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  Back In Space: BioWare On Mass Effect 2
by Christian Nutt [Business/Marketing, Design, Production, Art, Interview]
17 comments Share on Twitter Share on Facebook RSS
 
 
January 25, 2010 Article Start Page 1 of 3 Next
 

By the beginning of 2010, more than four years have elapsed since the Xbox 360's release. At this point, several developers have put out sequels to games originally released for the system, and others are deep into the process of working on them. This week, BioWare ships its first current generation sequel, as it is set to release Mass Effect 2, a little over two years after the original game, which shipped in late 2007.

Here, lead producer Adrien Cho, who was lead technical artist on the first game, talks about the process of learning from the original game in the series. The BioWare team took journalist and fan feedback, compiled it all, and made leads responsible for addressing it in the game. He also talks about how laying the foundation of the original title enabled growth and refinement for the developers' ideas as they launched into the sequel.



One aspect that BioWare and EA have been touting for the sequel is that the game plays more like a shooter, while still retaining the developer's stock-and-trade of strong RPG gameplay and intricate story mechanics.

Cho discusses this evolution, and the thinking behind boosting that aspect of the game -- and why the rise of the shooter and its meld with the RPG is an increasingly common occurrence.

What is your background? Technical art is an interesting space. You're like a go-between; you have to understand both the worlds that you're working in.

Adrien Cho: My friend Sally Hwang... was a technical artist, too. It's nice meeting other technical artists because you feel like you're in this weird, isolated group of developers.

I used to teach. My students had a lot of conflict, because when they went into the work force, they always wanted this perfect job description that says, "Hey, this is what you do." And I said, "Well, if you wanted that, you should have just went to plumbing school, because then it's really clear." Like, "I went to plumbing school, and then I applied for plumbing job." In any creative job, you really have to start looking at your skill set and say, "Can I do that job? I want to do that job. What am I missing?"

So, I was at work. I was an engineer. So, I think that covers the technical aspects of it. When I graduated from high school, it just seemed like a logical career to take. I went through mechanical engineering, and I did that for two years afterwards, designing down-hole drilling equipment. Up in Canada, it's all about the oil. I felt bad after a while, extracting valuable resources from the Earth. It's just something I wasn't really happy with.

At the same time, I also turned away [from] the creative side. As a kid, I was an artist. My old art teacher basically said, "Becoming an artist is really hard. You're in it for a destitute life and poorness and so on." I was like, "Well, I don't want to do that." [laughs]

But at a certain point, you start realizing, "Well, I want to do something that I want to do." So I went back and did a masters in industrial design. And then somehow, when I graduated from that [laughs], I ended up at BioWare.

And the great thing about BioWare is... I mean, Ray and Greg, of course, come from a field other than games. And I think that type of attitude was really cool, because they're open to the idea of, "Hey, you have a really cool skill set," or "The way you think is really important, and I think it would be a good match for this position." That's how I ended up in technical art.

So, it's that marriage between the design side, with the creative side and understanding all the important aspects that artists feel are important, you know, making things look good. The technical side was balanced off by the engineering side of "How can we make this process efficient? How can we make things fit on a 360 and run properly?"

How did you move into production on this project, then? Because that's a little bit of a jump, too.

AC: So, the other side was that a technical artist actually has to have very good interpersonal skills. Because you have to work with different groups, often not just the artists, but programmers and design. And so transitioning into production was actually a natural evolution of that -- was that I worked well with others. Most importantly, I still protect my artists, because I have a really huge respect for what they do.

But it's to be able to communicate that to other groups to let them know the role that they have and what they bring to the game. And so it was a bit of this liaison for technical artists, and production's the same way. It's really just clearing things up, having a high-level view of the battlefield, looking at the available resources that you have. How can you get the most amazing work out of the people that you work with? And then freeing up all the problems ahead.

Technical artists actually do a lot of firefighting, and they forecast and say, "Hey, that fire might not be a problem now, but it might be in a few days or a few weeks." The same thing with production -- there are a lot of similarities.

The [Mass Effect]... I think it was a technical feat, but it wasn't without its flaws. At a certain stage, with the sequel, when we felt that we resolved a lot of those things. Production was actually an area we really needed to tighten up on, so to speak. I always say "tighten up" because I remember that stupid video, like "tighten up the graphics on level three." [laughs]

Once we felt that we had a really good technological base and the pipeline was solid, production offered a lot more influence on change. And I think it was limited in the technical art role. From production, again, all of a sudden, the expanse of your influence grows... I'm still looking out for art, but in the role of production, I can actually help them out a lot more.

 
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Comments

Glenn Storm
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Each interview I've read/seen from Adrien Cho has been raising my respect for him by leaps and bounds. This interview is no exception; in fact, it is an exceptional interview. Thank you, Christian! Clearly, this is someone who gets it; a real natural in game development production. And, this just keeps me wondering what it is with the northeast (U.S.) that manages to create such proper development companies, forming the best teams and attracting some of the best thinkers of our industry.



That process elaborated in collecting all manner of feedback for the blueprint of the sequel mirrors my personal golden rule of (game) design; something like: Do unto others as they want, not as you say they want. This quote, "We wanted to make sure that absolutely every issue that was brought up was addressed... so the press had nowhere to go, and all the critics had nowhere to go, because we had made an attempt to hopefully address all those issues in some capacity.", also makes me grin at the sort of vicious kindness employed in that tactic.



Just a fantastic interview! Bookmarked!

Andre Gagne
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Northeast?



Which companies are you referring to? Bioware is Northwest (ish)...



As amazing as ME2 seems to be, I've heard that the controls for the PC feel a bit more like a hack than core design, though I'll have to get my hands on it to test it out.

Glenn Storm
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I apologize, Andre. I somehow got the location for Bioware (Alberta) mixed up with the location of a different company. Thank you for pointing it out. Bioware's company site clarified for me. Perhaps from the left coast everything seems far east. ;)

Bart Stewart
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BioWare just doesn't make bad games, and most of the comments in this interview help to explain why.



The only concern for me in the interview was the mention of the 360 and the concluding comment: "We haven't actually taken away any of the RPG systems, but we want to package it so that everything is a little bit more intuitive, more streamlined ..." Ack. In the past, comments like this have been code for "we had to dumb down all the cool features from the PC version and use smaller, sparser levels in order to satisfy console requirements."



Obviously I don't *know* that that's the case with ME2. In fact, I give EA/BioWare credit for releasing the PC version of ME2 at the same time as the console version -- something they did not do with the original Mass Effect. I just get a little twitchy when developers talk about making a game "more streamlined"; too often that's MarketingSpeak for "we pulled some features."



I appreciate that ME2 has been built as "a typical BioWare story." That -- considering BioWare's track record -- is enough to persuade me to plunk down my cash for ME2 on Tuesday without waiting to read a single review. But....

Lo Pan
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When you are a producer, a major determiner of your success is the team quality, resources and IP you are given. I think Adrien is blessed with the best in each category, and this does increase his ability to execute on the massive expectations for this game. On the flip side, exceeding expectations for a AAA sequel is a major undertaking for any team, but he and team kicked butt.



Message to publisher, if you demand the best, you need to supply the raw materials.

Sean Parton
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@Raoul Duke: One of the most favoured PC games of all time, Diablo 2, was and is still fairly buggy. Sometimes, if you've got the right name/IP and good core mechanics, people will put up with a lot of other crap.

Bart Stewart
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In fairness, Raoul, I didn't say "perfect," I said "not-bad."



KOTOR had a horrible bug -- every time I went onto the surface of Taris (the very first part of the game), I had the most incredibly awful rubberbanding effect. I basically had to aim in the direction I wanted to go and hope nothing got in the way as I blindly slingshotted there. And the endgame was too easy. Perfect? Hardly.



But there was so much else in KOTOR that was so much better than most everything else out there at the time that I still found it a joy to play despite its imperfections.



For that matter, I found Jade Empire more technically flawless than KOTOR, but I personally didn't enjoy it at all. It felt like a half-finished experiment. And yet I don't consider it a "bad" game even though I didn't much care for it myself. Even in what I perceived as a shallow state, BioWare still had made a game that felt more smartly designed and constructed than most other games.



"Fun" is definitely in the eye of the beholder; I'm not saying everybody has to love every BioWare game. I'm just saying there've been a lot of Bad Games made over the years, but BioWare's games have consistently avoided being labeled as such. I rather doubt that ME2 will be the first dud.

Yannick Boucher
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@Lo Pan : Amen, brother.

Kevin Cardoza
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I agree with Lo Pan and Bart Stewart. BioWare's games are not without flaws but it's obvious they have an extremely good management process in place to consistently put out great games, especially when you're making more complicated ones like RPGs. Especially right now, it's amazing to consider that they managed to put out two very critically well-recieved AAA titles less than three months apart from each other, and are due to release a full expansion for one of them in two months as well.

Mark Harris
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Their focus on business management and process improvement is especially useful in a tight economy. You can have all the talent in the world, but if you can't control costs and efficiently bring games to market you're just not running a sustainable model.



Kudos to Bioware for their quality products and (from what I hear) exceptional business practices.

Jonathan Gilmore
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@Raoul, Bioware didn't make KOTOR 2, which was very buggy, unlike KOTOR 1. Obsidian, who will hopefully be releasing Alpha Protocol soon, made KOTOR 2.

KOTOR is probably the best game that ever came out on the original XBOX. I never had an issue with bugs in that game. And to Bart, I totally agree with you on Jade Empire. It was almost a great game but still is the only Bioware game that I have ever been disappointed by.

hanno hinkelbein
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"perfect" is a thing of definition. what's a perfect game? one that has no bugs? not if it's boring or if you are not into the genre. great narrative? nice, but if you have no attention span it's not for you.



i think we all know what is meant by saying bioware makes perfect games . it's the farthest you can go in the direction they are taking and they are always setting the level when it comes to entertaining storytelling and easy to use complexity.



great interview - it's always very enjoyable what great communication skills the people who work at bioware have.

Weston Wedding
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@hanno



The perfect game: Duke Nukem Forever.

Jonathan Arsenault
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@Weston

Well it does rank as a legend already...

Jan Goh
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@Bob Dillan



NWN2 wasn't BioWare. Also, DA:O doesn't use a NWN engine at all. As mentioned, KotOR 2 was done at Obsidian.



(I worked at BioWare for 7 years; DA:O's engine is only related to NWN in the sense that many of the programmers from NWN ended up on that project.)



As for the move to 3D being bad, FFVII is a game that has -- in my opinion -- aged incredibly poorly. It took everyone a while to make good looking 3D games.

Gabriel Kabik
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Perhaps what Bob is confusing is when the devs at BW said that they used a modified NWN toolset to build basic versions of the environments and dungeons. Of course, that's not at all the same as building the game off of the NWN engine.



Also Bob, c'mon man, if you're going to throw stones at a place as prestigious and successful as BioWare, at least get your facts straight - it says just a few comments above you that KoTOR 2 wasn't even made by BioWare, and it only takes a few seconds to check to see who made NWN2 and what engine DA:O was built off of.

Jonathan Arsenault
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We shall go for a bit of Bioware engine history shall we:



First was the darkness of the 2D days where we saw the birth of the Infinity Engine, which many still hold dearly in their heart. That was 1998 or so.



Then in the first dawn of the 3D age starting in 2002 we see the coming of the Aurora engine used in the crafting of the artifact now know as NWN. NWN2 updated version of Aurora was for it's part called the Electron engine.



Then came the age of rubber also known as the KOTOR and KOTOR2 era where the aurora engine was reforged to become the Odyssey engine, in the year of grace 2003 or so. Also of note that The Witcher also used part of the Odyssey engine.



After came the era known as "New Gen" by the cabals of the field which saw the coming of the Eclipse engine for a dark and mysterious product known as Dragon Age.



Then came Mass Effect who used the Eclipse engine and... *drum roll* Unreal engine 3 renderer.



So some archeologist claim to have found vestige of the Aurora in recent product... no shit Sherlock..


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