RPG-Interview with Bioware

6 07 2009

Doctors On Call

BioWare’s focus has always been storytelling within great action and role-playing games, and the studio continues to push those elements with its latest massively multiplayer online game Star Wars: The Old Republic, and single-player Dragon Age Origins, the spiritual successor to the classic Baldur’s Gate.

In this exclusive interview with GamesIndustry.biz, general manager of BioWare Dr Ray Muzyka and creative officer Greg Zeschuk discuss the maturing games industry, and how innovations in hardware such as Microsoft’s Project Natal can help developers create more emotionally engaging storytelling experiences.

Q: Let’s talk about the future. So we’re past E3 now, everyone has made their major announcements for the year. Did you guys have a chance to see what Microsoft and Sony had to show off?

Ray Muzyka: Yeah. I got a demo of Project Natal before E3. So I got to check it out hands-on at EA with some other folks, and I thought it was pretty cool. We didn’t get to go to the Microsoft or Sony booths unfortunately because we were booked in meetings, but I read some of the announcements and saw some of the feedback and responses. It’s very interesting. And Natal looks exceptionally interesting as a platform extension. I think it’s a really powerful idea.

Q: Do you think it applies to you guys? Is it something you’re looking at?

Ray Muzyka: It could, yeah. I think it applies very much to an emotionally-engaging narrative and a story-driven game. Fulfilling characterisation more completely in games is I guess a way to achieve that. So it’s something we’d be interested in exploring. We haven’t made any announcements or anything, but it’s an intriguing technology that I think we’d want to see more of and see what we could do with it.

Q: Do you follow that vision, that destroying that barrier to entry for the consumer is, for lack of a better term, the way of the future?

Greg Zeschuk: I think it definitely is. I saw this one really great example, you put a videogame controller in the hands of someone who has never played a videogame before, and they’re lost. They can’t do anything. Then you give them a Pac-Man controller, and it’s easy. And then you give them the opportunity to swing a tennis racket with a Wii controller, and that works too. It’s really just obvious that the thing preventing us from branching into a broader audience is the interface, is the ability of how you access the content. All the stuff this year has been really interesting, because everyone’s got the same idea, which is the right idea for breaking down the barrier and expanding the audience.

Ray Muzyka: I think it’s two dimensions. One is breaking down the barrier, the interface barrier for lack of a better way of describing it. The other one is actually seamless emotional engagement. Making people feel something emotionally on a deep level the same way novels, cinema, movies, television…the very best of other artforms in the field can. If you can do both things, then I think games have the potential to be one of the most powerful forms of entertainment and art, because of the fact that they’re interactive and you’re the actor and you’re having the experience. But both things are essential to be successful.

Q: We recently spoke with Lars Buttler of Trion, who is pushing the idea of server-side MMOs…

Ray Muzyka: Like where the world changes based on player choices?

Q: Yeah. How do you guys feel about that?

Ray Muzyka: I think it’s an exciting concept. It’s nice to know that your choices have consequences, and that’s something that BioWare has been trying to put into all its games as well. We want the player to feel like their choices have momentous impact on a personal level and on a grand level as well. So that makes the world feel that much more alive and interactive and fulfilling.

Greg Zeschuk: I think there’s another dimension to that. If you have a server that exists separately from the game client, it actually allows you to interact with it with all sorts of clients. You can go in there with an iPhone, with a PC, with a console.

Ray Muzyka: Network interoperability.

Greg Zeschuk: Yeah, and all of these things actually create a new dimension of play.

Q: Do you think a good, meaningful story is possible in an ever-changing world that all users can change?

Ray Muzyka: I think a great story is possible, because if you think about it, the narrative is actually possible in multiple directions. There’s a social narrative between players, there’s the external narrative outside of the game with social networking. And then there’s the internal narrative of the choices you make, and then there’s the internal narrative of the story arch being created and kind of evolving over time, both on the player’s user-generated content and the way they make choices and their impact on the world, but also the developers actually create a story arch that has some kind of purpose or overarching goal to it. So you can look at it almost like an onion with multiple layers of narrative, and that’s one of the reasons why I think interactive fiction is so exciting, because it has those multiple layers that aren’t really possible or as achievable in a more passive, linear medium. They can have good stories as well, but I think there are different kinds of narratives that are deeply exciting, in some ways more exciting, in non-linear fiction.

Q: There’s obviously, as we’ve discussed, a growing trend of trying to grow the gaming audience. A lot of it has to do with hardware, for now, but do you think narrative in games, just by their nature, can grow the gaming audience?

Greg Zeschuk: They definitely do. Story is the most common, fundamental thing that we all share. It’s there from the beginning of human time, sitting around the campfire telling stories is an entertainment form. Movies are an extension of that, and games are now becoming an extension of that. I think it’s exciting to see where we are right now, because the technology is getting to the point where barriers are being broken down, and we are able to explore stories in different ways. For us, it’s gotten to the point where it’s real. You’re looking at these characters that are believable, and you can actually engage with them. It’s exciting because I think we’re past infancy, we’re in the toddler stage now. In the past ten years we’ve gone from really tiny pixely characters to Commander Shepard. Ten more years, who knows. It’s crazy.

Q: You are very much a story-driven company as far as your creative output. But your output is also – correct me if I’m wrong – almost entirely sci-fi and fantasy. Is it too soon to have more contemporary stories in games?

Ray Muzyka: No. We’re interested in a variety of settings. We’ve already pursued a few different ones too. Jade Empire was very different for example from Mass Effect or Dragon Age. We are interested in contemporary settings. We haven’t announced anything on that front, but it’s safe to say that we think it’s rich with possibility as well.

Q: I guess what I’m getting at is, when do we get to the point where there’s for example a romantic, story-driven game on a sort of AAA scale?

Greg Zeschuk: The romantic comedy in game form?

Q: Yes, exactly.

Greg Zeschuk: That’s a great question. I think we’re actually getting to the point where the acting is almost there. We talk a certain amount internally about whether you need to have combat as part of the experience. Are there possibilities to actually start separating pieces of the game and actually tailor it to the audience? Certainly the core gaming experience, folks that are used to playing games over the last ten years, they want to have those battle moments, and the fighting. But there are different audiences that would maybe just enjoy the story. I think it’s actually possible. I think the interesting thing about it too is I don’t know if it’s even necessarily a technology thing. I think once we’ve got the breadth of audience available to us, there could be really good opportunities created by different people coming to games that are story-driven. And primarily, that’s the main thing.

Q: So it seems like you’re saying it’s too soon for that.

Greg Zeschuk: No, I think we’re pretty much getting there right around now.

Ray Muzyka: I think you look at the last 20, 30 years of the industry, saying the videogame industry took off in the 80s, where we are now is almost like the mid-point of maturation of the industry. It’s almost like we finally got our camera built in the movie sense. It took a long time, decades in the movie industry, where we went from black and white to talkies to the point where we actually started to get rich acting and direction and the subtle moves of camera and things like that that are now accepted practices. From that point on the industry just flourished, and I think the videogame industry is at that point now where you’re going to start to see this blossoming of all kinds of really cool, multiple dimensions of different kinds of settings and genres and kinds of characterisation as the gaming industry moves from early adopters to early mainstream, to the mainstream who are now embracing games as their main form of entertainment. It’s exciting to be in the industry at this time particularly with something as compelling as emotion and engaging narrative. For BioWare that’s our vision, to really create these stories and characters that people believe in and they get emotional reactions to. They feel something. We’re excited about it.

Q: Can you tell a meaningful story in a game without any text or dialogue?

Ray Muzyka: Sure. You can have different kinds of narrative there outside dialogue and characterisation as well. If you look at a game like BioShock, a lot of the narrative delivery there was exciting to us because it was delivered through the environments and interactions and how the character experienced the world, which was pretty neat. We were inspired by that, and are trying to do more and more of that ourselves. We did before, but we’re looking more closely as there are other ways to deliver narrative in games. And frankly sometimes the more subtle ones are the more powerful, the ones that leave a lot to the imagination. So it’s almost gone full-circle from the old text adventure games back in the 80s where there was a lot left to the imagination in terms of what things look like to now where we have some dialogue and some text sometimes but it feels like you’re wandering through a real environment, whether it’s a fantasy or science fiction world, or through China, or whatever setting it is that we’ve created for players. If you can make it feel like it’s natural and seamless, then the possibilities are only really limited by your imagination.

Q: Have you seen much of the sort of indie experiments in telling story through gameplay? Have you seen Passage, for example?

Ray Muzyka: No, I don’t think I have. There’s a lot of experimental design by students, like at GDC with the Student Showcase, there’s a lot of really good stuff there. I try to make a point of checking that out every year just to see what they’ve come up with. That fresh perspective just shocks your sensibilities. And that’s one of the exciting things about games as well, with new platforms like iPhone and handheld and browser-based games, there’s a lot more opportunity to drive narrative in new ways.

Q: If you can narrow it down to just one thing you’d like to see happen in this industry soon, what would that be?

Greg Zeschuk: I’d probably have Star Wars: The Old Republic out. That would be the one thing. That’s my answer. (laughter)

I mean, I’m sort of facetious about that, but at the same time, I think it’s interesting because I think it’s really going to surprise people. You play it, and it’s interesting because you can really easily solo the game, or you can play in multiplayer. And the solo experience, the character acting, the dialogue flow is like Mass Effect, and you completely forget you’re playing an online game. And then your buddy shows up and you’re like, oh yeah! Hey, let’s do this together now. It’s really interesting because it sort of breaks new barriers. For us in many ways it’s the next evolution of storytelling, of sharing these stories and having the flexibility of playing together and sharing these stories.

Q: Ray? What would you like to see?

Ray Muzyka: I think this goes back to the original question of what are the things we need to do to really nail the experience for the mass market audience in games. One of them is removing the barrier of entry, with things like seamless control systems, or ways to enable you to play games in ways we haven’t thought of and are still learning how to do. And the other is really getting that emotional engagement there through the content. So it’s a hardware issue and a content delivery issue. If you can solve both those things, I think then you can actually make truly emotionally-engaging narrative where whatever setting you choose, it will feel right. It will feel like there is an aspiration there, that people will want to get into that fiction. I think we’re there, I think we’re very close.

Q: The industry has this classic discussion what seems like every year at GDC of how to tell an engaging story while giving the player a sense of freedom, how to tell the story you need to tell without holding the player still. Obviously you guys have gone to great lengths to approach breaking through that barrier, but do you feel like there is more to be done?

Ray Muzyka: Yeah, it’s an artform, really. You have to do it in a way that…you really don’t want the player to be aware that they’re even going through a pre-made story world. But of course there has to be one if you want them to have a pre-constructed experience. You can have a free-form open-world exploration game, where you don’t maybe need as much pre-made story, and that’s valid. But I think it’s cool to merge both together, where you have a lot of open world exploration, and that’s one of the pillars in our games. But you also have story, and that’s another of the pillars in our games. If you can merge them together and kind of guide the experience with a very gentle hand that allows players to kind of go off the beaten path and then come back to it, then they feel like they have freedom. And that’s one of the benefits of games, is that nonlinear freedom of interaction.

Thanks gamesindustry.biz for the great interview. Later this week I will be running down the top 5 best Bioware games ever in a spcial feature to the beloved developer. Stay tuned.





RPG-Bioware working on Secret IP?

18 06 2009

Source: A former employee’s resume spotted by the online game-info crate-digger behind the Superannuation blog.

What we heard: BioWare is a busy company. Besides this fall’s high fantasy role-playing game Dragon Age: Origins, the Edmonton, Alberta-headquarted developer is prepping the high sci-fi role-playing game Mass Effect 2, which scored a GameSpot E3 2009 Editors’ Choice Award. Another winner was Star Wars: Knights of the Old Republic, the massively multiplayer RPG from BioWare’s Austin, Texas, studio. To help out, the company also recently opened a branch inside the Montreal campus of its corporate parent, Electronic Arts.

This week, information surfaced that the prestigious shop may be working on yet another all-new IP. During one of its semiregular sweeps of the Internet, Superannuation picked up on the resume of a developer who worked as the “Principle [sic] Lead Designer” of “an unannounced ‘AAA’ project” at BioWare.

The designer left just this past April–long after the existence of all BioWare’s current games were made public–meaning the title is likely still under wraps. He described his work on the project thusly: “Responsibilities include[d] the creation of a new IP and managing a team of designers, writers and level designers.” (Emphasis added.)

The official story: Multiple requests for comment sent to BioWare had not been answered as of press time.

The Turtle is very excited about this folks and I can only hope that we hear something about it before the year is out. I will peak my head out of my shell and let you turtle-heads know if I hear anything else.Stay Tuned.





RPG-Mass Effect 2 update!

17 06 2009

BioWare Executive Producer Casey Hudson knocked up a massively informative blogimabob post for IGN’s Mass Effect 2 development page:

Importing Your Mass Effect SavegameFirst, you do not need to have played Mass Effect to enjoy Mass Effect 2. The introduction is designed to introduce new players to the story and universe, and to recap the situation for previous players.

If you have completed Mass Effect and you still have your savegames, you can view each playthrough you’ve completed, and choose the one you want to continue from. The Mass Effect savegame doesn’t just contain a couple of your big choices. It contains countless decisions you’ve made, both large and small. These things could each potentially carry forward and affect your story in Mass Effect 2. This has never been done before on this scale, and it means you’re actually continuing your own story from exactly where you left off.

Some have asked “I built a level 60 character with lots of loot in Mass Effect – will it all carry over to Mass Effect 2?” We will definitely provide benefits for those who put time into developing their character in Mass Effect. But to support all the improvements made in combat and inventory, the skills and items are pretty much completely redone for Mass Effect 2. So if you import a character from Mass Effect, Mass Effect 2 will adapt the key assets of your character into starting benefits that work in the new system.

And to answer two of the most common questions: “Did you fix the slow elevators?” and “Will there be alien love scenes?” Yes and yes. We actually had our new level transition system on display in the demo, which replaces elevators and other transitions from the first game. The new system did its job perfectly in the demo– it was a natural part of the visual narrative and went by fast enough that no one noticed it even happened. As for whether there will be alien love in an elevator, you’ll have to play to find out.





RPG-Bioware releases Dragon Age System Requirements!

17 06 2009

BioWare takes the opportunity to reveal the full system requirements for the PC edition of the upcoming RPG, Dragon Age: Origins. Check it out:

Windows XP Minimum Specifications

OS: Windows XP with SP3
CPU: Intel Core 2 (or equivalent) running at 1.4Ghz or greater
AMD X2 (or equivalent) running at 1.8Ghz or greater
RAM: 1GB or more
Video: ATI Radeon X850 128MB or greater
NVIDIA GeForce 6600 GT 128MB or greater
DVD ROM (Physical copy)
20 GB HD space

Windows Vista Minimum Specifications

OS: Windows Vista with SP1
CPU: Intel Core 2 (or equivalent) running at 1.6Ghz or greater
AMD X2 (or equivalent) running at 2.2GHZ or greater
RAM: 1.5 GB or more
Video: ATI Radeon X1550 256MB or greater
NVIDIA GeForce 7600 GT 256MB or greater
DVD ROM (Physical copy) 20 GB HD space

Recommended Specifications

CPU: Intel Core 2 Quad 2.4Ghz Processor or equivalent
RAM: 4 GB (Vista) or 2 GB (XP)
Video: ATI 3850 512 MB or greater
NVIDIA 8800GTS 512 MB or greater
DVD ROM (Physical copy)
20 GB HD space

The Turtle can not wait for this one folks! Very excited





MMO-Star Wars: The Old Republic Smuggler Class Officially Revealed

12 06 2009

BioWare Officially Unveils Old Republic Smuggler Class

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A Star Wars character hiding behind a crate with a pistol in his hand can only mean one thing: BioWare has gone and unveiled the Smuggler class for Star Wars: The Old Republic.

We knew it was coming, but it’s nice to see them anyway. BioWare has posted information on the Smuggler, the latest class to join the line up in Star Wars: The Old Republic.  The Smuggler is essentially the rogue class of the Republic, with a heavy emphasis on being charming. Perhaps that makes them the bard class?

Check out the official website and decide for yourself!





MMO-12 MMO’s To Watch For!

12 06 2009

Keep an Eye Out for These 12 Amazing Upcoming MMO Releases

If you play MMORPGs chances are you are always looking for the hottest new titles that are being released. Let’s face it, its fun to try out all the new games until you find one that really feels right. With this in mind we are tracking some of the hottest, most anticipated MMORPG titles of 2009 – 2011.

Hot New MMORPG Release to Watch Out For!

Stargate Worlds: Release Q4 2009
http://www.stargateworlds.com/

Aion: The Tower of Eternity – Release Date: Q4 2009
http://www.aiononline.com/us/

Champions Online – Release Date: July 14th, 2009
http://champions-online.com/

DC Universe Online – TBA 2010
http://dcuo.station.sony.com/

Star Trek Online – Release Date: TBA 2009-2010
http://www.startrekonline.com/

Star Wars: The Old Republic – Release Date: TBA 2009-2010
http://www.swtor.com/

Guild Wars 2 – Release Date: TBA 2010-2011
Info & News

Jumpgate Evolution – Release Date: June 23rd, 2009
http://www.jumpgateevolution.com/

Earthrise – Release Date: H2 2009
http://www.play-earthrise.com/

Fallout Online (Project V13) – Release Date: TBA
Info & News

Rapture – Square Enix MMORPG – Release Date: TBA
Info & News

Untitled Next-Gen Blizzard MMORPG – Release Date: TBA
Info & News

I would also like to add a shout out to an under mentioned MMO coming in the near future Alganon. You can follow the game and sign up for beta at Alganon.com!





RPG- Dragon Age updated Hands on E3

11 06 2009

Dragon Age: Origins E3 Updated Hands-On

In this special E3 demo, we get some hands-on time with the console version of Dragon Age: Origins, and we check out its sexier side.

EA has been more than generous with the upcoming BioWare role-playing game Dragon Age: Origins. Since the game was announced late last year, we’ve been privy to numerous hands-on sessions, covering the game’s combat, character development, adventure parties, and even a siege. So it was no surprise that EA has managed to pull a new rabbit out of the hat at this year’s E3. In a behind-closed-doors session at EA’s booth, Dragon Age: Origins lead designer Mike Laidlaw demoed previously unseen gameplay footage and a short hands-on session on the Xbox 360 that, far from the blood and gore that we’ve seen before, showed off the game’s more romantic side and gave us a chance to test the game’s console control scheme for the first time.

As we’ve learned before, Dragon Age: Origins is a fantasy-themed RPG that sees you take on the role of a Grey Warden to lead the fight on the humans’ side against an invading horde of creatures called the Blight. The demo that we were shown was designed to let us in on a couple of secrets: firstly, it’s not all about bloodshed; secondly, there are dragons in the game, and you do get to fight them (and ride them for a little bit). We started out at our Grey Warden’s party camp, where we were introduced to Leliana, a red-haired, soft-hearted citizen of a lower class who is madly in love with us. It seems that each character that you are allowed to interact with has his or her own personality, which you must work with to build a particular kind of relationship. To tease her, we go over to Morrigan’s tent, a young sorceress who likes to flirt. After giving her a gift and acquiring points for your leadership and magic skills, she invites you into her tent. Here you have the option to go in or return to Leliana, who is no doubt watching you with bated breath. This is just one of the many moral decisions that you’ll have to make along the way; although these moral decisions are not marked in any way, they become obvious in the dialogue that you have with different characters in the game. If you happen upon a group of thieves, your party will leave the decision of their fate in your hands.

In this case, our Grey Warden decided that he wanted to see what’s inside Morrigan’s tent. Inside, a cutscene reveals us embracing a near-naked Morrigan, who is moaning and panting. As the two kissed, the game demo cut off, and we were told that we’d have to wait to see the full build to know what happens next (but we can guess). We’re told that this scene occurs hours into the game, at a point in which our Grey Warden has put a lot of time and effort into building these relationships with those around him. No doubt it’s harder than it looks, but we couldn’t help but notice how easy it was to convince Morrigan to sleep with us. After this scene, our Grey Warden heads back out to the campsite, where Leliana has seen everything and demands an explanation. Again, you must make a moral choice: soothe Leliana and agree to be her man, or ditch her and go back to the fiery Morrigan. We chose Leliana, and score game points for relationships and love.

We were then shown a part of the game earlier in time than the first sequence, in which our Grey Warden encountered and fought a dragon. The battle took place in a field of grass where members of our traveling party joined us against the dragon. The dragon, as can be expected, breathed fire and was hard to take down, even with five people using swords, arrows, and magic against it. Given that you can switch to and between up to four members of your party at any one time, our Grey Warden used this opportunity to switch to a sorceress, who is able to shape-shift. Once playing as the sorceress, we turned into a giant spider that was small enough to get beneath the dragon and bite its legs. As this was happening, we switched to our Grey Warden again, who was able to use the sorceress’s distraction to jump on the dragon’s back and drive a sword through its eye, finally killing it.

After the demo, we had some hands-on time with an early stage of the game on the Xbox 360. This was the first time we’ve seen this game on a console, so we paid close attention to the control scheme. Our objective in this short session was to find a particular item with another member of our party. We walked through a forest, encountering and collecting items, before coming across a wolf and a cave containing giant spiders in a fight. You can assign six different weapons to your control scheme, pressing the X, Y and B buttons to access them, and A to use them. But the combat here proved very slow. Pressing A near an enemy seemed to do nothing. It was only when we were under heavy attack and standing almost under an enemy that our weapons finally worked. Holding down the left trigger let us switch between weapons, whereas the right trigger brought up the weapons menu, which shows you what weapons you have at your disposal. There is also a stealth mode that you can access if your skill set allows for it by pressing the X button. A is also for using items, and collecting and storing them in your inventory.

Dragon Age: Origins is shaping up to be an impressive and dynamic RPG with loads of combat and character development. We also received confirmation of its release date. It will be out October 20 on the PlayStation 3, Xbox 360, and PC simultaneously.





Games-Neverwinter Nights The MMO!

9 06 2009

A couple of weeks ago, we posted word that recent Atari acquisition Cryptic Studios was working on breathing life into several Atari legacy titles. Now we’ve got a few more details to share.

Sources tell us that the developer is working on a massively multiplayer online (MMO) version of “Neverwinter Nights” with an eyed 2011 release.

Details about the project are unavailable, naturally, as it is an unannounced title. But this reportedly was the primary reason Atari was interested in acquiring Cryptic late last year. (The developer is currently working on “Champions Online” and “Star Trek Online”.)

Based on the third edition Dungeon and Dragons rules, “NWN” is a well-loved franchise. The first installment of the role-playing game was developed by fan-favorite Bioware in 2002. A sequel, developed by Obsidian Entertainment, came out in 2006 to slightly less favorable, but still solid, reviews.

Part of what made the game unique was its robust multiplayer component. Many players built persistent worlds, capable of hosting up to 75 players – in essence, mini MMOs of their own.

The new game represents a very big bet for Atari – perhaps as big as the company’s continued existence.

MMOs take a lot of time to develop properly and cost a lot of money to create. And Atari’s cashflow problems are well known. The company could currently be financing the game with the recent sale of its of a sales, marketing and retail distribution business to Namco Bandai.

Once it’s finished, though, things get even harder, as the “Neverwinter Nights” MMO will face some stiff competition.

“World of Warcraft” holds the dominant position in the MMO genre by a country mile, with over 10 million subscribers. The MMO graveyard is filled with titles that have tried to go up against it (see “The Matrix Online,” “Tabula Rasa,” etc.)

Additionally, with Bioware now owned by Electronic Arts, the company will not have any hand in the game’s creation, which could cause doubt among the franchise’s fans.

The Turtle is a huge fan of Neverwinter Nights. The first game is my all time favorite rpg and I am very excited if not a bit hesitant about this one.

What say you? Does a “Neverwinter Nights” MMO hold appeal for you? And does Bioware’s lack of involvement make you wary? Sound off in the comments below.





MMORPG-Star Wars The Old Republic Impressions

7 06 2009
You’re definitely the hero when you can take on a whole ship of enemies!

Until now, the general public has only seen bits and pieces of Star Wars: The Old Republic, but at E3 2009 LucasArts and BioWare are finally showing off a brand new CG trailer, some gameplay, and the Smuggler class for first time. Even though the game still isn’t in beta, TOR looks great, moves fast, and definitely takes a fun approach to MMOs. Having a very active story for players to explore along with the MMO elements of PvP and massive Jedi vs. Sith battles, TOR looks to deliver where other Star Wars games have come up short.

Our first look at the game while at E3 2009 began with a trailer of the sacking of Coruscant. Fast paced and action packed, the Sith make it clear they are here to wreak havoc with the Dark Side as their ally. As is the case in all BioWare games, story and character choices make all the difference in the world. TOR will be one of the first MMOs to use full voice over capabilities. Your responses are in text but only briefly and help to drive the story line in the game. BioWare uses its classic cut scene format to give players a heroic journey in the Old Republic.

We got a first look at the planet Hutta, home of the notorious gangsters the Hutts. The Bounty Hunter class was shown off and the team was quick to explain that they want players to truly feel the badass storyline, which can definitely draw some parralels Boba Fett. The class has great features to blast foes, use jump packs, rockets, and even fire a deadly flame thrower that works as a crowd control device. We later saw the Bounty Hunter working in full effect with a Sith as they took on an Imperial ships entire crew after the captain disobeyed a direct Grand Moff order. Team work counts, but the two classes made some nasty work of any opponents.

Our first look at the Smuggler class followed in the tracks of Han Solo himself. Both the Smuggler and Bounty Hunter are ranged classes, were the Jedi and Sith focus on melee. The Smuggler wears less armor and works on a unique new system that allows the class to take full advantage of cover in the game. The cover mechanic shows places where primarily ranged fighters can jump or roll themselves into a defensive bonus in the environment and is one of the first times a system like this has been used successfully in an MMO.

In the Smuggler segment, we got a chance to see Ord Mantell, where a civil war between the Republic and separatists gives the Smuggler plenty of options to run guns and information . Bounty Hunters have all kinds of weapons at their disposal with flash grenades and barrage fire as well as close combat dirty kicks and point blank head shots.

Next we were taken into a Flash Point, which is similar to an instanced scenario where your group gets to make choices based on a story line. As mentioned above an Imperial transport ship captain has disobeyed a direct order from a Grand Moff. You are there to deliver the result. Do you obey your Sith tendencies and kill him, or let him live to help you in your quest? The choice is yours and impacts the gameplay to follow. In this instance the Captain lived and the ship was boarded by Republic troopers. While the Captain evacuates the ship out of the fight, it is your job to fight off the Republic troops who board the cruiser.

But of course it wasn’t easy; there were some Padawans and Jedi with them. A quick note: Making the choice to spare the Captain gave us points towards the Light Side, so obviously there are Dark Side points as well. Your Light Side / Dark Side standing can impact the type of loot you’ll receive.

For the next few minutes of the demo we watched as a Bounty Hunter and Sith player characters took on the Republic forces. The action was fast paced and the two players moved through multiple opponents in full fury. The Sith is definitely a full melee character with loads of lightsaber attacks and Force Chokes. Also Force Lightning can be used as a crowd control skill, which then gave the Bounty Hunter some easy targets to blast away. The game play moved much faster than many MMOs and plays similar to console game speed. Once the troopers and Padawan have been eliminated a Jedi Knight drops in and fights both players in an epic boss battle. As the Sith triumphed we saw some serious loot drop off the Jedi that both classes could use. The Sith was now able to wield two lightsabers, while the Bounty Hunter got a powerful upgrade to armor.

After the demo the BioWare folks explained that Star Wars: The Old Republic is being made with all the trimmings of an MMO. Full PvP, groups, raids, guilds, auctions, and crafting will play major parts in the game design and have players building up their resources to battle it out across the galaxy.

After the demo we got the chance to sit with Gordon Walton and Richard Vogel to talk about the experience. Look for that video on Ten Ton Hammer very soon. Gordon and Richard both stressed that fun and heroic Star Wars fantasy is really what is at the core of The Old Republic. From what we saw, the game is fast paced and delivers where other Star Wars games have failed in the past. There is a lot to look forward to in the coming months with Star Wars: The Old Republic. The team continues to work hard on balance and gameplay to bring the best experience to fans, and they want everyone to feel a longing to play in a galaxy far, far away.





RPG-Bioware speaks about pen and paper Dragon Age

6 06 2009

GB: To start off, can you give us a little background information about yourself and Green Ronin Publishing? What other role-playing products have you created and published in the past?

Chris: I got into game design professionally in 1993 and I’ve been working in the industry ever since in a variety of capacities: freelancer writer, staff designer, creative director, company owner, and president. I’ve worked on many RPGs, and written and/or developed hundreds of books and magazine articles. I did a four year stint at Wizards of the Coast, working on D&D and the Chainmail miniatures game.

I started Green Ronin in 2000 while still at WotC. I was working on Chainmail at the time and wanted to keep a finger in the roleplaying pie. I did not have grandiose plans at the start. I wanted to publish a beer and pretzels game I designed with Todd Miller called Ork! The RPG. Then I thought we’d take a risk and do an adventure using the as yet untested Open Game License and see how that went. I wrote Death in Freeport and we released it at GenCon 2000, on the same day the third edition D&D Player’s Handbook debuted. It was a huge hit and the company quickly expanded. By the time I left WotC in 2002 I was able to step into doing Green Ronin full time.

Over the past nine years Green Ronin has published well over 100 books and games. I suppose I ought to figure exactly how many at some point but I lost track a couple of years ago. Our most successful line has been Mutants & Masterminds, a superhero RPG now in its second edition. In addition to a long line of d20 products, we’ve also published True20 Adventure Roleplaying, Spaceship Zero, Blue Rose, and Faery’s Tale Deluxe. Our most recent game is A Song of Ice and Fire Roleplaying, based on George R.R. Martin’s awesome fantasy series.

We also spent three years working as a design house for Games Workshop. I designed the second edition of Warhammer Fantasy Roleplay and we worked with GW to create 20 odd support books for the line as well.

GB: How did the Dragon Age RPG deal actually come about? Did you approach BioWare, or was it the other way around?

Chris: They approached us and we talked off and on for some time. We were, of course, quite interested. I love BioWare’s games. I rarely find the time to actually finish computer games, but I played through Knights of the Old Republic twice (light and dark side). I was pretty much sold on Dragon Age on hearing the phrase “spiritual successor to Baldur’s Gate.”

GB: What has it been like to work on a project that was originally conceived by another party? Do you have people from BioWare on hand at all times for any questions that come up during the tabletop game’s development?

Chris: Green Ronin has done many licensed RPG adaptations in the past: Black Company, Thieves’ World, The Nocturnals, Red Star, and A Song of Ice and Fire. Working on Dragon Age has actually been closer to how things were doing Warhammer Fantasy Roleplay. In both cases we were working with a company using the same prop erty for a game of a different category. So it’s a matter of deciding how to best express the game world for each style of game. I took a trip to Edmonton and met many of the Dragon Age folks. They gave me a lot of info and we talked over approaches for the RPG. Since then we communicate mostly via e-mail and sometimes on the phone. My regular contact is Mark Darrah, and he’s been great at getting my questions answered.

GB: How long have you been working on the Dragon Age tabletop rules, and do you anticipate any difficulty in meeting the September release date? How much more work needs to be done?

Chris: About a year, though at this point last year it was mostly thinking and taking notes. The schedule is pretty tight for what we’re trying to do, but such is the game business. At this point I still need to finalize the text of the first set, which means incorporating playtest feedback, developing some material contributed by other authors, and writing some of the soft material (like GM advice).

GB: Long-time BioWare fans are probably most familiar with the tabletop rules associated with Dungeons & Dragons. In what ways will the Dragon Age ruleset be similar to/different from D&D?

Chris: Like D&D and indeed many games over the years, Dragon Age is a class and level system. Like the computer game, the RPG features three classes: mage, rogue, and warrior. It’s different in many ways. It uses six-sided dice only, it uses a spell point system instead of Vancian magic, and it has no alignment system for starters.

GB: The new tabletop game is described as “easy to learn”. What steps have you taken to ensure that the tabletop version doesn’t have much of a learning curve for veteran role-playing enthusiasts and newcomers alike?

Chris: Our first release is a boxed set and it presumes no previous experience with tabletop RPGs. It’s designed to teach people how to play, so it has lots of advice and examples. On top of that, the system simply isn’t as complicated as either third of fourth edition D&D. Everything runs off ability tests, so you’re rolling 3d6 and adding one number to get your result.

GB: How many rulebooks will the system be comprised of initially, and what will each cover? Are you going to be featuring BioWare-created concept art and other illustrations within the books?

Chris: The boxed set has two books (Player’s Guide and GM’s Guide), a poster map of Ferelden, and 3 six-sided dice. The Player’s Guide introduces roleplaying generally and the game specifically. It shows you how to make a character and gives you the first five levels of each class. The GM’s Guide teaches the art of game mastering and includes an adventure you can use to kick off your campaign. Both books will feature art created by BioWare, as well as new art that we are commissioning.

GB: If the tabletop version is successful, do you intend to expand the initial offering with more books and modules over time? Where would you like to see this project go in its first year? How about five years?

Chris: Yes indeed. As I mentioned, the first set covers levels 1-5. We’ll be doing additional sets to cover levels 6-10, 11-15, and 16-20. We’ll be supplementing that with adventures and other material. What I like about this approach is that we’re not asking you to buy an intro set and then buy the “real game.” The intro set is the game and you’re just building on it.

In a year I’d like to see the second set out and a thriving community of Dragon Age players. In five years I hope to see a whole bunch of new tabletop RPGs who got into the hobby because of Dragon Age. Traditionally, most RPG companies leave acquisition of new blood to whoever is publishing D&D at the time. I think we need more gamers and I’m doing my best to make some!

GB: Compromises often have to be made in order to bring tabletop rules to a video game. Since you’re working in reverse on this project, are you finding that you need to flesh out the content from Dragon Age: Origins (skills, spells, lore, etc.) in order to accommodate a tabletop RPG?

Chris: So the computer game and the tabletop game share certain core conceits, but from the beginning BioWare understood that our game couldn’t just be a transliteration of theirs. The lead designer told me straight up that I wouldn’t want to use their resolution system, for example. So you’ll see the same spells and classes, but you shouldn’t assume that everything is just like it is in Dragon Age: Origins.

GB: What sort of pricing will we be looking at for the Dragon Age rulebooks, and will any of it be available electronically? Any plans to include the basic tabletop RPG with a collector’s edition of Dragon Age: Origins?

Chris: The first set is going to be $29.95 and we do plan to offer the rules in PDF format. While I would love to include our game with the collector’s edition of Dragon Age: Origins, I don’t think the timing is going to work out.

Thanks for answering our questions, Chris!

Thanks to Game Banshee for the great article! The Turtle loves Bioware!