Inside BioWare and Baldur's Gate
Written by:
Pete Hines
I recently had the privilege of spending a few days in Edmonton with the folks at BioWare. Almost as interesting and intriguing as the game they are currently working on (Baldur's Gate...you may have heard of it) is a bit of the story behind these guys. To say that anyone on the development team is "proven" in the area of computer gaming would pretty much be false...at least up until now.
Who ARE These Guys?
Before I made the trip to their offices, I had already met a number of the people that work for BioWare. Still, there was a lot I didn't know about them. After a couple days of playing and talking computer games, I found several things to be true of everyone I met there. First, they're nice folks. Not that this should come as a surprise or anything, but I found everyone to be genuinely nice and very easy to chat with. They remind me of the guys I went to college with. Second, they're all pretty down-to-earth. They know Baldur's Gate is going to be good, but they really don't buy into the hype thing. They just want to make a good game. Several of them almost seemed surprised when I mentioned the virtual maelstrom brewing on the Usenet about the game's release. Maybe they've been too busy to notice.
You couldn't tell by looking at any of them that they're about to release one mammoth of a game. I was kidding with Greg Zeschuk, one of the company's two principles along with Ray Muzyka, about giving his car away in a promotional contest like Carmack did. The only problem is the winner would have to prove he has a strong left leg, because he or she will need it to push the car backwards out of parking spaces since it won't go in reverse (sorry Greg, I couldn't resist). It seems you can always find someone from BioWare on the Usenet, corresponding with people who already love the game. They answer every single e-mail they get, regardless of who its from. As I walked down the hallway of their offices, expecting to look in and see fairly normal decor, I looked into Ben Smedstad's office (he's the Assistant Producer for Baldur's Gate) and saw his computer sitting awkwardly on an old cardboard box. Something about that just struck me as funny and indicative of the whole feeling I got from the company.
Next, none of these guys had worked on computer games before coming to BioWare, except for a few that tinkered with shareware. The only title some of them had done previously was Shattered Steel, a game that was nominated as 1995 Action Game of the Year by AVault. They come from jobs doing art for comic books, or working with databases, or other such backgrounds. The common thread that runs through them is their love of games, particularly RPGs. They've played all the RPGs on the market and many still enjoy playing the paper and dice versions as well.
Behind these laid-back demeanors and modest modes of transportation lie some really sharp minds. One might argue that not having a lot of prior experience creating games may have helped BioWare somewhat. They all agree that creating a game is unparalleled as a learning experience. At the same time there aren't as many egos to contend with, people saying, "Well on such-and-such game we did it like this." It's sort of like starting with a clean slate and no preconceived notions...just a lot of ideas. Ray and Greg say they tend to look for employees who are stable and interested in a long-term future with the company. The idea of hiring people who hop from one company to the next every two years -- a practice quite common in this industry -- doesn't really appeal to them much. They want a little more stability and cohesiveness than that and so far they've been pretty successful.
Fortunately for them, it hasn't meant sacrificing talent, and the lack of prior experience creating games hasn't seemed to make a bit of difference. John Gallagher, the game's art director, came to BioWare from a gig drawing comic books. He heads up the group that has put together one of the most stunning gameplay environments ever. Scott Greig, the game's lead programmer, did database work but has a real knack for games and even does some artwork. In his office is this incredible mobile of Wing Commander ships that he created by hand out of paper. It's a pretty amazing work of art and a glimpse inside the creativity he brings to the game. But the talent is evident throughout the company, and not just on Baldur's Gate. Two new projects are already in the works, although I'm not yet allowed to reveal the details. Work on the add-on to Baldur's Gate is well underway and BG2 is not far behind. The company currently employs roughly 50 people and is getting ready to expand its facilities and staff in the near future (the break room needs a serious makeover).
Ray and Greg make a point of talking about their employees. "They're the best anywhere," said Ray. "We really want people to understand how much the people at BioWare mean to us and [how] good they are." Greg talked about how they were going to shut down the office over the extended weekend, just to keep people from working. "We have a hard time making people go home sometimes," he commented. Indeed on Friday night a number of employees showed up to get a little work done or just play Baldur's Gate. Now that the game has reached a truly playable state, it's one thing everyone seems to be into. Saturday was no different, as the number of employees doubled and several multiplayer games sprung up. Of course, it's only reasonable to expect that having worked so hard to create a game of this type, people will want to enjoy the fruits of their labor. And enjoy it they will.
Get It Started
So what about this game? I mean, we've covered it a good deal and it's certainly no secret to most people. An isometric RPG based on the Forgotten Realms world, Baldur's Gate is a throwback to the days of the "gold box" AD&D games...sort of. I mean, the spirit of these games is definitely alive and kicking. Fans of the genre, whether computer or paper-based, will find Baldur's Gate sticks to its roots and stays true to the TSR legacy. I'll try not to rehash all the info out there on gameplay and features...at least, not too much.
It all starts in the beginning, where the customization is ever present. Select one of the portraits provided or create and use your own. Incidentally, those portraits are all based on people associated with BioWare. It's kind of funny to look at a portrait and then see a guy walk down the hall and say, "Hey, I know that guy!" Select your class, alignment, hair and skin color, and clothing color. Customize your character further by choosing several proficiencies, which are areas a character will be more adept in, like short swords or bows. The game features more than 100 different weapons of various shape, size, and function. Don't even get me started on all the different magic spells in the game...sheesh.
Instead of jumping right into the thick of things, Baldur's Gate lets you ease in if you want. The first town is a nice, safe little place where you can take on a few, simple sub-quests, equip yourself, and learn the controls a bit. A number of hints will come up to help you learn the different keys and functions available to you. Peruse the different types of weapons and armor available; learn how to set items, weapons, and spells for quick recall; and try the nuances of conversation. It's interesting to see how different levels of charisma affect conversation and whether or not people will talk to you. When you're ready, the "real world" awaits.
It's not so much the world you have to worry about as the seven chapters, numerous subquests, and 60-70 monsters that seem to be everywhere in it. For those who have clamored for a few more powerful monsters to be added (i.e., dragons) let me just say that there are a few things in store for you that haven't been talked about yet. Also, speaking from experience, I don't want anymore than is already in the game. I have seen the future and it scares the hell out of me. Creatures are tough and each has a different AI. Some may go right for magic users while others will gang up on the toughest fighter or simply choose the closest target.
Fighting alone would be a bummer, so you'll be able to add NPCs to your party as you play. It was really something to see the NPCs in action and observe their different personalities. My favorite is the nutjob with the pet hamster and multiple personalities. There's also the annoying halfling that you want to run through with a sword the same instant she joins your party. Between the different portraits and personalities, it didn't take long before I started to look at my party as my own and notice the way they performed. I could either let the scripted AI of each character take over in combat, or turn it off and determine all their actions myself. The scripts determine how they might react to different types of monsters and how well they'll hold up under the strain of combat. If you want, you can even create your own script for your character and make it as general or specific as you want. Players will be able to trade scripts for cautious mages or reckless thieves and can go so far as to determine actions for each and every different monster type.
It's In There
It's these things that really give Baldur's Gate an unmistakable feel. Parties can quickly assume any number of formations to combat a particular foe or protect spellcasters from harm, much like they can in Myth. Because each character in your party has a distinct personality (or personalities), and these don't always mesh, your party members can start squabbling with each other to the point of a full-blown brawl. You can choose to allow people to join when you meet them or come back and have them join later. As the game progresses, so will they, and when you return you'll find that the level one ranger that wanted to join you a while ago has advanced at the same rate as your party and may be at level three or four.
The graphics in the game are truly remarkable. Ray showed us the town of Baldur's Gate, which is really huge and a major part of the game (chapter 5). We saw how as day turned to dusk and then to night, the daylight would diminish and the light from the windows of each building gradually grew brighter. It was really something. Everything from trees and flowers to building interiors and monsters is vibrant and razor sharp. Each spell type in the game has its own unique animation and color for when your mage or cleric casts a spell. There are more than 90 different body types to account for all the different combinations of race, weapon and armor being used.
Combat is essentially turn-based, but can be played out in real-time mode. Basically, each turn in the game takes six seconds. You can assign different functions to each party member in real-time, which they will then carry out as they are able. If you want to slow things down, use the spacebar to pause the game while you issue new commands; then hit the spacebar to continue the action. Continuous use of the spacebar allows you to slow combat down to whatever pace is comfortable. Combat is an amazing experience with magic flying everywhere, sordid creatures engaging in hand-to-hand and missile combat, and the sounds of your party's battle cries. Incidentally, you can customize the different sayings that your character has by recording your own. This includes the standard response to commands, battle cries, and a number of others.
The way BioWare has set up single and multiplayer games is great. You can start a multiplayer game with a number of other players, each controlling one or more characters, and then continue that same game on your own as a single-player game if you wish. You can jump back and forth between modes if your playing partners aren't always available, and decide whether to go back to old saved games or continue with the progress you made on your own. You even have the choice of creating your own party of up to six characters from the beginning and playing the whole game as a single-player/multiplayer game and not even use any of the NPCs. Controls are set up so that the host player can determine what capabilities the other players have (i.e., spending money, pausing the game, etc.).
And the list of features continues.... A journal keeps track of your conversations and quests so you know which ones need to be completed. The game allows the use of infravision if you have at least one race represented in your party (i.e., elf, half-elf). There are several map levels that show what part of the current area you are in, and the whole world you have uncovered. The level of detail in the macro maps is pretty amazing. Stereopanning allows ambient noises, which grow and fade as you approach them and move away. The options menu will allow you to determine which parts of the game you do or don't want to use. For example, you can turn the circles beneath each character and monster on the screen on/off, see dice information during combat, adjust how bright the screen looks, and alter numerous different text options depending on how much feedback you want to see and read.
I really could go on and on about all of the different things I got to see and experience. The problem is, the single biggest thing I found out is that all of the times I got to see the game and talk about it with the guys from BioWare are no comparison to actually playing the game. "Immersive" isn't nearly descriptive enough. "Huge" doesn't adequately describe the scope of the game. I played for three hours and found that I hadn't even made a dent in the game yet. Play testers have been at it for 30-40 hours and are still somewhere in chapters 3 or 4. Certainly there are still issues that need to be addressed like bugs and balancing and so forth, but the game is almost ready and will require about 100 hours of your time.
I am in no way suggesting that Baldur's Gate will be perfect or even the greatest game, or even the greatest RPG, ever. However, the fact that it can even be thought of that way, at least by me, is a testament to its potential. I'm not sure I've ever come across a game that has paid greater attention to the little things like Baldur's Gate does. I can tell you that having played it for several hours only makes me want to play it more. In addition, having seen what they're accomplishing with Baldur's Gate makes me eager to see what else BioWare has in store for us in the future.
***