BioWare on surprises, inspiration and tough decisions
BioWare on surprises, inspiration and tough decisions
Interview - posted by VentilatorOfDoom on Fri 1 July 2011, 09:15:08
Tags: BioWare; Mass Effect 3CVG talks to Casey "Mass Effect" Hudson and Derek Watts on the topic of Mass Effect 3.
What feedback really has changed Mass Effect 3?
People really want us to deepen the RPG aspect of the experience. We interpret that as being about the kind of intelligent decision making around how you progress. To us, the RPG experience isn't necessarily about stats and loot. It's about exploration and combat and making a good character-driven story and good progression.
We had progression in Mass Effect 2 in armour and weapon choices but that activity chain was too simple. That whole activity chain I think was a button we weren't really pushing in ME2 and specifically were trying to hit for ME3.
Imaginative way to interprete the complaints about the lacking RPG elements. Can't wait to see them "pushing that (awesome) button".
And a snippet on the tough decisions the team faces while developing ME3:
All the characters have been given a redesign for Mass Effect 3. Do you ever worry about fan reaction?
You know, they've been pretty receptive to the changes we've made. We haven't really had much negative feedback from them. We changed Tali - that was tough because people were very passionate about her. A lot of people want to have her face revealed and obviously people are going to be pissed off either way.
Like "I thought she was going to look beautiful!" or "I thought she was going to be the most hideous thing ever!" So we've had a lot of debate over Tali's face, but that's the one we kind of dread a lot. We're always "well, let's talk about something else for a while!" That's something we're going to have to decide.
Spotted at: RPGWatch
What feedback really has changed Mass Effect 3?
People really want us to deepen the RPG aspect of the experience. We interpret that as being about the kind of intelligent decision making around how you progress. To us, the RPG experience isn't necessarily about stats and loot. It's about exploration and combat and making a good character-driven story and good progression.
We had progression in Mass Effect 2 in armour and weapon choices but that activity chain was too simple. That whole activity chain I think was a button we weren't really pushing in ME2 and specifically were trying to hit for ME3.
And a snippet on the tough decisions the team faces while developing ME3:
All the characters have been given a redesign for Mass Effect 3. Do you ever worry about fan reaction?
You know, they've been pretty receptive to the changes we've made. We haven't really had much negative feedback from them. We changed Tali - that was tough because people were very passionate about her. A lot of people want to have her face revealed and obviously people are going to be pissed off either way.
Like "I thought she was going to look beautiful!" or "I thought she was going to be the most hideous thing ever!" So we've had a lot of debate over Tali's face, but that's the one we kind of dread a lot. We're always "well, let's talk about something else for a while!" That's something we're going to have to decide.
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