The game has been in development for near half a decade. First
introduced at
E3
2004, media and gamers alike were excited about the product.
And now, five years later, we’re about to see the game in its
completed state. So why did it take so long?
“
Dragon Age
is a game of epic (or ludicrous) proportions, depending on how you look
at it,” Darrah explained. “For a game of this
scale, as it grows, it gets exponentially more complicated. To try to
tell a story of this scale, it requires a lot of people to get together
to polish it, and make sure that it’s up to the quality of a
game that we want to show to the public.”
It’s important to note that BioWare’s standards may
not be the same as some other studios when it comes to releasing a
product to the masses. As MMO gamers, we fall victim to early releases
perhaps more than most other platforms. BioWare, however, has a long
history of seeing a game through to its completion before putting it in
our hands.
“The game at Christmas time [of last year] was a game that
another company would have considered shipping and releasing to the
public. But for us, it was just a lot more opportunity to bring the
quality up and polish it,” Darrah pointed out. The title had
recently announced a two week delay, pushing its launch from October
20th to November 3rd, but at this point it was explained that that was
more for logistical reasons.
Finding the Right
Mate
Perhaps one of the most challenging obstacles developing studios face
is to find an appropriate publisher. A fantastic game could go by
unnoticed if the publisher isn’t up to snuff, and conversely,
a virtually unplayable game could find its way into millions of homes
if the publisher is a powerful one.
In October of 2007, Electronic Arts purchased BioWare. The news was
pretty big, as the industry also saw a merge of Activision and Blizzard
not too long before the EA BioWare acquisition. This meant four of the
leading game companies were then just two, and BioWare could, at that
point, publish through EA, skipping a potential major hazard in
developer/publisher communications.
“It’s been a really good experience for me, for
Dragon Age, and for
BioWare as a whole because it was an opportunity to bring together a
Triple A Developer, like BioWare, with a Triple A Publisher, like
EA,” Darrah told us. “They haven’t been
jiggling our elbow or anything like that. They brought their expertise
on the publishing side, which is something we didn’t
have.”
Gentlemen, Build
Your Engines
The core behind any game from
Pac-Man
to
Grand Theft Auto
is the game’s engine. A good engine needs to power the game
to make it run smoothly and look great, but not at the sacrifice of
performance. Many games rely on pre-built engines to help streamline
the developing time. Other games, like
Dragon Age: Origins,
have so many new ideas and mechanics, that it becomes impossible to
build off of anything already in existence.
“It’s a new engine that we developed specifically
for
Dragon Age,”
Darrah told us. That way, the door is left open for quicker expansions
and sequels, without having to reinvent the wheel.
“Once a franchise gets off the ground and you start
to look at sequels or new storytelling opportunities within the same
franchise. You want to look at possibilities to keep the audience
engaged. You’ll want five years between games once
you’ve got the first one out. You want them a little bit
closer together. Not every six months, obviously, but you want them
close enough that people remember them. ‘Oh yeah, right!
I’m still interested in that story.’ You
don’t want to go ten years and have them say ‘oh
yeah, right! …
Terminator.’”
A custom engine provides more than just fancy effects, though.
“What we bring that some [other more MMO-based games]
don’t is an epic-ness of storytelling - the fact that you are
an earth-shaking force in the universe. Ultimately, it’s not
a massively multiplayer game, so we can do things based on your choices
that affect the entire world. That’s a great storytelling
strength.”
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