Friday, 30 July 2010

In the house with Dr. Greg Zeschuk (interview)


Dr. Greg Zeschuk is the vice president and co-founder of BioWare, the lauded studio behind Mass Effect, Dragon Age and Baldur's Gate. Earlier this month we caught up with the man himself, following a keynote speech at the Develop conference in Brighton. Read on to hear Greg's thoughts on BioWare's ambitions, developing for the iPhone, and how to deal with fan feedback.

Q: I enjoyed your keynote speech this morning. You mentioned that BioWare had been lucky to have a few 'minor hits'...

Greg Zeschuk: Well, not minor!

Q: I was going to say. If Mass Effect 2 is a 'minor hit', I can't wait to see a major one.

GZ: Well, we need to sell 10 million units. That's actually the new target, right? We do Top 10 games, our stuff is quite successful. I know Mass [Effect 2] is number eight so far this year, in North America. Sometimes I'm facetious when I say some of those things, knowing that we can sell a few million but seeing that someone else can sell 25. You're kinda like, 'Well, that's a hit!' We always joke that if we only do half as well as Blizzard on Star Wars: The Old Republic, we'll be quite satisfied. We've been very fortunate. I always joke about that, but...

Q: You did mention that humility is part of the BioWare business plan.

GZ: I think we know how lucky we are. When we're saying that, we always know that we're super-fortunate that we have a nice combination of things going on - really great support from EA, a budget to make great big giant games. We recognise that in a sense it's a privileged position we're in.

Q: That still sounds very modest, but I guess that's your prerogative.

GZ: We have earned it. We've done well over time, but you know, it's tough. It's tough for everyone, it's an interesting market.

Q: Earlier today you were also discussing the need to balance you ambitions with what is actually achievable. How many games can BioWare realistically make in a year? Is three your limit?

GZ: [laughs] Well, I think we'd would rather have a better space between the games. We had Dragon Age on the second of November and Mass Effect in January. In a sense that was too close - it wasn't really ever our intent. But in terms of actually finalling [finishing the code], we finalled both of them before Christmas. Dragon Age was finalled in October, and Mass was early-mid December. That's a pretty short time between the two, but we did it. I think the high quality is testimony to the team, and we're actually also a pretty good size studio. That's the first time we've ever done anything in that proximity, I think we'd much rather have a bit more space between them. We've got lots of things going on, like that's the idea about all the small stuff - the spin-off, trial things and research projects. Otherwise when you're releasing games every couple of years, you may start with this target and then the target will move. And then you'll probably re-direct yourself over time, but that's expensive and hard to do.

Q: Talking of spin-offs, how do you feel about Mass Effect on the iPhone? Was it something worth attempting?

GZ: Oh, I think it was very worth attempting. Even when something's not as successful as you'd like, you can take some lessons away and apply them, right? For us, that's kind of where humility comes in, to eat the humble pie on the Mass iPhone game [laughs] and go, 'Yeeeaaah, we made a big mistake,' in the sense that we thought story could carry it. Maybe it wasn't even a mistake as much as we took a guess, our guess was wrong, and we learned something in the process - that the fundamental tactile gameplay is actually the key thing on the platform. Unless your game is utterly designed about tactile gameplay, you shouldn't release it. That was good information for us to have.

Q: Do you think you'll ever return to the iPhone with Mass Effect?

GZ: I don't know. We still poke around on it. At some level we're leaving the expertise on the iPhone to the folks who are experts. We'll explore stuff. For us, it may be things that link into other games. It's the cross-platform nature of the potential platform, like an iPhone app able to somehow access one of the other games' universes, or something. That would be really cool.

Q: You think there's greater scope for trying to do something supplementary to the main game?

GZ: What's interesting is imagining things like the unlocking games on your iPhone. Weird stuff like that would be kinda cool. Again, you would use the tactile gameplay. Suddenly you have to pull out your iPhone, to unlock the thing! We wouldn't make it a requirement, but it could just be a neat experience.

Q: But if your iPhone ran out of battery while you were playing, you'd be screwed! And let's face it, iPhones do run out of battery...

GZ: [laughs] Yeah! That's why it couldn't be the only way to do it! It's just a random idea that would be kind of interesting.

Q: Fair enough. I want to move on and talk about review scores. Again, this was something you mentioned earlier, and it's an issue that tends to flare up from time to time. What's your opinion of review scores? How worthy are they?

GZ: Well, I think they have an impact. It's almost the kind of thing where you have to take the top two or three, the bottom two or three, and then make an average out of that. In figure skating they do that. In figure skating there are cheating concerns, so they take out the top and bottom out and then use the middle scores. I mean, I think they're directional. I don't think they always reflect the quality of the game, because sometimes... for example, with kids games the review scores aren't written with the context of the audience in mind. They're written from the reviewer's perspective, and they often won't put themselves mentally in the place of a 12-year-old boy who the game is made for. Instead they review it as a 22-year-old hardcore gamer and go, 'This is terrible!'. But I think generally they're directional. I don't think in and of themselves they're super indicative of sales, in the sense that there's a minimum score that you have to hit to sell. I think actually what they do is that they indicative of the word of mouth you might get. If you can get a reviewer excited, the jaded, played-it-all person, if you can get them really excited about the game, that probably implies that other people will feel the same and they'll tell each other. There are some buyers out there that will look at review scores and make a decisions based on them. I don't think that's a majority of the market, but they're all factors.

Q: Do you read many reviews yourself?

GZ: Yeah, I usually do. I think our obsession with it is partially just a general obsession. I read a lot of reviews of other games. I can't say that I read every word, I'll often jump around...

Q: Do you skip to the number at the end?

GZ: No, I don't actually. I usually read the beginning and then I'll kind of skim the middle and then check out the closing comments, then I might jump back. What we did in the case of both Mass and Dragon Age, the guys went through all the reviews and pulled out positives and negatives. We put it all down and looked at the whole feedback. While in a sense we're trying not to simply develop to the review score, it's a good source of data. Reviewers play a lot of games, they're opinions often reflect the core segment, and generally they're well put-together and comprehensible. Fan feedback can be all over the map, right? So we'll draw on that fan feedback but a lot of times we'll primarily draw on reviews, and then then finally team will sit down [together]. Often we'll know when something hasn't turned out right, so it's interesting to see it confirmed or denied in reviews.

Q: You've said that you need to take on feedback. In the case of Dragon Age 2, you recently released some new screens and they were met with quite a lot of criticism - but it wasn't exactly constructive, it was more, "Urgh! I don't like that!"

GZ: [laughs]

Q: What's your reaction to that?

GZ: What you don't listen to is the loud internet commentary. The loudest voice is probably not the one you listen to. You listen to the person who put a lot of thought into it, who went out of their way to provide feedback. We're starting public testing for Star Wars: The Old Republic, and the fans are encouraged to write up their perspectives in the private forums. You're not allowed to break NDAs (non-disclosure agreements) - if they want to talk, they can talk all the want in their official, appropriate area. It's interesting to read, and the incites of the fans are valuable. I think there's a sort of thuggish mentality of the crowd on the internet, with people jumping on board. I think it would be very rare that you would find valuable things in the comments section of anything. Occasionally there's stuff, but we're not swayed by it. You can really be reactive to that. We tend to be very analytic, we put it down and move it around until we actually understand it. But I think one of the ways we make great games is by being really, really open to criticism.

Q: That's all very well with constructive criticism, but what would you say to one of the "urgh!" people if they were sitting here right now?

GZ: I'd say, hey, they're entitled to their opinion, but also take a look at the final game when we're done. It's pretty hard to get the full picture That's actually part of the way we've been doing PR the last little while. We haven't specifically been provoking our fans, but we've doing stuff to drive them a little bit up the wall. If you look at the Mass Effect thing with Shepard being dead, or the Marilyn Manson thing [with Dragon Age]... this isn't in the same vein, but you come to expect the response. At the very least, you want people to talk about you. We absolutely stand behind the stuff we're doing with Dragon Age 2. The whole difference is 'played it' versus 'not played it'. That's the litmus test. It's like, "Hey, great. Hold the comment, remember the game, then play it and make your decision at that point." It's funny. On the one hand people don't like change, on the other hand they'll complain if it's all the same. There will be people who say, "Oh, I like Dragon Age just the way it is! I want more of just that!" And then when you give them that they'll say, "Why didn't you make the graphics better?" It's this funny Catch-22, so we in a sense pre-empt them and push it in an innocent direction.

Q: One of the criticisms people had with Dragon Age was that the PS3 and 360 iterations felt like the PC version forced into a console frame, and that the interfaces simply didn't work as well. Is that something that's formed your response for this second outing?


GZ: To a certain degree. I mean, we're not proud about saying that the PC version was done first and the console was done second. Now, this way we actually do them all together, so you have much more of a natural experience. It's actually kind of interesting, because if people understood how incredibly hard it was to get the complexity of the PC version into the console version… people just don't comprehend how challenging it was. We worked with Edge of Reality, and the team deserves a medal for what they did. It's one of the most complex interfaces in the PC space - power bars and mouse buttons and up to 50 different powers you could use. To make it work on the console, and really work… Maybe it's a different experience. I think it's a great accomplishment. The other dimension I find interesting is that again, it's before people played it [that they judge the game]. It's actually one of those things that people won't believe it until they try it. It's like the shooting in Mass Effect. Everyone is like, [adopts dismissive voice] "Yeah, yeah, it'll be a great shooter." And then they're like, "Hey! This is a really good shooter." People just wouldn't believe it, and I understand why - they're continually getting sold, "This is the next greatest thing, this is the next greatest thing." They're continually barraged by PR. So I think in the scenario where people get their hands on it and make they're own decision, they'll be pretty happy.

Q: What will Dragon Age 2 do that the first game didn't?

GZ: What's really cool about it, what I'm most excited about, is that we tell a different story in a different part of the world. It's from the ground up a new experience, with all the familiarity. And the depth is there, and all the things you love about the game, I think are there - but what's funny is that we're given the opportunity to tell it differently. Like I say, we like to challenge players a bit. We don't want to do the same old, same old, same old, and I think we'd be doing our fans a disservice if we did that. Will everyone love it? Not every single person will love it, but I think people will generally really, really like it.

Q: My final question… and I apologise in advance for this!

[laughs] Uh-oh!

Q: How is sex going to be handled in Dragon Age 2, and how do you react to the intense scrutiny and interest that accompanies the sex in Dragon Age and Mass Effect? I mean, I have a friend who was absolutely obsessed with trying to nail one of his party members. What do you think of that?

GZ: Will there be romance opportunities? Of course! It's not just your friend, it's a large part of the experience. It's really funny, because when we first did it in Baldur's Gate, the same concept, we asked fans and did focus tests they all said, "Oh no, we don't really care about that, we're not really interested." Yet when they play, they do the exact opposite. They obsess over it, spending all this time and effort, and in Dragon Age you had the gifts. It was involved, right? I think it's something that's actually an important part of the game. It's part of the whole concept of having relationships. I think it's a good thing. They key thing for us is that it's mature content for an appropriate age group. But I think it's a big part of the game.

Do you ever get weird feedback on the sex?

GZ: It's funny in Dragon Age, because people were complaining about why they were wearing their Renaissance underwear. It's funny what they'll complain about.

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Monday, 26 July 2010

Mass Effect 2: DC Direct SDCC Action Figures


Here are the prototype Series 1 action figures as seen at the San Diego ComicCon:






Friday, 23 July 2010

Mass Effect 2: Lair of the Shadow Broker


The latest Mass Effect 2 DLC has been revealed, Lair of the Shadow Broker!

Two years ago, Commander Shepard died and Liara T'Soni fought in a desperate struggle against the Shadow Broker to recover her former Commander. Now that Shepard is back, it's time to even the score.

Team up with Liara and confront the mysterious and sinister Shadow Broker in the latest expansion to Mass Effect 2, coming soon! In the mean time check out three new screenshots and stay tuned for more info on Lair of the Shadow Broker.



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Oh dear, the 'Liara' DLC is real, after all. Well nothing could be as bad as the comic, i guess, but i would have preferred more original DLC, such as Overlord.

Thursday, 22 July 2010

DARK HORSE TO GIVE FIRST LOOK AT "MASS EFFECT: EVOLUTION" AT COMIC-CON


Following the incredible success of Dark Horse Comics’ Mass Effect: Redemption, the publisher will join forces again with BioWare, a studio of Electronic Arts Inc., for an all-new comic book series based on the blockbuster sci-fi action videogame Mass Effect 2 that sold two million copies in its first week and earned a 96% score on the industry-watched review aggregator Metacritic. Scheduled to launch on January 19, 2011, Mass Effect: Evolution will take fans to a new corner of the Mass Effect universe, shedding light for the first time on the origin of the Illusive Man and the founding of his black-ops outfit, Cerberus.

Mass Effect: Evolution reunites the creative team of Redemption with Mac Walters, Lead Writer of Mass Effect 2 and the upcoming Mass Effect 3, writing the story and bringing his unmatched understanding of Mass Effect’s characters to the comics. Walters is joined by John Jackson Miller (Star Wars Knights of the Old Republic, The Invincible Iron Man), who scripts the series, and Omar Francia (Star Wars: The Force Unleashed 2), who returns as artist. The team will be joined by Massimo Carnevale (Y: The Last Man, Buffy the Vampire Slayer), who provides stunning painted covers.

“It's exciting to be working once again with Dark Horse and the creative team from Redemption,” Walters said. “I really enjoyed taking this series in a darker, grittier direction—a fact that's reflected in Massimo's outstanding covers. I'm sure fans of the universe and comics alike will enjoy this new glimpse in to the Mass Effect universe!”

"Our first Mass Effect series exceeded all expectations,” Dark Horse Publisher Mike Richardson said. “We're very excited about continuing the adventures of these great characters and working with the great folks at EA."

The four-issue series offers the most revealing glimpse to date of humans’ first steps into the wider universe of Mass Effect. Opening in a time of war, Evolution introduces a younger and very different Illusive Man, fighting to maintain human autonomy from alien interference, a cause that takes him behind enemy lines and into conflict with some of Mass Effect’s most dangerous figures. His journey from dissident to power broker presents new insights into the Mass Effect saga for existing fans, while the focus on the earliest days of Cerberus provides a riveting story of action and intrigue for sci-fi readers of all stripes.

Dark Horse will be revealing more about the series and cover art from issue #1 at San Diego Comic-Con International. Comic-Con attendees should head to the “Video Game Comics—The Next Big Thing” panel on Thursday, July 22 at 1 p.m. in Room 5AB or the “Dark Horse Comics: Make Contact in 2010” panel on Friday, July 23 at 11:30 a.m. in Room 3 for more!

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Upcoming Mass Effect novel from author William C Dietz revealed


As part of an upcoming interview with science fiction author William C Dietz, Big Download has learned that the writer has been hired to write a new novel set in BioWare's Mass Effect game universe. In the interview when we ask if he plays games regularly he answered, "I do play games regularly, and was busy working my way through the latest Call Of Duty game, when I was hired to write a Mass Effect tie-in. So I had to switch and play all of the ME games. Full time. For a week. It's tough to be me:) " While he offered no details on the novel itself he did say the Mass Effect novel was "... due to the publisher in early 2011."

Two Mass Effect prose novels have already been released and the third, Mass Effect: Retribution, is set for release on July 27. All three novels have been written by BioWare script writer Drew Karpyshyn.

Dietz is no stranger to game-based novels, having written books based on Star Wars: Dark Forces/Jedi Knight, the Resistance series, the Halo series and Hitman. His latest novel is StarCraft: Heaven's Devils which serves as a prequel of sorts to StarCraft II. Look for the full interview with Dietz on Big Download, where he talks more about Starcraft Heaven's Devils, next week.

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Friday, 16 July 2010

SDCC 10: Mass Effect: The Origin of the Illusive Man


Two games, several DLC packs, dozens upon dozens of hours, countless planets, and however many alien deaths later, there is still one question on the minds of many Mass Effect fans - who is the Illusive Man?

Starting January 2011, Dark Horse plans to address that question in a new four-issue mini-series reuniting the Mass Effect: Redemption team of Mac Walters, John Jackson Miller and Omar Francia. Joining the team will be former Y: The Last Man cover artist Massimo Carnevale. IGN had a chance to grab a few first details from writers Mac Walters and John Jackson Miller.

"The basic idea was that the Illusive Man is, by nature, one of these guys we don't know much about," Walters, the writer of the Mass Effect games, told IGN in an interview. "Going forward in the games we were thinking we didn't want to reveal too much about him [in the present], but we could look into his past and see how he became the Illusive Man and, maybe moreso, where Cerebus came from and how it started. We certainly have a lot of material we've developed internally about this that's not out there publicly and we thought this would be a great forum to share that."

"Evolution is a story from the early days of the Mass Effect universe, not long after the discovery of the Mass Relays connecting our solar system to the galaxy," Miller revealed to IGN. "It shows us one of those important moments when humanity realized just how dangerous that galaxy was. Yes, there's wonderful opportunity out there, but there are also perils; as our story opens, we're in the middle of the First Contact War with the alien turians. We don't know much about the enemy, and they don't know much about us — and, as we'll find out, there's a lot more at risk than losing a starship or a colony."

"One of the questions we asked ourselves when developing the Illusive Man for the game was who was this guy and how did he get here," Walters said, when asked to detail why Bioware chose to focus in on the Illusive Man. "How does someone come to have this much power and view this world the way he does? And really there's no way to explore that in the game otherwise he wouldn't be illusive! So the opportunity to explore him [made sense to us]."

But who is the star of this series? Who is the Illusive Man? We asked Miller for his sense of the character. "I look at the Illusive Man as a searcher, someone plumbing the mysteries of the galaxy — but with a specific mindset to his approach," Miller told us. "He's sure there's a darker side to some of the great things humanity's discovered, and he's rushing to find what that is before it's too late. His adventures force him to be a jack-of-all-trades — part xenobiologist, part intelligence agent, part archaeologist.

"As to how he changes — and is changed — over the course of the series, well, that's a big part of the story. Let's just say it's impossible to come into such close contact with the mysteries of the universe without being changed by them..."

By no means will Mass Effect: Evolution answer all questions and leave no stones unturned. Miller noted that while the story is in the past and definitely a prequel, there are a number of years between Evolution and the game trilogy. But, Miller added, he was sure fans would get a "good sense" of this mysterious puppet master. And who knows, if fans respond as well to this mini-series as they did for Redemption, we could see more on the Illusive Man. "It's always possible that some of the things we learn in the series may be reflected down the road... there are certainly more story opportunities out there," said Miller.

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Personally, it's great to see anything more Mass effect related, but given the quality of writing and art in the last mini-series: Mass Effect Redemption, I don't hold out much hope that this will be better. Omar Francia's art was all wrong - far too posed, unnatural & not detailed enough to fit the universe: you need someone with a highly detailed look, to match the games, or a very stylised look, juxtaposed to the games, to work - Humberto Ramos would work, for example (he's been doing work on the Dragon Age comics). Mac Walters will also need to be careful to actually capture he character's "voice" a lot better than he did Liara's in Redemption, where she acted very out of character throughout (compared to both games, and, given how much she changed between the 2 games, to have 3 total variations of one character is quite amazing, in itself).

Thursday, 15 July 2010

BioWare confirms more Mass Effect 2 DLC, has “big plans”


Thought Overlord and Aegis was it? The war’s not over yet, Shepard.

BioWare co-founder Greg Zeschuk confirmed that BioWare still has “pretty big plans” for Mass Effect 2 DLC, despite having already released multiple scenario and weapons packs for the RPG.

“We still have more DLC in the plan for Mass 2,” he said, speaking to us at Develop in Brighton today. “The last ones were really well received. People were really, really impressed with the Overlord Pack, and the Kasumi one did really well too.

“It’s something we’re going to continue to do.”

Zeschuk said that things were probably going to slow down a little, but assured upcoming content would be substantial.

“It’s at the point where it’ll probably diminish a little bit, but there are still some pretty big plans for DLC,” he added.“It’s doing really well. Overall it’s something we’ll definitely continue doing.”

As well as introducing content packs, such as Aegis earlier this month, BioWare has also released larger DLC involving gameplay like Overlord has clearly gone down well with fans.

The developer is now hard at work on Mass Effect 3, but assured earlier this year that the story between the second and third games would be told through DLC.

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Wednesday, 7 July 2010

Mass Effect really is this generation's Star Wars

Gears Of War's Cliff Bleszinski caused a stir back in May when he argued that Mass Effect is this generation's answer to Star Wars. Now blogger Tone Hoeft argues that it's really true.

Who doesn't love an epic space story? Many years after the release of A New Hope, people are still clamoring about the Star Wars universe. It's not just because the story of the movies was great (though that helps). It's because the universe is expansive and so well thought out.

But that was 1977. Surely there must be something since then that could generate the same type of longevity and passion. There must be a universe and story that could get sci-fi geeks excited for years to come.

Enter Mass Effect. I'm not saying there haven't been epic sci-fi franchises that have come before Mass Effect to build large and passionate audiences (Doctor Who, Firefly, Stargate, etc.), but I'm talking "Star Wars" crazy here. You know what I'm talking about.

Mass Effect can contend against all of the things that made the Star Wars universe so great. Mass Effect's story is one of the greatest space operas of all time. Of course, I say this prematurely since the last game hasn't come out yet, but if it's as wonderful as the first two, then it'll be epic. You've got all of the things that make a great story: galactic wide crisis, insurmountable odds, romance, friendship, betrayal, etc. I hope that when it is all said and done, I can say that Mass Effect is one of the greatest stories of all time.

And it's not just because the story hits all of the right notes either. Everything in the narrative is well thought out. There are many times when something happens and I ask myself, "Why would a character do that?" Conveniently enough, BioWare usually puts an option like that in one of my dialogue choices. They always address my question of why. The answers may not always answer every plot hole, but you've got to admit, at least they try.

But let's get to the real heart of the matter: the universe. I am certain if you took all of the primary and secondary entries in the codices from the games, you would be able to publish a large encyclopedia series. Akin to the plot of the story, the universe it takes place in is one of the most defined and deep universes we've seen in a long time.

Not only do aliens exist, but they all have a deep and rich history about how they came to exist and what makes them tick. You've got planets and locations with their own stories and histories and worlds that are so expansive that we can only see a sliver of them in the game. How sick is it that I could write a full featured essay on one of the species from this universe? Heck, if you wanted to get all academic about it you could write a research paper about the symbiotic relationship between the Hanar and the Drell.

It's this kind of room for depth that I think could really fuel fandom for ages and ages. It's the reason that fans over the years have learned languages like Klingon and Elvish. You can get as invested as you want to about the smallest of details. The world feels real and alive.

Only time will tell if Mass Effect fever catches on. Chances are that when Mass Effect 3 comes out, it won't get the same kind of excitement and anticipation as when The Phantom Menace came out (and hopefully not the disappointment), but the potential to build this sustaining fan base is out there.

Will Mass Effect's legacy take on the lifespan of an Asari or will it fade away like a human's? It's in our hands.

This post by Tone Hoeft originally appeared at Inproximity.org.

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