How BioWare Built Enough Content to Fill The Old Republic

The GDC Vault has published for free a video of a 2011 presentation from now former BioWare designer Georg Zoeller on the workflow and metric tools that helped the company produce enough content to fill the world of their MMO Star Wars: The Old Republic.

If you have absolutely no interest in the technicalities of game development you probably should steer clear of this talk, especially given it's 55 minutes long, but personally I found the description of BioWare Austin's internal processes fascinating. Compare and contrast with smaller projects and it's easy to see how much has to change to accomodate this kind of scale and how much it can potentially affect the content itself.