Building a BioWare Story: Producing Choice and Consequence
Ian Mitchell (BioWare)
Melanie Faulknor (BioWare)
For the Dragon Age story team, finding the balance between rich narrative and player choice/consequence is something that we are passionate about and it defines our games. As one would expect, creating these dynamic and personal narrative experiences requires a specialized production process. And much like the stories we create, our narrative development cycle is nonlinear and full of complex choices and consequences.
This presentation will introduce the Dragon Age team's narrative production process, designed specifically to enable our teams to create and iterate on our complex narrative all while allowing us to deliver the high fidelity visuals, cinematics and VO that our fans have come to expect from a BioWare game. We will discuss the composition of our "Campaign team" and how these multidisciplinary story teams organize themselves to deliver a turnkey narrative gameplay experience.