why he made that choice." Or you have situations where you know neither situation is really right, but neither is or really wrong. I'm going to have to resolve it one way or the other, and maybe have an extra long shower or two afterwards.

Mike Laidlaw is lead designer on Dragon Age: Origins, which is due out for PC, PS3 and Xbox 360 in the second half of 2009.

Comments (20) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Scimarad #1 3 years ago

    "I think Mass Effect would have had an influence here."

    I'm not sure what Mass Effect had an influence on but it sure wasn't the quality of the visuals or the cut scenes. I was playing that game yesterday and it still looks fantastic - Not that it's that old, of course.
  • Innes #2 3 years ago

  • BrokenSymmetry #3 3 years ago

    By saying "I think for a lot of players it's important to note that it is a PC game primarily." Bioware seems to want to keep the expectations for the console versions pretty low. Also, the fact that at this very late stage they're still experimenting with the console UI and control scheme leaves me wondering how polished the end result will be on consoles...
  • riz23 #4 3 years ago

    @BrokenSymmetry

    I actually took that quote to mean that the experience on console will still be true to what we might expect from a PC RPG. I wouldn't worry about the controls at this point either. Plenty of time to tweak that.
    However after reading the article I am not sure I know too much more about this game. Other than it is going to have some lame 'sex' in it.
  • RexRunti #5 3 years ago

    This is the first PC/360 game I'm getting for the PC in a long time. Hope they take a mature attitute to sex (and not like the Witcher's "mature" attitude). I'm hoping this means you'll have serious adult relationships that last longer than one cutscene halfway through the final act.
  • Ryuken #6 3 years ago

    Who cares about consoles? :) It's about time Bioware ported from PC to consoles instead of the other way around for all their post-NWN RPGs which were quite inferior in many aspects on PC compared to the holy grail that is BGII.

    Though I think most console peeps would have been interested in a question+answer if there would be some kind of toolset on their platform or not. The PC version is getting a very extensive toolset which will make for some awesome free content by fans but no word on how (or if) that will translate to the console versions.
  • Dan_Dare #7 3 years ago

    It probably won't. shame, really.
  • snale #8 3 years ago

    This makes me a little concerned:

    "I think it's become more demanding in terms of the player's sense of the experience. I think Mass Effect would have had an influence here. Moving it away from the book and more towards the movie, having a more cinematic experience of dialogue, having a cool camera cuts and dynamic moments. That kind of thing. "

    I like the idea of a book-like RPG more. Not that Mass Effect was bad, I enjoyed it quite a lot but I would still prefer something more like Baldur's Gate or Planescape Torment. More and deeper content and less presentation I guess..
  • hiddenranbir #9 3 years ago

    "I wasn't expecting to have that much sex"

    That stood out brightly...Exactly how much sex are we going to have?

    Will it have sheep sex like in Arcanum?
    Edited by 1 at 11/05/09 @ 10:40
  • Machetazo #10 3 years ago

    I really like the sound of that final paragraph. As ever, down with caricatures, up with characters. :)
    It's comments like the one highlighted by the third poster that have the potential to leave folk seeking console-specific details, and opinion (what's "MY" game experience going to be like, then, since this is a PC article! :p)...Open, maybe, but not particularly helpful.
    Edited by 1 at 11/05/09 @ 11:04
  • geeza2020 #11 3 years ago

    bleh. BG2 was rubbish. Too much dice rolling for my liking.

    ps. by dice rolling i mean chance to hit with weapons and stuff. I don't know it just seemed extremely complicated to me and it just wasnt fun. but i aint no ficko alwite?
    Edited by 1 at 11/05/09 @ 16:11
  • Wyrm #12 3 years ago

    @ geeza2020: I have played BG2 for hundreds of hours and not once did I have to roll a dice or witness a dice being rolled.

    BG 2 remains the best single-player RPG experience I have had to date.
  • Sycopat #13 3 years ago

    Mmmm I loved BG2.

    I must reinstall it when I get home.

    I'll probably pick this up for the PC, Consoles are fine for JRPG's, but all the best western RPG's I've played have been on PC/better on PC. I don't know why that is, it just seems to be...
  • RickHard #14 3 years ago

    totally agree with Wyrm : the dicerolling was totally transparent. What stood apart were the various stories and interaction with the NPC. Just loved that game ;)
  • immateriaux #15 3 years ago

    Was looking forward to this game but am strangely put off by the content in that interview. Not sure what exactly but maybe after listing Mass effect, KOTOR and Jade Empire, or NWN1 for that matter, it struck home that Bioware haven't delivered a really good game in quite a while now. Can only hope this turns that around. But feel less enthusiastic now

    Edit: And BG would be tops for me too.
    Edited by 1 at 11/05/09 @ 19:10
  • OldISJ #16 3 years ago

    "I wonder if they said the same thing prior to release of Neverwinter nights 2...

    /shudders"

    I very much doubt it considering Bioware had nothing to do with NWN2 - it was developed by Obsidian.
  • OldISJ #17 3 years ago

    I agree with you 100% re. the Witcher... I think that might just have been the best pure RPG of the last 5 (maybe 10) years.... ok the 'sex card' thing was a bit meh, but the whole adult nature of the game (by which I mean the shades of gray, the choices that had real cause and effect half a game away, the whole 'lesser evil' thing) was frankly brilliant... and yay it had titty cards too! :)

    I enjoyed NWN2 as well and the first add on pack, but it was buggy as hell on release... of the pure Bioware canon I have to say it was KOTOR that really hooked me (and I hate third person games, I hate Star Wars and I hate console ports... so to like this game it must have been sh*t hot!)... I played Mass Effect on the 360... and while I enjoyed the main storyline, the main quests, the acting and dialogue etc... the side quests were abysmal and the side planets a joke (as for the bouncy cart you got to drive... grrrr!) ... it was like a game half finished... the central quest line totally polished brilliance and the bulk of the game timewise utter repeticious drivel...

    I really hope and pray that Dragon Age will end up with the polish, graphics and story of the main Mass Effect storyline, the script and acting of KOTOR and the side quests and longevity of a BG1 or 2...
  • lmephisto #18 3 years ago

    FIIIIIIIIIIIINALY!!!!!!!!!! Oh and btw they planing for 2 limited editions!!! One it will be a wooden chest and the othe a meta case with leather map :) I thing i am going to take both of them :DDDDDDD
  • CouldntResist #19 3 years ago

    Really looking forward to this BUT

    The 3D engine reminds me of NWN2...not good, not good at all.
  • UncleLou #20 3 years ago

    I'm not sure what Mass Effect had an influence on but it sure wasn't the quality of the visuals or the cut scenes.

    I really loved ME, but all the polish, and cut-scenes, and whatnot, comes with a pretty high price for an RPG - it's extremely linear, with a very short main story, entirely linear level design (no exploration, unless you want to count the generic planets) not too many dialogue options, generic side-missions, limited itemisation, etc.

    That's not really a criticism - as I said, I really loved ME - but for a spiritual sequel to Baldur's Gate, their main focus will have been somewhere else - at least I hope so. I doubt you could do a game with the scope of Baldur's Gate 2 and the polish of Mass Effect. Not without going bankrupt during development, anyway.