This thread lives? Someone should’ve nudged me.
- SWKOTOR and Neverwinter: any different if they stayed in BioWare? Was there any animosity with that decision?
Sure they would have been different. Impossible to say how, though. Development informs so much of the end result you can’t really predict on that scale. There was no animosity, we simply had other opportunities.
- Did you guys ever give much thought to returning to any of those older series at the time? Or were you so focused on current/future projects that the idea never came up? To an extent, I felt like the idea of sequels in Bioware games were always kind of taboo, since you always have to deal with fan worries about past actions having consequences.
We felt we had done what we wanted with the titles and were looking to new opportunities, especially developing our own IPs. Although the lure of Star Wars would prove too tempting for some. SWtoR has a dozen games worth of James Ohlen's love for the setting.
But sequels or not, we’ve never really released the same game twice. Worries about past actions are a recent thing.
- I recall some discussion of a Jade Empire sequel that was eventually scrapped.
We’ve got a concept archive of past potential projects that would blow your mind.
- Has it ever gotten frustrating having a lot of your newer projects held up and compared (often unfavorably) to your old games like Baldur's Gate 2 and KotOR?
Not really. I can compete with what I actually wrote, although it’s a little trickier trying to match rose-coloured memories.
- Are there any voice actors that you wish were in any of your games?
Sure. But you can legally jinx that sort of thing by talking about it. Some of the most fun stuff about past projects hasn’t been the big names, though. It’s been the pick-up sessions where you suddenly realize you have Buttercup Powerpuff as a player voice.
- Which of the Bioware projects has been the most fun to play; not necessarily test?
I played MDK2 on the hardest difficulty and thoroughly enjoyed kicking my own ass. Side note, BG1 was a bear to test. I remember doing 2 or 3 speed runs
a day behind Scott Horner, a QA juggernaut who remains more machine than man. All respect to those crazy SOBs.
- Could you name the Cut Origins?
Stan mentioned a couple. There was a Barbarian as well, but they were all really early edits.
- Has Bioware ever considered doing an alternate history kind of RPG?
Nothing firm. Lots of wonderfully weird things that stall at the one-page pitch for various reasons.
- I'm curious, who wrote Miranda in ME2? I'm a huge fan of Yvonne Strahvoski, so I was surprised to hear her voice in that game.
Early framework was Drew Karpyshyn, but I believe Patrick Weekes became the primary. I had pieces of her in the Crit Path parts I did, along with her crisis with Jack, and I’m sure others had significant sections too. It can't help but be a collaborative thing at this scale.
- What was the inspiration for the character of Branka? Was there a historical or fictional character that influenced the conceptualization of Gregoire or Cullen?
I don’t think there was a specific cultural reference behind those three. Can’t say for certain, though. My passes though Orzammar were much later than Jennifer’s initial writing. Similar with the Circle Tower.
- Were there any plans for additional playable races during the Development of Thedas?
I think Qunari might have been considered in the super-early stages, but they didn’t get anywhere near implementation. Probably would have meant way too many tradeoffs elsewhere.
- Does BioWare use focus groups on their games/part of their games? Are there even such a thing as focus testing products in the video game industry?
Well sure. I'd say most games are focus-tested to some extent, at any number of stages. In fact, until the current stink, a common fan complaint about media of any sort would be how focus-tested it felt, because that is synonymous with watering-down and design-by-committee. Which everyone seems to hate until I guess they think their committee would be different? Like all telemetry, it has its uses.
- I've always been curious about MDK2. What made the team decide to go with something as goofball and out of the typical RPG category as that? Also, I'd like to vote for an atomic toaster as a DLC weapon.
We weren’t strictly an RPG company back then. We were ramping up to something like that, certainly, but we’d only
released Shattered Steel and BG1 when we got the opportunity to make MDK2, which was also handled by Interplay. The first MDK was a real breath of fresh air, so I think we all saw interesting possibilities in the IP. We’ve always made the games that we want to play.
Speaking of atomic toasters, behold the MDK2 team gift:

Still works great!