Tags: BioWare; Dragon Age 2
<p>Let Dave Gaider<a href="http://www.gamasutra.com/view/feature/6444/the_writing_of_biowares_dragon_.php" target="_blank"> tell you the tale</a> how he and Mike Laidlaw managed to come up with one of the most innovative (some people didn't like it, because it was too innovative) approaches to writing in games.</p>
<blockquote>
<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>
</blockquote>
<p>Yes, the sense of greater scope. I remember very well.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/104087-dragon-age-ii-interview.html">Gamebanshee</a></p>
<p>Let Dave Gaider<a href="http://www.gamasutra.com/view/feature/6444/the_writing_of_biowares_dragon_.php" target="_blank"> tell you the tale</a> how he and Mike Laidlaw managed to come up with one of the most innovative (some people didn't like it, because it was too innovative) approaches to writing in games.</p>
<blockquote>
<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>
</blockquote>
<p>Yes, the sense of greater scope. I remember very well.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/104087-dragon-age-ii-interview.html">Gamebanshee</a></p>