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Dragon Age: Origins Q&A with Bioware Co-founders Ray Muzyka and Greg Zeschuk
When you want more Dragon Age and Bioware info -- why not go to the source? Todd concludes his discussion with the two Bioware co-founders.
Date: Thursday, October 08, 2009
Author: Todd Brakke

Any particularly good memories of the last, say, ten years since Baldur’s Gate first started up as a franchise?

RM: Well there’s lots…

Greg Zeschuk: I think every game launch is usually a very joyous occasion. For one thing to have it done, cause they’re also tough. And secondarily, generally they’ve been pretty successful, so it’s been exciting for us. And I think we feel that we’ve progressed as a company and also creatively and the games continue to get better. That’s one of our really important goals to always try to top ourselves, never really taking it easy and being complacent with our performance. Just always pushing and pushing and pushing to do better and better. I think that’s probably led to where we are now. We think this next set of games are even better than before.

RM: They’re our best work - so far. But the best work is still ahead of us, we think. Some stuff that hasn’t been announced yet. There are other things we’re working on now.

Online games.

RM: Yeah. Other things too.

Has the advancement in technology over all this time made telling these stories considerably easier or has it made more challenging?

RM: Both. Both, because of the fidelity requirements now it’s easier to fall into the uncanny valley with characters or storytelling or the world and how you display it. But on the other hand you’re able to kind of show more. The fidelity has risen so much and you’re able to do more with that if you choose to do it. At the same time you have these different platforms. So we released a DS game, we released an iPhone game and those are very different than a 360 or PC or PS3 game nowadays too. So it’s almost like we’re doing different things at different times with different fidelity that enables different kinds of stories to be told too. But it’s definitely –

It’s also more expansive.

RM: On some platforms. You know you go to a DS and those are almost like the games from ten years ago; fifteen years ago in some cases.

GZ: [Pointing at image of Dragon Age on a nearby 360.] The texture map for their armor would be the same size as an entire Baldur’s Gate area. [laughing] Seriously, I’m not joking.

RM: [laughing] At least a screen anyway.

Dragon Age is due out in a few weeks. Six months from now what is a success story for Dragon Age? What do you want it to be?

RM: We’re launching it as the start of a franchise. It’s a platform for a ton of follow-on downloadable content, and we’re really excited about that. We want fans to still be engaged and engrossed and feeling like it’s just the start of a much longer partnership, a much longer adventure together with us. Hopefully fans will perceive it to be really high quality, great value for the money. Hopefully all the other things we’re expecting, you know, sales, that it will sell well and people will say it’s good. That’s very important to us because we never want to break our trust, our promise to our fans.

GZ: Both high quality and a good value and we believe Dragon Age represents both.

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