Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
News - Don’t Miss: David Gaider on writing Dragon Age

#1
Don’t Miss: David Gaider on writing Dragon Age

<div style="margin: 5px 5% 10px 5%;"><img src="http://www.sickgaming.net/blog/wp-content/uploads/2018/12/dont-miss-david-gaider-on-writing-dragon-age.jpg" width="580" height="326" title="" alt="" /></div><div>
<p>[<em>Gamasutra examines the writing process behind the Dragon Age series by speaking with lead writer David Gaider, delving into how the team wanted to focus more on the “dark” in “dark heroic” and balance player choice throughout the game</em>.]</p>
<p>In late 2009, BioWare booted up a new fantasy RPG franchise with <em>Dragon Age: Origins</em>, which rose to become one of the top games of that year. The game received particular accolades for its writing, which used a decision-based narrative structure and weighty, nuanced dialogue to tell an epic, emotionally-driven story. The writing went on to win a number of awards, and was a key component in the game’s success.</p>
<p>Not surprisingly, BioWare moved quickly on a sequel. <em>Dragon Age II</em> was released in early 2011, delivering a new story that expanded on the original’s rich game world. However, the game represented a departure from its predecessor, in a narrative sense. BioWare decided to ignore its own blueprint for success with <em>Dragon Age II</em>.</p>
<p>Gamasutra spent some time with David Gaider, lead writer on the <em>Dragon Age</em> franchise, who explained the ins and outs of how <em>Dragon Age II</em> was written.</p>
<p>“It’s an interesting process, approaching the story for a sequel,” says Gaider. “There’s a certain level of expectation among fans, and especially with a game like <em>Dragon Age: Origins </em>that<em> </em>follows so many different story branches, only so many options we could consider.</p>
<p>“Do we pick one branch and continue the story of the Warden, excluding all others? Do we try to accommodate multiple storylines from the outset? Do we start a new main character with a different story branch? Or do we try something new?”</p>
<p>Gaider and lead designer Mike Laidlaw decided they didn’t want to tell the same story with new names and faces. If there was one thing about <em>Origins’</em> writing that was often criticized, it was that the plot followed a predictable Hero’s Journey. So they decided to focus more on the “dark” than the “heroic” in their “dark heroic” fantasy sequel, and go for a grimmer, more personal tale.</p>
<p><img src="http://www.sickgaming.net/blog/wp-content/uploads/2018/12/dont-miss-david-gaider-on-writing-dragon-age.jpg" alt="" width="580" height="326" /></p>
<p>It was Laidlaw who first proposed the new game concept. His idea was this: instead of telling a linear, he suggested they modify the structure on a high level and jump between the major moments of a character’s life. Instead of telling a story over a short span of time in a wide open world, they would set the game within a single city, and jump through an epic ten-year period. This would be accomplished with the help of a framing device, allowing for the time jumps to be implemented as flashbacks.</p>
<p>“[The new approach] definitely allowed us some unique opportunities,” Gaider says. “Sometimes the lack of an ability to hand-wave time passing means we end up with a lot of events happening in an unrealistically short span, or repercussions for a player’s actions that either need to occur instantly or be relegated to the epilogue. So this offered us the chance to give a sense of greater scope.”</p>
<p>However, there were also unknowns. What would it feel like to play a game where you don’t see time’s gradual passage? Would jumping through time break narrative unity and pull the player out of the story? And how would this work from an implementation standpoint? Would creative resources get bogged down trying to account for the long-term impact of minor decisions that the player made five years ago in game time?</p>
<p>These questions began to work themselves out as the process unfolded. In some ways, the new concept worked just as planned. But in others, the team found that certain RPG elements emerged naturally, as a function of the genre, rather than as a matter of tradition. The game ultimately came to reflect a blend of these ideas – the concept as it was originally envisioned, and the actual limitations revealed by the writing process.</p>
</div>
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  News - Revisit David Lynch's Dune With These 4K Blu-Ray And Collectible Book Deals xSicKxBot 0 118 01-26-2025, 04:41 AM
Last Post: xSicKxBot
  News - Exorcist Sequel Loses Director David Gordon-Green xSicKxBot 0 493 01-14-2024, 09:35 PM
Last Post: xSicKxBot
  News - Darth Vader Actor David Prowse Passes Away xSicKxBot 0 1,281 11-30-2020, 06:09 PM
Last Post: xSicKxBot
  News - Don’t Miss: Defining direction, writing, art and music on Yakuza 4 xSicKxBot 0 640 11-24-2020, 12:26 PM
Last Post: xSicKxBot
  News - Don’t Miss: Landing venture funding with LVP’s David Gardner xSicKxBot 0 731 08-17-2020, 05:48 AM
Last Post: xSicKxBot
  News - David Brevik and Bill Wang team up to launch Skystone Games xSicKxBot 0 739 05-13-2020, 02:16 PM
Last Post: xSicKxBot
  News - Writing, directing, and designing FMV censorship simulator Not for Broadcast xSicKxBot 0 820 03-07-2020, 05:13 PM
Last Post: xSicKxBot
  News - Blog: Direction tools for writing in-game dialogue xSicKxBot 0 983 01-12-2019, 10:20 AM
Last Post: xSicKxBot
  News - We’re talking with Six Ages developer David Dunham at 3PM EDT xSicKxBot 0 1,183 07-01-2018, 01:31 PM
Last Post: xSicKxBot
  News - Diablo’s David Brevik talks going back to his action RPG roots xSicKxBot 0 1,204 03-16-2018, 07:37 PM
Last Post: xSicKxBot

Forum Jump:


Users browsing this thread:
2 Guest(s)

Forum software by © MyBB Theme © iAndrew 2016