Bioware interview part 2: Making movies out of Mass Effect and more
In part two of my interview with Bioware CEO Ray Muzyka and VP, entertainment Greg Zeschuk, we talk about why movies are a key part of the development of the studio's fictional worlds, how they can ensure those movies are good, and how the recession and success of Nintendo is impacting their business plans.
For background on my interviewees, see the introduction to part one.
(the screenshots are from Bioware's upcoming game "Dragon Age: Origins")
Ben Fritz: In terms of the different media connected to these worlds, you obviously developed the games and you’re very involved in the novels… But I know Avi Arad has optioned “Mass Effect” as a movie. What’s your approach to working with a producer like that on one of your properties?
Ray Muzyka: We’re not going into detail on that front right now. I don’t if we’ve explicitly confirmed any of that stuff [they haven’t]. But if we were…
The one thing that’s true, regardless of how our ideas are manifested, is quality is the key. They’ve all got to be awesome and equally satisfying to different audiences in different ways. That’s something we’re unrelenting and uncompromising about. We want to work with the best people in the world on something that’s actually going to be seen as a landmark event. So people can feel it’s a good value for their money, entertaining, and emotionally engaging.
Greg Zeschuk: Another way to see it too is we work with folks who get the properties. Not just get how much the potential return is. That’s one of the important factors. People we build relationships with have to have that same feeling we have. It’s tough finding folks like that.
RM: We’ve been very lucky all the people we have worked with and are working with, past and future, are in that mold. They get it. They’re passionate. I love that. I love the passion.
GZ: I think we’ve reached a transition point media-wise where there’s an understanding that the right games can transition well to other media. There’s some, like light shooters with no story, probably not so much. It’s going to be hard to make something great in other media off a property that’s not founded in a strong world.
Our stuff would probably translate well. What’s interesting is we talk to folks from all over, Hollywood and elsewhere, it’s always amazing to find folks who have played our games. It’s like, “Wow. We love your movies and you love our games.”
RM: Translating our games to cinema is an active goal for us. It’s something we’re actively pursuing. We haven’t necessarily confirmed all the stories. But, having said that, a lot of the stories that have come out have been pretty much on spot.
BF: Still speaking theoretically, of course… If you guys are world builders, as more and more of the same tools are being used to make special effects and animation in movies, is it an active goal for you to be involved in producing those other media?
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