BioWare Austin Interview

1Up has conducted an interview with BioWare Austin's Gordon Walton, James Ohlen, and Rich Vogel, quizzing the co-studio directors and creative director about their upcoming MMORPG.
Q: Another BioWare strength, aside from story, is character customization. For lots of reasons, most MMORPGs lock you into classes without a ton of flexibility, which conflicts with customization. What's your philosophy?

RV: It's really important to have roles in an MMORPG. If you understand your role in the world, and others understand your role in the world with you, then you can get group dynamics and social behavior. [Developers] can set up interdependencies, which promote social dynamics in a game. If you don't have that, then you end up with loners ... and the world breaks down a little bit. Now, you'll be able to solo if you like in our game, that's for sure -- it's one thing that WoW proved can work. But it'll be a choice whether or not you want to group or not. You run into problems when people feel they're forced to group up or raid to get somewhere in the game.

JO: And while roles are important for gameplay, the visual aspect of your character is an area where we can let player differentiate themselves. We are gonna have a good selection of visual customization. We're probably gonna have more visual customization than you've seen in a BioWare game before.