1UP <a href="http://www.1up.com/do/blogEntry?bId=9023025">are blogging</a> about Bios RPG design philosophy.
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">The reason I mention all this is because much of the debate concerning whether or not Mass Effect 2 is an RPG is based around the combat and the lack of an inventory (there's even another BioWare panel later this week titled "Where's my Inventory!") But the common thread in all of BioWare's games is always the dialogue trees, which is obviously what they consider to be the heart of an RPG. During the panel, the localization team talked about how the writers are tweaking and recording new dialogue up until the last weeks before Cert, and how a great deal of time and money is devoted toward making sure the dialogue is just right.
</p>
So the dialogue trees are the heart of an RPG?
Spotted at: <A HREF="http://www.rpgwatch.com/#14561">RPGWatch</A>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">The reason I mention all this is because much of the debate concerning whether or not Mass Effect 2 is an RPG is based around the combat and the lack of an inventory (there's even another BioWare panel later this week titled "Where's my Inventory!") But the common thread in all of BioWare's games is always the dialogue trees, which is obviously what they consider to be the heart of an RPG. During the panel, the localization team talked about how the writers are tweaking and recording new dialogue up until the last weeks before Cert, and how a great deal of time and money is devoted toward making sure the dialogue is just right.
</p>
So the dialogue trees are the heart of an RPG?
Spotted at: <A HREF="http://www.rpgwatch.com/#14561">RPGWatch</A>