Autumn in sight edition: Yearly costs are all paid for, time to donate if you can!//DA4 concept art, Anthem revamp, ME HD remaster, hey, it's something

Bioware General (Mass Effect/Dragon Age/Other)

PUBLICLY VIEWABLE.
Discussions and topics open to all, grab a soapbox and preach, or idly chat while watching vendors hawk weird dextro-amino street food.
User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 6th, 2022, 10:22 pm

Image

Image

"On N7 Day this year there will be an N7 Day Mass Effect cast reunion panel (7th November, at 12 noon PT), streamed live on Jennifer Hale’s YouTube Channel. As part of this there will be a Q&A. Questions and comments for the cast can be submitted here. The current cast and crew members scheduled to attend are: Jennifer Hale (Commander Shepard), Mark Meer (Commander Shepard), Ali Hillis (Liara), Alix Wilton Regan (Traynor), Courtenay Taylor (Jack), Keythe Farley (Thane), Raphael Sbarge (Kaidan), and Ash Sroka (Tali) (perhaps with some additional folks joining as well)."
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 6th, 2022, 10:23 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 11:31 am

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 11:31 am

Image

https://blog.bioware.com/2022/11/07/n7-day-2022/

https://twitter.com/masseffect/status/1 ... igzI8sAAAA

"In the nearly 15 years since the release of the first Mass Effect, the biggest reason we still love working on it is the warmth, dedication, and passion of this community. There are some of you who have been with us through everything. We’ve grown together, sacrificed Ashley together, (Editor’s Note: Or Kaidan, Mike! We all make different choices.) faced difficulties together…and laughed until our Faces Were Tired…together! And for those of you who are new to Mass Effect (thanks, Legendary Edition!), welcome! I can promise that many years of fun, adventures, and characters you’ll fall in love with are still ahead.

Regardless of when you joined us, through four games and more expansions, I can say with certainty that we’re in this because of you, and every N7 Day is a wonderful reminder of that. As we look forward, each week is a fun and exciting challenge for the team. We love bringing this universe to life, and although there’s much more we want to share with you, that’ll have to be for another time.

For now, there is something we want you to have a look at. We’ve intercepted some strange footage from one of the monitoring stations in known space. It could be nothing, but…"


Image

Image

"Vacuum-dock relay construction record
Monitoring station operated by Green Dagger Ltd.
Property of Deepspace Dhow SAV/ Ship Captain: Sub-Navarch Soa'Rhal Zhilian-Jones
For Interior use only SA ------ 314------ /////11_07_90_000_1000-201.37.23 -- FILE BAT"
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 12:26 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 12:27 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 12:27 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 12:27 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 12:38 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 7th, 2022, 1:30 pm

"Captain: Sub-Navarch Soa'Rhal Zhilian-Jones"

We did it lads. We finally did it.

User avatar
Mazder
Posts: 3430
Joined: August 6th, 2016, 2:24 am
Location: SPACE!!

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Mazder » November 7th, 2022, 2:00 pm

Apparently in the sound of the video there are distorted voices.
I tried futzing with it in Audacity and the closest I could get was the "death music".

And yeah the very obvious "Quarian/Human name with a Turian sounding title" is very, veeeeeery interesting!


EDIT: The audio is partially decoded

► Show Spoiler

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 3:23 pm

Vol wrote:"Captain: Sub-Navarch Soa'Rhal Zhilian-Jones"

We did it lads. We finally did it.


Vindication!
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 3:23 pm

https://felassan.tumblr.com/post/700293 ... ded-source

https://felassan.tumblr.com/post/700292 ... iance-have

[[ "So it seems like the “SA” (Systems Alliance?) have intercepted some strange footage, via one of their monitoring stations, which is in known space. This particular monitoring station is operated by a company called Green Dagger Ltd. Text refers to “Property of Deepspace Dhow SAV” and a Ship Captain, one Soa'Rhal Zhillian-Jones, who holds the rank of Sub-Navarch and whose name appears to reflect the influence of humanity (Jones) and at least one other species. The footage is a construction record, specifically of the construction of a Mass Relay, in this case Mass Relay 7 (if “MR7” is anything to go by). It looks different to normal Mass Relays as it isn’t built by the Reapers, it’s built by people - I also wonder if it could possibly connect the Milky Way and Andromeda galaxies, given dev tease tweets like these and the NME teaser trailer showing 2 galaxies. “314” brings to mind the Relay 314 Incident, and 11_07_90 appears to be a date (November 7th ‘90 - 2190? 2290?). There’s also a reference to the Satherium System, which until now was not a named system either in the ME lore or irl.

Satherium is the Latin name of an extinct genus of otters that lived in North America during the Pliocene and Pleistocene
A dhow is a type of traditional sailing vessel
Green dagger is a military exercise held annually in the Mojave Desert
The word navarch is an Anglicisation of a Greek word meaning “leader of the ships”, which in some states became the title of an office equivalent to that of a modern admiral. In Ancient Sparta, the navarch was the magistrate who commanded the fleet
There’s also the filename, “F:\MASS_EFFECT\BOWIE\MARKETING”, which implies the rockstar codename at BioWare for the next Mass Effect is after David Bowie (see: Joplin, Morrison, Dylan etc), and this, where someone appears to have decoded the audio in the vid. Liara can be heard speaking, possibly to a Geth:

“Exactly, the Council will be furious. Although, they should know by now not to underestimate […] how did we miss this […] Exactly, the Council will be furious. Although, they should know by now not to underestimate human defiance […] how did we miss this […]”

I’m reminded of the background audio from the next Mass Effect teaser trailer.

So we now apparently have the tech to build Mass Relays ourselves, and it sounds like it was being kept secret from the Council or something, as they’re big mad about something Liara is involved in." ]]

Image

Image

Image

Image
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 3:28 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 3:28 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 7th, 2022, 4:43 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Deano
Bantersaurus
Posts: 486
Joined: December 4th, 2016, 9:01 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Deano » November 7th, 2022, 4:58 pm

Call me a sucker but I can't help get hyped, the ending of 3 hurt but regardless it's still my favourite series ever.

User avatar
Mazder
Posts: 3430
Joined: August 6th, 2016, 2:24 am
Location: SPACE!!

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Mazder » November 7th, 2022, 5:09 pm

Deano wrote:Call me a sucker but I can't help get hyped, the ending of 3 hurt but regardless it's still my favourite series ever.

I'm getting more hyped than Vegeta over here.

User avatar
Mazder
Posts: 3430
Joined: August 6th, 2016, 2:24 am
Location: SPACE!!

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Mazder » November 7th, 2022, 5:54 pm

Clearer version of the audio
With transcript below.

► Show Spoiler

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 8th, 2022, 1:50 am

Well, then. Some nice teases, again, but still nothing concrete. More waiting to come, I fear.

Good to see that other people than Shepard have discovered the fine wine that is a Human/Quarian relationship. :D

Anyway, still no CEM, so my ME3 run will have to wait until Audemus gets to it.


User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:14 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:15 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:15 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:15 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:15 pm

Image

Image

Image

Image

Image
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:16 pm

Image

Image

Image
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 9th, 2022, 3:16 pm

Image

Image

Image

Image

Image

Image

Image

Image

Jealous much, Liara? Have to try to steal Tali's thunder even here? :lol:
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 10th, 2022, 4:29 pm

https://www.youtube.com/watch?v=X7MZuR8RM48

Image

[["Welcome to Miriam’s story. Based on BioWare’s video game franchise “Dragon Age”, Dragon Age: Absolution explores mature subjects concerning freedom, power, and corruption set against the backdrop of adult animation. Only on Netflix, December 9.

ABOUT DRAGON AGE: ABSOLUTION

With great power at stake, a group of mages, fighters, and thieves goes head to head against a sinister force possessing a dangerous artifact. This animated fantasy series is created by Mairghread Scott, writer of “Justice League Dark: Apokolips War”. Set in the world of BioWare’s award-winning video game franchise, and built in close collaboration with BioWare’s creative team - including head writers, and lead creative directors.

​Dragon Age: Absolution​​​​​​ Season 1 consists of six episodes, each running at 30 minutes. Mairghread Scott (Guardians of the Galaxy, Wonder Woman: Bloodlines) serves as showrunner on the animated series, which comes from Red Dog Culture House and BioWare. Scott also writes the series with Mae Catt and Tim Sheridan, with Ki Yong Bae serving as director.

Fear. Guilt. Pain. Can Miriam push aside her feelings to complete her mission - or will the trauma looming over her past finally catch up with her? Nothing is absolute. PS: if you’ve read this far, see you on Dragon Age Day. Or maybe sooner.

Cast: Kimberly Brooks as Miriam. A pragmatic elven mercenary who escaped enslavement in Tevinter, Miriam is closed-off to many who know her. But her heroic nature shines through when she’s forced to confront the nation that destroyed her life, and the man at the heart of her misery.
Matthew Mercer as Fairbanks. A veteran freedom fighter, Fairbanks leads our heroes with a warm-hearted sense of adventure, a pair of daggers, and a dashing smile to boot.
Ashly Burch as Qwydion. A bubbly Qunari mage with a penchant for explosions, Qwydion is an open-hearted, easily-distracted blabbermouth who can level a building or cure a hangover, depending on the situation.
Sumalee Montano as Hira. An idealistic mage, Hira hopes to rekindle her relationship with Miriam while advancing her relentless crusade against Tevinter. But a terrible secret will put both at risk.
Phil LaMarr as Roland. Despite his effortless demeanor, the charming Roland possesses unmatched grit. When disaster looms and all seems lost, Roland is as sure as the blade he wields.
Keston John as Lacklon. A dwarven Lord of Fortune, Lacklon is a gruff fighter, a born brawler, a complete glory hound, and just enough of a coward to make sure he stays alive.
Josh Keaton as Rezaren. Born to privilege and plagued by tragedy, Rezaren sees himself as a good man in a wicked world. Intelligent and charismatic, Rezaren is determined to build a better future for everyone in Tevinter, no matter the cost.
Zehra Fazal as Tassia. Dutiful and hardworking, Tassia turns a blind eye to everything that doesn’t meet her moral standards. But even she won’t be able to ignore the sins of Tevinter (or Rezaren) forever." ]]
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 13th, 2022, 4:02 pm

https://www.youtube.com/watch?v=4Q5_RsII_Ho

[[ "Some more snippets of insight from Mark Darrah. On Dragon Age: Dreadwolf and related topics -

Q. “What is your most cherished memory of your time on Dragon Age?”
A. “For me, it’s always about the game starting to come together after Alpha, because that’s the point at which you feel like the knobs and levers that you’ve been pulling on frantically for the last who knows how long start to actually appear to be connected to something and you’re actually starting the process of the game coming together. So that’s where Dragon Age is right now, so hopefully they are similarly enjoying themselves. It’s also the time where things can get really tough so it’s kind of both the worst and best time.”

Q. “Do you have any regrets about your time in BioWare and Dragon Age in terms of how the franchise has turned out?”
A. “So a lot of times with Dragon Age, I feel like, as I’ve been thinking my way through Anthem, to try to get ready to do the Memories and Lessons [video] there, it makes me re-evaluate Dragon Age as well. To a large degree with Dragon Age I actually feel like Dragon Age is on its best possible path. The things that happened are the things that needed to happen and there wasn’t necessarily a better path. I don’t have that same feeling with Anthem, but that is where my mind is with Dragon Age, so as a result I don’t really have regrets. I have regrets potentially more about the consequences on the team on certain times, but largely no.”

Q. “Do you know of any changes to the control scheme for Dragon Age: Dreadwolf compared to Dragon Age: Inquisition?”
A. “I’m not aware of anything, I’m sure there will be changes for sure.”

Q. “How do you feel about the cRPG revival and its potential impact on the future of AAA RPGs like Dragon Age?”
A. “I think that what we’re actually seeing is the AAs moving into the space that’s been vacated by the AAAs. I suspect it’s not going to have a ton of impact on AAA RPGs to be honest.”

Q. “What influence do you think D&D has on Dragon Age?”
A. “Bioware is a D&D studio back in its past, that’s what Baldur’s Gate is. Dragon Age: Origins was definitely trying to feel like Baldur’s Gate, so I definitely think it has had an influence in it from its conception. Now I think it isn’t actually as influential as it once was. BioWare used to be made entirely of people who play D&D, now it’s made entirely of people who play RPGs, so it’s not as influential as it once was but it’s definitely in there.”

Q. “Is it true that some game studio companies that are due to release games only to the new platforms are delaying their games on purpose, basically because of lack of hardware and stuff?”
A. “I have not heard this. That’s not what’s happening with Dragon Age, I guarantee that, so. Could it be happening? Maybe. But big public companies like money now, ‘even less money now better than more money later’, so I doubt this is true.”

Mark: “I know that EA, I don’t know if they’ve changed this but, EA six months ago was saying 'we’re all gonna go back to the office and you’re gonna have to go back to the office and that’s gonna be the goal, and we’re going to support semi-remote work, but most people have got to go back to the office.’”

Mark: “BioWare has had people working remotely with great success for a long time, but, so here’s what I’ve seen. 'Person’ can work remotely, because that person is largely responsible for them remaining integrated in the team. The expectation is that they are largely a self-starter, you can largely leave them to their own devices, they will get the information on their own that they need to work. Groups work very successfully remotely because then it’s a big group, the communication channel is relatively small, there’s a producer on both sides that talk to each other, and this group is self-contained. You can give them a self-contained thing. The hangar in Anthem was built in Montreal, and they basically built it almost completely on their own with only a few touch points between Edmonton and Montreal. The place where I’ve seen it fail really bad is people working remotely, which is a bunch of individuals all over the place, the expectation is that it’s unclear where the communication responsibility lies. It’s not to say that this is unsolvable, it’s just that one person works great, a complete cohesive team that’s all together can work great. A bunch of people scattered to the winds maybe can work great but the strategies aren’t always mature to handle that.”

Q. "What is your opinion on canon endings? For example, how do you think BioWare would have to solve the problem with multiple endings in Mass Effect 3 if they decided to bring back Shepard in Mass Effect 4?“
A. "I feel like, yes. That being said, Dragon Age is kind of been a little, loosey-goosey, especially in the linear stuff, you know, Alistair, who could be dead, is in some of the linear stuff, I don’t love that. But I guess you kind of have to decide how close to the center you want everything to set, and the farther away you get I think the looser you can be, but I think you have to kind of at least care.”

Mark: “So BioWare has teased games [early] for a couple of reasons. One, EA feels like their press conference is too light and they need something to throw in there that makes it look like they’re not just making sports games. So therefore you get an early, early tease of Anthem, I think there was Anthem in 2014 E3 for example. Or the team feels like they’re gonna get cancelled, so by making an announcement they make the game more real and make it much harder for the publisher to cancel them. That’s the primary reason why Dragon Age: Dreadwolf was at The Game Awards in 2017. Or because they feel like there is some damage that needs to be fixed or some sort of conversation that’s going to take a lot longer with the core [fans], that they need to talk to the core and have it out there floating around for a while to kind of let the bad stuff settle. That happened to some degree with Dragon Age: Inquisition, where it was out, announced for a while, just to kind’ve let all the bad gas around Dragon Age II dissipate.”

Q. “Is it true that EA didn’t know BioWare was going to drop the Dragon Age: Dreadwolf trailer then?”
A: “Not exactly, because we were working with internal groups within EA to get that thing done, so, no, it’s not really true, but the push was coming from BioWare more than it was coming from EA.”

Mark: “[on video game journalism & Jason Schreier] "I would argue that, other than Jason Schreier, most of the industry doesn’t contain very many journalists. Most of them are more like people who are reporting what the companies want them to report, which is great, it’s actually what exists mostly in movies as well, there’s not a lot of investigative journalism happening in video games. So for the most part, if what they’re doing is reporting what the company is doing, they’re not influencing the industry positively or negatively really. Jason Schreier, as annoying as some of it can be, is probably influencing the industry positively, he’s forcing some of these conversations into the light, which is probably what we need."

Mark: "I think Dragon Age, I think Dragon Age: Dreadwolf will be at The Game Awards. I don’t know what you [the questioner] mean by 'announcement’. I’m kind of feeling like they might date at The Game Awards, because they’re gonna wanna open up the pre-orders. But maybe it’s still too early.”

Q. “Do you think the backlash to Mass Effect: Andromeda and Anthem has negatively or positively affected BioWare?”
A. “A bit of both. I think that someone once told me that everyone loves a fall from grace story, but the only story they love better than a fall from grace story is a redemption story. BioWare has fallen from grace, so hopefully the next story is a redemption story.”

Q. “Do you think if EA managed more RPGs instead of sports competitive games it would’ve been easier for BioWare to make more RPG quality of life features?”
A. “Yeah for sure. Inherently, EA doesn’t understand RPGs, same as they don’t understand The Sims, and so it’s always been a struggle to get them to understand why things take the amount of time they are, why certain features matter, why other features don’t really matter, there’s been a disconnect all along for sure.”

Q. “Do the developers of Dragon Age: Dreadwolf request your opinions on some aspects of the game?”
A. “No, they haven’t been. I think that’s smart on their part because they need to be careful, it needs to be their game, not my game. I hope they’ll let me play it at some point but I have not played it as of yet.”

Q. “Will we get Dragon Age: Dreadwolf streams [from Mark’s YouTube channel] when it comes out?”
A. “Yeah, probably, I’ll probably stream it, we’ll see how weird that is [for Mark to stream].”

Mark: “Dragon Age: Origins wasn’t intended to have sequels, but now it’s a franchise built to have sequels. The Mass Effect Trilogy definitely was an end, but we’ve already made one more Mass Effect so at the moment I don’t think they should be ending it. There are places where that could’ve been a 'yes’ but those places have already passed. I think there is a time at which you probably should let an IP rest at least for a while, but I don’t think either of those franchises are there.”

Q. “Have you ever been reached out to by the folks at BioWare to be more shush about their process? I can’t imagine your crunch/BioWare Magic video went over too well with management.”
A. “Some people told me that there were people mad about the BioWare Magic video, but I think for the most part that it was received okay. I think there are people within EA that wish I would shut up but, you know, they had ways they could’ve made that happen, they did not do that. I have not been reached out to to be quiet. EA’s general thinking makes it very unlikely that they would do so, and I think the average BioWare dev is at worst ambivalent, at best supportive of it over all.”

Q. “How do you think the events at the Winter Palace will influence the next game?
A. ”So I suspect that the Orlesian throne will be reflected in Dragon Age: Dreadwolf, but I don’t know how much it will actually impact because it has to be manageable.“

Q. "Do you think the Well of Sorrows choice will return?”
A. “I do not know.”

Q. “Do you feel like BioWare/EA left Anthem behind too soon?”
A. “Yeah so, I’ve been thinking about this, and like why did Battlefield 4 and The Sims 4 get so much time to kind’ve fix everything, and Anthem and Mass Effect: Andromeda didn’t. I think the answer to that question is actually because of BioWare’s structure, because there are people, there are teams that needed those resources, and so there was pressure. If you’re at DICE, and Battlefield 4 is floundering, there’s pressure coming from EA central to stop working on it and just leave it alone, but the studio is like, 'but if we do that, we have to fire a whole bunch of people’, so the pressure balances them working on it. In the case of BioWare, same pressure comes in, but then the studio is like, 'ohh yeah, maybe you’re right, we can put those people on Dragon Age, or we can put those people on Anthem’, and so I think that’s probably part of why it’s happened. So EA wants people to move off, but then the studio isn’t resisting as hard.”

Q. “Do you think that the final decision with Solas, Redeem or not, will have consequences on in Dragon Age: Dreadwolf?”
A. “I would be amazed if it didn’t, given that it’s called Dreadwolf."

Mark: ”[on the idea of removing classes in Dragon Age] I go back and forth on this because classes help onboard players and they make, they give some ability to do more strong things. I don’t really like usage-based levelling up like Elder Scrolls has because I feel like it kind of heads me down a narrower and narrower path as I play the game, but flattening it out and letting me level up in a more traditional way, maybe, but I wouldn’t do it in Dragon Age because I think it’s too integral to the game itself.“

Q. "Do you think we’ll see the Warden from Dragon Age: Origins in Dragon Age: Dreadwolf?”
A. “I don’t know. There’s a huge question that would need to be answered to bring them back which is, do you give them a voice, do you keep them silent, do you explain why they don’t have a voice? I don’t know if we’ll see them or not because of that.”

Q. “If BioWare does another open world, what should they do different? I always thought a big hub area would work well or just a large level?”
A. “I don’t think BioWare is equipped to do a really large level and I kind’ve don’t think, for what BioWare is trying to do, it’s the right approach because I think you want to have that big epic story. But a hub area is interesting becaise then you could have smaller things, smaller open world areas more like the bog or the Storm Coast and then have a central hub, so maybe.”

Q. “Do you know to what extent 'project Joplin’ factored into the development of Dragon Age: Dreadwolf?”
A. “Definitely stuff from Joplin is still in Dragon Age: Dreadwolf for sure.”

Q. “Where do you see BioWare heading at present, do you think BioWare is best when creating new worlds?”
A. “I actually don’t think thats been my experience, I actually think that on average BioWare’s second entry has typically been its best, not the case in Dragon Age II but for externality reasons, so I think that usually it needs one to kind’ve shake the things loose. But some people just like world-building and the first one is definitely where you do all the world-building.”

Q. “Is Dragon Age: Dreadwolf’s combat going to be a big departure from Dragon Age: Inquisition?”
A. “Don’t know, guess we’ll see.”

Mark: “[on Dragon Age: Absolution] I haven’t seen any of it yet, but it was in development when I was still at BioWare. I think most of the Dragon Age media has been pretty good, with a few exceptions, but I think usually the team uses it as bridges between new concepts or new things that they’re gonna talk about in future games, which I think is exactly how you should use this kind of stuff.”

Q. “What were you most excited about on Dragon Age: Dreadwolf when you were there? Gameplay and story?”
A. “For me it’s always characters, characters are what drive BioWare games and I think that Dragon Age: Dreadwolf is the one that’s finally admitting that, so hopefully they can lean into that hard.”

Q. “Will you go to the Dragon Age: Dreadwolf launch party?”
A. “Guess we’ll see if I’m invited.”

Q. “Do you think that Dragon Age: Dreadwolf will have more accessibility options?”
A. “Yeah I think so, they are becoming more and more common and there are now good AAA games that are providing a pretty good template of something that at least brings the conversation forward quite a bit, so I think that we should see more, I would think.”

Mark: “[on modding] There’s been no attempt to ever prevent modding [in BioWare games]. We did, on Joplin, talk about actually making the toolset accessible to the public, but there wasn’t really an appetite within the Frostbite development community to do that at the time, though interestingly enough I don’t think that’s actually the case any longer, but it wasn’t at the time, so it got abandoned along the way.”

Mark: “[on Sandal] That’s true, I did basically say to cut, specifically Sandal, from Dragon Age: Inquisition because my feeling was that if you put Sandal into Dragon Age: Inquisition you had to put Sandal in every single game for the rest of time, he then became a concrete part of the lore and he became something more and that’s fine, basically what I said to the writers was, you can put Sandal into Dragon Age: Inquisition but know that if you put Sandal into Dragon Age: Inquisition you’re going to be putting Sandal into every single Dragon Age game for the rest of time. […] Sandal isn’t done, so Sandal’s [story’s] not necessarily done, but I think by taking a break in Dragon Age: Inquisition now you’re able to kind’ve pop him in and out, but if you had him in all three games in a row he became too central, so that’s what I mean by, so it’s not that Sandal can never be back, he needed to not be in Dragon Age: Inquisition if you wanted to have control of that situation.”

Mark: “[on new IPs and different genres] I know that there’s this feeling like, stick to your lane [BioWare]. I don’t feel this. If you just keep making the same thing, eventually, like, BioWare has changed genres several times over its history. Baldur’s Gate 1 and Dragon Age are not the same genre so I think you have to keep evolving. there’s always a risk but I think you have to keep going.”

Mark: “[on tactical camera] I feel like it’s not actually really part of the Dragon Age DNA. It’s part of the Dragon Age: Origins DNA, and we decided it was important to put back in Dragon Age: Inquisition. It was kind’ve a partial implementation, and as a result, I actually kind’ve feel like it’s not part of the franchise any longer.”

Mark: “[on recasting problematic voice actors] We have recast people before, there’s nothing stopping BioWare from doing it again, though maybe it’s a bit more of a hot button issue these days than it was before.”

Q. “Has fan criticism negatively affected BioWare, like with Dragon Age II to Dragon Age: Inquisition?”
A. “I mean, Dragon Age: Inquisition is in part in response to the negative feedback on Dragon Age II. It hurts peoples’ feelings for sure, like it can be hard to work on something that people didn’t like, absolutely.”

Q. “Do you think Broodmothers will ever make a return, given some of the social commentary around them?”
A. “I don’t think so. I think they will be in the background and largely ignored. If they ever had to return for some reason I think they would get a massive visual redesign. I don’t think so.”

Q. “How often is the expectation [within BioWare] of which NPC would be liked best met with reality?”
A. “The first three characters you meet in a Dragon Age, the first three that fill out your party, are the ones that are going to be most engaged with.”

Mark: “The project that I’m most proud of is probably Dragon Age II because it was essentially an impossible game done in an impossible timeline. It was such a sprint. The game I’m most happy with is Dragon Age: Inquisition. I’m most proud of Dragon Age: Inquisition because it’s the one that’s closest to what we were trying to do.”

Q. “With the revival of Paragon after its cancellation, does this open the door for games like Anthem to return?”
A. “EA is a risk-averse company. They would never, well okay, maybe never say never, but I would be very surprised if they were to ever allow something that they made to be controlled outside of their walls, because the worry that the executive who agreed to that would be is that they give it to someone else, it turns into a massive success, and then people are asked, they’re gonna ask him why he let that go. So rather than let that happen even though EA would make money in such an occurrence, often what happens is things just don’t get approved, because no one will question why the thing died as opposed to question why the thing succeeded outside of their watch, so, probably not.”

Q. “Should games be bolder in addressing controversial topics?”
A. “I think if you include gaming as an entirety, I don’t think it’s shying away, I think in much the same way that movies in the, indie movies tackle topics that mainstream aren’t willing to do. I think it’s actually the same with gaming as well. But I do think that, for example, Mass Effect: Andromeda tells the least interesting of the possible versions of that story of a bunch of people fleeing the Milky Way Galaxy from an invasion of people, so.”

Mark: “[on whether he’d go back to BioWare] I would consult with them same as I consult with other people, but that doesn’t seem to be likely to happen any time soon.”

Q. “What do you think of the likelihood that you could revive the Anthem project if you worked your way up the BioWare career ladder?”
A. “I don’t think it’s very likely. Once EA distances itself from something it’s very unlikely to want to spend money on it again. Anthem is in its current state right now because there’s just not money for it, so unless you could figure out a way to make Anthem be in a studio by itself I think it would be very difficult to figure out how to actually bring it back to life.”

Mark: “When BioWare first got bought by EA, I can’t remember the exact number, but I feel like it is releasing 46 games a year, and now that number is like, 12. So similarly like the consolidation, I think it results in less risk-taking, probably not a good thing but you also are seeing more people chewing at the edges of AAA I feel, surprisingly right now I feel like AA is quite vibrant.”

Mark: “Dragon Age: Origins had about under 200 [devs working on it]. Dragon Age: Inquisition crested 600 when you put everyone in there including the outsourcers. I feel like Baldur’s Gate 1 was 65, back in the late 90s.”

Q. “Can’t you just say all three endings are canon but the next game will continue with this ending?”
A. “But then by saying that, I mean you could say that, but then if you say 'it will continue with this ending’, aren’t you also then saying that’s the one that’s canon? I mean, you can say whatever you want, but it doesn’t mean it’s true.”

Mark: “Some of the higher-ups at EA have played BioWare games in their spare time. On average, if I take the C-suite as a whole, no.”

Q. “Throughout all the Dragon Age series have there been any missed secrets or Easter eggs?”
A. “Yes, I couldn’t think of any, but the answer is yes.”

Q. “Do you think EA is really as evil as gamers depict?”
A. “I think EA is a public company and public companies have a very specific goal and they’ve gotten very short-sighted.”

Q. “Do you think BioWare has been bad at setting expectations?”
A. “Yes. Yes. Quite bad, quite bad at that.”

Q. “Do you think evolving story-type, game as service Anthem would have had will ever happen or be successful?”
A. “I mean arguably, Destiny is kind’ve doing that so, kind’ve, but long-term storytelling in a live service hasn’t really been done that successfully. I mean I guess arguably the MMOs do it, like the Final Fantasy MMO does tons of storytelling so, maybe.”

Q. “Do you think Mass Effect: Andromeda could have been saved, a No Man’s Sky comeback, if given more time?”
A. “I don’t know, because it’s not how EA thinks, well it kind of is how EA thinks, [but] it’s not how EA has thought about BioWare. Battlefield 2 had a really rough launch, The Sims 4 had a very rough launch, both of those went on to be very successful, so I mean, I guess my short answer is yes.”

Mark: “I don’t think Alec Ryder being the protagonist of Mass Effect: Andromeda would be better [than Ryder Junior]. I did provide feedback on Mass Effect: Andromeda that I felt like, that I said 'this feels like a CW show’, and was told that’s on purpose. I’ve actually thought about this more since then and actually I think it’s this: Shepard is the protagonist of an action movie from the 80s and 90s. Ryder is the protagonist from an action movie from the 2000s, so there’s essentially an intentional moving with the audience to some degree. I don’t think this is the biggest problem with the story in Mass Effect: Andromeda. My concern, my feeling on Mass Effect: Andromeda’s biggest problem is that it could’ve told a refugee story, it could’ve told a story about colonialism, but instead it tells the story in the middle of that that isn’t the interesting version of the story. But yeah, I gave this exact feedback, that it felt like the protagonist of Mass Effect: Andromeda was very young and was very like 'I don’t wanna do this’, but that was on purpose. I don’t think Alec would have been a better choice.”

Q. “Is it true that EA can send devs from one studio to help those from another?”
A. “Sort’ve. So not exactly, the studios are largely, they largely have control of their people, but a lot of influence can be put on the studio leadership to provide those people to the other studio. So kind’ve, but maybe not exactly what you’re thinking. They can’t just come in with the burlap sack and like scoop them up, there’s some sort of negotiation happening. The bigger the project - so FIFA - the more ability you have to suck people in.”

Mark: “[on remakes and their likelihood] You’re not selling the same number of copies of Mass Effect Legendary Edition as you will of the next Mass Effect, so it’s made way cheaper, but it makes way less money. EA has actually been very resistant to remakes as a general rule. Which is why you can literally think of two for EA, Mass Effect Legendary Edition and Dead Space. And I think in the case of Dead Space they’re really looking to revive that IP potentially, as part of it. But yes, it’s probably a market safety thing to some degree.”

Q. “Is there a specific time or game development period you miss from when you were working at BioWare?”
A. “The day you go gold is, you don’t get to, that’s a pretty powerful thing, but of course it was preceded by some pretty awful things, so.”

Q. “Did you see a lot of pain from Frostbite having to be used on Dragon Age: Inquisition directly?”
A. “My feeling is that Dragon Age: Inquisition approached Frostbite exactly right, which was meeting the engine where it was, putting lots of time into tooling and respecting the engine, trying to do things the Frostbite way as much as possible. I could not say that about either Mass Effect: Andromeda or Anthem however.”

Q. “How much input, control does EA as a publisher have on the direction of the games they publish? Do we as gamers know when the issues a game has are due to the studio itself or the publisher?”
A. “No you don’t know, absolutely not, but the answer is as much or as little as they want. Sometimes they are suggesting direct features, usually not though.”

Mark: “Games got really big because they could be really big, and then, yeah, the other content got spread really thin across all of that. I do think we’re moving away from this, I think we’re moving back to more focused experiences. I think they need to be balanced based upon the different game. I think Bethesda is very good at a lot of content with stuff all around, their narrative is usually a very thin thing that kind of knits it all together. BioWare is gonna be going the other direction, moving back towards a stronger center to allow that narrative to be stronger. I think it really depends on the game itself.”

Mark: “[on the possibility of BioWare revisiting Anthem in any way] I think the franchise is probably not going to be revisited, because I think, just the way that EA thinks of itself, the way that it thinks about things that didn’t succeed, I don’t think it’s going to be revisited. I think that’s a shame because I think that there’s a lot of good world-building in there, in fact I think there might even be an argument to be made to take Anthem largely as it is, change the architecture so it was entirely singleplayer, add in a couple of followers to be your party and release it as a singleplayer game. I think you could probably do that for under 50 million dollars, and it probably would change the perception of the franchise quite a bit, but I don’t think that that’s going to happen.”

Mark: “I don’t think BioWare is going to be allowed to make a new IP for quite a long time because I think EA will take, interpret Anthem problems as a problem, so I think it’s gonna be a while, for sure.”

Q. “Is Ferelden based off of England?”
A. “Originally it is, certainly visually it is, you can see that in Dragon Age: Origins, it’s like Tudor-land.”

Mark: “So BioWare got bought by EA because BioWare at that point in time was owned by VG Partners, which was VC Investment Capital Group that had bought BioWare and Pandemic a few years before, so they bought it because they flipped us, they flipped us for money. Why did BioWare get bought in the first place? The short answer is BioWare didn’t have any money left."

Q. "Do you think Mass Effect: Andromeda or Anthem will be looked at fondly over time, similar to how Dragon Age II has become many peoples’ favorite?”
A. “It looks like this happening with Mass Effect: Andromeda already. I think people are actually a lot more positive towards that than they were at launch. I don’t know in the case of Anthem. I’ll be curious, I think what might happen is if EA’s Iron Man uses a lot of the same mechanics and then makes them into a more cohesive game that works better, then that might be Redemption for Anthem to some degree.”

Mark: “I do believe that if Dragon Age II had been Dragon Age: Exodus and it had been made more clear that it wasn’t Dragon Age: Origins again it would’ve been better received, so yes, expectations can make or break the game, absolutely true.”

Q. “Were there any new IPs made after Mass Effect 3, after Anthem?”
A. “So there was Javelin, which was Trent Oster’s game, but that was actually, there was Javelin and there was Revolver, but those were back in the sort’ve Mass Effect 1 time period, so no. There aren’t that many teams at BioWare. In Austin there was the 4v1 game that was being developed, so there was that as well that was being developed out of Austin.”

Q. “Was Dragon Age originally meant to always have blank slate protagonists like the Warden? Did the success of Mass Effect influence making Hawke voiced and more filled in?”
A. “Yeah, it was always meant to be blank slate. The effect that, so this is sort’ve a thing that Casey Hudson caused, Hawke is probably voiced because Mass Effect 1 has a voiced protagonist and Dragon Age: Origins is probably not voiced except for the protagonist because KOTOR had voiced everyone but the protagonist. So within a studio, essentially those features became tablestakes because of that. I wouldn’t say that Hawke being as strong of a character was influenced by Mass Effect, that was more just, we need something fast and quick, so the branching needed to be dropped down, but yeah, the fact that Hawke is voiced, definitely Mass Effect having a voiced protagonist is part of that.”

Mark: “The KOTOR remake was offered to BioWare and the reality is, is that BioWare had what it considered better things to do with its time, so I know that Disney wants it, it’s the one game that is most requested when it comes to Star Wars stuff, so Disney wants it to exist. EA said 'we don’t wanna do it’, so they found someone.”

Mark: “[on Dragon Age character redesigns and why they happen] Depends. Sometimes it’s just artists, because the artists just wanna make them look like something more. Sometimes it’s for story or plot reasons.”

Mark: “This is my feeling on the art direction for Dragon Age. Dragon Age: Origins looks like basically all the fantasy games at the time looked like, which is they looked like kind’ve Tudor Europe, little bit of art direction by video card there. Dragon Age II is definitely trying to look like something, so it’s very pointy, it’s very monochromatic, and then Dragon Age: Inquisition is putting new better technology on top of that to try to find a balance. So that’s, that’s the evolution there, there’s an intentionality that’s starting with Dragon Age II and continuing through Dragon Age: Inquisition.”

Mark: “Cynical of me here, CEOs have less power than people might think. There’s a board. Sometimes it feels like EA is run by its CFO and its board more than by its CEO. Not to insult Andrew Wilson, but I do feel that, on occasion, that he sets direction but then there are a lot of parts of the organization that are capable of undermining his direction if they so choose, and they tend to undermine in the direction of the status quo. So a BioWare executive in charge of the company, [they] could say a lot of things, I just don’t know how much difference it would make.”

Mark: “[on Easter eggs] Usually it works this way - Easter eggs aren’t approved, they are allowed. So sometimes Easter eggs go in and they are not reported which can be a big problem, because if they get caught by the ratings board, that can be a big problem to your rating. So what’s supposed to happen is, Easter eggs go in, and they’re supposed to be reported, and then sometimes you go through and strip some out because they’re just not acceptable, but if you force them to be approved before they went in probably none would go in, so you kind’ve let them happen and then you hope these people report them and then you’re like 'no no no, you can’t do that, take that out’.”

Mark: “Yeah, I think the Architect was probably supposed to be in Dragon Age: Inquisition at some point, I don’t know how far along that conversation got but it would make sense right, like, the Architect and Corypheus are kind’ve the same thing, so it made sense as something to be in there. I don’t really remember how far that conversation went though.”

“[…] presenting vision and ‘X’ statements, all of the things you do to start to align a team around a direction. This was pretty rocky on Dragon Age: Inquisition for basically three reasons I would say. First of all, we were presenting a top-level vision, things like 'Dragon Age with a Skyrim vibe’ or 'the exploration of Dragon Age: Origins in Frostbite’ or things like that, things that sort’ve were very surface level. And those kind of statements can be incredibly useful, it is incredibly valuable to be willing to have vision statements or or 'X’ statements that are somewhat derivative, where you say, 'it’s like X with Y, because people can grab onto those things really effectively. But when you’re presenting a surface-level vision, ideally what you would want to then do is have your sub-disciplines and sub-teams present more detailed visions within their own respective areas, that feed back and build upon that over-arching vision statement. This is what we were doing on Joplin, this is what we were doing on Morrison as well, because by doing that, people are able to find something that they understand a little bit better, grab onto that and then build up towards the over-arching vision.”

“So one last thing on vision. I actually don’t remember the specific language we were using in the early days of Dragon Age: Inquisition for its vision, which isn’t a great sign. I can remember the vision statement for Mass Effect 2, which was 'the Dirty Dozen in space’. I can remember the vision statement for Joplin, which it was 'we would be heroes but the records are sealed’.”

“The telemetry on the tactical camera for Dragon Age: Inquisition basically shows that very few people used it and those people who did use it used it largely to pause, look around at the battlefield, decide what they’re going to do and then return to the over the shoulder camera and play the game in real-time for the most part. […] The fact that it’s very expensive plus the fact that it wasn’t wildly used, though you could argue that part of the reason why it’s not wildly used is because it’s not the best possible implementation of it, those two things together to my mind mean probably we aren’t going to see tac cam going forward from the Dragon Age franchise. I mean, they could surprise me. My bet is that Dragon Age will continue cementing itself as an action RPG franchise and continue to move away from the old-school cRPG things that mark its origin, so to speak, haha, and that we probably won’t see tac cam in Dragon Age 4. But, I guess we’ll see.”

“You defeat Corypheus, you save the world, the credits roll and then there’s a post-credits sequence where something is revealed about Solas. And for some people this undermines the entire game. They feel like the game as a result of the post-credit sequence is incomplete and that we then tricked you into buying Trespasser in order to get the ending of the game. […] There was a negative enough reaction from enough people within the community for Dragon Age to the post-credits sequence that my guess is that BioWare will never do a post-credits sequence ever again because they are going to be very gun-shy based upon that reaction. And that’s kinda too bad from my perspective.”

“For Dragon Age: Inquisition, Early Access did not help, it hurts, because what it essentially means is that your launch day is seven days early but for a much smaller group of people, and you are having to deal with a launch and then deal with another launch seven days later. It allows the sentiment on your title to begin to solidify while you’re not even really selling that many copies of the game. You saw this dramatically with Mass Effect: Andromeda, where a version of the game came out with some fidelity bugs and it was out in the world for a week without a lot of control over the narrative. Sentiment on the game solidified very quickly and very negatively. I believe that EA is backing away from this for story-driven titles. I do not like Early Access in general, and certainly, Inquisition solidified my opinion on that topic.”

“In some ways the box for Dragon Age: Inquisition is very like the box for Dragon Age: Origins and Dragon Age II. It has strong use of negative space, it has a fairly strong graphical look, but in some other more obvious ways it is a big departure. It moves from the red and white aesthetic of the first two games and goes to green and darker blacks and grays. And there’s some good reasons and some bad reasons for this. The good reason is to make the box look more like the game. And I think there’s something to be said for that. I think there’s something to be said for having your color palette of your marketing campaign be consistent with the game itself. You can see this with Dreadwolf. They are trying to do the same thing again, is bring some consistency to the game and the UI and the marketing assets. I think there’s something to be said for that, a consistency of look.”

“Dragon Age: Inquisition is probably one of the last Collector’s Editions that BioWare’s ever going to do”

“We decided that we were going to try to make a standalone free-to-play version of Dragon Age multiplayer. This had the codename of Hendrix, following the naming convention that we were using for codenames at the time, and it was basically trying to be something that would introduce you to Dragon Age as a property and be an on-ramp for the game. EA wasn’t very supportive of this product at all, because they just saw it as a potential cost center, and so it was only available for download for a very short period of time, it got no marketing and it essentially kind’ve faded into the ether. But briefly, in 2015 there was a free-to-play version of Dragon Age: Inquisition available for download.” ]]
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 13th, 2022, 4:24 pm

"TechRadar - Mass Effect: The oral history of a game-changing RPG; Bioware's moon shot"

[[ "These days we expect our triple-A games to pull us into their worlds with cinematic framing, a believable cast and flowing interactive dialogue. So much so, it’s easy to forget that before Mass Effect we rarely saw anything of the sort. 15 years ago Bioware released the first part of a generation-defining action adventure trilogy that, over time, rewired our expectations. Combining textured characters and meaningful choices with solid third-person shooting, it set new benchmarks for an action-RPG hybrid that we’ve seen countless times since – though rarely with the same detail or strength of identity in its fiction. Here’s the story of how the first Mass Effect was made, as told by the people who made it. In 2003, the team at Bioware working on Star Wars: Knights of the Old Republic (KOTOR) was nearing the end of development and looking towards its next project. At the same time, having made the company’s name with licensed fantasy RPGs such as Baldur’s Gate and Neverwinter Nights, the heads of Bioware wanted to back original IP and build their own worlds. As the genre they’d contributed to began to evolve away from traditional turn-based rule sets, so did the studio.

Life after Star Wars: The core team that had made KOTOR still had the sci-fi bug, but was ready to leave the galaxy far, far away for pastures new.

Trent Oster, Director of Technology and Bioware co-founder: Lucas is great to work with, and working 1,000 years before the movies gave us a lot of freedom to play. But there are also a lot of restrictions on the Star Wars universe and what you can and cannot do. So being able to open up our own canvas and sketch out our own ideas and our own concepts was really exciting. I guess at the time, Star Wars wasn't doing anything, Star Trek hadn't really done anything. All the major science fiction IPs were sleeping at the wheel. I personally thought it was a great time to be doing something like that.

Casey Hudson, Director: We were super happy with [KOTOR] and just kind of wanted to keep doing more of that. But the sequel would have required us to turn the next game around much faster than we would have wanted. For us, that was a factor in what we wanted to do next. Our thought was, ‘Why don't we have the same fun that we just had making this kind of game, but do it in our own IP, where we can design it from the ground up to be about interactive storytelling?’

Derek Watts, Art Director: I wanted to do the next KOTOR. We did KOTOR 1. KOTOR 2 was given to a different studio. I think we were given the option to do it, but [Bioware presidents] Ray [Muzyka] and Greg [Zeschuk] were looking at the value of our own IP and they were thinking far ahead. So when we went on to Mass Effect, it was all about making something as iconic as Star Wars. But it couldn't look like Star Wars, and that was a challenge.

Ryan Hoyle, Programmer: It was such a huge idea. ‘How do we make something that's fun and interesting that's not just Star Wars, but keep some of the things that made KOTOR so awesome? Like having choice that affects the universe, and maybe even take that on a bigger scale?’

Hudson: There were moments in KOTOR where it felt like it wasn't just puppeteered characters. There were a few moments, almost accidental, where the characters were compelling as digital actors, just on the cusp of that. So it felt like with the power that would be coming out on the next systems, we could probably do something really special with digital acting.

Creating a galaxy: With the concept of a space opera settled, the game needed a name and a ton of design ideas gathered from a range of sources.

Watts: We went through lists of names, and we couldn't really agree on stuff. And I think it was actually Greg Zeschuk who mentioned ‘Mass Effect’. It was one of those things where I didn't love it, and I didn't hate it. People discussed it, and we started to feel like, ‘Yes, we could live with this name.’

Shareef Shanawany, Lead Visual Effects Artist: There were ten names or so that the team had collectively come up with, and it was put to a vote. I distinctly remember ‘Space Age’ was one of the options, which mirrored nicely with Dragon Age. I always liked the old Sierra ‘Quest’ games, so it felt like BioWare could maybe start their own version of it with the ‘Age’ moniker. But there was an interesting argument for the name ‘Mass Effect’. Because we had such high ambitions for the game, and wanted to create our own franchise to rival the likes of Star Wars or Star Trek, it needed to have a uniqueness to it.

Preston Watamaniuk, Lead Designer: Star Trek is an example of space opera done really well. Babylon 5 is another. And I think we were just carrying on those types of traditions. Like, ‘What does a really well thought out, well-constructed space opera look like, with this very specific technological underpinning that we came up with?’

Shanawany: Something [Preston and I] shared was our love of Babylon 5, which I know had a big influence on the game early on. You can see a lot of similarities in the Citadel and the Babylon 5 station, for example; a central spot for all of the alien races to gather. And also the idea of this ancient mythological force in the galaxy and mankind’s rise.

Watts: We needed to agree on one artist or look, and it was [Blade Runner concept artist and futurist] Syd Mead. We couldn't really think of anybody else that was using that style or his influence, and that set the whole tone for the game. But we had to alter it a lot to make it our own. And to be honest if you see Syd Mead’s clothing designs, it's a lot of topless men and other things. It’s like, ‘Well, I’d have a hard time fitting that in and we might get some blowback.’

Steve Sim, Audio Design Lead: The initial debates were, ‘Are we going Star Wars, are we going Blade Runner, as far as the soundtrack goes?’ And obviously we went the Blade Runner route. That was a dream for me, because I'm an electronic music producer, and Casey was right on board too, because he loved a lot of that electronic music, even outside of genres like sci-fi. One of our most influential songs was Love on a Real Train from Tangerine Dream.

Watts: All the architecture in the game was referenced through real world architecture we looked at. There's Santiago Calatrava, Zaha Hadid. I've always said that if Santiago Calatrava plays our game, he's going to flip out because we borrowed so much of his influence.

Shane Welbourn, Lead Cinematics Animator: [Casey] had certain movies that he wanted these iconic moments from. And I remember, he had the timeline of the movie The Right Stuff on his computer monitor. He was like, ‘I'm thinking of a moment like this,’ and stopped it at a spot on the timeline. It was like he just randomly clicked. And I was like, ‘OK, either you know that timeline so well, or you’re just randomly picking moments for me to try to create here.’

Watts: The Normandy is Solaris. We were struggling with the Normandy. We weren't sure what to do with it. [The remake of] Solaris had just come out and we looked at that and we said, ‘There's the Normandy, let's make it look like Solaris.’

Another thing we looked at for ships and designs and inspiration is lighting fixtures. You get a lot of ideas for star bases out of that. [If] the light looks good hanging over your dining room table, it might make an interesting star base.

Sim: The pitch I gave to the team was, well, if we're trying to get into this universe of early 80s, late 70s, sci-fi, we should approach the sound design the same way that the sound designers would have back then. So I pitched that we get into the mind of Ben Burtt, the guy that invented the sound design aesthetic of Star Wars, and find out what techniques they used back then.

Mark Meer, Voice of Commander Shepard: I was tasked with determining what a typical member of each species would sound like. Sometimes just the shape of their faces and their biological characteristics would influence how I would approach that. For example, I'm always fond of saying that I'm the reason why the Salarians sound a bit like Steve Buscemi.

Unreal demands: With KOTOR’s Odyssey Engine made for previous generation consoles and Bioware’s Eclipse Engine still in development, the company sought a third-party engine for Mass Effect and settled on Unreal 3 – even though it was unfinished itself.

Oster: We reached out to Valve and to Epic at the time to evaluate both of their technologies. Valve was pretty hilarious, because literally it's like they threw some things over the fence and said, ‘Here it’s yours, play with it, poke it, do what you want.’ And we were like, ‘Um, support, tutorials?’ And they were like, ‘Yeah, you'll figure it out, you’re game devs.’ The Epic side was a lot more supportive, and the idea of us taking [Unreal 3] and putting it into an RPG was really exciting to them. Ultimately, we licensed Unreal before it was complete. So we did what any other normal game developer does – we just started building the pieces we needed that weren't there.

Watts: The idea was to build that technology for the first game, invest heavily in that and piece it together and hold it together with rubber bands and duct tape to make it to the third game. Then that's probably where that technology would get caught up, on the third game. I think the advantage for us was we got an engine that was strong. But it took us a little bit of time to realize that the engine was built more towards a Gears of War game, and we were trying to do something a little bit different.

Sim: Every one of us was learning brand new tech on the fly that was unfinished. At that moment in time, we were co-developing the Unreal Engine with Epic. Things would shift, often on the Epic side the tech would change a bit, and we'd have to refactor. We'd hook something up and then a month later all those hook ups would have to be disabled and re-hooked up. It was a little bit of a slog in that, and that was what led the entire team into months and months of crunch.

Oster: Throughout the development of Mass Effect, we would be working on the Unreal Engine, and then Unreal would come up with a new drop. And it would take us in some cases four to six months to update to that new drop of the engine because we had changed so many things.

Hoyle: A lot of things we did for Mass Effect ended up going into Gears of War, because we ended up fixing something before they did. But there was always a lot of back and forth like, ‘We're about to try and do this, and it doesn't work right now. Is there something like this coming up that we should wait for?’ And often they’d be like, ‘No, you better just do it, because we're trying to do what we can do right now. So anything you're really going to need, you should rely on yourself.’

Shanawany: I think a few struggled with Unreal at first because it was such a departure from what we had used before, but for FX, Unreal was great. It had a nice particle editor which gave us a lot of control to generate particle effects. The rendering technology was excellent, and the frame buffer effects we were able to come up with really defined the look of the game’s combat.

Mike Spalding, Lead Character Artist: The other thing that was great about Unreal was they had an extremely powerful toolset that had a lot of artist-friendly design. I remember seeing the material editor – it was all node based. It just opened up a whole world of possibilities for artists to use, and to create materials and characters that just weren't possible on a previous generation. From an art perspective, the engine was a phenomenal tool.

Welbourn: I love Unreal. Everything about it is just so well documented. So if you don't know how to do something, you can look it up. Also they were really good. I'd send questions directly to them and they would get back to us, they were really trying to support us. There was a [point] partway through the production where you couldn't even fire up the engine, and that went on a really long time, like four or five months, which is huge. And that totally messed up the design department, they couldn't go into their levels and work on them. It was just so unstable, so they couldn't get their work done. But we were lucky [in the cinematics department] that we could still be plowing along. That saved us, I think, because ultimately when it did come back online, we could just go in.

Germane Shepard: Commander Shepard had to be a certain kind of hero to travel the galaxy as a Spectre – with the right look, voice, personality, and moral possibilities to suit his role as a Citadel agent.

Hudson: At the time, one of the things that was really popular was 24, and Jack Bauer. Obviously, as it’s a show, you only see the one choice he takes. But Jack Bauer is constantly facing agonizing decisions, and the decisions are not, ‘Should I do something completely altruistic’, or ‘Should I just for no reason do something evil?’. Those choices are really not that interesting or realistic. But if you put someone in a situation where they are trying to do good, and there is a choice to be made about whether they do something that is in the near-term less painful, or something that is in the near-term quite brutal but to achieve the greater good? That becomes an interesting choice.

Meer: I think as the games progressed, and as the events of the war wore Shepard down, you were able to have a little more freedom in expressing more emotion. But for the first game, I was directed to be very by-the-books, and to keep my emotions somewhat in check. That goes back to Shepard being a military officer used to working under pressure. You [also] had to keep in mind that there are some people who are not going to be playing pure Renegade or pure Paragon. So you couldn't go too far [emotionally] in either direction, or else somebody playing a middle path game would have these wild mood swings in the dialogue.

Watts: We had [the design] up to a certain point, but it wasn't quite there. So we opened it up to the team. What do you think Shepard should look like? There are a lot of people that took it seriously and a lot of people didn't. Somebody put rugby team player heads on there, and they're all bashed up with tape on their ear. One person, [level artist] Mike Jeffries, did take it seriously. He put George Clooney’s head on there. It was a good picture, he darkened the armor and then he put this little logo on the chest. That for us, as we showed people, we were like, ‘OK, this is going in the right direction.’ Not because of George Clooney, but a bit of that look – the short hair, square jaw. [Then] there was an art director at Bioware, and he had this magazine on his desk and I took it when he left and Mark Vanderloo was on the cover. And I took that picture and put it on Shepard and it just seemed to work. He didn't have that all-American look, more of a kind of a European look to his face. It wasn't that over-the-top jock look that we were trying to avoid. We were surprised that we could actually scan [Vanderloo] in. He was affordable back then, [even though] he was one of the top male models in the world. We also picked him because then we could say, ‘Hey, we're trying to get the most attractive male in there, so when we put in attractive females, you balance it out – we're trying to get equal representation for both.’

Welbourn: I’m watching the actor do some of the scenes and you can see on the mo-cap he's got a bad back. So we find out that he actually just injured his back, and we can't use this. [Shepard’s] supposed to be a hero. It was subtle, he was doing his best to not look strained but you can really see it. So I ended up going in the [mo-cap] suit. The majority of Shepard’s movements actually ended up being myself. One of the producers, Shauna Perry, who was there coordinating everything, she's like, ‘I don't know about this.’ She was pointing out how gangly I moved. Sometimes I could go a little Jar Jar Binks.

The crunch: The task of creating a new IP on a new engine for a new console took its toll, and the team were working long hours at all costs.

Hudson: I started very entry-level [at Bioware] as a technical artist, and I just spent every waking moment that I could trying to learn about how things worked. You wouldn't be able to keep me away, because I just wanted to figure out how everyone did their jobs, so I was just at work all the time and loving it. Then we rolled onto Mass Effect 1, and by then I had been doing four years of crunch time. And it was like a way of life that, in retrospect, you realize is not a healthy way to live for yourself and for other people. So I think, as we got later in the Mass Effect series, we realized more and more that we had to try and find some better balance. But it took a lot of years to realize that this isn't a healthy way to live your life.

Hoyle: Bioware has, especially on a new project, this very big view of all these amazing things and features, and we always bit off more than we could chew. So trying to get the balance down in that final year of, ‘What are we keeping? What are we cutting? What needs to be fixed up?’ There was a lot of work and not enough people to do it. But it wasn't somebody cracking the whip saying, ‘Everybody go finish the game by X date.’ It was more that we really believed in it and wanted to get it done. Afterwards, people were like, ‘Yeah, that was too much.’ But at the time, there were very few people who were going crazy or anything like that. People were encouraged to go home if they wanted to, and see their loved ones. The atmosphere and the culture was really good. It was toxic only because it was not managed perfectly, and people were new and didn't really know when to say no.

Sim: A 60-hour week was a normal week, but there even came a point where we were working seven-day weeks, and there weren’t breaks for a very long time. You need to have a good work and home balance at any given time in a production cycle, so it was what I would consider a death march crunch.

Watamaniuk: There's crunch because you're super excited about what you're doing. There's crunch where your bosses challenge you, and you know that it's going to make what you're working on better. Then there’s change management, like, ‘Hey, something in the engine changed, or we had to cut a gameplay feature that has a ripple effect, or we just thought this would take less time and it didn't.’

When you're dealing with new IP, with new gameplay systems, change management becomes almost a daily process. So yes, there were late nights, and we worked very, very hard. Because that change management introduced a lot of requirements where you're working that third type of crunch. There was also the first and second types of crunch as well – where I worked late nights because I knew what I was doing was making the project better, and I was excited about the project.

Sim: What we used to do as a bit of comic relief from that is, being the audio department, we would have screaming sessions. We would say, ‘Come into this office at this time, we've got microphones set up, give us your best primal scream that we can use in the game for creatures, and sign this release.’ And a lot of people signed up for it and had fun. They could just go into a room, scream a bit, get frustrations out, and we would record it and move on.

Welbourn: It was tough, because it was long hours, it was crazy. Nobody wants that. But luckily I didn't have any kids, and my wife was working on Dragon Age, so at least I could go downstairs and see her once in a while. But Derek had twins right near the start, and I barely even saw Derek on the whole production. Most of the time he was just so tired, poor guy.

Watts: Yeah, I had twins, right in the production, my wife and I had twin boys, trying to deal with that. So, long hours at work and at home. But it felt like you were doing something important. ‘We’re all on board, this is challenging, we're making this step for fidelity, and it's going to be worth it.’ And it was.

Welbourn: The amount of crunch we did, it's horrible, I don't stand by crunch. But you do need to put the time in to do it well, and if you're passionate about it, it doesn't feel like crunch – as long as you're not wasting your life away doing it. I'd rather be making a game than playing them, a lot of times. So it works out well for me.

Watts: It was a challenging project, there was stress on it. But also I think it was a project that when you finish it, you look back on it and you go, ‘Wow, it really paid off. It was really worth it.’ And then we took all that knowledge and did Mass Effect 2, which I think was one of the easier games I've ever made.

Sim: I was super happy with what our team accomplished, I was happy that the game got shipped. But my attitude was that I didn't want to do it again. And what I tell people is that my last day at Bioware was my first day working on Mass Effect 2. I sat down at my desk and I went, ‘I don't think I can do this again.’ After I left Bioware I worked on a golf course cutting grass. Just left completely. Yeah, I needed the brain break.

Critical mass: Despite the setbacks and scope of the project, Mass Effect finally starts to come together as the team prepares a demo for E3 2006.

Oster: The E3 demo, actually getting it to work and getting it functioning and getting a performance, that was a real ‘come to Jesus’ moment. That was when all the aspirations ran into the brick wall of reality, and it was like, ‘This is what the engine can do.’ Because going into that demo, there was a lot of confusion about, ‘Well, what exactly is it, how much can we do?’ And that demo solidified it.

Hudson: The interesting thing about [the E3 demo] was that it was the first time we pulled together playable moments in the engine that really proved to us what the game was capable of. Then once you have that, you can start making that game. Until you pull things together, it's all sort of theoretical, and you think you know what game you're making. But once you have that moment in time, where everything's pulled together, you know exactly what the game needs to be.

Watamaniuk: When you build a vertical slice like that, and it actually feels like what you want to make, it has massive positive knock-on effects. After that demo, we had a better idea of what our technological challenges were, we understood some of the gameplay challenges, obviously, that we had left, because you'll note there are systems in that demo that do not exist in the final game. But the biggest benefit was that the team understood what we were building and was able to then work autonomously, without as much hands-on direction, to produce something amazing.

Spalding: There was this graph that Casey showed us, and I remember it was of an exponential curve, and mapping game development to that curve. You start to understand where things are at a given stage in production. There's a lot of really hard work that goes into making a game, and it still stays at that bottom end of the curve. And having a clear vision, having great leadership and support, it's tough as the curve starts to increase, but once you get into that elbow, everything just starts to come together. That's where the team really starts to pick up momentum.

Shanawany: It was a little daunting, the sheer amount of work we had left to do, and it felt like an impossible task to be able to finish all the content we had in time. But a funny thing happens, where every day you make a little progress, and then the next day you build on that, until eventually you realize whole portions of the game are starting to come together. That goal you thought at first was impossible suddenly comes into focus, and it’s an incredibly exciting time to see all the fruits of everyone’s labor all converging at the same time and the game taking shape.

Welbourn: You could tell it was something, although there was one moment that it finally really occurred to everyone, I think. And it's that first little moment on the Normandy, when you're watching the screen with the footage from Eden Prime. We had our team leads meeting, and we watched that, and it all just came together. We were like, ‘Ah, this is good.’

The weird thing about that – maybe I shouldn't say this – we had a meeting with Microsoft. A couple of us had to go in and tell them that we were going to be delivering the game in two months, which was what we were supposed to be doing, but we were nowhere close to it. But I think there was a confidence there, of what we had and what needed to be done to polish it up. So it was a no-brainer.

Elevated expectations: During development, Bioware (along with Pandemic Studios) is bought by the ambitious, Bono-linked private equity firm Elevation Partners. It’s then sold to EA just before Mass Effect’s release.

Hudson: When you're a truly independent company, there is always, even though Greg and Ray shielded us from it quite well, there's always the concern. ‘If we did need to extend our project, is the money there? And what if this doesn't do well, can we do another one?’ So having additional financial security is always a good thing. It was actually a really exciting time.

Oster: Elevation had a really interesting concept. They wanted to be this next-generation, IP/development/publisher. They basically wanted to find a couple of superstar studios, and build a new publishing entity around that.

Welbourn: The meeting where they told us that Bioware and Pandemic got bought by Elevation Partners, I thought they were going to tell us Bioware was going down. Because I looked at the budget for Jade Empire, and I'm like, ‘I don't know if we’re going to sell that many copies.’ I remember it because it was also Halloween, and my wife had dressed up as [GI Joe’s] the Baroness and I was supposed to dress up as Destro. And I'm like, ‘There's no way I'm going to be at the meeting where they tell us they’ve got to close down Bioware, and I'm like sad Destro.’ But yeah, it all turned out well.

Hoyle: When Elevation happened, it was just a giant celebration, everybody was very excited. It was a really cool thing, and nobody necessarily expected it. And it was seen as generally a really positive thing of like, ‘We're doing well, and we're getting recognized for that.’ And they certainly didn't really interfere with anything we were doing. So it didn't really change anything.

Sim: The whole Elevation Partners thing was almost invisible to a lot of us then. There was one high point because one of the owners was Bono from U2. So Casey showed me an email that he got from Bono praising some of the sounds and specifically the logo sound. He’s saying, ‘Oh, that sound you guys have for the logo is great. It's a perfect fit. How did you do that?’ So that was kind of cool.

Oster: We went to Elevation Partners and we're like, ‘Hey, guys, so our budget just doubled.’ And the Pandemic team that had been acquired said the same thing. So, Elevation Partners was like, ‘Oh, my God, we just got into game development and all of our financial plans, you've just told me the costs are doubling. Oh, wow, this is not so great.’ And then luckily, a couple years later, they were able to sell everybody off to Electronic Arts, which made life a little easier for them.

Sim: What I noticed once EA came in was how the language changed at work, and started adopting more corporate-isms, like the language of corporate America. At one time if you needed help on a project, you'd say, ‘I need more guys,’ or ‘I need more people to help me out with this.’ And then it turned into, ‘I need more resources.’ So the biggest change I found was just the change in the language, especially amongst producers and that type of crowd. They were assimilating into the Borg, it seemed.


Oster: It became a little weird under Electronic Arts, because when we were acquired we were all looking forward to it like, ‘Yeah, we're owned by EA, they're going to give us a budget, we finally don't have to keep constraining ourselves and crushing things down and cutting corners.’ And one of the first things they did was like, ‘OK, based on your budgets, we need to cut across the company 10%.’ And we were like, ‘Oh, so we're not getting more, we're getting less.’ That was a bit of the EA feeling. We call it the EA butter knife. It just seemed arbitrary, and not very smart.

Watamaniuk: Casey, Ray and Greg were always very good at managing those external changes of ownership, changes of executive leadership. They really did an amazing job shielding the team from all of that. They would tell us, ‘Guess what, we just got bought by EA,’ or, ‘We're being sold to whoever.’ Then you'd be like, ‘Oh, OK,’ and go back to work. There are people that have thoughts going in about, ‘Well, what does it mean to be sold to Elevation Partners, and what does it mean to work for EA?’ They always come into these things with biases. I've always been like, ‘Well, OK, instead of worrying about this stuff ahead of time, why don't you wait and see what the actual impact will be? And meanwhile, focus on making a good game.’

The finish line: The game is complete in time for release at the end of 2007, and the team is mostly pleased with what they’ve created.

Hudson: I think we knew both with KOTOR and with Mass Effect 1 that we loved it, we were having fun playing with it. We really liked the story and the characters and everything. So then it's just, ‘We hope that we're right.’ And other people really liked it as much as we did.

Watts: We weren't thinking this is going to be a 96% game, the best game of all time. There was no thought of that. I think the idea was, ‘Let's make a good game to set us up for the franchise. We can fix this stuff on a second game, we can get better.’

Hoyle: For me personally, just because I knew all of the technical shenanigans, there were things that I was like, ‘Oh, I can't wait for Mass Effect 2, I'm going to fix this, I'm going to fix this.’ There was so much in my mind to fix but it wasn't as bad in the real world as what was in my mind, obviously – all the tape and cracks and everything else.

Watamaniuk: I was happy with it, but I also understood that there were things that we could have made better. I went through an extremely exhaustive analysis of all the reviews, fan feedback, everything going into Mass Effect 2. [In retrospect] there were very simple things I could have done to Mass Effect 1 to make it a much more enjoyable, understandable, more elegant experience. Just at the time, it's very hard when you're in the weeds to see beyond the weeds. But I would have simplified some of the progression systems. It had very much a looter-shooter treasure system. It doesn't belong. I don't think looter-shooter treasure belongs in a Mass Effect game.

Hoyle: When I watch Mass Effect, and I see you walk into a room and it takes time for the texture to show up on something, it drives me nuts.

Meer: I'm a gamer. I'm a nerd. So getting to be the main character in a video game like this was a dream come true. And getting to play it and essentially just realizing like, ‘Oh my gosh, this is what we made.’

Welbourn: I don't know if you remember the first time the game came out, but it had loading issues, sometimes on the cinematic stuff. None of that was there until basically we were trying to finalize the game, and they realized that they couldn’t load the level fast enough. To me, we'd put all this energy into it, and it would have been nice to have [a little more time]. But overall, I think we were pretty confident on what kind of reception it was going to get. Even if it had failed, I think we would have all been happy still. It was our little baby.

The legacy: The real impact of Mass Effect on fans and the games industry would slowly expand as the trilogy continued.

Hudson: I think it grew over time. As I was doing a press tour afterwards, I think people were reacting positively to it, but it still hadn't settled in that maybe this would be a game and IP that were lasting, and that people would come back to, and that it would be meaningful over time. Maybe that came later, once the other games came out, and more people tried the first one and realized that we were building a substantial series.

Watts: Actually, thinking back, what we lacked in probably the volume of fans, we made up for with passionate fans. We didn't get the 20 million people, but what we did do is get a very passionate fan base. And I think that surprised me, not only how passionate they were, but how much effort they made in creating characters and understanding the story, and how many people's lives it changed.


Sim: Even the day before yesterday, I had a contractor here at my house, and we were just chit-chatting. He's like, ‘Oh, what do you do for a living?’ I mentioned I work from home. I told him video game sounds. He's like, ‘I love games, what games have you worked on?’ And I said, ‘Well, there's one game called Mass Effect, I guess that’s the biggest.’ He’s like, ‘One game? That’s one of the best games in the entire world.’ So I still get fanboys this many years later that just love it.

Hoyle: We get mentioned like, ‘Oh, I want to create a universe like Star Trek, Star Wars or Mass Effect.’ That's crazy that it gets lumped in with those kinds of things. So yeah, it's super impressive, and I do think it made an impact.

Watamaniuk: I think there are two aspects to the Mass Effect trilogy that raised the bar. There are technical innovations, like the dialogue wheel and whatnot. But I think that it also raised the bar in terms of quality of world-building, and characters that you could legitimately fall in love with.

Meer: It was the first game that a couple could play together, where one of them plays and the other person watches it like a movie. It seems that was the way a lot of people played it. I've had people who are big fans of Mass Effect, who said, ‘I didn't play it for years, but my partner played it, and I just watched the entire 40-50 hours.’

Watamaniuk: You see now the amazing storytelling that you're getting out of games like The Last of Us Part II, and Kratos and Atreus, stuff like that. Those are just staples now. You need to have a Hollywood-quality story, you need to have amazing characters that come along on the journey with you, it can't just be the 80s action conceit where everyone is this who-cares throwaway character. Stories from 2006, you wouldn't be able to get away with it anymore. A 91 back then is like a 75 nowadays.

Welbourn: I think CD Projekt RED, their whole company feels like it wants to be Bioware, in a lot of ways. And they're doing great stuff like Cyberpunk, the Witcher series. To me they're one of the top studios right now.

Shanawany: We were aiming to create a franchise as well as a game. We wanted this to be the next Star Wars or Star Trek universe, something we could play in for decades. Basically, we would aim for the stars; and even if we only got part of the way there, then we would have at least gone farther than if we had aimed lower. And in the end, we succeeded. Mass Effect is its own universe.

Meer: Full credit to Jennifer [Hale] and Bioware, female Shepard is in a lot of ways a very groundbreaking character. Female Shepard set that standard of, ‘No, I'm not going to be wearing a skimpy version of the armor, I'm going to be wearing the same armor that the male version wears, and I'm going to have the same animations that the male character has.’ And so I think in many ways that was very influential. Fem-Shep is definitely a seminal video game character.

Hudson: I think the most rewarding thing is when people tell you about what it meant to them when they played it, even when it's just one person's story about how it impacted their life. Especially for a game like Mass Effect, where you can explore different versions of yourself, and different versions of what you could be through role-playing. That seems to have had an impact on people on a personal level, and that's really the most important thing." ]]
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 13th, 2022, 4:32 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 13th, 2022, 4:33 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 13th, 2022, 4:33 pm

"Drive me closer! I want to hit them with my sword!"

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 14th, 2022, 1:34 am

Dragaros wrote:Ashly Burch as Qwydion. A bubbly Qunari mage with a penchant for explosions, Qwydion is an open-hearted, easily-distracted blabbermouth who can level a building or cure a hangover, depending on the situation.


Love Ashly Burch, but a "bubbly Qunari blabbermouth?" They couldn't have done something at least a bit more similar to a standard Qunari to start people out? She better have some really dark backstory to have made her so.
Last edited by magnuskn on November 14th, 2022, 1:47 am, edited 1 time in total.

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 14th, 2022, 1:46 am

Dragaros wrote:Meer: I think as the games progressed, and as the events of the war wore Shepard down, you were able to have a little more freedom in expressing more emotion. But for the first game, I was directed to be very by-the-books, and to keep my emotions somewhat in check. That goes back to Shepard being a military officer used to working under pressure. You [also] had to keep in mind that there are some people who are not going to be playing pure Renegade or pure Paragon. So you couldn't go too far [emotionally] in either direction, or else somebody playing a middle path game would have these wild mood swings in the dialogue.


Exactly my point about FemShep. Some people say that they like FemShep more, because Hale was more expressive with the character. But for me, I heard wild mood swings in-between decisions, while MaleShep was much more even overall. It's why I prefer MaleShep and never did a full FemShep playthrough of any of the three games. Well, also I always want to romance Tali.

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 14th, 2022, 9:18 pm

magnuskn wrote:Exactly my point about FemShep. Some people say that they like FemShep more, because Hale was more expressive with the character. But for me, I heard wild mood swings in-between decisions, while MaleShep was much more even overall. It's why I prefer MaleShep and never did a full FemShep playthrough of any of the three games. Well, also I always want to romance Tali.

My take was that while FemShep had a more skilled VA, I didn't find her convincing in the role, and only really played her in ME1 to do the Liara romance, because I was a younger man and horny. But I didn't realize Meer was directed that way specifically. Neat note.

That interview up there too, the long one, was surprisingly candid. Refreshing, even. Though that doesn't mean diddly-dick about Dreadwolf and ME:4 will be like. Fingers still crossed on uber-fan service, drop the "nu" stuff, play it safe, polish it hard.

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 15th, 2022, 1:19 am

Vol wrote:That interview up there too, the long one, was surprisingly candid. Refreshing, even. Though that doesn't mean diddly-dick about Dreadwolf and ME:4 will be like. Fingers still crossed on uber-fan service, drop the "nu" stuff, play it safe, polish it hard.


Yeah, same here. I hope they finally realized that they fucked up, big time, since ME3 and that they'll try to get back into the good graces of the fans with what you just said.

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 16th, 2022, 9:51 pm

magnuskn wrote:
Yeah, same here. I hope they finally realized that they fucked up, big time, since ME3 and that they'll try to get back into the good graces of the fans with what you just said.

While my standards have improved since I first fell in love with ME1 (and forbidden chicken feet), I'm not so jaded that I wouldn't fanboy again, at least a bit, over even a competent sequel.

That said, if I can't marry a quarian, in game, there will be riots.

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 17th, 2022, 10:09 pm

Image

Image

Seems like there's an N7 reflection in the teaser image, as if someone is looking out a window; it's easier to see when the image is brightened.
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 19th, 2022, 10:21 pm

Image

Image

I'm not sold on that line of thinking, but I concede the point that having those beam transports would be very useful if the Citadel is still in orbit around Earth. Or just for space stations and orbital platforms in general. Reverse-engineering them would be a wise move.
"Drive me closer! I want to hit them with my sword!"

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 19th, 2022, 11:40 pm

Dragaros wrote:
Seems like there's an N7 reflection in the teaser image, as if someone is looking out a window; it's easier to see when the image is brightened.

The cumulative case for some sort of The Shepard involvement is building. Is there any other N7s we even know of? Is the organization even relevant to anything?

Dragaros wrote:
I'm not sold on that line of thinking, but I concede the point that having those beam transports would be very useful if the Citadel is still in orbit around Earth. Or just for space stations and orbital platforms in general. Reverse-engineering them would be a wise move.

Though this seems less likely to mean anything. "Beam of light into space" is a pretty common sci-fi art thing, I'm pretty sure.

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 20th, 2022, 2:48 am

Vol wrote:The cumulative case for some sort of The Shepard involvement is building. Is there any other N7s we even know of? Is the organization even relevant to anything?


Vega probably got to be one after the Reaper invasion. Alex Ryder was an N7. Being an N7 is basically being a top soldier, who passed extremely rigorous special training (going from ranks N1 through N6 and then completing the N7 training).

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » November 20th, 2022, 8:13 pm

"It's Mass Effect's 15th birthday so the original pitch document is doing the rounds again; Have a look at what changed, and what stayed the same."

https://twitter.com/Mark_Meer/status/15 ... 6921494528

https://twitter.com/shinobi602/status/1 ... 1095208960

https://twitter.com/MassEffect_News/sta ... 3934190592

https://twitter.com/gameinformer/status ... 4149421057

Image

Image

Image

And ME1 turns 15 years old today.

Funny thing for me, like I've said before, the first game completely flew by my radar initially. It wasn't until ME2's marketing campaign kicked into gear that I even became aware of Mass Effect. I remember going back and getting ME1 and trying to complete it in time before ME2 released so I could import my character and choices without risking getting too spoiled by what lay ahead by pop-culture osmosis and internet chatter; I wanted to go into ME2 as blind as possible. I remember hoping I didn't overlook or forget to do any side quests that might turn out to be important later down the line and made all the correct decisions so I didn't lose Wrex. And Saren and Sovereign were such great story moments even though I already knew they were coming. Good times.
"Drive me closer! I want to hit them with my sword!"

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 21st, 2022, 12:29 am

magnuskn wrote:
Vega probably got to be one after the Reaper invasion. Alex Ryder was an N7. Being an N7 is basically being a top soldier, who passed extremely rigorous special training (going from ranks N1 through N6 and then completing the N7 training).

Oh, right, the Ryders. So in terms of _known_ N7, still within the same galaxy, it's Shepard. Heh.

Dragaros wrote:And ME1 turns 15 years old today.

Funny thing for me, like I've said before, the first game completely flew by my radar initially. It wasn't until ME2's marketing campaign kicked into gear that I even became aware of Mass Effect. I remember going back and getting ME1 and trying to complete it in time before ME2 released so I could import my character and choices without risking getting too spoiled by what lay ahead by pop-culture osmosis and internet chatter; I wanted to go into ME2 as blind as possible. I remember hoping I didn't overlook or forget to do any side quests that might turn out to be important later down the line and made all the correct decisions so I didn't lose Wrex. And Saren and Sovereign were such great story moments even though I already knew they were coming. Good times.

15 years already...

I was aware of the game, but didn't have much fondness for the genre in particular. Pretty sure the Fox News expose on the Liara sex scene was out before I bought it, when I was still in the "Fuck Jack Thompson!" phase. And of course it sucked me with the romance (in both senses), found the old, horribly formatted Bioware forums, and the rest is history.

Being inclined to explore and go for non-combat skills first, never had a problem with Wrex, heh. Didn't realize you could even lose him until I read about it! Scoured fanfiction.net and "other" sites for fan content, of which there was so little, until ME2 made it all explode. Just checking the dates, you can see the trickle became a river, that sustained itself well past ME3 even. As with so many things, I'd love to experience it all again, with an unjaded mind.

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 21st, 2022, 1:27 am

I was pretty much very aware of it, due to being a huge BioWare fan at the time (been playing their games long before it came it out), but had to wait until it released on PC.

User avatar
Mazder
Posts: 3430
Joined: August 6th, 2016, 2:24 am
Location: SPACE!!

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Mazder » November 21st, 2022, 1:19 pm

magnuskn wrote:
Vol wrote:The cumulative case for some sort of The Shepard involvement is building. Is there any other N7s we even know of? Is the organization even relevant to anything?


Vega probably got to be one after the Reaper invasion. Alex Ryder was an N7. Being an N7 is basically being a top soldier, who passed extremely rigorous special training (going from ranks N1 through N6 and then completing the N7 training).

It's basically the combined version of space SAS/Spetsnaz/Delta Force/Seal Team 6/Jaeger Corps.
Elite group for humans.

Hell I am honestly surprised there is not N7 division(s)/regiment(s) if we think of it in that vein.
Because, honestly, a group of elite soldiers seems right up the alley of the Illusive Man to have drawn recruits from, or to have infiltrated in order to get a good grip on humanity's future. In any case there should really be more of them and I am 100% okay with there being some form of special forces for each race being more present.
I mean the Asari essentially have 2 in Justicars AND Commandos!
The Salarians have the STG.
The Quarians might with the Migrant Fleet Marines but that is probably more due to populaiton numbers forcing them to do that.
The Turians, Krogan, Drell, Volus, Elcor, Hanar, Batarians, Geth and Vorcha don't seem to have any, but the last 3 kinda don't "need" them.

User avatar
Vol
Living Ancestor
Posts: 5651
Joined: August 5th, 2016, 5:55 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » November 22nd, 2022, 12:01 am

Mazder wrote:Hell I am honestly surprised there is not N7 division(s)/regiment(s) if we think of it in that vein.
Because, honestly, a group of elite soldiers seems right up the alley of the Illusive Man to have drawn recruits from, or to have infiltrated in order to get a good grip on humanity's future. In any case there should really be more of them and I am 100% okay with there being some form of special forces for each race being more present.

If ME3 had been allowed a proper development cycle, I'd imagine they'd have gone into way more detail about what exactly all the extant military forces were doing, rather than just the ones we encounter, and some notes here and there about everyone else. Though as a matter of the nature of the war, any unit that would expect to be in sustained, frontline combat was probably wiped out. Plays into the mythology of The Shepard too, now that I think about it, because Bioware loves their "last, or nearly, of a great martial order" concept. *CoughSpirit WarriorcoughSithcoughGrey Wardencough*

I mean the Asari essentially have 2 in Justicars AND Commandos!

Justicars are more a religious thing, no?

User avatar
magnuskn
Posts: 1393
Joined: August 11th, 2016, 8:18 am

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » November 22nd, 2022, 1:14 am

Well, they are basically Paladins from D&D, only with an orange/blue moral codex, compared to what we would expect of Paladins.

That we didn't see more N7's is probably more due to BioWare wanting to make Shepard seem special. The training can't be that grueling that only two people have ever graduated (him and Alex Ryder) and he seemed to be pretty sure that Vega, not the sharpest tool in the room at the best of times, would make it if he got into the mental space to apply.

User avatar
TTTX
Posts: 4375
Joined: August 8th, 2016, 2:57 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TTTX » November 22nd, 2022, 4:42 am

magnuskn wrote:Well, they are basically Paladins from D&D, only with an orange/blue moral codex, compared to what we would expect of Paladins.

That we didn't see more N7's is probably more due to BioWare wanting to make Shepard seem special. The training can't be that grueling that only two people have ever graduated (him and Alex Ryder) and he seemed to be pretty sure that Vega, not the sharpest tool in the room at the best of times, would make it if he got into the mental space to apply.

Kai Leng was an ex N7.
the post is over, stop reading and move on.


Who is online

Users browsing this forum: No registered users and 29 guests