twitter.com/#!/macwalterslives/status/159520725760344064"Okay, quick question about the first mass effect, how hard was to write about something that didn't exist yet?"
"Easier - because we had no previous games/outcomes to deal with. Harder - because we didn't know yet if we were doing it right!"twitter.com/#!/macwalterslives/status/159520979515736064"After #ME3 release, you're going to write a great novel of the ME universe or publish your old stories that we do not know?"
"Great idea! #WhoKnows"twitter.com/#!/macwalterslives/status/159521667423539200"Do you work in groups? Who comes up with what? Is each writer given a subject and then encouraged to just "run with it"?"
"Writers are assigned "levels" or "missions" & major characters. Often, your character is in another's level. #EveryonePlayNice"twitter.com/#!/macwalterslives/status/159521966393532416"Was it much more emotional writing this one, having to put an end to THIS story and it's characters?'
"Much more... For me, anyway. #GoodbyeMyOldFriends"twitter.com/#!/macwalterslives/status/159522954244390912"Who writes Garrus's dialogue? It's good & I may just love the voice too! I've fallen for an alien because he sounds lovely!"
"On #ME1 it was me. On #ME2 I wrote his missions and story arc(hangel). @PatrickWeekes wrote his Normandy dialogs."twitter.com/#!/macwalterslives/status/159524561380061184"How do you and the other writers reconcile story ideas for a level with what is possible programming/technically?"
"Good game design is about pushing the limits, compromise, and collaboration. And often, the best ideas are the simplest ones."
Modifié par Vertigo_1, 18 janvier 2012 - 01:31 .