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There are more angles for different people to like the same game. I think that's what having different genre elements makes possible. Some people may really concentrate on character growth. Some people may concentrate on the narrative. Some people may concentrate on the squad shooting, right?
AC: It's finding that right balance. Let's use something completely in a different genre that may be analogous is you can have the most beautiful game, but if the gameplay sucks, it doesn't matter. But visuals are what create all the hype on the boards and the magazines. So, before playing, people get so excited. They're like, "Well, this game is the best looking driving simulator ever!" But if there's no substance to the gameplay...
So, you can't ever put all your eggs in one basket. It is important to balance things out and offer... Here's some scrambled eggs. Here's some omelets. Here's the hard-boiled eggs.
I feel like games that sort of concentrate on one thing and do it really well are becoming almost less what triple-A gaming about in a certain way.
Honestly, obviously, I think that Gears of War is a pretty simple, direct experience that is really, really good. I don't think it's a problem with delivering a specific experience, but I do feel like we've gotten to this point...
AC: It's hit-and-miss, though, right? If you bet and all of the sudden, as the trend shifts, though, you don't want to be on the last one, where all of the sudden the zeitgeist has shifted.
Here's the interesting thing. Mass Effect is really an evolution of KOTOR. [Laughs] The core team's actually the same team. And you can see, if you look at KOTOR to Mass Effect 1 to Mass Effect 2, Mass Effect 2 really represents the embodiment of all those things that maybe we wanted to try in KOTOR but were limited by hardware, by gameplay design decisions...
And so, KOTOR was still kind of turn-based, but you still got a bit of action in there. Mass Effect, we took what we learned from KOTOR and said, "Okay, so we're limited by that at this point, whether by IP, or by technology. Let's bring in a little bit more action into it." I say we tried pretty good, it turned out.
But then when we got to Mass Effect 2 and we realized, "Alright, if that was our first foray into real-time, let's make it way better." Buy you still don't lose the core aspects, which are story, character development, which I think at the end of the day is really at the core of a BioWare game. We always say "shooter shooter shooter!" for Mass Effect 2, but I think our fans always know that when you buy a BioWare game, you always get a fantastic tale.
Well, that's your mission statement.
AC: It is, yeah.

I think we've all become aware of that. Speaking of the story elements, was there more time to concentrate on the preproduction for Mass Effect 1 or Mass Effect 2? Originally, Mass Effect, I'm sure, the original one, had a certain period where there was a prototyping and preproduction phase going on. But with this one, you had the window between the two.
AC: In all aspects, not actually story specifically, we went through the tough part in the first one. Because the first one, everyone... You're developing this IP, but it was up to the core leads to rein people in. "That's a little bit too far off."
Once you make the first one, it becomes a data point, so to speak, and you kind of see, "Oh, okay. Well, how much are we willing to deviate that?" And there has to be a reason why you want to deviate, because it actually improves the game or IP in some way. But now we have a reference point for everyone to know, which makes it a whole lot easier because we had some crazy story ideas. We had some crazy ideas on what the characters, aliens, art, and technology were going to be.
Once Mass Effect came out, it became, "Here's the canon. And from 2, you're still allowed to explore and branch out, but you're really staying within that range." And it made things a whole lot easier, too, whether it was from writing, art, or design.
It's not as though RPGs are newly popular, but I feel like they are growing in significance as people find that there are elements of them that appeal widely, but it's just getting them to an audience that understands that they'll enjoy that kind of game.
AC: It ties back to accessibility. We're really highlighting the shooter aspect of it. 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, and overall the experience is like, "Ah, I played through this incredible story." A typical BioWare story. But how we played through it felt much smoother.
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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!
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.
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....
Message to publisher, if you demand the best, you need to supply the raw materials.
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.
Kudos to Bioware for their quality products and (from what I hear) exceptional business practices.
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.
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.
The perfect game: Duke Nukem Forever.
Well it does rank as a legend already...
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.
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.
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..