GDC 09: BioWare Talks Mass Effect 2
Greg Zeschuk and Ray Muzyka dish a few details on their sci-fi sequel and the company's future products.
March 26, 2009 - To talk all things role-playing, we sat down with BioWare bosses Greg Zeschuk (Vice President BioWare and Electronic Arts) and Ray Muzyka (General Manager and CEO BioWare, and VP and GM EA). It's a busy time for the duo, as Mass Effect 2 is expected sometime in 2010, Dragon Age this fall, and Star Wars: The Old Republic, BioWare's first MMORPG effort being developed at its Austin studio, slated for sometime in the future, as well as some unannounced projects. We had a chance to check in with them at the Game Developers Conference 2009 to catch up on the latest, mostly related to Mass Effect 2.
So what's BioWare working on they're not talking about yet? Well, as you might expect, they're not talking about that yet.
"I think one of them might be pretty soon, then maybe a little later, then possibly some other stuff a little later," said Muzyka.
Would we hear something in 2009? "Maybe one of them," he said.
Aside from the types of fantasy and science-fiction settings BioWare is known for building into its games, the duo commented on a few other scenarios that might be interesting. "We actually discuss that stuff a lot," said Zeschuk. "We've got other stuff that may be in other genres."
"In fact," chimed in Muzyka, "it probably is."
Getting back to the question, Zeschuk started up with, "A horror RPG you could do a whole kind of different ways, it's been done before by some folks but we'd probably put our own fingerprints on it. There's lots of places you could tell a story. We haven't talked much about Wild West…Victorian England. [laughter]."
"I'm not sure about that last one," said Muzyka. "But you can make almost anything into an RPG."
On Dragon Age: Origins, the upcoming multiplatform RPG styled after the classic Baldur's Gate PC games of roughly a decade ago. "It's always been the plan to bring [Dragon Age] to multiple systems," said Muzyka. "PC has been our leading platform and still is the leading platform in terms of the content deployment but we're actively working on the consoles now and they're coming along really well."
Muzyka went on to talk about what the recent PC version delay would mean for the title now that it's shipping alongside Xbox 360 and PlayStation 3 versions later this year. "We're looking at this as a huge opportunity to iterate and polish and make the game that much better on not just PC but all the systems. We're definitely making use of that time. If we have a week, if we have a month, if we have a day, we'll use that time to make the feature improvements and do more usability testing, focus testing, and make the game as good as it can be."
On the subject of downloadable content, Zeschuk said it was becoming a fundamental part of the company's overall philosophy, as it's part of the plan with Dragon Age. He shifted gears into Mass Effect 2, the upcoming sequel to the science-fiction epic, the first part of which was released in 2008 for the PC platform, and in late 2007 for the Xbox 360. "Mass 2 is going to have some plans [for DLC]. We'll look at Mass Effect 2 differently because it's a different kind of game. It's a very cinematic action shooter / RPG and with different kinds of consumers and different kinds of likes for DLC, so that's something we're always going to be iterating on."
No word yet on whether Mass Effect or its sequels will ever show up on the PlayStation 3, but will it show up on Xbox 360 and PC simultaneously when it ships next year? "We haven't disclosed that, but the development efforts are simultaneous," said Muzyka.
With regards to the interface, which was altered quite a bit during the time between the release of Xbox 360 and the PC version, what can players expect with the sequel? "Every version, and this is true for Dragon Age as well, we want players to feel when they play they should feel like it was natively developed for that system," said Muzyka. "Our philosophy is to lovingly handcraft every version so that players have a different entry point, different interface, different controls that work really well. A lot people said when they played the PC version 'Wow that's cool, it's like they designed it as a PC game.' Well yeah, we did, because we made PC fans feel supported. We also made 360 fans feel like it was developed as a 360 game because it was. Both answers are true. And we're doing the same for the console version of Dragon Age and we'll do the same for Mass Effect 2."
What about the technology behind the Mass Effect franchise? How does that develop and improve with the sequel? "What's interesting about making a game especially like Mass Effect one is just getting the galaxy on one disk is a lot of work. So you've worked on it for over three years and two and three-quarters of those years were just figuring out how to make it all work and then the last quarter is like ok, let's finish it all off. The great thing about a sequel is you start from the point where you know everything works, you know what the good and the bad things were. One of the big objectives we have for Mass 2 is we go through your reviews and everyone else's and…"
"We made a list of the features," picked up Muzyka, "that reviewers and fans and internal people, all whose opinions we respect, thought were really important to make the game better. Then we added a bunch of cool **** on top of that."
"The key thing is," said Zeschuk, "when you're working on a sequel like Mass you start from day one knowing most of the answers. And then you know what your faults were and you can address those specifically. First and foremost are things like performance and textures and everything like that. We maximized that to make sure it's hot. In some ways the problem we've had we haven't had the chance to do a sequel for like seven or eight years, we've always been doing one-offs…We've learned a lot about the technology after the first one and there's already stuff that's like wow."
Unfortunately the two weren't willing to go into any specifics, not that it was really expected at this point, but Muzyka broke down a few basic categories where he asserted changes and improvements were being made for the sequel. "There's a few bigger buckets of things we're working on. One of them is the intensity of the action, amping that up so people will see this as a shooter RPG…It's going to feel like shooter fans are going to have a great experience…Another category we're working on are the moment to moment interactions, kind of grabbing control of them more, and we'll show that later as well." By later, he means later in the year.
"Exploration, we're still trying to tighten up that experience," Muzyka continued. "It's still optional and there's still uncharted world that'll be optional, but we want every single one of them to feel like they're adding something important to the main storyline. So you feel yeah they're optional, but I feel like I really want to do that. So that's a philosophy change too."
Was there ever a definitive word on whether you could use the same character from Mass Effect in the sequel? "We've said two things. Everything we've said in the past about keeping your saves, that's all true. Everything you've seen in the teaser is all true. What does that mean?"
What does that mean?
"We look forward to sharing with you guys soon what that all means."
We'll have the full interview later on.
Oh, and if you're wondering, no release date or pricing structure for Star Wars: The Old Republic was revealed. It's still way too early for that. |