GDC Online 2011: Day 3 Coverage
Update: Be sure to check out GDC Online for all recorded talks from the conference. Transcripts of the talk can be found at GDC Online.
SPEAKER/S: Blake Rebouche (Bioware Austin), Wynne McLaughlin (BioWare Austin) and Hall Hood (BioWare Austin)
DAY / TIME / LOCATION: TBD
TRACK / DURATION / LEVEL / FORMAT: Game Narrative Summit / 60-Minute / All / Lecture
DESCRIPTION: In the quest to present both compelling narratives and great gameplay, conflicts sometimes emerge between the increasingly specialized and discrete creative visions held by game writers and designers. What steps can we as developers take to bring the worlds of writing and design closer together, even as these two groups are forced into increasingly specialized roles? Join three developers from BioWare Austin with perspectives from both sides of the issue for their thoughts on the topic and a group discussion with attendees.
IDEA TAKEAWAY: Attendees will take away from the talk a historical perspective on the core conflict between game writers and designers, an understanding of how their two roles have diverged over time due to specialization, and a collection of thoughts and best practices on how to foster healthy collaboration between them.
INTENDED AUDIENCE: This talk is intended for game writers and designers of all experience levels who work on projects requiring cooperation and understanding between these two creative design forces. No prerequisite knowledge is required, apart from a desire to tell compelling stories married with compelling player interaction.
Description: Using examples from Star Wars: The Old Republic, this lecture focuses on how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development. The lecture will show how BioWare's homegrown 'HoloProjector' spatial visualization toolkit is used in day to day development to surface user behavior metrics down to the developers on the ground for decision making and content validation. The talk will show a selection of interesting 2D and 3D visualizations, discuss lessons learned and provide information on how to get started with the topic on your own project.
Idea Takeaway: Attendees will learn how BioWare leverages spatial analysis on user generated playtest data to contextualize and better understand user feedback and behavior and how this can be used to rapidly iterate and improve game content.
"We have dedicated teams building our localization toolsets," he said. "I can't stress enough how important it is to have good tools. [If not], your process can't be facilitated and it makes it impossible" to get the development team to work with you.
The tools are built "to empower the localization team"; it's a cross-project tool suite because this "encourages reuse and helps sharing of knowledge" He describes BioWare's localization tools as "an organic construction of tools that build on one another."


Question: Is allowing players to circumvent the grind after they have done the grind once a good idea?
Damion Schubert: It depends on the game but it certainly can be. In the case of Dark Age of Camelot for example, their secret sauce was their endgame, it was their RVR. People still talk about their RVR as some of the best PVP Combat that has ever been in a game and it was in their best interest to get people there if they wanted to be there. On the other hand, if what you are making is where you want players to experience the level up process, that might not be in your best interest. It's going to be based on the game. I do think that a lot of people are being protective of the idea of "Oh, we cant possibly do that. We would lose 50 or 500 hours of potential playtime from this player." Well I think in general it's better for players to play the game they want to play.
ZAM: Fair enough! Gordon, BioWare has so much coming out, but the major game on most players' radars is Star Wars: The Old Republic. Can you give us any updates?
Gordon: We are getting toward the end of it, which is the good news. BioWare is known for extended periods of polish to really make the game all it can be. What you'll see us doing between now and next year is really working on making sure that we have not just a game, but hopefully the right game that really delivers not only on the BioWare brand values but on the Star Wars brand values. The shipping window is in the spring of next year. It' been quite a challenging project. I've never done one this big, and I don't think very many people have, either. If you think about the Mass Effect trilogy of games, we're basically building eight of those in one game. We're having fun with it, but it's also extremely challenging.
First, we have to address James Ohlen. First off -- he is a total badass. He probably did more really amazing RPGs than anyone around, so he is allowed to say things like that. He is allowed to think outside of what us, the rest of us normal humans, are allowed to think about.
There were a lot of topics discussed, but the main focus was on getting all the facial animation for the dialogue to be generated by software, rather than completely hand-keyed. (If done by hand, it would take four animators TEN YEARS of work around the clock, 24/7, no breaks, solid work to get it all done for every bit of dialogue.)
Since before the Great War, the ancient Rakatan prisons of Belsavis have been maintained by the Republic and used to incarcerate some of the galaxys most dangerous Sith lords, Mandalorian warriors, and ferocious aliens. Having recently discovered the location of this Republic super prison, the Empire is determined to see its allies released.
Access the HoloNet to learn more about the ancient prisons of Belsavis, and the horrible secrets contained within its vaults. View the glacial world of Belsavis in this video and visit the media section for never-before-seen screenshots, concept art, and wallpapers depicting the setting and the struggle of Belsavis.

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