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Kevin Martens: We hired a linguist from the University of Albertan named Wolf Wikely to develop a unique language for Jade Empire. what's it called, and why did you decide to use this, as opposed to an existing language? GameSpy: You've invented a new language for some of the characters in Jade Empire. Given that a paperback novel sits at roughly 60,000 words, we're confident Jade Empire will provide not only hours of entertainment, but plenty of replayability.
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It's a staggering number until you realize that a character like Dawn Star, whom you met in your play through of the first hour, has over 20,000 words alone. That said, Jade Empire's currently sitting over 320,000 words of dialog spoken by the NPC's. Those guys give design and audio a lot of flexibility in how we analyze our dialog and line counts, and I'm rarely more thankful for them than on the dreaded days when I have to deal with the sheer amount of data that goes into our games. Mike Laidlaw: To answer your question I just fired up one of the handy-dandy reports put together by our in-house tools team here at BioWare. GameSpy: How much dialogue is there in the game? Sure, you could simply fight your way through the game, but that wouldn't be much fun, would it? In an effort to learn a bit more about what went into creating the story, characters, and general design of the game, we talked to Designers Mike Laidlaw and Kevin Martens, who were more than happy to take the time to answer some of our burning questions. The game is still an RPG, one which requires you to converse with many of the Empire's denizens you'll meet in your travels.
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Like nearly all of BioWare's games, Jade Empire has a heavy emphasis on story, despite its action-heavy leanings.
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