Are Single-Player Games like Dragon Age Doomed?
GO: I spoke recently with Mass Effect 2’s Casey Hudson about the way your choices interplay with other characters you meet and change the story in meaningful, non-trivial ways. Is their overlap between your design approaches? ML: I think it’s the strength of our whole studio, that all of our writers and all of our storytellers fall in love with the characters that join you. We celebrate them, and we love their stories and histories. The more texture we feel we can give them, the more we take an element of the game that could be workaday, like “Oh he’s the guy who hits things for me,” and turn it into “He’s the guy who’s around all the time, he’s the steady part of my party, he’s part of my experience,” and what can we do with that? It’s why people love character generation and face generation and hairstyle choice and that kind of stuff. It’s because you’re always with these characters, always looking at and interacting with them. So we say, let’s expand that to the party and talk about