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3/15/10 4:02 AM -
Interview: Story In-Depth With Daniel Erickson - Page 2 
by emlaeh
, posted March 15th, 2010 at 4:02 AM
Are there some parts of the story where it is supposed to be with multiple people?

Daniel Erickson: Well, all of the world content -- which is a huge, huge amount of the content. That is what I'm saying in the Bespin example. In that stuff, if you're going to do multiplayer and do multiplayer storytelling and the stuff you saw, then yeah you get to have arguments and you get to go different directions. Some of the most fun stuff is to write is party chatter. People will actually address you instead of her and you can actually call them back and be like "Hey, excuse me I'm the Sith Lord. You don't talk to the Bounty Hunter -- you talk to me."

And you have decisions where it goes to the decision making process , and one person loses. You decided to kill that person, and your Bounty Hunter friend gets mad. And he is like "hey -- you killed them" And you're like "well, alright, but they are dead, so what do you want me to do about it exactly?" That dynamic is actually really fun.

One of the things we really wanted to try to create when we first started was... we keep saying role playing game and we've been saying this for years. But one of the things we never hit is the feel of playing an old party pen & paper based game, one where usually you have a pretty mixed party, and a bunch of different ideas.

And it is the same thing when you watch Star Wars. Eventually Han gets good guy'd by Leia and Luke, and that they end up pretty much in sync later. But when they start up, their decisions are never in the same place.

Is there any class where you started out writing a class story a certain way, then it somehow went way off the charts, and was not what you expected at the end?

Daniel Erickson: I think the class that surprised us the most was the Imperial Agent. And it wasn't that we started writing, but we definitely started planning it one way. We wanted to have a class that would sort of balance out and give us perspective on the Sith that was not Sith, and a perspective on the Empire. What were the people like? We didn't want to do -- you know, we've got the bucketheads in there -- we've got our sort of Storm Troopers. We didn't want to do that because we felt like we'd just end up back with the Trooper.


So we thought "okay, Imperial Intelligence is something that is very them." We get these great KGB or SS sort of feels. But we kept saying "he is a spy, he is this, he is that." Even though it is the Empire, we had a very sort of James Bond-feel to it when we were conceiving it.

And then Alex Freed (who is the writer for the Imperial Agent) came on board, started looking at it, and really helped develop what the Empire was and really changed it. He came to James Ohlen and I, and said "no, no. This guy has got to be 24, Bourne Identity." This is a very different sort of Agent: he is going to live in this world, and deal with these people and make these decisions. Yes, he is going to have scenes where he's got to seduce someone to do this, and yes he is going to have crazy gadgets. But tone-wise and feel, this is not the type of spy we're talking about. We're talking about something closer to, in a Star Wars cinematic perspective, what it would feel like to be a CIA agent. And yeah, that one turned out to be one of our great surprise hits. But it is not where we thought it was going to go at the beginning.

Was there anything that you said to yourself "well, this is kind of boring?"

Daniel Erickson: No, no. (laughs) Well, yes, but it's all been rewritten.

Is there a planet that you had a challenge developing or coming up with the writing for? Maybe it was something that nobody touched before?

Daniel Erickson: Those are the best and the easiest ones to do. And the thing is, it doesn't work that way because it is not like somebody said "you have to write this planet." We picked the planets because we wanted to put things on those planets.

So the planets in-game are all ones that have been super exciting, and obviously the ones where we've got some stuff we've not got to talk about yet. The big passions were definitely the totally original pieces that we got to do which are really exciting, and I think people are going to freak out about them. And the places where we got to go and touch things near and dear to our hearts. And obviously, the big one we just talked about for that was Taris, and getting to say "hey, what would 300 years after you demolished everything on a city world look like?" And Taris very nearly didn't make it. Taris is an extremely difficult art and technical challenge. But everybody really wanted it. And there were a lot of revisions of Taris before you got to see what you got now.


Are we going to see some very familiar BioWare tropes, like where you go to a far off place to maybe discover some things, and it is an awesome place?

Daniel Erickson: Well, the sort of the final note on this is that one of the things people kept getting concerned about, and rightly so, is we showed flashpoints and that sort of stuff.

One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever. There is tons of content there.

Many MMOs are sort of flat or rolling plains with points of interest inside them. Our stuff is hand crafted in every foot, and there's detail and interest in every foot. And the ability to do this, as opposed to BioWare tropes, is one of the things I'd put out there as a hint of things to come.

Because we have so many planets, because we have more companion characters than we've ever had to do in anything, because there are so many romances in this game -- we have the ability to do things that are not your standard pieces. We can cover the standard pieces like this is fantasy fulfillment, and this is something you got to have in your game. And then we still have tons more content to do.

So we can say "here is a great piece that I never got to see." And when you add the class stories in, the class stories allow us to do individual story-telling. Every BioWare game has always had to work for any class you could possibly choose. So now we get to do the Smuggler action-comedy, the Bounty Hunter western, etc. So it's far outside the BioWare tropes.

Thank you, Daniel. Thank you so much for everything.

32 Comments
Comment by Mythanotos made on March 30th, 2010 at 4:16pm
I'm pretty excited... not gonna lie. I want more info though... more to tie me over. I'm waiting on info on Guilds, housing (as in guild storage and/or personal spacecraft to travel and "live" in), more fighting/gameplay dynamics to come out.
 
Comment by ArcherAvatar made on March 26th, 2010 at 9:34am
It really looks like the fantastic depth of immersion that will be possible because of the "tailored" individual class story arcs will set a new watermark for the MMO genre. I am constantly blown away by the mind-boggling attention to detail that is on display with the development of this game.

P.S. special thanx to Emlaeh for the outstanding work at GDC but especially for the reporting on the Hands-on with the Trooper. The information you brought back for us about the AI of the mobs in particular was fantastic, and the news about the size/scope of the planets was mind-blowing... I'm still trying to wrap my head around just how freakin' huge (literally) this game is going to be. Thanx Em
 
DH Team
Comment by emlaeh made on March 28th, 2010 at 2:27am
Thanks, but it was the whole team that did this -- not just me.

I said this on the podcast, but the game gives a feeling that everything is done over the top. I half-ass wish something appeared so I could say "what were they thinking?" so we could be more believable. Yeah, there were bugs in the demo but nothing earth shattering.

If you take the blue line map I saw and then tried to match the Ord Mantell screenshots to it in your head, then that is how I got the impression there were a lot of big zones on that planet. And I kinda freaked when Jake Neri said that was a smaller origin planet.
 
Comment by Keegan-Vol made on March 18th, 2010 at 7:59pm
Thanks Daniel for your insites and your time, I enjoyed the info on world vs class story. It will be nice to see if whole guilds become involved in world story and quests. Patiently we await.
 
Comment by Jigglypuff made on March 16th, 2010 at 11:41am
Cant wait, I must have tha game NOW! =)
 
Comment by feo__ made on March 16th, 2010 at 2:55am
lol @ the comma lolcats link.
 
Comment by Korrick made on March 16th, 2010 at 12:29am
"So there are two very separate things that we have going on: your personal story, which is your class story, and then the world stories."

I love how you have your own story and decisions, and then were also going to have world quests that groups can also decide on the out come together. I was scared when they first showed that video at Pax with the sith and BH but this comment put all my fears to rest.
 
Comment by indu.san made on March 16th, 2010 at 12:00am
"the Separatist people didn't wake up in the morning and say "we hates some people" You have to have continuity, and especially a motivation." - easy on the brothers American History X.

I think deciding on a class is going to be horribly annoying for all the right reasons.
 
Comment by bioni made on March 15th, 2010 at 6:30pm
"One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever. There is tons of content there."

This, this made me emotional!

Great interview again DH <3
 
Comment by DarthLovie made on March 15th, 2010 at 5:23pm
A free roaming world would be amazing.

The whole speech about the Imperial agent has me more interested in that class then i was before
 
Comment by Elkesai made on March 15th, 2010 at 5:23pm
Yet more evidence of a large-scale world in that last part. My concerns about this are pretty much gone now.

By the way, the Lolcats song I found in that comma sucked everything I just read right out of my brain, and I had to start the damned article over again. But that's not really a bad thing. The article, I mean. The song is horrid.
 
Comment by Xavier made on March 15th, 2010 at 4:27pm
"One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever. There is tons of content there."

This quote makes me do my happy dance...and no you probably don't want to see. I can't dance worth a damn.
 
Comment by JediCosmin made on March 16th, 2010 at 12:38am
"The world is flat." - they really eliminated this notion :D woot!
 
Comment by Zioni made on March 15th, 2010 at 3:34pm
Great Interview DH. Very in depth and informative. Sounds like BW is on the right track. I really like the decision wheel in groups. Sounds like a lotta fun where the ppl you group with's actions able to actually affect the story. Good stuff.
 
Comment by Macer made on March 15th, 2010 at 3:25pm
Very articulate and finesse' in your thought process of giving us a well-detailed view of how they want the game to be perceived as. The questions pretty much answered most of the issues that most whiners and SW advocates would deem to exaggerate too much on. BioWare, on these two interviews (demo), is really keen on what consumers want and how to make things do not feel boring, monotonous, and obvious to general eye. Eml and the DH crew know their stuff, and I recommend people to really link to this site if necessary. I had been using viral marketing to spread amongst my bloggers and SW fans all over the world about this site, and I hope people can avoid the trash of the official forums about certain lies and troll manipulation, which can make or break games.

For now, keep up the good work guys. I'll see you on vent. :P

<3 DH Team... speculation at best!

-Macer
 
Comment by DirectX made on March 15th, 2010 at 1:14pm
Can't believe you hid a link to Beyonce in your post! haha! Evil Em!
 
Comment by JediCosmin made on March 15th, 2010 at 1:07pm
Really great interview, and the most promising one by far.
"Because we have so many planets, because we have more companion characters than we've ever had to do in anything, because there are so many romances in this game -- we have the ability to do things that are not your standard pieces." - this is what i love most about BioWare. From my perspective, your character isn't lifelike without friends, rivals and someone to "hug" him/her, shall we say :P
 
Comment by BigMac made on March 15th, 2010 at 12:42pm
Awesome interview! You guys touched on 3 important aspects of TOR for me: Exploration, Grouping, and Endgame. Great job Darth Hater! Looking foward to your next podcast :))
 
Comment by ValiceKohn made on March 15th, 2010 at 12:14pm
By far, for me, the most promising interview and bit's of information I have read about this game. The answer to your question about Grouping/Join Quests was awesome. I was never "overly" concerned about the matter but the response was just what I was looking for. Great, great job guy's. And thanks to Daniel for answering it and not giving you/us a "Will get more into that later on" ;)
 
Comment by The BBP made on March 15th, 2010 at 12:04pm
"we hates some people"

More great work Em.
 
DH Team
Comment by emlaeh made on March 17th, 2010 at 6:46am
A good chunk of the team helped with this.

I don't get the evil coffee reference... everyone knows we drink Sith Lattes with our HaterTots.

 
Comment by lonewolfhmr made on March 15th, 2010 at 12:00pm
I just cant express how much the story aspect really draws me in... the only thing that stopped me from playing WOW is that i could never lvl to cap. Ive always wanted to get into raiding but i am just way to ADD to stay into it without something to drive me to the end. Story drives me in all the games i love so this should be perfect.

I just hope the story will go from start to lvl cap with minimal boring grinding, I get the impression it will!
 
Comment by Aurie made on March 15th, 2010 at 11:58am
I totally agree with a couple of comments other people made: the 'huge worlds' where you can just pick a direction and 'go forever' is simply awesome. I've always noticed that all the planets (other than perhaps Tatooine) always seemed to appear like they were hemmed in by mountains or buildings. This is great news!

Now, if they just commit to a sandbox economy/crafting (player driven if you prefer...) it would be complete for me....
 
Comment by Flagg made on March 15th, 2010 at 10:10am
God willing this will shut some people up who never stop about forced grouping, story, and small linear worlds. Fantastic interview. You guys always do a bang up job. And thanks to Daniel Erikson - Great insight, I cannot wait to play this game!!!!
 
Comment by noviere made on March 15th, 2010 at 6:19am
The "huge worlds" part was really exciting! Great interview!
 
Comment by mikalof made on March 15th, 2010 at 6:03am
so great! ahh i want this in my hands now!
 
Comment by Somerled made on March 15th, 2010 at 5:07am
I love how he talks about the Sith as people with a different view and not some voracious evil. Good people are good people, and bad people think they are good people. I am starting to think that they want faction choice to be less about "good guy" and "bad guy", and more about "what philosophical view do I want to champion?"
 
Comment by RogueJedi86 made on March 15th, 2010 at 5:53pm
I hope they don't forget that they are 2 distinct factions though. To make an example of WoW, for the longest time both factions were portrayed as decent people trying to make their way in life. Sometimes(okay, a lot of times), they even worked together against a common foe. The problem was that this is WARcraft, and there was no war anymore, so it got boring. With both factions having the same classes, they started to lose what made each side unique. Luckily Blizzard jumpstarted the war again in WotLK, with war being a big focus of the coming expansion.

Basically I hope they don't forget that this is Star WARS while they're busy making both sides seem reasonable. Make sure the Empire is still going despicable things(like the deception that was the disastrous Treaty of Coruscant). Give the Republic a gray side too if you must, but make sure it's clear that the war does have some bad guys. We all know the Empire are the bad guys, so don't try to frame them as being the true good guys here. Justify their actions, but don't condone them.
 
Comment by Somerled made on March 16th, 2010 at 6:31am
I thought of that too. The WAR in wow became a war of misunderstanding. Both the Horde and alliance want the same thing, and they constantly come together to fight a common enemy. To me this makes PvP more like murder then war but that's another topic.

There is really no way for Bioware to swing that way. Even if the republic became neutral with the Sith you still have the Jedi that would fight the Sith to the last man. They ideologically hate each other! And that is much more powerful reason then say resources, which is what most wars are about.

This gives me hope that factions will always stay at odds with each other. I think this will help PvP have real meaning, and make faction choice that much more engaging.
 
Comment by Invader Mig made on March 15th, 2010 at 7:39pm
I could not agree more with what you said. Very rarely do people who are looked at as evil consider themselves evil, but make no mistake about it, the Empire are the bad guys. I hope BW doesn't lose sight of that.
 
Comment by Korrick made on March 16th, 2010 at 12:23am
I like how they put it in those words. Its kind of like Democrats and Republicans to completely different views and always blaming each other for each others problems.
 
Comment by Bzrk made on March 15th, 2010 at 4:46am
Great interview! I'm getting really excited to dive into every single story of this game, which will take me forever I guess :P

Oh, and huge worlds to explore FTW!