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Casey Hudson: Big Choices, RPG Elements & More


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#1
Phaedon

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Interviewer: Anyone who knows me, knows that the Mass Effect series are my favourite video game series of all time, I thought the original Mass Effect was one of the most epic experiences I have ever had playing games.Today, EA at the beautiful ELA campus is showing off some ME3 gameplay and I could not be happier, so let's go check it out.

-cut-

Casey Hudson: Well, we are doing a bunch of different things now for ME3, first of all we are gonna a really intense action experience. And so that starts with things like, we have a bunch of new weapons, we have hand grenades we have a new weapon called the omni-blade that's kinda like a holographic switchblade that you pull out for attacks...as Commander Shepard you are able to use different combat roles, and leap over things, falling down things, climbing... so, very mobile as well... just a lot more brutal, lots of new weapons, and a lot of more mobility.

Second thing that we are focusing on, is a really deep RPG experience. It was one of the things we had feedback on, with Mass Effect 2, people wanted more things to do and the roleplaying aspects...so we are keeping the overall design of the game quite similar, but we are going to all of these parts of the experience and adding a level of choice, and customization.

Interviewer: You guys have sort of, from game to game, in a quest to really refine the combat you talked about,the -you know- the combat roles and stuff like that, what kind of process is it and how you guys make huge leaps and scale back,or, what has it been like, designing the combat in the Mass Effects?

Casey Hudson: Well, I think that when we look back at each game there are some things that we know for sure, we wanted to do or, to add, and that's an intentional thing we put there, in the design doc, for example, but then there's other things that are more opportunistic, where, I mean frankly, it becomes from the passion of our game developers, on the team, where literally,they will be playing, and they know that, a specific little feature, is gonna really make a difference,in making it better,and then they'll go ahead and try it,they'll work hard, work late,and kinda prove to us that it should be in there,it's everything from things like the combat roles or the idea of an omni-blade, stuff like that, where as an idea, you think, okay, maybe,but once you see it, it's just such a great ideaand it looks so good that you know that you'll have to have it after that.

Interviewer: When you guys are designing player choices in the Mass Effect series, at the end of ME2, a lot of things could have happenned, and those things, you know, would carry over to ME3, how often do you guys feel that you are setting yourselves into a corner, how do you avoid setting yourselves onto a corner, where something is impossible?

Casey Hudson: That's a really good question, the approach that we take is actually much more organic than people might think,in terms of designing the specific story choices. We kind of build from the top down. We start from the high level story, that is, the basic story that we are gonna tell,and then from there, we start building enough for large campaign, where teh big choices and how does that affect thingsand we kinda plan out on a little bit, but as it goes down into detail, and the writers are starting to write actual storylines, actual dialogue,that's where we have access to all of the variables,that have been set in your game, and if you have imported your game, and in all the previous Mass Effect games, and they just have to look up those variables, and write different lines, and so, they can be very organic, and adaptive about how they choose to bring in those options.

In ME1 you have learned about the legend of the Reapers,and find out that it is true, in ME2,you find out about a place where you can go to see what they are doing, and you go there, and in ME3, this coming war against the Reapers,that has been rumoured all this time,is here. And ME3 is really the story about all out, full blown galactic war, and how do you ever stop an enemy who is now here to keep them away, they are here and they have to be defeated otherwise,we can't survive.

Interviewer: So, when is ME3 coming out?

Casey Hudson: ME3 comes out in Q1 2012, and it's on the XBOX 360, PC and PS3.

Interviewer: Alright, holy ****, Casey...just showed ME3 gameplay, they showed off a combat sequence where you are trying to rescue, a krogan, from this facility and, Cerberus comes and assaults you, and they showed off all the new melee attacks, the omni-blade, which I think is awesome...Shepard punches a dude in the face, with this lazer blade thing and you have got hand grenades, as Casey was saying, overall the combat just looks so solid, the rolling and the cover system, and the wayyou switch between cover, it looks like it will take the combat in a much more tactical level, than even in ME2, and the gun sounds are just orgasmic, I mean, it's ridiculous. ME3, 2012!


Consensus Achieved: Casey Hudson speaks in paragraphs, not phrases.

Modifié par Phaedon, 08 juin 2011 - 02:15 .


#2
FluffyScarf

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Still need to see it to believe it. Even Skyrim showed off its inventory/ability tree. As bad as it looked, it's better than nothing.

#3
CroGamer002

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Thanks.

#4
Phaedon

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FluffyScarf wrote...

Still need to see it to believe it. Even Skyrim showed off its inventory/ability tree. As bad as it looked, it's better than nothing.

And Skyrim is released this year, you know. ME3 is not.

In fact, it won't be out until the very end of Q1 2012.
--

Would a statistical representation of the skill tree make you people stop whining already?

Modifié par Phaedon, 08 juin 2011 - 02:20 .


#5
Julie the bogan

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Thanks

#6
ShadowSplicer

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Skyrim...

Huzzah! Something to play in the wait for ME3!

Modifié par ShadowSplicer, 08 juin 2011 - 02:21 .


#7
FluffyScarf

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Me? I couldn't care less about RPG fluff. I'm in it for the story and characters. But a quick showcase of what abilities Shep has won't hurt. Unless they're that far behind schedule that even basic components like an ability tree are incomplete.

#8
Phaedon

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FluffyScarf wrote...

Me? I couldn't care less about RPG fluff. I'm in it for the story and characters. But a quick showcase of what abilities Shep has won't hurt. Unless they're that far behind schedule that even basic components like an ability tree are incomplete.

By showcase you mean a look at the ability tree? Because the visual effects may not be ready yet.

#9
FluffyScarf

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They couldn't use a placeholder from 1 or 2 with renamed abilities instead? How were they testing the game without knowing what powers did what before E3? If a basic thing like the leveling up screen can't be demonstrated...

#10
Phaedon

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Well, I doubt anyone would show that in E3. Hell, not even Skyrim did.
But some of the abilities are certainly there, take a look at the trailer.

#11
AllenShepard

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That was a good interview. Nothing too terribly new but I like to see Casey talk. He really knows his Mass Effect and knowing that the Devs are so connected to their series is a warming feeling.

#12
Phaedon

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It's good to know that the new gun sounds are so memorable.

#13
ShadowSplicer

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Phaedon wrote...

It's good to know that the new gun sounds are so memorable.

Udina and the Turian Councilor will certainly remember them. :devil: