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Ask-A-BioWare - Older game Q&A?


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#251
Lukas Kristjanson

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  • Who Wrote the Architect, and who voiced him?
  • What is the character that you feel most embodies the spirit of the Developer team of Bioware?
Pretty sure Dave wrote the Architect. I wasn't around for the sessions, but he was voiced by Jamie Glover. IMDB says he's got himself a gig as Darth Malgus now. Neat.

  • Which character embodies the spirit of the dev team
Oh, lets go with the butt-kissingest answer: The Player Character. Really though, that's the only one with the breadth to even come close to having ownership across the whole team on a project. Almost every other character is isolated to particular plots or area.

  • Coke or Pepsi?
Coffee, intravenous during crunch.

  • After finishing off BG2, were there any particular aspects learned from that project.
Scope control, scope control, and let me think, oh yeah, scope control. BG2 was three games by itself. 1.2 million words. It was beautiful madness, but damn near killed people. A lesson you can forget with unfortunate regularity if you're not careful.

  • Quick question about DA2, why are the quests "Fool's Gold" and "Finding Nathaniel" mutually exclusive?
We wanted players to have alternate content if they imported a save, so they were exclusive deep roads plots. I think early revisions had them echo each other more, but iteration took them farther apart in theme and in the timeline. It seems a little arbitrary now, but it happens.

  • My "on-topic" question is which character that you created did you feel the most attached to? And who came up with the Revan plot twist in KOTOR1
I can't narrow that to one. I suppose I could bookend them all by calling out Jaheira and Aveline, because I like to think they went some interesting places. But also Leliana. I didn't get to create her or define her voice, but I did get to craft a contained story moment with Leliana's Song that I found really satisfying.

Sorry, I don't know who actually pitched the KotOR twist. Drew did a lot of the crit path though, under James' direction.

  • Might I ask to what particular parts of the game (BG1) Mr. Kristjanson contributed?
Several had a hand in it, but I probably wrote about around 70% of the word count in BG1. So yeah, a good chunk. Minsc is mentioned a lot because he's a fav, but I wrote most of the party members and more sundry characters than I can remember (Also, confusingly, this, because I was tired and putzing around with SoundForge). I was the first dedicated writer at BioWare, and got to help puzzle out how the D&D kitchen table dynamic was supposed to emerge. Crazy times. And then we went bigger with BG2. "I wrote most of the party members" sounds like a lot, but I'm pretty sure Jaheira alone in BG2 had more to say than all of the followers in BG1 combined, and there were 24 of them. Like I said, beautiful madness.

#252
Guest_liesandpropaganda_*

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i'd like to be killed by three-in-one game like BG2 again if possible because seriously, you can never have too much sugar

#253
hoorayforicecream

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Here's a question...

How have the development cycles changed since BG and BG2? Since BG2 is the biggest (1.2 million words, sheesh), I'd like to ask about that one - how long did you guys have to work on BG2 from start to release candidate? How did that development in terms of story compare to, say, Jade Empire, KOTOR, and NWN? Did you ever feel gated or bottlenecked by other departments (art, programming, etc.)?

On a slightly related note, can you describe the sort of direction you get as a game writer? What sort of editorial control is there? What sort of scoping constraints did you apply to the writing of characters like companions?

#254
Blastback

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In the first Mass Effect, there was nothing in the dialoge or plot that I ever saw that established Garrus as a dedicated sniper. He had access to the weapon proficincy, but also had pistols and assault rifles. Then in ME2, while he still uses assault rifles, he's pretty clearly a sniper first and formost. How did you, (the devs) decide to potray him as such?

intrestingly, I got that idea myself during the first game, had him as my team sniper the entire time.

#255
Drummernate

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Do the guys who work on Dragon Age work on Mass Effect in the same capacities (Like do the animators who do DA also animate ME or do they hire different people?)

Or do they have different jobs & people working on the different series..es?

#256
Homebound

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---> who stickied the my little pony thread?

#257
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Lukas Kristjanson wrote...
Quick question about DA2, why are the quests "Fool's Gold" and "Finding Nathaniel" mutually exclusive?
We wanted players to have alternate content if they imported a save, so they were exclusive deep roads plots. I think early revisions had them echo each other more, but iteration took them farther apart in theme and in the timeline. It seems a little arbitrary now, but it happens.


Interesting, I always liked both of those quests, specifically because they allowed Hawke to return to the deep roads. Thanks for the answer!

#258
Drummernate

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Hellbound555 wrote...

---> who stickied the my little pony thread?

This needs an answer too....

Stanley? :whistle:

#259
Lukas Kristjanson

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Oof, big ones. Let's see if I can break this down.
  • How have the development cycles changed since BG and BG2?
I don't know what I can say about dev cycles, but we're constantly learning. BG2's definitely did not match its relative size, and it was pretty brutal on the team. We've certainly done shorter games that had more breathing room in the schedule, but some with perhaps a bit too much. Darrah used to have a sign on his wall that said "Show me a game with infinite resources (schedule, etc) and I'll show you a game that never ships." The finish line for creative things is necessarily artificial, because you're never done, there's always something you want to make better. But eventually you have to send little Gamey out into the big wide on his own and hope he does well.

  • Did you ever feel gated or bottlenecked by other departments?
Sometimes. And sometimes I'm the block, especially early on in a project. Around here, writing is often first in, first out, but things happen. And at the other end, sometimes you have to cut because there just isn't time to make something work, whether that's editing time, art time, recording time, cine, or just plain old rewriting what didn't turn out like you thought.

  • Can you describe the sort of direction you get as a game writer? What sort of editorial control is there?
It varies. Sometimes it's explicit from the Leads, sometimes you just have the in/out: the info that feeds the section and dictates where it has to end up to make the next part make sense. There are a huge number of dependencies attached to every word that you try to anticipate, but sometimes they are already in place and you're just filling a slot. Generally, the bigger the moment and more resources attached, the higher the degree of oversight. In all cases there are multiple stages of review, both inside and outside the team.

  • What sort of scoping constraints did you apply to the writing of characters like companions?
For followers, we decide on a structure and budget ahead of time because standardization is the only thing that makes implementation and testing possible. It's easy to go off the rails if you don't have good limits. You get in their heads and just want to let them talk, but that's a recipe for getting your stuff cut by someone else's schedule. Sometimes the limits are out of everyone's control. I wrote Joker for ME2, and after writing was complete, we learned we had a very small window for recording with Seth Green. I had to cut his lines by a literal third, but I had a week to do it, so he became a sort of "greatest hits" that was much tighter. It was painful, but the result was way better than the wordier version. And then the initial recording went so fast, it looked like we might not have enough lines to fill the sessions, so I brainstormed the "stand behind him" one-liners with the rest of writing the day before the last booking. A little chaotic, but you have to be able to adapt.

  • In the first Mass Effect, there was nothing in the dialoge or plot that I ever saw that established Garrus as a dedicated sniper.
I think you'll find that there are rarely any lines that lock any character into a particular mechanic, weapon, or style of play. Combat balancing must be free to move as the game needs it. If a character is totally defined by a mechanic, his entire reason for existing can disappear overnight. Like the player character, the followers have to be somewhat modular.

  • Do the guys who work on Dragon Age work on Mass Effect in the same capacities?
The Leads are usually specific to one project so there is a consistent vision, but there's a lot of crossover below that as the project ebbs and flows. Staggering the development schedules is a big strength, and ensures a lot of sharing of experience. Depends on the size of the team, though. As far as writers go, I think I've logged the most time crisscrossing projects.

  • who stickied the my little pony thread?
I don't know nuffin 'bout nuffin.

#260
Nameless one7

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Who wrote Death's Hand & Black Whirlwind?

What books were inspiration for writing Jade Empire?

#261
Lukas Kristjanson

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  • Who wrote Death's Hand & Black Whirlwind?
  • What books were inspiration for writing Jade Empire?
I wrote Death’s Hand as part of the crit path. Mac Walters was primary on the Black Whirlwind. We based a good chunk of Jade on traditional Chinese folklore and Wuxia, although we didn’t spend quite as long describing the richness of the food and how many bowls of wine people could drink. Outlaws of the Marsh was a major inspiration, which is obvious when you look through the character names and courtesy titles. Adapting to the tone and navigating the Celestial Bureaucracy was a lot of fun. The floating palace and waterspout through the core of the planet was a nice change of pace.

#262
HoonDing

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Was there anything more about the background story of the conflict between Dynaheir and Edwin? Or is it just the typical enmity between wizards of Thay and wychlaran of Rashemen?

Edwin seems to suggest (if you talk to him with Dynaheir in the party) that she is particularly dangerous for some reason, not to mention he did follow her all the way to the Sword Coast (plus, the reason why Dynaheir journeyed to the Sword Coast is never revealed either).

#263
upsettingshorts

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 David Gaider's recent blog post seemed on-topic for this thread:

He wrote...

I lied again.

I was going to do a post on the actual writing process… but that’s boring. Who wants to read about constructing branching dialogue? Well, maybe someone does. And I might still get to that later. One of the replies to the last post (by Angry Pants, aka his fake name “Upsettingshorts”) suggested I talk about a couple of things that went unexpectedly right. And, after a post talking about how dreary this job can sometimes be, why not do just that?

Because it does happen every now and again. Sometimes it’s something I’ve done, and other times it’s something one of my writers has done, but every now and again something just clicks. You have that brilliant idea that wins over everyone immediately, and it just falls together because no earthly power can stop it. There’s that plot or that character which seemed… okay… and somehow it just ends up working so much better than you’d expected it to. And then there’s the things that are just inexplicable. “People liked that? Huh.”

Case in point: HK-47. He was the assassin droid in Knights of the Old Republic, who initially was just supposed to use “droid speak” (like T3M4 did, yet it probably would have sounded darker and meaner— like an angry car engine that just won’t turn over, I guess). I’d just finished writing Jolee Bindo, something I was incredibly happy about, and had done so early. So James Ohlen, the Lead Designer, asked me to write some actual dialogue for HK-47. I protested— you want me to write something for the stupid droid with the automatic rifle name? (Which is not where the name came from, incidentally, though I didn’t even know it at the time.) COME. ON. Yet there it was, new task assigned… my punishment for efficiency, I guess.

OK, FINE. I had a little over a week to do it, and thus he’d have to be smaller than the other companions, but I guessed I could give him something. Inspiration came in the form of the “Littlest Hobo”, a Canadian TV series that used to replay constantly on CBC about a dog that goes from owner to owner helping them improve their lives before moving on.

You might say, “Huh? HK-47 has absolutely nothing in common with the Littlest Hobo!” But you would be wrong. He’s the anti-Littlest Hobo. He moves from owner to owner, helping them engineer their own self-destruction before moving on. This thought amused me enough to form the kernel of an idea. The whole “meatbag” thing just came in the middle of writing, when I tried to imagine how an android that found humans disgusting would actually view their organic bodies (60% water seems like a lot of sloshing around, to me). I liked that enough that I used it to excess. Cue the one-note character. I chuckled, got it done on time and left it at that.

“There! Are you happy James? I finished the stupid android.”

Thing is, his voice actor did a grand job. He really transformed the character, which a good voice actor is totally capable of. So… great! Then he went on to be well-received, won “Original Game Character of the Year” at the 2004 Game Developers Choice Awards and a bunch of other accolades, and I understand he appeared in Star Wars: Galaxies (in which I imagine he runs around waving his arms like Robbie the Robot going “Meatbag! Meeeaaatbaaaag!” before he rushes off-screen— probably not, but the image pleases me).

So I’ll still scratch my head about that. It’s not that I begrudge the character or anything, but complex he was not. Not that a character needs to necessarily be complex in order to be enjoyed— I suppose there’s a lesson in that— it’s just that I wasn’t expecting anything at all.

Another happy surprise? Romances. Oh yes, I’m well aware that there are some folks who are just so done with our romances (cue hipster thrashing about). Well, whatever. I’ve already talked about that. I’m not saying every game has to do it (by any means) or that we do it perfectly, but ultimately it’s something other companies aren’t really doing. It’s part of what we’re known for and what makes us stand out.

Or, at least, that’s how it seems today. Back in 1999, that was not the case. I had just started with BioWare, getting my feet wet writing a bunch of the Athkatla plots in Baldur’s Gate II when James Ohlen told me his idea for romance plots… a long chain of interactions over the course of the game specific to someone romancing the character. Seemed… simple enough? Nobody had ever done something quite like that, to my knowledge. At least, not to that extent. There was a romance arc in Final Fantasy 7, sort of, which I’d played. So kind of like that?

Gosh what a nightmare. As was the case with many things in BG2, this kind of ballooned beyond initial plans. At every turn, it was “hey, maybe this could happen here if you’re in a romance” or “hey, maybe we should add this” or “hey, maybe Bodhi kidnaps your romance and turns them into a vampire”. That won’t be hard to do, right? Which was awesome, sure, but the scripting teams were already doing cartwheels to keep on top of all the content. Add to that the plot timers based on real-time mixed with those based on game-time and it was a recipe for bugs. Bugs, bugs, bugs, bugs. This being my first game, it seemed like a bewildering sea of them. There were so many bugs in the Jaheira romance alone James once posted a sign on his door which essentially read “IF YOU’RE COMING TO TALK TO ME ABOUT JAHEIRA BUGS I DON’T WANT TO HEAR IT!” I thought for sure they were all going to get cut. I’m pretty certain they teetered on the edge of it for some time.

But they went in. It just seemed like too much effort to waste, and they were kind of cool even if they were pretty prone to breaking badly. That was just how we rolled in those days. I don’t think we ever imagined it would be popular. Did guy gamers (remember there was only one romance aimed at female players) really want this sort of content? Seemed like a dubious prospect.

And yet… whoa. It became a thing. It took on a life of its own. I suppose the cynical could imagine that we simply liked the positive response and did more of the same to “pander” (there’s that word again) to those poor, deluded fools who couldn’t see how obviously insipid such plots were… but this was a visceral reaction. You don’t ignore that. This was something people hadn’t seen much of, and they wanted to see more. So, yes, I’d say it was something that definitely went right. It was kind of great to be there at the start of it, though I recall being a little chagrined at the time to find myself the only writer who wanted to write the guy-romances. Odd how things change.

There are probably a few other things I could talk about, in terms of “what went right”. I guess I could talk about the Carth Onasi Research Expedition (hello, Ladies of Neverwinter!), the Deekin Experiment, the crowning glory of angst that was the Dark Ritual or how incredibly proud I was of how both Aveline and Isabela turned out in Dragon Age II (written not by me but, respectively, by Luke Kristjanson and Sheryl Chee) and what they said as strong female characters. I could probably also talk about Dragon Age itself, and how there were many times where it seemed like it wouldn’t pull itself together at all… the fact it made it out there seems like half a miracle, with it being so beloved as the cherry on top.

But I’ll leave it there. On reflection, this post is probably less informative and more reflective than I intended this particular series to be. But, you know what? It’s my damned blog.



#264
Dominus

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Thanks for the update, Angry Pants.

There’s that plot or that character which seemed… okay… and somehow it just ends up working so much better than you’d expected it to. And then there’s the things that are just inexplicable.

Whether in Video Games or other mediums, you can never fully predict how your audience(or peers in creation) will react to it. There's certainly getting a feeling of excitement when you think it's in the right direction, but it's never a guarantee.

Much like some real-life romances, the success of BioWare's romantic tendencies apparently worked out of luck and serendipity.

Modifié par DominusVita, 06 décembre 2012 - 12:46 .


#265
Lukas Kristjanson

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I remember the stink raised when we announced the feature. Our forum back in the day was full of concerns that if romance existed in the game, that was all the game was about. A lot of BG1 players yelling "how dare we put *whatever* into BG, that's not what role-playing is to me!" comments. The more things change, etc.

HoonDing wrote...
Was there anything more about the
background story of the conflict between Dynaheir and Edwin? Or is it
just the typical enmity between wizards of Thay and wychlaran of
Rashemen?


That really was the core of it, at least when the character concepts were created. I tried to imply more when writing them, or at least leave it open for interpretation. As I recall, I dropped hints that Dynaheir was actually looking into the Bhaalspawn threat. Edwin wasn't quite so informed to start, but he could sniff out a path to power from miles away. Ah, looking at the wiki, we let you Charm exactly that out of Dynaheir. And now I remember having to write those "what if you Charm them?" lines for damned near everyone and everything. Weren't we a clever bunch. Charm was the bane of every game that had it. So many edge-cases.

The BG1 characters were threadbare in most of their motivations. They had to be, there was 24 of them. I've mentioned elsewhere that Jaheira in BG2 had more dialogue than all the followers in BG1 combined. And like Dave said, her romance and plots were a house of cards as far as scripting goes. Juggling that complexity is a hard skill to learn. I'll let you know when I'm done. ;)

#266
Blastback

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Wait, you could use charm to get extra dialogue???!!!!

Nobody told me!!! Is that feature present in BG2 as well?

#267
Fast Jimmy

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Lukas,

Out of curiosity... will you play the new Baldur's Gate Enhanced Version now that it is out? Or have you had enough of the BG world to last you a lifetime (or two)?

#268
In Exile

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Regarding DA2, was there ever an idea to have more exagerrated scenes than just the introduction, like Varric's own discussion about his brother? I thought that was a neat cut-away... and sometimes wish the game did it more, to deconstruct the traditional fantasy tropes more, and to show the "gritty" truth, so to speak, of the whole affair?

#269
upsettingshorts

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The whole thing kinda was that, in a sense. But I understand your question.

#270
Lukas Kristjanson

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Blastback wrote...
Wait, you could use charm to get extra dialogue???!!!! Nobody told me!!! Is that feature present in BG2 as well?

Don't get too excited, it was a couple lines max, not interrogations. Honestly, I can't remember if we continued it through BG2 or limited the Charm spell to avoid having to give alternate lines. Hard enough including options for enemies who surrender for plot reasons, having an uncontrollable number of NPCs alive at the end of combat is a massive headache. Charm was barely tolerable, and many NPCs were simply made immune. There were other spells that had similar issues and we cut them outright. Polymorph ended combat by permanently turning the enemy into a squirrel or something, and the game didn't understand that as "dead." We left a wand in somewhere, unfortunately. I remember someone on some forum confused because they managed to hit a load-bearing NPC with it and the plot broke because the character never "died."

Fast Jimmy wrote...
Lukas,
Out of curiosity... will you play the new Baldur's Gate Enhanced Version now that it is out? Or have you had enough of the BG world to last you a lifetime (or two)?

I spent a double-digit percentage of my life on BG related titles, but I'm sure I'll load it up. I've a hell of a backlog right now, but it's great to see it accessible. They have good people there and I'm sure the new followers and areas are fine, I just hope they got the old voices right. I felt like I closed a book on those characters when I wrote the epilogues for ToB, so having them come back is exciting but also strange.

In Exile wrote...
Regarding DA2, was there ever an idea to have more exagerrated scenes than just the introduction, like Varric's own discussion about his brother? I thought that was a neat cut-away... and sometimes wish the game did it more, to deconstruct the traditional fantasy tropes more, and to show the "gritty" truth, so to speak, of the whole affair?

"Gritty" seems likely, but Varric has a peculiar relationship with "truth." Shorts is right that the whole thing is meta to a degree, playing with how we changed up the style. Come to think of it, maybe we should've exploited it more. I mean, hey, Varric's a surface dwarf, maybe all caves look alike to him. ;)
I think there were a few more scenes in early planning, but like Dave's recent tumblr posts have said, cuts are inevitable and happen in every project. Would I have liked more? Sure, but there were other trade-offs to be made and we got the ones we thought made the point.

Modifié par Lukas Kristjanson, 07 décembre 2012 - 10:50 .


#271
HoonDing

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I knew you could charm the spider queen who told you a bit about Irenicus, but that's about it.

#272
starmine76

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How the heck did you guys get Ed Asner to agree to play Vrook?

I've always wondered why he took the part, since, despite being a perfect fit for the role, is not someone I could imagine wanting to play a Jedi knight in a video game. Does he like stat wars?

#273
Sable Rhapsody

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Have you guys ever considered going back to the D&D settings? Or will it be original IPs from here on out?

This is probably a can of worms, but is there any possibility of getting David Gaider's semi-official Ascension mod incorporated into BG2's Enhanced Edition? (When/if that becomes a reality)

How do you go about getting more famous actors (Seth Green, Kate Mulgrew, etc.) on board for VA? Is it more challenging with VAs who aren't as familiar with gaming?

#274
Lukas Kristjanson

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starmine76 wrote...
How the heck did you guys get Ed Asner to agree to play Vrook?

Heh. They were going through characters in a VO session, and the description for Vrook was something along the lines of "Ed Asner type". I can't remember who it was, but the actor in the booth said "You know, Ed is actually one of my neighbours, would you like the real thing instead of the 'type'?" Yes, yes we did.

Sable Rhapsody wrote...
Have you guys ever considered going back to the D&D settings? Or will it be original IPs from here on out?

Considered it? Sure. But while it was great to be able to play in settings we had loved for years, it is also quite frustrating at times. IP holders are rightfully protective of their worlds, and sometimes are very cautious about allowing outside developers contribute to setting. And I remember some edits we had to make to KotOR because of lore in EU novels that weren't even out yet. No amount of research would have helped us avoid that, and they certainly couldn't fill us in on all their potential projects.

And some licenses get complicated when companies change hands, as happened with TSR. We dealt with I think three or four separate parent companies? Each with their own varying levels of oversight? Ultimately, we decided that we could world-build at least as well for ourselves as we could for someone else. Not saying it would never happen, though. We did go back to Star Wars, after all.

This is probably a can of worms, but is there any possibility of getting David Gaider's semi-official Ascension mod incorporated into BG2's Enhanced Edition? (When/if that becomes a reality)

I have no idea. As much as I like to see BG out and accessible, we have zero involvement in the EEs. I would guess Beamdog would prefer to keep them as compatible as possible, given the fanbase they would like to court, but you'd be better off asking on their forums.

How do you go about getting more famous actors (Seth Green, Kate Mulgrew, etc.) on board for VA? Is it more challenging with VAs who aren't as familiar with gaming?

It's getting less difficult to lure bigger names if you have the agent relationships. Games are big business for a relatively small amount of time in a recording studio. Guys like Seth Green have multiple sessions, but many are single full-session, or one or two half-sessions in the booth. You can get about 100 to 250 lines done in a full session, depending on actor experience with the format and complexity of character/scenes (so about a jabillion lines if you're Brian Bloom:P). It's challenging if they don't understand the multi-threading of conversations because the scripts for those are very disjointed. Our tools are built for conversation trees, but at some point that has to hit paper in a studio across the planet. Messy.

The caveat is that it is getting easier to get name actors if we want them. The closer to the A list you get, the more you're trapped by their schedule. I mention the cuts I had to make to Joker earlier in this thread. Another example: we couldn't have been happier with Eve Myles' performances for Merril, but she unfortunately had limited availability because of filming for Miracle Day. I had to construct a couple of her banters out of old lines because of that. No, I'm not saying which ones. Your move, internet. ;)

Modifié par Lukas Kristjanson, 13 décembre 2012 - 05:43 .


#275
Dominus

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How the heck did you guys get Ed Asner to agree to play Vrook?

O_O. I never knew that until now. I'd say that was one of the more subtle VAs. Odd.

Your move, internet.

I'll ask....what is the strangest inspiration you've gotten for something of past games? I recall reading about Dave's oddball inspiration off of a BBC show for HK-47.

Modifié par DominusVita, 13 décembre 2012 - 05:58 .