- Joined
- Jun 18, 2002
- Messages
- 28,547
Tags: BioWare; Mass Effect 2
<a href="http://au.pc.ign.com/articles/966/966963p1.html">IGN speak with BioWare</a>. Words are said:
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<blockquote>Aside from the types of fantasy and science-fiction settings BioWare is known for building into its games, the duo commented on a few other scenarios that might be interesting. "We actually discuss that stuff a lot," said Zeschuk. "We've got other stuff that may be in other genres."
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"In fact," chimed in Muzyka, "it probably is."
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Getting back to the question, Zeschuk started up with, "A horror RPG you could do a whole kind of different ways, it's been done before by some folks but we'd probably put our own fingerprints on it. There's lots of places you could tell a story. We haven't talked much about Wild West…Victorian England. [laughter]."
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"I'm not sure about that last one," said Muzyka. "But you can make almost anything into an RPG."</blockquote>
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Oh yeah, there's also some stuff in there about Dragon Age and Mass Effect 2:
<br>
<blockquote>On the subject of downloadable content, Zeschuk said it was becoming a fundamental part of the company's overall philosophy, as it's part of the plan with Dragon Age. He shifted gears into Mass Effect 2, the upcoming sequel to the science-fiction epic, the first part of which was released in 2008 for the PC platform, and in late 2007 for the Xbox 360. "Mass 2 is going to have some plans [for DLC]. We'll look at Mass Effect 2 differently because it's a different kind of game. It's a very cinematic action shooter / RPG and with different kinds of consumers and different kinds of likes for DLC, so that's something we're always going to be iterating on."
<br>
[...]
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Our philosophy is to lovingly handcraft every version so that players have a different entry point, different interface, different controls that work really well. A lot people said when they played the PC version 'Wow that's cool, it's like they designed it as a PC game.' Well yeah, we did, because we made PC fans feel supported. We also made 360 fans feel like it was developed as a 360 game because it was. Both answers are true.</blockquote>
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They also talk about tightening up exploration.
<br>
<br>
Thanks <b>Kthan75</b>!
<a href="http://au.pc.ign.com/articles/966/966963p1.html">IGN speak with BioWare</a>. Words are said:
<br>
<blockquote>Aside from the types of fantasy and science-fiction settings BioWare is known for building into its games, the duo commented on a few other scenarios that might be interesting. "We actually discuss that stuff a lot," said Zeschuk. "We've got other stuff that may be in other genres."
<br>
<br>
"In fact," chimed in Muzyka, "it probably is."
<br>
<br>
Getting back to the question, Zeschuk started up with, "A horror RPG you could do a whole kind of different ways, it's been done before by some folks but we'd probably put our own fingerprints on it. There's lots of places you could tell a story. We haven't talked much about Wild West…Victorian England. [laughter]."
<br>
<br>
"I'm not sure about that last one," said Muzyka. "But you can make almost anything into an RPG."</blockquote>
<br>
Oh yeah, there's also some stuff in there about Dragon Age and Mass Effect 2:
<br>
<blockquote>On the subject of downloadable content, Zeschuk said it was becoming a fundamental part of the company's overall philosophy, as it's part of the plan with Dragon Age. He shifted gears into Mass Effect 2, the upcoming sequel to the science-fiction epic, the first part of which was released in 2008 for the PC platform, and in late 2007 for the Xbox 360. "Mass 2 is going to have some plans [for DLC]. We'll look at Mass Effect 2 differently because it's a different kind of game. It's a very cinematic action shooter / RPG and with different kinds of consumers and different kinds of likes for DLC, so that's something we're always going to be iterating on."
<br>
[...]
<br>
Our philosophy is to lovingly handcraft every version so that players have a different entry point, different interface, different controls that work really well. A lot people said when they played the PC version 'Wow that's cool, it's like they designed it as a PC game.' Well yeah, we did, because we made PC fans feel supported. We also made 360 fans feel like it was developed as a 360 game because it was. Both answers are true.</blockquote>
<br>
They also talk about tightening up exploration.
<br>
<br>
Thanks <b>Kthan75</b>!