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EXODUS - Sci-Fi Action-Adventure RPG with Time Dilation from James Ohlen's Archetype Entertainment

RepHope

Savant
Joined
Apr 27, 2017
Messages
432
Concept art on the website:

Space Junk - Julian Calle

x6W3sSM.jpg



Mining Village - Stephan Martiniere

fNx9gqR.jpg



Mountain Compound - Julian Calle

XQWuJDz.jpg
Wonder if they’ll go with the Bioware party gameplay model?
 

grimace

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Joined
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Messages
2,088
Wizards of the Coast announces 'story driven' RPG studio led by ex Bioware vets
https://www.pcgamer.com/wizards-of-...ory-driven-rpg-studio-led-by-ex-bioware-vets/


Dungeons & Dragons and Magic: The Gathering publisher Wizards of the Coast has announced it is launching a new game studio who will be focusing on story-driven RPGs. It's also got some pretty hefty pedigree heading it up.

While Archetype Entertainment's current number of employees isn't known, the big two names are James Ohlen and Chad Robertson. Both previously worked for BioWare.


last April, was the lead designer and creative director on some of BioWare's greatest games: Baldur's Gate, Baldur's Gate 2, Neverwinter Nights, Knights of the Old Republic, Dragon Age: Origins and Star Wars: The Old Republic, while also contributing to Jade Empire, Mass Effect. He also worked on Anthem, but nobody can be perfect 100 percent of the time. He'll be the Archetype's Head of Studio.

Taking up the General Manager role, Robertson's mainly known as Head of Live Service for Anthem, though he previously worked on Star Wars: The Old Republic. He left Bioware Austin in November of last year, but before that was a main point of contact between the community and Bioware, providing updates on attempts to fix the game following its disastrous launch.

Interestingly, Archetype Entertainment isn't starting with games based on Wizards of the Coast's two major properties. Instead, it is working on a "story driven", "multi-platform roleplaying game set in a new science fiction universe". Ohlen's experience with the Old Republic series definitely gives him the clout to make a new sci-fi universe.

Wizards of the Coast has made a push into video games recently. Between Archetype Entertainment's project, the recently-released Magic the Gathering: Arena, and the upcoming Baldur's Gate 3 from Larian, it's worth watching the publisher in the years to come.


It's not:

DUNE
Mass Effect
Knights of the Old Republic
Star Wars
Outer Worlds
Elex

What could it possibly be?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
I guess Drew is working as freelance writer.



Heh, he's actually full-time Lead Writer: https://www.linkedin.com/in/drew-karpyshyn-39a62a160/

Also Design Director, Tech Director, Cinematic Director, Lead Animator all came from BioWare Austin.

(Off-topic but interesting bit from Tech Director's resume:

UNANNOUNCED TITLE (Unity)
Lead engineer for a small team prototyping a mobile turn-based strategy game
• Prime technical contributor for prototype: turn based combat system, hex based A* pathfinding, comic panel branching story system
• Worked closely with the lead artist and designer to implement core features and development pipeline

Wonder if this is Dragon Age: Tactics that Mike Laidlaw teased few years ago.)
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
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Messages
36,757
Sounds like a spiritual successor to The Old Republic, which everyone says played just fine as a single player game. History repeats.
 

LESS T_T

Arcane
Joined
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Messages
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Codex 2014
Drew's blog: http://drewkarpyshyn.com/c/?p=1089

Archetype Entertainment

Wow. It’s been a loooong time since I updated this page. The past couple years have been busy for me; I worked on a number of different projects. Some, like the Odyssey of the Dragonlords RPG campaign, were wildly successful. Other projects, like my work as a writer for the interactive narrative mobile app Storyscape, didn’t pan out.

Unfortunately, Storyscape was cancelled after only a year. I was lucky enough to have my series – Edge of Extinction – get published before the app went dark, but it sucks knowing it’s gone now. A lot of talented people were involved in my project and the other Storyscape titles (Titanic, X-Files, Life 2.0, Eternal City), and I thought we had something with real potential. But sometimes the video game industry is a harsh and unforgiving environment. (Maybe that’s what inspired me to write Edge of Extinction?) If you want to get a sense of what we were doing and how it resonated with fans you can check out the Storyscape Reddit… but it might make you long for what was lost.

Fortunately for me, I have another gig now. I’m proud to announce that I’m the lead writer for Archetype Entertainment! Founded by James Ohlen – the creative genius behind BioWare hits like Baldur’s Gate, KOTOR and Dragon Age – Archetype is a new video game studio under the Wizards of the Coast umbrella… and I haven’t been this excited to work on a project in a long, long time! (Side note: I’ve always enjoyed working with WotC; they even published my first novel!)

I’ve been in the video game industry for twenty years now. When I started at BioWare, everything was fresh and exciting. It was a dream job – talented people working together to create epic games like Baldur’s Gate, KOTOR, Mass Effect and Dragon Age. But as we grew and became more successful, things changed. We became more corporate. We were less able to make what we loved, and the teams were pushed to create games based on market research rather than our creative instincts and passions. My dream job became just a job, and I lost the enthusiasm and excitement I once had.

But with Archetype, my passion has been rekindled. The feel in the studio reminds me of my early days at BioWare; I can feel the magic in the air. And even though I can’t get too deep into the specifics of what we’re working on yet,we’re already generating plenty of excitement in the industry.

I know we have big shoes to fill. With BioWare, I was part of a legacy that will endure forever. We created some of the most beloved CRPGs of the past two decades. But I truly believe at Archetype we have the talent and the opportunity to do something just as amazing!

This journey is only beginning, and I know it will be long and challenging. But for the first time in a long time, I can’t wait to travel down this path again!
 

Elex

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Messages
2,043
https://www.fool.com/earnings/call-transcripts/2020/02/11/hasbro-inc-has-q4-2019-earnings-call-transcript.aspx

Magic: The Gathering revenues increased more than 30% in the year, behind double-digit growth in tabletop play and a strong first year for Magic: The Gathering Arena. Dungeons & Dragons revenues grew for the sixth straight year, and we are meaningfully investing in both brands to drive engaging storytelling, while developing new digital games with high margin profitable growth longer term. We look forward to sharing our 2020 new gaming plans for Magic and D&D on February 21.
 

Roguey

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Staff Member
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Messages
36,757
We became more corporate. We were less able to make what we loved, and the teams were pushed to create games based on market research rather than our creative instincts and passions.

This entire blog entry feels like fake corporate enthusiasm to me.
 

Dodo1610

Arcane
Joined
May 3, 2018
Messages
2,172
Location
Germany
We became more corporate. We were less able to make what we loved, and the teams were pushed to create games based on market research rather than our creative instincts and passions.

This entire blog entry feels like fake corporate enthusiasm to me.

They went from one subsidiary of a multinational gaming corporation to another. I mean I get that going indie probably wouldn't allow them to make the games they want to make but they pretend like they are some artist collective.
Let's hope Hasbro gives them enough freedom though It's a given if their next story-driven RPG fails to make enough money for them they'll be forced to make whatever cash grab WOTC wants.
 
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Is there anything going on with this yet? Completely forgot about it, remembered it again, but don't see any news. Cancelled?
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Is there anything going on with this yet? Completely forgot about it, remembered it again, but don't see any news. Cancelled?



They haven't tweeted since last year, but the website is updated for 2023 and they're posting job ads on LinkedIn. Just quietly working, it seems.
 

J1M

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Joined
May 14, 2008
Messages
14,745
It's hilarious that this is a new sci-fi IP from Wizards. They have been consolidating their other IP into a multiverse and injecting licensed characters into Magic. This studio is swimming upstream against corporate strategy, which makes it likely to be shut down.
 
Joined
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Vareš
I saw the lgbt logo update, and the fact they're still hiring some positions, so seems they're not 100% dead, so I still have some hope.

Drew Karpyshyn's writing (in games) is a guilty please of mine so I really hope something comes out of this team.
 

La vie sexuelle

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I saw the lgbt logo update, and the fact they're still hiring some positions, so seems they're not 100% dead, so I still have some hope.

Drew Karpyshyn's writing (in games) is a guilty please of mine so I really hope something comes out of this team.
Did you read his Star Wars novels about Bane? I did.


And all my respect for him has gone
 
Joined
Dec 18, 2022
Messages
2,514
Location
Vareš
I saw the lgbt logo update, and the fact they're still hiring some positions, so seems they're not 100% dead, so I still have some hope.

Drew Karpyshyn's writing (in games) is a guilty please of mine so I really hope something comes out of this team.
Did you read his Star Wars novels about Bane? I did.


And all my respect for him has gone
I don't read video game books/comics because I value my time much more than that. Either way, all the games I've played written by him I've either enjoyed or loved. I heard the lore of KOTOR gets fucked with TOR and that's his doing , but I did read he was told to somehow push Revan and other stuff into TOR and had to write a book on it, despite not really wanting to, so I can forgive him on some books.
 

La vie sexuelle

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Joined
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I saw the lgbt logo update, and the fact they're still hiring some positions, so seems they're not 100% dead, so I still have some hope.

Drew Karpyshyn's writing (in games) is a guilty please of mine so I really hope something comes out of this team.
Did you read his Star Wars novels about Bane? I did.


And all my respect for him has gone
I don't read video game books/comics because I value my time much more than that. Either way, all the games I've played written by him I've either enjoyed or loved. I heard the lore of KOTOR gets fucked with TOR and that's his doing , but I did read he was told to somehow push Revan and other stuff into TOR and had to write a book on it, despite not really wanting to, so I can forgive him on some books.

His Bane books were awful without any KOTOR relations. Perhaps somebody in Bioware whittled his ideas and formed into edible form.
 

Morgoth

Ph.D. in World Saving
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If Anthem is the "anti-BioWare game", then James Ohlen is correcting the balance


The hugely influential design director talks Baldur’s Gate, his next RPG, and the abandonment of the BioWare model.

David Warner, the actor who played Baldur's Gate II's dark wizard Jon Irenicus, has died aged 80.


Baldur’s Gate II set the model, and I obviously loved that model,” says James Ohlen. “But there were a ton of people at BioWare who didn’t like it.” During leadership meetings over the course of the Canadian designer’s 22 years at the RPG studio, he’d sometimes feel totally outnumbered when talking about the importance of story. “Game developers don’t get into the industry to create stories, they get into the industry to create games,” he says. “And so there’s this conflict between game developers and story - my entire career it's been a constant fight.”

Ohlen picked his side early. He was telling BioWare stories even before he joined the company. The meeting of Minsc and Boo, one of the most enduring partnerships in PC gaming, came about in a tabletop Dungeons & Dragons game he ran as a teenager. Then a comic book store manager, he took advantage of his premises to guide no fewer than three concurrent D&D groups through their campaigns. “I didn’t really have much of a life outside of Dungeons & Dragons,” he says.

BioWare programmer Cam Tofer played Minsc in one of those campaigns, “as a guy who’s basically been knocked on the head too many times in fights”. A merchant NPC of Ohlen’s invention sold him Boo, the miniature giant space hamster, in an apparent scam. Tofer ran with it, declaring that Boo would be Minsc’s animal companion, and holding one-sided conversations with the confidant that lived in his pocket. “In my campaign he was just a hamster,” Ohlen says. “I always thought of him as just a hamster.”

Warriors fight a large green dragon in Baldur's Gate 2: Enhanced EditionImage credit: Beamdog
Back then, in the early 90s, there were no game design degrees, but Ohlen had dedicated himself to the next best thing. DMing proved to be an intensive training course in giving players agency and immersing them in another world - and his local reputation as a story wrangler landed him a job working on Baldur’s Gate. It’s a similar origin story to that of David Gaider, another D&D head who was plucked from the hotel industry to tell tales about vampires and druid groves.


“Have you ever read Malcolm Gladwell on the 10,000 hour rule? I think by the time I got hired by BioWare, I had done 20,000 hours of dungeon mastering,” Ohlen says. “It was ridiculous. I owe a lot to D&D. My friendships, my career, my mental stability.”

BioWare co-founder Ray Muzyka encouraged Ohlen to dig into the huge binders that contained the details of all the player characters and NPCs in his campaigns, and to let them spill out into the world of Baldur’s Gate. “I hadn’t intended to do that,” Ohlen says. “It seemed narcissistic. But he was right. Once I started using them, I started getting things done real fast. All the characters had personalities that I already knew.”

Those tabletop campaigns turned out to be accidental writers’ rooms - producing distinct personalities that reflected the voices of their individual players. From the binders came some of Baldur’s Gate’s most beloved companions, like Minsc and the egotistical conjurer Edwin, as well as its villains - leading all the way up to the sequel’s Hannibal Lector-esque antagonist, Jon Irenicus.

That said, inspiration for Baldur’s Gate II’s much deeper companion stories came from an unlikely source. During a freezing winter smoke break in Edmonton, an Interplay producer named Dermot Clarke mentioned that Baldur’s Gate’s characters weren’t nearly as developed as those in Final Fantasy VII.

Final Fantasy 7 remake - A closeup of Cloud Strife's face while he holds his swordFinval Fantasy VII's favourite boy Cloud, in the remake from 2020 | Image credit: Square Enix
“I’m very competitive,” Ohlen says. “I went and played Final Fantasy VII and was like, ‘Oh my good god, these characters make ours look like a bunch of cardboard cutouts. This is terrible.’” The disparity convinced BioWare to up their game, leading to the complex journeys of companions like Jaheira - the grieving wife and activist, whose sense of duty has been shaken by so much loss. Despite Ohlen’s distaste for the way SquareSoft’s RPGs played, he continued to be influenced by their character work - all the way up to Knights Of The Old Republic, which was partly inspired by the twist-laden Chrono Cross. That and Star Wars, of course.

“I actually totally, entirely ripped off The Empire Strikes Back in such blatant fashion,” Ohlen says. “You basically go to face the dark lord by yourself, and then you get into a lightsaber fight with him, and he kicks your ass. And then, after kicking your ass, he does the big twist. Then you don’t die because you’re rescued by your friends on the Millennium Falcon - I mean, the Ebon Hawk. It’s beat by beat the same thing.”

Of course, KOTOR’s plot twist didn’t feel familiar to players because it impacted not Luke Skywalker but them personally. For those who don’t know - and spoiler warning, if so - it revealed that your character was in fact a former Sith Lord, their memory wiped by the Jedi Council. In an RPG genre rooted by knowing your avatar down to their last stat, having your identity ripped out from under you felt genuinely radical. BioWare had succeeded in making its biggest setpiece not a battle, but a revelation. And in the process, it proved that BioWare storytelling was packed with the kind of explosive potential a publisher could bank on.

“If I was to go back in time to give my 2006 self some advice it would be, ‘Don’t try to make the game so long that you can fill up 200 hours. Instead, keep it shorter.’”
After the sale of the company to EA in 2007, Ohlen was put in charge of creative development on a Star Wars MMO, The Old Republic. It was BioWare’s next great hope, and an enormous undertaking - involving the founding of a brand new studio in Austin, Texas. At launch, it featured eight story campaigns which unfolded across 19 planets. In 2011, executive producer Rich Vogel told Fast Company that The Old Republic hosted “the most content in a video game ever”. Looking back, Ohlen views that as a fundamental problem.


“If open-world is the enemy of storytelling, multiplayer is the arch-villain,” Ohlen says. “If I was to go back in time to give my 2006 self some advice it would be, ‘Don’t try to make the game so long that you can fill up 200 hours. Instead, keep it shorter.’” With less ground to cover, the Austin team could have committed more resources to its Flashpoints - story-heavy missions which forefronted the difficult decision-making and tight encounter design that had elevated previous BioWare games. “Everyone wanted Knights of the Old Republic Online, and it felt more like World Of Warcraft with Star Wars spray-painted on it and some BioWare juice thrown in,” Ohlen says. “Even though the Metacritic was pretty good, it wasn’t new enough to really take off.”

At this point, a Knights Of The Old Republic 3 directed by Ohlen would be “not great”, he says. “Because I’m all Star Wars’d out. I have nothing else to say about Star Wars. But if a whole new studio does KOTOR 3 that loved KOTOR, that could be an amazing game. So hopefully Disney makes that happen. But probably not, because executives around there are all probably going, ‘It’s too hardcore.’” Ohlen still remembers the efforts he made to convince EA boss John Riccitiello that fantasy was a genre that could sell. “I had this whole PowerPoint presentation,” he says. “We have Lord Of The Rings! We have World Of Warcraft! We have Diablo!”

The year after The Old Republic’s launch, with the arch-villain of multiplayer still undefeated, development of Anthem began - and BioWare fought that increasingly costly battle for the better part of a decade. Those at the studio tired of the Baldur’s Gate model had the backing of EA, since a live service looter-shooter in the mode of Destiny could unlock years of long-term revenue beyond the reach of a single-player RPG. Or so the theory went. “It was always chasing the gigantic successes instead of leaning into what BioWare was good at,” Ohlen says. “It wasn’t just EA leaning on BioWare - there were lots of people in BioWare who wanted to do something different.”

Ohlen understood why others at the company would want to get away from a formula that empowered old hands like him and Gaider, and embrace one that empowered them instead. And he knew first-hand that freedom to experiment was what had set BioWare on the path to success decades before. Yet this new direction felt like an abandonment of the studio’s strengths. “Anthem was the ultimate expression of that,” Ohlen says. “It got away from everything. It’s kind of like the anti-BioWare game.”

Flying along in anthem looking for treasure near a waterfallImage credit: Rock Paper Shotgun/BioWare
Ohlen left in 2018, intending to retire from videogames altogether. “The big games have a formula and they don’t adjust it too much,” he says. “It’s very production driven, and I was like, ‘I’m not gonna get to make a game that I want to make at EA.’” He returned to the tabletop, putting together a new Baldur’s Gate adventure book featuring Minsc and the gang. But then Wizards Of The Coast called and flew him up to Seattle to discuss starting a new studio. Ohlen didn’t need or necessarily want a videogame development team under his wing - and that proved to be a perfect negotiating position.

“My demands were, ‘I only do this if I get to start my own studio in Austin, I get to choose who I hire, I get to choose exactly the kind of IP I want to make, no one’s gonna tell me anything about how to make the game.” At this point, Ohlen adopts a megalomaniacal tone, as if he were Baldur’s Gate baddy Sarevok, ascending to the throne of the dead god Bhaal. “I want control over absolutely everything! I want all the power!”

To his surprise, Wizards said yes, and Ohlen has been happily presiding over Archetype Entertainment ever since, building a new sci-fi RPG world without interference. “If you’ve seen the games I like to build, it’s that style of game,” he says. “But then it leans into the people and technology that I have available.” Ohlen won’t elaborate on what’s in his toybox, for fear of spilling secrets - but it’s worth noting that Mass Effect legend Drew Karpyshyn joined Archetype in 2020 as lead writer. “The feel in the studio reminds me of my early days at BioWare,” wrote Karpyshyn on his blog at the time. “I can feel the magic in the air.”

Magic and Wizards and science fiction - it’s the kind of atmosphere in which you could believe a hamster isn’t just a hamster, but something altogether sillier and more exciting. An act of collective imagination is happening, the binders are filled to bursting, and all we have to do is wait.

James and Drew working together, enjoying full creative freedom.

Now there's an iota of hope.
 
Last edited by a moderator:

La vie sexuelle

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If Anthem is the "anti-BioWare game", then James Ohlen is correcting the balance


The hugely influential design director talks Baldur’s Gate, his next RPG, and the abandonment of the BioWare model.

David Warner, the actor who played Baldur's Gate II's dark wizard Jon Irenicus, has died aged 80.'s Gate II's dark wizard Jon Irenicus, has died aged 80.

Jeremy Peel avatar


Feature by Jeremy Peel Contributor

Published on Oct. 9, 2023


Baldur’s Gate II set the model, and I obviously loved that model,” says James Ohlen. “But there were a ton of people at BioWare who didn’t like it.” During leadership meetings over the course of the Canadian designer’s 22 years at the RPG studio, he’d sometimes feel totally outnumbered when talking about the importance of story. “Game developers don’t get into the industry to create stories, they get into the industry to create games,” he says. “And so there’s this conflict between game developers and story - my entire career it's been a constant fight.”
Ohlen picked his side early. He was telling BioWare stories even before he joined the company. The meeting of Minsc and Boo, one of the most enduring partnerships in PC gaming, came about in a tabletop Dungeons & Dragons game he ran as a teenager. Then a comic book store manager, he took advantage of his premises to guide no fewer than three concurrent D&D groups through their campaigns. “I didn’t really have much of a life outside of Dungeons & Dragons,” he says.
BioWare programmer Cam Tofer played Minsc in one of those campaigns, “as a guy who’s basically been knocked on the head too many times in fights”. A merchant NPC of Ohlen’s invention sold him Boo, the miniature giant space hamster, in an apparent scam. Tofer ran with it, declaring that Boo would be Minsc’s animal companion, and holding one-sided conversations with the confidant that lived in his pocket. “In my campaign he was just a hamster,” Ohlen says. “I always thought of him as just a hamster.”
Warriors fight a large green dragon in Baldur's Gate 2: Enhanced Edition's Gate 2: Enhanced EditionImage credit: Beamdog
Back then, in the early 90s, there were no game design degrees, but Ohlen had dedicated himself to the next best thing. DMing proved to be an intensive training course in giving players agency and immersing them in another world - and his local reputation as a story wrangler landed him a job working on Baldur’s Gate. It’s a similar origin story to that of David Gaider, another D&D head who was plucked from the hotel industry to tell tales about vampires and druid groves.
“Have you ever read Malcolm Gladwell on the 10,000 hour rule? I think by the time I got hired by BioWare, I had done 20,000 hours of dungeon mastering,” Ohlen says. “It was ridiculous. I owe a lot to D&D. My friendships, my career, my mental stability.”
BioWare co-founder Ray Muzyka encouraged Ohlen to dig into the huge binders that contained the details of all the player characters and NPCs in his campaigns, and to let them spill out into the world of Baldur’s Gate. “I hadn’t intended to do that,” Ohlen says. “It seemed narcissistic. But he was right. Once I started using them, I started getting things done real fast. All the characters had personalities that I already knew.”
Those tabletop campaigns turned out to be accidental writers’ rooms - producing distinct personalities that reflected the voices of their individual players. From the binders came some of Baldur’s Gate’s most beloved companions, like Minsc and the egotistical conjurer Edwin, as well as its villains - leading all the way up to the sequel’s Hannibal Lector-esque antagonist, Jon Irenicus.
That said, inspiration for Baldur’s Gate II’s much deeper companion stories came from an unlikely source. During a freezing winter smoke break in Edmonton, an Interplay producer named Dermot Clarke mentioned that Baldur’s Gate’s characters weren’t nearly as developed as those in Final Fantasy VII.
Final Fantasy 7 remake - A closeup of Cloud Strife's face while he holds his sword's face while he holds his swordFinval Fantasy VII's favourite boy Cloud, in the remake from 2020 | Image credit: Square Enix
“I’m very competitive,” Ohlen says. “I went and played Final Fantasy VII and was like, ‘Oh my good god, these characters make ours look like a bunch of cardboard cutouts. This is terrible.’” The disparity convinced BioWare to up their game, leading to the complex journeys of companions like Jaheira - the grieving wife and activist, whose sense of duty has been shaken by so much loss. Despite Ohlen’s distaste for the way SquareSoft’s RPGs played, he continued to be influenced by their character work - all the way up to Knights Of The Old Republic, which was partly inspired by the twist-laden Chrono Cross. That and Star Wars, of course.
“I actually totally, entirely ripped off The Empire Strikes Back in such blatant fashion,” Ohlen says. “You basically go to face the dark lord by yourself, and then you get into a lightsaber fight with him, and he kicks your ass. And then, after kicking your ass, he does the big twist. Then you don’t die because you’re rescued by your friends on the Millennium Falcon - I mean, the Ebon Hawk. It’s beat by beat the same thing.”
Of course, KOTOR’s plot twist didn’t feel familiar to players because it impacted not Luke Skywalker but them personally. For those who don’t know - and spoiler warning, if so - it revealed that your character was in fact a former Sith Lord, their memory wiped by the Jedi Council. In an RPG genre rooted by knowing your avatar down to their last stat, having your identity ripped out from under you felt genuinely radical. BioWare had succeeded in making its biggest setpiece not a battle, but a revelation. And in the process, it proved that BioWare storytelling was packed with the kind of explosive potential a publisher could bank on.
“If I was to go back in time to give my 2006 self some advice it would be, ‘Don’t try to make the game so long that you can fill up 200 hours. Instead, keep it shorter.’”
After the sale of the company to EA in 2007, Ohlen was put in charge of creative development on a Star Wars MMO, The Old Republic. It was BioWare’s next great hope, and an enormous undertaking - involving the founding of a brand new studio in Austin, Texas. At launch, it featured eight story campaigns which unfolded across 19 planets. In 2011, executive producer Rich Vogel told Fast Company that The Old Republic hosted “the most content in a video game ever”. Looking back, Ohlen views that as a fundamental problem.
“If open-world is the enemy of storytelling, multiplayer is the arch-villain,” Ohlen says. “If I was to go back in time to give my 2006 self some advice it would be, ‘Don’t try to make the game so long that you can fill up 200 hours. Instead, keep it shorter.’” With less ground to cover, the Austin team could have committed more resources to its Flashpoints - story-heavy missions which forefronted the difficult decision-making and tight encounter design that had elevated previous BioWare games. “Everyone wanted Knights of the Old Republic Online, and it felt more like World Of Warcraft with Star Wars spray-painted on it and some BioWare juice thrown in,” Ohlen says. “Even though the Metacritic was pretty good, it wasn’t new enough to really take off.”
At this point, a Knights Of The Old Republic 3 directed by Ohlen would be “not great”, he says. “Because I’m all Star Wars’d out. I have nothing else to say about Star Wars. But if a whole new studio does KOTOR 3 that loved KOTOR, that could be an amazing game. So hopefully Disney makes that happen. But probably not, because executives around there are all probably going, ‘It’s too hardcore.’” Ohlen still remembers the efforts he made to convince EA boss John Riccitiello that fantasy was a genre that could sell. “I had this whole PowerPoint presentation,” he says. “We have Lord Of The Rings! We have World Of Warcraft! We have Diablo!”
The year after The Old Republic’s launch, with the arch-villain of multiplayer still undefeated, development of Anthem began - and BioWare fought that increasingly costly battle for the better part of a decade. Those at the studio tired of the Baldur’s Gate model had the backing of EA, since a live service looter-shooter in the mode of Destiny could unlock years of long-term revenue beyond the reach of a single-player RPG. Or so the theory went. “It was always chasing the gigantic successes instead of leaning into what BioWare was good at,” Ohlen says. “It wasn’t just EA leaning on BioWare - there were lots of people in BioWare who wanted to do something different.”
Ohlen understood why others at the company would want to get away from a formula that empowered old hands like him and Gaider, and embrace one that empowered them instead. And he knew first-hand that freedom to experiment was what had set BioWare on the path to success decades before. Yet this new direction felt like an abandonment of the studio’s strengths. “Anthem was the ultimate expression of that,” Ohlen says. “It got away from everything. It’s kind of like the anti-BioWare game.”
Flying along in anthem looking for treasure near a waterfallImage credit: Rock Paper Shotgun/BioWare
Ohlen left in 2018, intending to retire from videogames altogether. “The big games have a formula and they don’t adjust it too much,” he says. “It’s very production driven, and I was like, ‘I’m not gonna get to make a game that I want to make at EA.’” He returned to the tabletop, putting together a new Baldur’s Gate adventure book featuring Minsc and the gang. But then Wizards Of The Coast called and flew him up to Seattle to discuss starting a new studio. Ohlen didn’t need or necessarily want a videogame development team under his wing - and that proved to be a perfect negotiating position.
“My demands were, ‘I only do this if I get to start my own studio in Austin, I get to choose who I hire, I get to choose exactly the kind of IP I want to make, no one’s gonna tell me anything about how to make the game.” At this point, Ohlen adopts a megalomaniacal tone, as if he were Baldur’s Gate baddy Sarevok, ascending to the throne of the dead god Bhaal. “I want control over absolutely everything! I want all the power!”
To his surprise, Wizards said yes, and Ohlen has been happily presiding over Archetype Entertainment ever since, building a new sci-fi RPG world without interference. “If you’ve seen the games I like to build, it’s that style of game,” he says. “But then it leans into the people and technology that I have available.” Ohlen won’t elaborate on what’s in his toybox, for fear of spilling secrets - but it’s worth noting that Mass Effect legend Drew Karpyshyn joined Archetype in 2020 as lead writer. “The feel in the studio reminds me of my early days at BioWare,” wrote Karpyshyn on his blog at the time. “I can feel the magic in the air.”
Magic and Wizards and science fiction - it’s the kind of atmosphere in which you could believe a hamster isn’t just a hamster, but something altogether sillier and more exciting. An act of collective imagination is happening, the binders are filled to bursting, and all we have to do is wait.

James and Drew working together, enjoying full creative freedom.

Now there's an iota of hope.

Don't you think that if they had some interesting vision, after these few years we would see something concrete?
 

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