Tags: BioWare; Mass Effect 2
Mass Effect 2's lead producer Casey Hudson talks about the <a href="http://www.gamerlive.tv/article/big-games-2010-inside-biowares-mass-effect-2">RPG of the Year 2010</a>.
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<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;">One thing that I think people find an interesting decision is that we really moved around where you view the RPG-style customization and personalization that we had in Mass Effect I. We moved it into different activities. We previously put it all in one inventory screen where it punished you with proof that it’s a deep RPG. We’ve actually moved those things into the places where they’re more accessible so they’re easy to use and actually make more sense. The result is when people start playing it, their first thought will be, “Hey, where did all this stuff go? Did they dumb it down? Did they streamline it?” But once you get a few hours into it, you realize what you’ve been doing in all of these different activities are all the things you had access to before and with even more depth.</p>
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So they added more depth instead of streamlining it?
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<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;"><b>How else have you improved this game?</b>
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It’s really kind of a revolution made out of many tiny little improvements right down to the fact that because you have a much more optimized game, the frame rate is consistently much faster, and that really affects content.
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More depth + higher framerates. Who could ever ask for more?
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Spotted at: <A HREF="http://www.gamerlive.tv/article/big-games-2010-inside-biowares-mass-effect-2">gamerlive</A>
Mass Effect 2's lead producer Casey Hudson talks about the <a href="http://www.gamerlive.tv/article/big-games-2010-inside-biowares-mass-effect-2">RPG of the Year 2010</a>.
<br>
<br>
<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;">One thing that I think people find an interesting decision is that we really moved around where you view the RPG-style customization and personalization that we had in Mass Effect I. We moved it into different activities. We previously put it all in one inventory screen where it punished you with proof that it’s a deep RPG. We’ve actually moved those things into the places where they’re more accessible so they’re easy to use and actually make more sense. The result is when people start playing it, their first thought will be, “Hey, where did all this stuff go? Did they dumb it down? Did they streamline it?” But once you get a few hours into it, you realize what you’ve been doing in all of these different activities are all the things you had access to before and with even more depth.</p>
<br>
So they added more depth instead of streamlining it?
<br>
<br>
<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;"><b>How else have you improved this game?</b>
<br>
<br>
It’s really kind of a revolution made out of many tiny little improvements right down to the fact that because you have a much more optimized game, the frame rate is consistently much faster, and that really affects content.
<br>
</p>
<br>
<br>
More depth + higher framerates. Who could ever ask for more?
<br>
<br>
Spotted at: <A HREF="http://www.gamerlive.tv/article/big-games-2010-inside-biowares-mass-effect-2">gamerlive</A>