"Who are you here to visit?" asks the dowdy 60-year-old customs official at the Edmonton International Airport. "BioWare. They make videoga..."    "Oh, BioWare, eh?" the agent interrupts, inking his passport stamp. They're the hottest gamemaker in North America, ya know." He can't wait to get his hands on Mass Something-or-Other for the Xbox 360.    Up here, it's hard to find someone who doesn't recognize the name of BioWare, a company founded by two University of Alberta med students looking for more out of life than just a cure for cancer. The blip on BioWare's life-sign monitor traces a bizarre course from medical science to hard science fiction, from Gastroenterology Patient Simulator to 
Baldur's Gate and some of the finest PC role-playing games ever. But  when the developer detoured into console territory with 
Knights of the  Old Republic, 
Jade Empire, and 
Mass Effect, it left the PC faithful wondering  whether their beloved BioWare was leaving them behind.    So now it falls to 
Dragon Age, the company's first PC-only RPG since  2002's 
Neverwinter Nights, to set things right. Join us now for the  world's first look at this spiritual successor to Baldur's Gate; then hear  what BioWare cofounders Greg Zeschuk and Ray Muzyka have to say  about roleplaying's past, present, and future.    It's only 10 in the morning, but Dragon Age  project director Scott Greig has already bled for  his game today.    "I managed to slice my hand on one of the  practice swords," Greig says, pulling the culprit  from its sheath, taking care not to disturb the  fresh bandage between his thumb and index finger.  "Who would have thought they'd be sharp?  But it's nice having doctors on the premises...and  it's, um, interesting that you can send out an IM  to one guy in the company and the next day  your office is filled with swords and giant axes."    Greig has been with BioWare for nearly 11  years--the first official employee of the company  cofounded by doctors/game geeks Greg Zeschuk  and Ray Muzyka. Raised as lead programmer on Baldur's Gate and Neverwinter  Nights, Greig is no stranger to BioWare  role-playing games--or the complex process of  making them. And today isn't the first time he's  taken up arms for Dragon Age's cause.
        
            
"When we started concepting what Dragon  Age's combat would be, we wanted to get a tight visual reference for the  combat team," he says. "So myself, [lead animator] John Santos, and a  couple others got a bunch of swords and shields and sticks and stuff and  went to the parkade--the parking lot of one of Edmonton's malls--and  set up a video camera on the second floor, looking down, so we could  film it from the game point of view. We were out there hitting each  other and going, 'I think the shield bash should be like this!' as a bunch  of people across the street watched from their balcony with binoculars.  Then a woman in a pickup truck came and said, 'What are you doing?  This is private property!" and...well, let's say she  escorted us off the premises."    Greig and Santos show off the fruit of their  loiterous LARPing in an early prototype of  Dragon Age's tactical combat system. A player  character in ratty armor with a shield and sword  comes across three ugly orcish things in the  street. At first, the camera is behind the player's  shoulder--"Explore Mode," Greig calls it--but as  the enemies take notice and move in to attack,  the camera swings up to a nearly top-down,  parkade-inspired perspective. Greig explains  that you can issue commands to your party (four  characters all told, at least for now) in real time,  pause the action, and queue up spells and special  attacks--comforting words for anyone who's  ventured through Baldur's Gate. As the quartet  trades blows, swords clash against swords, and  weapons don't just whoosh through the enemy's  polygons--they react. When the deadlock  breaks, the hero raises his shield to block the  foe to the side, and then swivels to the third to  knock him to the ground with a shield bash.    "We wanted to make sure that when you look  at a fight, it's not just swing, swing, swing...we want to make it look like  these guys are actually fi ghting and reacting. And we're making sure group  combat is really cool--it's not just two guys fighting; you can actually have  synchronized attacks with the people around you, too."    "Instead of people standing toe-to-toe," adds Santos, "you're actually seeing  people duck and move and attack. Every time they get hit, you feel for  them because they just got bashed in the head with something really heavy.    "Have you ever seen that HBO series Rome? Take a look at the gladiator  fight in episode 11 and you'll get a good idea of what we're thinking of."    Large-scale combat is also on the top of Greig's mind--no surprise for a  game where here, one naturally assumes, there be dragons. "Remember the  cave troll fight in The Fellowship of the Ring? That's what our large creature  combat is going to be like. You've got the party guys running out, one guy  jumping up on the back and stabbing, the other guy ducking between  the legs." Objects in the environment can be manipulated in your bid for  tactical supremacy: Knock over a table to fire arrows or shoot fireballs from  behind cover, but only where it makes sense--emergence be damned, in  BioWare's reckoning. "There will be a lot of ways of going through combat,  and lots of different ways to interact with the environment...but our philosophy  is that handcrafted is always better than random stuff."    
DRAGON YEAR ZERO
  Step back in time to E3, 2004 AD, when BioWare teased PC RPG fandom  with a brief glimpse of Dragon Age for the first (and for the past two-plus  years, only) time. "That," explains Greig, "was our proof-of-concept test. We  had just finished Neverwinter Nights and were thinking we needed to do  something that's gonna be Baldur's Gate, only next-generation--with all  the in-depth story stuff, all the characters, only much more cinematic and  visceral. We had the idea to put together the exploration view of Knights  of the Old Republic and capture the party-based action-packed combat of  Baldur's Gate, only in 3D and advanced, so [that demo] was really a test to  put that together...we knew it was early, but we wanted to make sure fans  knew we were working on PC games, too. We'd just done KOTOR, Jade  Empire was coming out, we knew Mass Effect was about to be announced  [all for the Xbox or Xbox 360], and we just wanted to reassure our PC fans  we hadn't forgotten them."    A lot has happened since then. "We've spent the last two to three years  just having artists and writers put together what the world is, what the story  is for Dragon Age. [Back then], we were still working on the Aurora-engine  level--NWN, KOTOR, and even Jade Empire were part of that technology  chain--and realized that it wasn't gonna cut it. So we went back to the  drawing board and started working on the brand-new engine, the Eclipse  engine that's gonna be in Dragon Age."    While BioWare is loath to spoil the specifi cs of its world or characters,  they're open about their infl uences--we hear George R. R. Martin's A  Song of Ice and Fire series spill from more than one pair of lips, and the art  direction takes a note from Frank Frazetta's Conan paintings. Folks utter the  word "dark" at least four dozen times; "mature," "realistic," and "sophisticated"  aren't far behind.    "'Dark heroic fantasy' really captures what the world is all about," echoes  Greig. "The grittiness, the horror elements, blood, dirt--it's going to be a  lot darker than anything we've done in the past. We still wanted to capture  the high fantasy elements. There are heroes, villains, obviously dragons--it's  called Dragon Age, after all--but it's more than just your standard 'take  fantasy elements and toss them together' game. We wanted to make a living,  breathing world that actually had a realistic feel to it. If people actually  had magic, how would they react to it? If someone could walk into a room  and point a finger and turn you into a fireball, this isn't something anyone  would take casually. If this were history, and we had these situations with  magic and monsters and creatures, how would this work out?" Even the  name of the game is meant to ground the fantasy in history--this is the  Dragon Age, meant to stand in a line tucked amidst the Bronze Age, Steel  Age, and Industrial Age.    As in any BioWare game, characters--and moral choices--tower over  everything, though Greig says it isn't as simple as light-side points and  dark-side points, open palm and closed fist. "Yes, you're the hero, or the antihero,  depending on how you play, but it's going to be a lot more organic.  You basically have to save the world, but what the world is like when you're  done--that's totally up to you and the choices you make throughout the  game. You're literally going to decide the fate of nations, who's becoming  king, what nations are actually around after...what races are around. You're  going to have to make some hard choices in the game, but we want all the  choices to be clear. The player's gonna know if he does this, there's a really  horrific consequence. Decisions are gonna be hard...and sort of shocking."    But before you get to the who lives and who dies, one of the first decisions  you need to make is just what kind of character you want to play--  and Dragon Age wants to make sure that, whatever your preferred poison,  it's got you covered. "We use a class-based system that has levels--we're  staying that close to our D&D roots. You start off with three basic classes,  the wizard, fighter, and rogue, just to get you started. Very quickly, you  get access to advanced classes, and even within those classes you get to  customize abilities, stats, and talents--you buy points, build it up, and after  a short while you'll be able to pick even more advanced classes. If you want  to have a fighter-type character with magic-like abilities, there'll be a route  you can take for that. If you want to be a barbarian berserker, you can do  that, too...there's a route for everyone so players can build their character  the way they want. There's a stupid number of class abilities and special  abilities...I think it's more than in any other BioWare game."      While character customization is grand, it poses a conundrum for writers  striving to build a better, stronger character-driven narrative: How do you  write a story appropriate for both a beer-swigging, meat-inhaling dwarven  soldier and a holier-than-thou high elf--without resorting to prison cells,  amnesia, or fresh-from-the-boat strangers in a strange land? "We've  watched how people play our games," Greig says, "and found there are a  few common archetypes people like to play. They'll always play the same  character in different settings--if you're the 'elf archer guy,' you play that  kind of character in every game. So we looked at the common archetypes  and said, 'OK, we're going to let you play your character in the world, and  it's going to make sense. So one of the big things we're doing is origin  stories." Rather than just offer multiple endings, Dragon Age offers multiple  beginnings, too.    "Say, for example, you want to be a dwarf--you'll have different choices  for what kind of setting in the dwarf environment you start in. So if you  pick dwarf noble, then you're part of the royal family in one of the dwarven  cities, and that's where we start you off. And you spend the first hour or  two of the game interacting with that world. You get to learn all about the  dwarves and the plots that are going on, and major things happen to you  personally. We also introduce at that point a nemesis for you--not the main  villain in the game, but someone who's going to be dogging your footsteps  throughout Dragon Age, and eventually you'll have to come face-to-face  and deal with him. Your nemesis will be different depending on your origin.    "One of the other options is a dwarf commoner--pick that, and you start  off working the sort of dwarf underclass. The nobles have their honor, but  you start off down in the gritty and real dwarf environment, and you have  to struggle through the street stuff...you have to work to forge your place  in the underworld of dwarf society. And it's a completely different story--  you'll run into some of the same characters [that] you would as the dwarf  noble, but they'll treat you and react to you differently."    Once you've played through your chosen origin, world events intersect,  and you'll find yourself pulled into the same plot as all the rest--with  different twists and side quests based on your roots. "If you go back into  the dwarf city, depending on whether you were a dwarf noble or a dwarf  commoner or an elf or human from one of the other stories, the NPCs will  completely react to you differently with different subplots and different  stories that open up for you."    "We've basically covered all the major fantasy archetypes," says Greig.  "Each race has a classic, traditional origin story, and then we've got one  that's a lot more edgy. We're finding in testing that the unusual ones are  the ones that people like the most."    
WITH FRIENDS LIKE THESE
  Behind every good hero stands his chums--and BioWare RPGs are nothing  without followers. "Every character will have access to the full set of NPCs,"  says Greig. "They'll treat you differently depending on the origin story, and  when you get them is dependent on origin story too." Characters follow  behind you in Explore Mode, and BioWare is strongly pushing the idea of  party banter. Greig compares it to Saving Private Ryan: "There's a part [in SPR] when they're just walking though the area not doing anything, but  the banter going on really brings them to life. We're trying to capture that."    As for A.I., "It's not just me and three meat Popsicles," Greig continues.  "These are living, breathing characters...all the NPCs that join you have  different agendas. If you say, 'I'll side with this faction,' that'll obviously  please some of your party members, but others will say, 'I can't believe  you just did that.'" Morally driven banter is one thing (party members  in Knights of the Old Republic would often chide you for your dark-side  decisions while blindly following your innocent-slaughtering orders) but  morally driven behavior is another--and Greig hints that NPCs might even  go so far as refuse to fight if they feel you're way out of line.    NPC management is similar to that of 
KOTOR 2; every major area you  enter has a "base camp" with activities that change depending on location,  and selecting the appropriate NPC for the location will be important.  "When you go into the city, it's probably not the best idea to bring the 9-  foot-tall war golem with you," says Greig, pointing to a character modeler's  monitor where a large rock creature is on display--an imposing, runecovered  "dwarven war golem" named Shale. "This is one of the NPCs that  joins you.... The dwarves used to make these guys for their wars, but the  art of creating them has been lost. But you run into one of these guys and  he gets to join up with the party--and as the prime mover of the world,  you have influence over how this guy turns out. You can explore his past  and get into the details to make him a living, breathing person--as far as  dwarven war golems go--or you can turn him into a blind follower who'll  basically kill at your every whim." A Dragon Age analogue to Knights of the  Old Republic's space-age HK-47, it seems. "You'll also be able to upgrade  him--carve new dwarven runes into him to gain new powers. You'll be able  to customize every one of the party members in some way."    Down the hall, Greig shows off a "visual fidelity" test--an impressive  blue-tinged torture chamber where stained glass windows pour colored  light on the wall and sunlight flickers on the floor in distorted waves.    "The art philosophy is 'fantasy painting come to life,'" says Greig, invoking  Frazetta once again. "It's dark. It's gritty...it's all about dirt and texture  detail." Over by the in-game wall, he points out "the best barrels you'll see in a videogame...running on a high-end PC, you'll see the level of  detail...[we're definitely thinking about] DirectX 10 and beyond."    A giant disfigured blue demon plays bouncer at the door. "The artists  went a little bit overboard with him," says Greig. "You can actually see a  reflection of the room in his eyes. They also actually went down and did  scrollwork on the [treasure] chests," he says, zooming in ultra-close to reveal  detailed elvish runes on thin strips of metal. "One of the reasons for this test  was to figure out how much is too much."    But when it comes to character close-ups and conversation, detail can  make or break the deal. "There are two ways to go in the game industry  for cinematics," says Steve Gilmour, director of animation and cinematics.  "You go can go the sizzle, prerendered cinematic route, but because we're a  story-driven game company, and because we allow you to build characters  however you want them to be dressed and with whatever weapon that  you've given them, we focus on in-game cinematics." Even now, in-game  cinematics often means blocky figures with triangular mouths and cut-rate  lip-synching--but BioWare is way ahead of the curve when it comes to  crafting convincing digital actors.    Dragon Age uses a modified version of the Mass Effect conversation  system, much lauded at last year's E3, in which characters' facial expressions  speak at least a hundred words, lips synch convincingly to speech, and  dialogue trees are distilled into bullet-point "ideas" and "tones" rather than  complete sentences to make conversations flow at a more natural pace.  "Ours is customized to do just what we need it to do," says Greig, "and  we've got some ideas on how to make it Dragon Age.specific and work  for the mouse and PC. The writing in a fantasy game is different from [that  in] science fiction. In Mass Effect, they're going for a 24-ish, modern type  of dialogue. The language is much richer in texture in a fantasy game. The  voice actors are going to be busy, that's for sure.    "Back in Baldur's Gate, if a character needed to be angry, the writers  had to write angry words. Then we got to voice acting, and so the words  themselves didn't have to be angry; you could just have the actors read in  an angry voice. Now we actually have a lot more options--you can say an  angry word, you can have an angry voice, or you can have the character just  sitting there glowering."    "A level of storytelling fidelity with digital actors that we've never really  had before," says Gilmour. "That's what I'd say 'next generation' really is."    
CRITICAL HITS
  BioWare tends to roll 20s. "We've had the opportunity to work with some  of the best licenses, IPs, and world settings," says Greig. "We worked with  D&D, Star Wars...and those have been great. The license holders have been  good about letting us create stuff in their worlds. But no matter what you  do, someone else actually owns it, and you have to respect their wishes and  desires. And we'd come up with killer ideas that just didn't fit into those  world settings. If you're building your own, it gives you a chance to explore  those themes.    "There's been a great tradition of D&D; a lot of our fans grew up playing  it, [and] we've grown up using it, but we wanted to do something more  in line with a modern audience...like the old Battlestar Galactica series  compared to the new one--how they've taken the same themes, characters,  setting, and brought it to modern sensibilities."    For Greig, that's something worth bleeding for.