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Consider, BioWare, The Non-Epic RPG

Must we always save the world or preserve the existence of humanity in our video game role-playing games? Must the stakes always be so high? I recently asked one of the principals of RPG super-studio BioWare about this.

Between discussing the impending launch of Dragon Age: Origins or teasing the features of Mass Effect 2, BioWare co-founder Greg Zeschuk has devoted energy toward convincing gamers that it will be exciting to grandly save humanity once again.

When Zeschuk and I spoke a couple of weeks ago at the Penny Arcade Expo, however, I asked if there was any reason BioWare couldn’t or wouldn’t make a role-playing game about something more pedestrian. Must the preservation of all life always be the motivation?

ā€œLike you said, it’s almost like there’s a formula,ā€ he said. ā€œSave the world: Check.ā€ Zeshuck and I both know that a lot of gamers want that feeling of being a hero. That’s a big draw.

Half-joking, I said to him: Why not have an RPG just about having a good week?

ā€œYou’ve got to go to work,ā€ Zeschuk riffed. ā€œYou’ve got to finds your clothes.ā€ As he threw these ideas out, I realized they didn’t sound that appealing. But Zeschuk liked the idea of making an RPG that’s about less pressing matters than the preservation of all life.

ā€œWe have had conversations about having a game that would have much more intimate moment to moment experience, not so much like saving the world,ā€ he said. As a means of loose comparison, he brought up Milo & Kate, the virtual person project showed by Peter Molyneux at this past E3. ā€œIt’s not quite like the Milo stuff, but taking the character technology and taking something like — mundane is the wrong word — but something like sitting around the table.ā€ His idea sounded more like indie games I’ve played or heard about that center on the simpler moments in life, like the dinner part in Facade.

https://lastchance.cc/testing-molyneuxs-milo-a-virtual-boy-with-yes-a-dog-5275204%3C/a%3E%3C/p%3E

BioWare’s epic Mass Effect did involve a lot of visual and interactive technologies designed to make conversations more nuanced and engaging. So it’s easy to see how the company could enable the creation of more quotidian role-playing games.

Zeschuk could also see fans taking BioWare’s tools and doing it themselves. He’s high on the potential for the mod-making tools in the PC edition of Dragon Age and told me he’s already seen someone recreate a key scene from Hamlet with them. Smaller-scale RPGs could be made through that. ā€œFunny enough, I think that’s the stuff people will do with the tools,ā€ he said. Smaller creators could pull that off as BioWare devotes energy to the grander endeavors.

ā€œI wouldn’t say we’re limited by our creativity,ā€ he said. ā€œBut we’re limited in the scope of things we can undertake.ā€

Here’s to the creation of a Having-A-Good-Day RPG. Who wants to make it?

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