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GDC: Refining The Real-Time Combat In Mass Effect 2
by Frank Cifaldi [PC, Console/PC, GDC, Exclusive]
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March 13, 2010
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On the final day of GDC 2010, BioWare designer Christina Norman outlined the dramatic change of combat in Mass Effect 2, explaining how and why these changes took place.
Mass Effect 2 put a lot of emphasis on real-time gun combat and cover which, while mostly praised by enthusiast media, was at times controversial for fans of the traditional RPG aspects of the original game.
At the end of the original Mass Effect's development cycle, Norman "knew we could make a better Mass Effect. We knew we hadn't achieved everything we wanted."
The process of redesigning the game began just after the original shipped, with Norman and her design team analyzing press reviews and determining what the strengths and weaknesses of the game were.
"The goal [of the exercise] wasn't to decide what to change," Norman clarified, "as much as it was to change our perspective," given that the design team was too close to the game to analyze it objectively.
In the end, it was agreed that Mass Effect 2 needed more satisfying combat (among other tweaks, such as inventory management). The design team began tackling the challenge with a design document approach, because "all of the programemrs were on vacation, or doing weird programmer things." The doc had a list of thirty features in the end to fix the game and "make it awesome," but in the end none of the features shipped.
After the design doc approach, the design team started prototyping new features using the Mass Effect engine, simply turning off the RPG elements to focus the team on the gun combat.
"We knew it was the biggest risk area for us," said Norman, explaining that BioWare is not traditionally a shooter company. "I didn't want to say that Mass Effect 2 was fun despite the shooter combat, I wanted it to be fun because of the shooter combat."
BioWare formed a specific gameplay team for the task, something that wasn't used for the original game. This helped the game have a much more cohesive gameplay vision, according to Norman.
After a three-month process of tweaking the combat, the team was able to switch the RPG elements back on and fill out the rest of the experience. The end result was a much more consistent game that followed a gameplay vision, according to Norman.
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"combat was one of the weakest elements of the game. There are so many easy design problems to spot, despite its consistency (which was a plus).."
What are those problems?
"doing RPGs is difficult"
Huh?! I can't really see how you'd say this and be serious... not when companies such as Bioware and Bethesda are both well-known for their RPGs, as are a great number of Japanese game makers.
"the whole moviefication of games tends to push games towards first person or pseudo first person"
Again, I can't see how you can be serious when so many RPGs have always focused on including cut scenes to offer rewards to the player for getting to a specific point in the game/story. This has been true since the 1980s with Ys I&II, for example, and continues to be true through the last gen with excellent RPGs like Xenosaga and the current gen with excellent RPGs like Tales of Vesperia and Star Ocean: The Last Hope (as well as RPGs on PC like Dragon Age: Origins for example). I would say that RPGs are far more agreeable for movie cut scenes, and in fact if I don't get my cut scenes, I generally feel that the game is lacking (with the exception of sandbox games such as Bethesda's works, of course, since those games are about exploration rather than story).
"ME2 was purely marketing decision, they wanted to hit the first person shooter audience and the did that well by cutting out the RPG audience"
In my humble opinion, what makes a good RPG is the story / quests, character interaction, character advancement / progression and combat. ME2 has all of those features, so I consider it an RPG that just so happens to have fun, involving combat. I'd be interested to know your definition of what an RPG is, as this is an opinion I've heard a few times lately :)
Granted, ME2 cut down on the character progression (perhaps too much) but it would have never worked if Bioware had done a traditional hands-off stat & dice roll based combat system in a universe that features heavy gunplay in the first game. ME2's combat is a just a natural evolution of ME1's combat. I don't believe that cynical marketing had anything to do with it.
Overall ME was a much better game than ME2 IMO, but none the less, ME2 is still enjoyable and for going so gun happy, it at least still felt like it was a Mass Effect sequel. When I first read they were going heavy on the gun play, I thought it would end up like another Resident Evil 5, which compared to RE4 really lost its way.
@Bob,
I figured that the reason Dragon Age was so buggy on the consoles, is because it was an afterthought, which being a PC guy, I was kind of glad to see that the shoe was on other foot -- which I know isn't right. :) But I agree that RGPs are more difficult to make when compared to some other genres, since they have to account for so many more variables. But with Mass Effect 2, it seems like Bioware took an easier route by simplifying the choices and keeping most missions very linear.
But I can't agree that PC RPGs have always been worse than console RPGs, because for the longest time there was a clear divide between the kind of RPG I expected on my console, vs the kind of RPG I knew that the PC offered. The best RPGs I've played have been on the PC. No console RPG I've played has ever offered as much depth do to their many limitations. The early PC games in general were much better than a majority of the crap that's come out this decade.
I don't think your lack of experience with PC RPGs or your obvious console bias make for as strong an argument as you think they do. Which is more likely, every single one of the literally dozens of reviewers the lauded BG, P:T, NVN, and KOTOR as stellar titles being a PC/Bioware obsessed fanboy that had never played an RPG on a platform other than the PC before OR you're just wishfully thinking that deep down everyone agrees with you? I'm going to have to go with the latter.
I'm not talking about what AD&D players had to say about it nor am I talking about what PC RPG'ists had to say about it. I'm talking about gaming critics, not just average players.
Still, spouting off all that nonsense about every PC RPG fan being an AD&D fanboy really does just reinforce my earlier point that your rabid console bias does not make for as strong an argument as you think it does.
Furthermore, referring to an entire gaming community as various levels of retard is not in keeping with proper decorum here. Try and dial it down a notch.
@Carlos: I wrote a fairly damning critique of the game, but left it on my hard drive. It was too bitchy and pretentious. =) They don't need some guy crapping on their hard work just to prove a point. I am re-writing it to be more constructive and, hopefully, humorous. If I feel like I succeeded, you'll see it posted here. Key points related to combat: Heat Ammo, Heavy Weapons Ammo, Aiming, Vaulting.
Cheers,
-ted
I believe the characters skill needs to be greater than the players skill, something we saw more of in the first game. Complexity isnt a bad thing, the trick is just how one can lead the more casual leaning player into it. What was it Blizzard said about their design... "easy to play/start, difficult to master"? In the end, ME2 managed to do nothing well. They removed what some complained as tedious (the Mako) with an even more tedious mini game (massaging planets). Instead of building upon the weak areas, they were replaced by equally if not worse weak design elements.
Just my 2 cents.
Basically class roles have become strip shields, strip armour, shoot. Rather than the old; crowd control, tank, middleman, sniper, disabler and dominator. Sure it means combat is easier, tighter and easier to pace, but you lose a lot of the flavour that was brought to combat in the first and i find replaying a different class exceptionally, same-ish.
But hey, the game is fun.
As for the RPG element, I really like how they streamlined the interface and character progression, but there just isn't enough exploration. As someone wrote, it's an action game with Bioware's dialog system.
Oh, and, of course, planet scanning? seriously? How could such an obviously not fun feature even make its way into the game, not to mention having such an important place?!?
The funny thing is, overall, it IS a pretty good game mostly thanks to a brilliant story and cast of characters and combat that isn't great but doesn't suck either. Hopefully ME3 will be the ultimate action-RPG!
Simply adding a reload animation, adding tighter aiming and cover plus damage against body parts, along with retaining old abilities (revamped if necessary), but adding the ability to control more abilities and your team mates abilities on the fly, would have met the task amply of improving the combat system. Instead they remove most of what original fans enjoyed from the combat, destroy their classes themes, and remove most of the action and personal flair from combat, while managing to add complexity, rather than remove it (ammo counters, rock paper scissiors defenses).