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The Writing Of BioWare's: David Gaider Speaks

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Gamasutra examines the writing process behind the Dragon Age series by speaking with lead writer David Gaider, delving into how the team wanted to foc
[ Gamasutra examines the writing process behind the Dragon Age series by speaking with lead writer David Gaider, delving into how the team wanted to focus more on the «dark» in «dark heroic» and balance player choice throughout the game .]
In late 2009, BioWare booted up a new fantasy RPG franchise with Dragon Age: Origins, which rose to become one of the top games of that year. The game received particular accolades for its writing, which used a decision-based narrative structure and weighty, nuanced dialogue to tell an epic, emotionally-driven story. The writing went on to win a number of awards, and was a key component in the game’s success.
Not surprisingly, BioWare moved quickly on a sequel. Dragon Age II was released in early 2011, delivering a new story that expanded on the original’s rich game world. However, the game represented a departure from its predecessor, in a narrative sense. BioWare decided to ignore its own blueprint for success with Dragon Age II.
Gamasutra spent some time with David Gaider, lead writer on the Dragon Age franchise, who explained the ins and outs of how Dragon Age II was written.
«It’s an interesting process, approaching the story for a sequel,» says Gaider.

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