BioWare Blog: Why We Fight
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Category: News ArchiveHits: 966
As I finished Dreamcatcher and moved on to Demon, something funny happened. It became work. I spent endless hours removing the sparkly seams between tiles. I would slog through bugs, write apologetic e-mail to people who didn't like my story, and play tech support to every player in the world. I still had fun creating the story, though the excitement had waned, especially working away without a release for a year.
People continued to play my modules, and the e-mails continued to trickle in. I got very good at writing a (glad you appreciated it) response. Still, some would come in that gave me pause.
There were a couple letters from soldiers stationed in war zones, my game being a bright moment in an otherwise dreary and tense life. I had one from a man who had lost both parents. I befriended a woman dying of cancer, who told me her husband laughed for the first time in a long while when they played together. She gave me the line (This one's for Skippy the cabin boy!) There were others, each finding some measure of joy and control in a life that was often bleak and unfair.