Showing posts with label BioWare. Show all posts
Showing posts with label BioWare. Show all posts

Friday, 22 January 2010

IGN Presents the History of BioWare

With Mass Effect 2 right around the corner, IGN posted an article, titled "IGN Presents the History of BioWare", looking at the history of developer BioWare. Starting with their humble beginnings as two students of medicine programmign educational software at the University of Alberta, right down to the present day of them working on Star Wars: The Old Republic it looks at the string of successful titles they've released, the publishers they've worked with and such.

Here's an excerpt:
Shattered Steel was a modest success, receiving positive reviews and seeing decent sales. Of particular note was the detailed deformable terrain that allowed players to blast craters in the sides of hills, and zone damage that allowed strategic-minded sharpshooters to take out weapons mounted on enemies. Interplay was pleased with the game, too, and a sequel was planned for 1998. It would never come to pass, as BioWare's second game was about to completely eclipse anything Shattered Steel could have hoped for and define the company's direction to this day.
Though you most likely already know most of it, it's still a nice read to see where they've been and perhaps get a bit of an idea from that where they might be going.


[link] to article at IGN.

Friday, 10 July 2009

G4TV Video Interview with Dr. Ray Muzyka

G4TV has a video interview with BioWare's Ray Muzyka.

It talks about a number of topics, including Dragon Age: Origins, the 'merger' with Mythic and Star Wars: The Old Republic. Nothing we didn't already know, but it's a nice interview regardless.


Later today we should be getting a new Developer Blog for The Old Republic.

Wednesday, 8 July 2009

Eurogamer Interviews Dr Greg Zeschuk

Eurogamer has an interview up with BioWare's Dr Greg Zeschuk. It is mostly about Dragon Age: Origins (which is good too) with some general BioWare philosophy thrown in. But they also talk briefly about the 'merger' with Mythic where Greg had this to say on how that relates to Star Wars: The Old Republic:
Eurogamer: Will you be using Mythic's experience with MMOs on Star Wars: The Old Republic?

Dr Greg Zeschuk: Oh yeah, without a doubt.
Though that seemed obvious, it's still nice to know. It is, after all, a good thing that SWTOR gets to use the wealth of experience that the Mythic guys have with building and running an MMO.

For the rest it's a nice article as well, particularly if you're interested in Dragon Age or just in general are interested in BioWare's design philosophies (which would also apply to SWTOR).

Monday, 6 July 2009

GamesIndustry.biz Interviews BioWare Doctors

GamesIndustry.biz has an interview with general manager of BioWare Dr Ray Muzyka and creative officer Greg Zeschuk to "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."

Here's an excerpt:
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.
That quote is also pretty much the only thing directly related to Star Wars: The Old Republic, but it is overall an interesting article.

They talk about about controllers and how to further improve story telling in games. But to me the most interesting is how they seem to (finally) see that games don't need combat to be interesting. For years I've been saying (including on the BioWare forums) how there are so much more ways that they could deal with the "gameplay" part of their games. For instance, imagine a game that takes racing instead of combat, but that fueled with BioWare's strong storytelling. Instead of "get some story, fight some monsters, get more story" you'd have "get some story, race your car, get more story". And they could easily interweave story in the game parts just as much as with combat.

Or take other gameplay mechanics. A Sim RPG? Or a platform RPG? A puzzle RPG? A sports RPG? There are so many possibilities that it's absolutely baffling that they keep to just combat for so very long.

And I also believe that story could stand on its own. Maybe in some sort of revival of the adventure genre. But there you'd need either a load of story content to keep people busy for many hours (without just showing them pre-rendered cutscenes or pre-scripted ingame cutscenes) or the question becomes "so what do people do minute-to-minute?" Story telling has, after all, been a fairly passive endeavor and in games people want to be involved.

But I do definitely think that there is a lot of scope for roleplaying games that don't have a focus on combat and killing. And I am very happy that BioWare seems to think that the time is right for that. As such it wouldn't surprise me if the secret project they're working on is something just like that.

Wednesday, 24 June 2009

BioWare and Mythic Form New RPG/MMO Group

Some interesting news today. It seems that EA is taking BioWare and Mythic all under the same umbrella of a "RPG/MMO Group" with BioWare's co-founder Ray Muzyka leading the entire group (and thus placing Mythic under BioWare's leadership).

With this also comes the news that Mark Jacobs, current General Manager of Mythic, will leave EA (or,in fact, has already left). He will be replaced by Rob Denton from Mythic and will report to Ray. On the BioWare side of things everything pretty much stays as it is (just with Ray and Greg, who will become Group Creative Officer for the new group, both getting more responsibility).

Here is the official news from both the BioWare site and the Mythic site:
Today we have important news to share with the community. EA is restructuring its RPG and MMO games development into a new group that includes both Mythic and BioWare. This newly formed team will be led by Ray Muzyka, co-founder and General Manager of BioWare. With this change, Ray becomes Group General Manager of the new RPG/MMO studio group. BioWare’s other co-founder, Greg Zeschuk will become Group Creative Officer for the new RPG/MMO studio group. Rob Denton will step up as General Manager of Mythic and report to Ray. BioWare’s studios remain unchanged and continue to report to Ray.

Mark Jacobs, current General Manager of Mythic will leave EA on June 23, 2009. We thank Mark for his contributions at Mythic and wish him the very best going forward. Mark played a major part in the success of Mythic with his contribution as General Manager and Lead Designer of WAR.

Mythic retains a strong team led by Rob who co-founded Mythic in 1995. Rob played a critical role in the development of Dark Age of Camelot. In his previous role as COO, he was responsible for all day-to-day management of the studio including all development, operations and support.

Please join us in celebrating the union of these two award-winning studios.
Of course we can only speculate what this means for Star Wars: The Old Republic. According to the news business will continue as usual. But with Mythic having experience launching and running several MMOs (Dark Age of Camelot and Warhammer: Age of Reckoning in particular) it wouldn't surprise me if the SWTOR team and Mythic would work a bit closer together now to ensure things go smoothly for BioWare's first MMO.

Either way though I wish them all the best of luck with this new group and I wish Mark Jacobs the best in whatever he decides to do next as well.


[EDIT]

Over on the Warhammer forums one of the Mythic devs had the following added clarification:
For clarity:

Mythic is not "merging" with Bioware.

Mythic and Bioware remain independent EA studios within a larger MMO/RPG group.

Thanks!
So to be clear, Mythic and BioWare are not merging. Mythic is now just under BioWare control.


[EDIT2]

Just had to share this little gem from The Escapist user comments to this news:
In other news, EA plans to acquire Blizzard and Bethesda to further their goal of forming RPG Voltron.
LOL

Monday, 25 May 2009

Big BioWare pre E3 show on Spike TV this Thursday

As reported by vg247.com, BioWare has twittered that this Thursday they'll be showing some of their games on GameTrailers in a pre-E3 show:
Anyone who wants to see more on our games should check out Gametrailers on Spike TV, Thursday at 11pm. Will be a big pre E3 show - Matwood
Here one can assume that "our games" refers to Dragon Age, Mass Effect 2 and Star Wars: The Old Republic.

Though I'm not expecting anything new until E3 proper, it should be at least interesting to check out. Will report when I've seen the show.

[EDIT] Just noticed that the twitter page itself only shows the Mass Effect 2 and Dragon Age logos, and not the Star Wars: The Old Republic logo. So maybe they're just showing those two. I guess we'll see.

[EDIT 20090526] I just saw Spike TV's press release for this and it the list of shows it mentions Dragon Age and Mass Effect 2, but no Star Wars: The Old Republic. So as far as the MMO goes this seems like it'll be a big, fat dud. Of course, it still has Dragon Age and Mass Effect 2 (and bunch of other games I care nothing about).

Thursday, 9 April 2009

BioWare Founders Talk Story in Games

Ripten has an interview up with Ray Muzyka and Greg Zeschuk, likely taken at GDC, talking about stories in games and narrative and such. It isn't specific to any one of BioWare's games, but it gives a general view of how they see story in all of their games, as well as the possibilities for narrative in other kinds of games and settings.

Here's a brief excerpt:
There’s a narrative of an explorer, too. Like in a game like Dragon Age or Mass Effect or The Old Republic, where you’re going from world to world or area to area and you’re unlocking new events or areas in the game, and you feel like you’re an explorer. So you get that sense of discovery and awe that you’re the first person in the world or the universe to be there representing humanity, or representing your Grey Wardens in Dragon Age, or whichever group.
It's quite an interesting read. For me most interesting seems how they're talking about taking other kinds of experiences and making them into a roleplaying game. I've been saying for years now that roleplaying games could move out of the combat arena and include other types of gameplay, such as a racing RPG, a sims RPG or a sports RPG as they discuss in the article.

As such it wouldn't surprise me if one of their unannounced products goes more in that direction and brings BioWare's brand of story to another kind of game.

Either way though it's nice to read such thoughts and help fire one's imagination towards what could be. Oddly enough, perhaps, it makes me most excited about the Dragon Age toolset as that will give us an opportunity to experiment and try some of these things perhaps.

Thursday, 19 March 2009

In-Depth: BioWare's Vogel On The Power Of Speech In Games

Gamasutra posted an article detailing a talk by Rich Vogel, who serves as co-director of the BioWare Austin studio developing The Old Republic, at a recent South by Southwest panel about the differences between layered communications in text and speech.

Here's an excerpt:
The good thing about virtual worlds as opposed to real life, says Vogel, is that virtual worlds actually free up introverted people to talk to others. This was something he saw during the early day of Ultima Online.

"The barriers are lifted there for those kinds of people," Vogel says of players who were handicapped, or simply nervous around other people, and are suddenly able to communicate without their normal difficulties.
I must say that while I agree with a number of his points (like the one quoted above as to some degree I probably fall in that same group of introverted people), there are others I strongly disagree with.

For example his point on user-created content. It seems to me that it only 2% of people create content that is really good then with a playerbase of a million players you get 20,000 people creating content that's really good. Which is a factor 100 to 1,000 times the number of people in the development team (ostensibly creating that much more quality content then the dev team could, or in another way to put it creating 100 to 1,000 times the base game).

That sounds like an awful lot to me, to say nothing of if you get numbers similar to WoW (and even with less numbers that's still an awful lot of good content). No way that any dev team can ever hope to match that.

The problem, I think, comes from the fact that those 2% of people only start creating content at the same time as that the other 98% start playing. And since creating quality content takes time this means that those 98% will be left wanting until that time. So it's vitally important that the developers themselves provides the first brunt of content to keep those 98% busy while the 2% start developing their quality content. I believe that it's here that Neverwinter Nights failed (and yet it's still one of BioWare's longest-running products).

I also disagree with his notion that you need to give people goals. Personally I feel that what you need to do is keep people entertained. if the experience now is enjoyable then people are likely to come back for more, as long as it stays enjoyable. In fact, I believe that this is far closer to why WoW is successful; not because of the game itself being so enjoyable but because it became a social platform where people enjoy being with each other and spending time together. When you listen to people talk about their enjoyable experiences in WoW (or any other games) they very rarely talk about that great goal that they chased and/or reached, and instead they talk about the experiences they had with their friends and the unique personal stories they experienced (the Leeroy Jenkins meme is just one great example of that; it has very little to do with the game design or its goals).

As such, again, I belief that providing a space for players to interact together and enjoy content together is vital. When players start running out of content you start to rely on the somewhat shaky requirement of people being able to connect in the game (better than in another game). So again there, by letting players create content themselves they can entertain each other (not themselves as such, but each other). This can help make the content personal the way general developer-created content has a hard time of reaching (is it more enjoyable to recover that sword that some random knight NPC lost or that sword that belonged to your deceased father).

And thus I do strongly belief that user-created content games will end up being much stronger and long-lasting than those that rely purely on developer-created content.

Anyway, seems this turned into a bit of a rant. My apologies for that.

Tuesday, 17 March 2009

IGN: Community Focus: The Old Republic

There's an article over at IGN where Sean Dahlberg, community manager at BioWare Austin (where they're making Star Wars: The Old Republic), details what community management is and how it has changed.

Though the title says "The Old Republic" there's really nothing in it specific to that game (in fact when Sean even mentions specific games he mentions all of BioWare's games equally), so I filed this under BioWare instead. Even so it's a good read and a nice insight in what goes on in community management for The Old Republic too.

Here's an excerpt:
It will be interesting to see where we go. While the field has evolved since its inception, it is still in its infancy. Companies are increasingly learning how beneficial it can be to their products to have strong, healthy communities. For example, the one I work for, BioWare, has a very established commitment that is evident in the communities that have sprung up around Baldur's Gate, Neverwinter Nights, Dragon Age: Origins, and Star Wars: The Old Republic. Our fan base is incredibly dedicated, and we rely on the members' support and input to help ensure our games meet their expectations of quality.
Good luck, Sean. I know that pre-release communities aren't always easy (fans always demanding so much and often completely wrong about a game). And Star Wars: The Old Republic is certainly no exception. But I'm sure you have things well in hand, and thanks for the insights.

Thursday, 12 March 2009

NowGamer BioWare Q&A

The site NowGamer has a Q&A with BioWare('s CEO Ray Muzyka) up. It talks a bit about where they are now with EA, looks at the past and the future of their games.

It's a decent read, but most of all it speaks of a certain passion that BioWare has for games and making certain that they deliver quality entertainment.

Here's an excerpt that briefly talks about Star Wars: The Old Republic:
Sony has been making a lot of noise about making the PS3 into a major platform for MMO (massively multiplayer online) gaming. Is that something BioWare will want in on?

Maybe. There’s challenges with the interface – making sure that the features players expect in an MMO are enabled and are feasible on a console. If those can be overcome, and I think it would be a good challenge to try, then yeah… people like playing with other players. That’s true whether it’s a limited multiplayer setting or a massive multiplayer setting.
Star Wars: The Old Republic we’ve only talked about PC, and that’s our development focus. Will we explore other systems in the future for other MMO games in the future? Yeah, maybe. We have nothing we’ve announced on that front. Our main focus with The Old Republic is to make sure that the PC version of the game is awesome, and to make sure that it’s a high quality experience.

So from that, no definite word on SW:TOR on consoles as they're focusing on PC right now. Which, considering that I'm a PC gamer, is good news for me.

Anyway, enjoy the read.

Tuesday, 3 March 2009

BioWare Forms New Montreal Group

I should be in bed already, but I just noticed this news on Gamasutra and thought I'd post it first.

It seems that BioWare is forming a new group within EA Montreal to help work on Mass Effect 2:
BioWare Forms New Montreal Group To Work On Mass Effect 2

BioWare is forming a new studio group within Electronic Arts Montreal, hiring 30 new staffers to support the team developing Mass Effect 2 in Edmonton.

"Our new presence... will be located within the existing EA Montreal facilities," BioWare co-founder Ray Muzyka tells Gamasutra today. "It's great that we have a strong foundation to build out of."

The company will be hiring artists, animators, designers and other positions to join the team working on Mass Effect 2.

"We'll be working together with our friends at EA Montreal," says Muzyka. "There's a great studio here continuing full-force with a whole bunch of really cool, exciting things as well."

The new studio and project won't affect existing projects at EA Montreal. Neither will BioWare's existing work on Dragon Age and Star Wars: The Old Republic in Austin be affected -- nor any of what Muzyka calls "a couple unannounced projects... really cool future stuff."
Sounds like BioWare is expanding again, which is only good as it means more good BioWare stuff for us in the future. Of course, it's not really BioWare as such and more EA so it's just as likely that after Mass Effect 2 that Montreal group will continue to work on non-BioWare products. But we'll see.

Thanks to The Escapist, Kotaku, and VG247 for reporting the news.

Wednesday, 25 February 2009

Drew Karpyshyn moving to Austin

Drew Karpyshyn, lead writer at BioWare of KotOR, Mass Efect and Darth Bane (novels) fame is moving to Austin, Texas and continue his work for BioWare in their Austin studio (you know, the one developing Star Wars: The Old Republic).

Here's the entry from his homepage:
Okay, one more bombshell… in 6 weeks I am MOVING from Canada down to the U.S. of A. That’s right – goodbye Edmonton, hello Austin, Texas.

Why am I moving to Austin? Hmmm, let me think. Year round golf. Driving distance to the Spurs home games. Houses that cost half of what they do here in Edmonton. Taxes about half of what I pay in Canada. $49 flights to Vegas. The question isn’t why am I moving; the question is what took me so long?

But fear not, because I’m still going to be working for BioWare. You see, BioWare has a (fairly) new studio down in Austin working on a little game called Star Wars: The Old Republic. So, does this mean I’m done with the Mass Effect series? No! I’m still working on Mass Effect 2, and I’ll continue to be part of the writing team even while I’m down in Austin.

However, at some point, I’ll be transitioning over to the SW:TOR writing team.
In other words he'll continue his work on Mass Effect 2 for a while, but will then transfer over to write for SW:TOR.

Thought that might be interesting.

Monday, 19 January 2009

BioWare CEO says PC gaming is fine

In an interesting twist on my previous off-topic PC Game Piracy Examined post BioWare now seem to drag that into on-topic as they've told CVG that they see the platform doing quite well.

Here's the text from CVG:
The CEO of BioWare has told us that, contrary to numerous 'PC gaming is dying' claims, the sector's in fine health on a number of fronts.

"I think there are more people playing PC games and more dollars being spent on the PC space than ever before, but it's taking a different form," Ray Muzyka said in a recent interview.

According to Muzyka the PC gaming landscape is changing as audiences and technology evolve, and it's the job of developers to adapt to these new market conditions.

"MMOs are one way that's occurring... And there are more people playing flash-based games and casual games, even core games that are played in a casual way, so maybe [they have] a more core experience and you only play them for short bursts or for half an hour or something.

"It's not a bad thing if people want to play more types of games than they did 20 years ago, it's natural and normal as the audience and technology evolves... As creators we have to adapt to that and continue to make sure that we're satisfying the audience, but it doesn't mean we have to compromise.

"We can still make deep rich experiences but we have to make them easy to access, you have make the control system really easy to use, and you have to make people feel like they're playing an experience that they can play how they want to play it, whether that is long sessions or short sessions."
Originally spotted on the Escapist where they closed with:
The idea that the PC market is not actually floundering, but is in fact being driven by digital distribution and MMOG subscription fees which don't show up in sales charts, is far from uncommon among analysts and industry executives. But World of Warcraft notwithstanding, is the MMOG genre really the money-printing machine it's made out to be? Spectacular failures and collapses are dangerously commonplace, while true success stories are rare. Is anyone besides Blizzard really making money on this?
Now, it would seem to me that companies would stop doing something if they weren't making money on it and considering not only the number of MMOs running but also the number of them in development (many by companies with experience in MMOs) I'd think that people are indeed making money. You don't need to have 11 million subscribers to make money.

But then, what do I really know.

Tuesday, 4 November 2008

Hippocratic Game Design

Every week The Escapist publishes a series of articles online covering digital entertainment culture. Today one of these articles, titled “Hippocratic Game Design” and written by Tom Endo, takes a look at BioWare’s founders Ray Muzyka and Greg Zeschuk and draws a link between their origins as practicing medical doctors and the profound sense of empathy common to BioWare’s games.

It’s an entertaining read and an interesting look at why BioWare’s games have generally been so well received. To pull a couple of quotes from the article:
Aside from Zeschuk's training software, medicine and gaming rarely crossed paths for the aspiring developers. However, Muzyka and Zeschuk's experiences as doctors provided the philosophical foundation of BioWare that has been instrumental to its unique success.
For Muzyka and Zeschuk, the process of developing a videogame is akin to practicing medicine in that they are both processes larger than one doctor's abilities or one designer's talent.
They're keenly aware of the line between influence and imitation - BioWare's projects will always remain in that same pantheon of games that Muzyka and Zeschuk currently enjoy.
Particularly that last one offers some hope I find myself lacking regarding The Old Republic, particularly stemming from the fear that they will imitate World of Warcraft on too many fronts making it feel like that game “with more story”. But perhaps I’m reading too much into things.

Regardless, the article is a nice read about BioWare’s founders and their approach to game development (in very broad terms).

Halloween Lightsaber Humor

When Diablo 3 was first announced, fans complained that the screenshots were too colourful and that Diablo was supposed to be a dark and gritty world. Blizzard clearly could see the humour in it when during their last BlizzCon they revealed Diablo 3’s new logo.

In similar fashion when BioWare announced The Old Republic the fans have been complaining that they don’t like the art direction and that the lightsabers were way too large (something which, based on the screenshots, I tend to agree with).

Luckily it seems that BioWare can see the humour in this as evident by their Halloween costumes:


Whether you agree with the complaints about the art or not, it’s good to see developers taking it this well. After working on a game for years and pouring your heart and soul into it any criticism can be a hard blow. So it’s always good to see that developers can take it well.

With thanks to Kotaku for the original story.