Making a Classic - An Interview with Dragon Age's Lead Designer Mike Laidlaw

As a developer, what do you do if you've already created a handful of the most beloved roleplaying games of all time? How can you ever top games that are already considered the best of the best....
As a developer, what do you do if you've already created a handful of the most beloved roleplaying games of all time? How can you ever top games that are already considered the best of the best. The folks at BioWare Edmonton had to deal with those questions, and more, when they began work on Dragon Age: Origins. With the release date of Dragon Age quickly approaching, a number of questions still remained in the air for eager fans. Ten Ton Hammer sat down with Lead Designer Mike Laidlaw in Edmonton to try to hammer out some of the lingering questions.

Ten Ton Hammer: What drove you to make this game so much darker than Neverwinter Nights and Baldur's Gate? They were D&D based products and you were constrained a bit by the license, but why did you decide to make it so much darker?

Laidlaw: To be quite frank, what we're seeing - and what we recognized in ourselves - is a maturation of the gamer. As a company, we've gone from a bunch of young bucks working in a garage to a group of adults in their 30s with kids. With that in mind, I think there's a shift in thinking where people want something a bit more mature to chew on. They want something challenging in both the gaming and decision-making sense.

To read the rest of our Dragon Age interview, click here!

About the Author

Last Updated:

Around the Web