I thought it was obvious.
Orders from on high. We only have 1-2 years of development time and a limited budget to make a cRPG. But cRPGs are technically complex and consume large budgets and require lots of time. What will we do?
Avellone: We’re going to do a single hub in the city of Sigil. Because we’ll have a limited amount of time to design and program areas, quests will take players through the same area multiple times as the narrative advances. We’ll add some condensed areas outside of Sigil if we can. It won't be like Baldur's Gate where you can go wherever you want among areas on the World Map; new areas will be be unlocked through linear narrative progression so we don't sequence break our plot.
Gaider: I remember Chris was in a similar situation back in Black Isle. We’re going to do a single hub in the city of Kirkwall. Because we’ll have a limited amount of time to design and program areas, quests will take players through the same areas multiple times as the narrative advances. We’ll have a few condensed areas outside of Kirkwall and add some more in DLC if we can. It won't be like
Baldur's Gate Dragon Age: Origins* where you can go wherever you want among the areas on the World Map; new areas will be unlocked through linear narrative progression so we don't sequence break our plot.
Sounds good. What about character backgrounds? Male and female options? Different races?
Avellone: The world and story are narrative driven, not adventure-driven, so we should probably have a pre-generated character with a lot of tie-ins with the world and the NPCs in it. We’ll call him the Nameless One. The history of his previous incarnations in Sigil will be an important part of the game/story. This will help us squeeze the most mileage out of our limited content.
Gaider: The the world and story are narrative driven, not adventure-driven, so we should probably have a pre-generated character with a lot of tie-ins with the world and the NPCs in it. We’ll call him Hawke. His family's history in Kirkwall will be an important part of the game/story. This will help us squeeze the most mileage out of our limited content. I remember Chris did something similar with the Nameless One, back in Torment. I'm going to get one over on Avellone though because Hawke can be male OR female, hahaha. Still human only though.
Sounds good. But what about the systems?
Avellone: We’re going to strip down the classes to Mage/Fighter/Thief. This will help us manage the scope of production.
Gaider: Luckily our only classes are Mage/Warrior/Rogue, so nobody can be mad we didn’t implement other classes like they were with Chris and Torment (they already got mad at us for that for Origins, they can't be mad twice!), but we’re going to strip away the sub-classes you could unlock by exploring the world back in Origins. Now they can just be Specializations that you have. Yeah, now you just have them. That will help us manage the scope of production.
What about alignments?
Avellone: We'll have the full D&D alignments from Law/Chaos and Good/Evil. It will help me focus the dialogue and define the Nameless One's identity in the world, how he interacts with NPCs and how NPCs react to him. Hopefully people will accept our pre-gen protagonist if they can at least decide the moral alignment.
Gaider: Well, we didn't have any alignments in Dragon: Origins, but they seemed important to the story in Torment. So we'll do Diplomatic/Humorous/Aggressive (Good/Lawful, Chaotic, Evil). This will help us focus the dialogue and define Hawke's identity in the world, how he interacts with NPCs and how NPCs react to him. Hopefully people will accept our pre-gen protagonist if we let them at least decide the personality.
Alright! This coming together nicely! But what about combat? cRPGs have thoughtful encounters and those take a lot of effort.
Avellone: We’ll just have mobs attack the Nameless One and his party, but they can have all sorts of fancy animated moves to destroy them. The RtwP will keep the pace fast and flashy. Hopefully the story makes up for it.
Gaider: We’ll just have mobs attack the Hawke and his party., but they can have all sorts of fancy animated moves to destroy them. The RtwP will keep the pace fast and flashy. Hopefully the story makes up for it, it worked for Chris.
Almost there! What about companions?
Avellone: We’re going to code in an invisible influence system the player can’t see scored from 0 to 20. High Influence scores trigger favorable results, lower Influence score will also trigger interesting results based in animosity the companions feel toward the Nameless One.
Gaider: We’re going to have a visible influence System along a spectrum called Rival and Friendship – might as well call it 0 and 20, they're both spectrums with negative-positive statistical values. High Friendship triggers favorable results; high Rivalry will also trigger interesting results based in the animosity the companions feel toward Hawke.
But what about the overall presentation?
Avellone: I'm going to make it like a novel, with lots of text. Like an interactive novel.
Gaider: I'm going to make it like a movie, with lots of cinematics, just like all of our post-Interplay games. Modern gamers like cinematics and not text, I'm not even going to have the textual cues in the response options clearly indicate what the Hawke voice actor actually says in the scene. Anyway, it will be like an interactive movie.
Do you really think this is going to work?
Avellone: I dunno. I hope so. I don't really have a choice given Interplay's constraints for this production.
Gaider: Didn't really work that well for Avellone in a commercial sense, but that's because players hate reading! This is going to be like a movie. Also, we don't really have a choice given EA's constraints for this production.