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AGC Writing: Characters for Games

Posted Sep 11, 2006 by Dana Massey

AGC Writing: Characters for Games

Aaron Roxby kept sneaking off to the AGC Writer's Conference to bring back reports of what he saw. This panel saw two of the BioWare single-player writers explaining how they create characters for games.

If Bioware is known for one thing, it is the deep, complex characters and dialogue that populate their virtual worlds. At the Austin Game Conference on Wednesday, Jade Empire Designer Mac Walters and Lead Writer Mike Laidlaw discussed the Bioware philosophy of character creation and how it is being implemented in their anticipated new game, Mass Effect.

Bioware’s RPGs have always dealt with incredible amounts of dialogue. As anyone who played Baldur’s Gate, Knights of the Old Republic or Neverwinter Nights can attest, that translated to lots and lots of on-screen text. With Mass Effect, the writers and designers have new, very powerful tools for bringing their virtual actors to life. While this allows them unprecedented power for creating realistic, emotive characters, a whole new set of difficulties have presented themselves.

You can read more here.


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