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Has BioWare kept up with Christina's Goals?


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#1
Phaedon

Phaedon
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 You may remember this presentantion Chrstina Norman, the lead gameplay designer for ME2 uploaded a while ago. It was called "Where did my Inventory Go?"

It is definitely a very enjoyable read, and I would suggest that you read it all here.

It explains how ME1 and 2 were designed, which were their goals for each of the previous games AND ME3.

Specifically, the goals for ME3 can be seen here:
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Are you happy with how BioWare has kept up with one of their lead designer's' promises?

We Should Keep:
"Listening To Reviews And Fans": I have to say that I am personally happy with this part for now. Everything from the enhanced cover system and CQC to them redesigning the mining mini-game from scratch seems to indicate that.

"Gameplay Focus": So far it seems as if BioWare is expanding ME2's gameplay in 3 and adding new features, not abandoning their focus on gameplay design.

"Same Team/Core Gameplay": Not much to say here. Looks like the same team goal didn't end up working perfectly, but the core gameplay from ME2 seems to be there.

"Combat-narrative flow": I am not quite sure what Christina means by this. The game being fluid to play?

We Should Improve:

"Richer RPG Features": The level up system, visual weapon customization, power evolution, the new XP system, the unique heavy melee powers and promises for more loot seem to hint towards meaningful statistical progression, which was the issue with ME2, so far, though it remains to be seen how the game will play in the end.

"More Combat Options": If you have been keeping up with Brenon Holmes and Manveer Heir, you will know that there are more powers and the creatures interact differently to some powers. You can also roll, jump and climb ladders up and down.

"More Complex Enemies": While we can not really determine this until we have played the game, enemies seem to work as a team and not idividuals, and respond differently to different tactics. Changing the difficulty level will also give them new abilities according to an interview with Christina Norman.

"Polish Everything": The graphics look better. Can't say much about anything else, but I suppose it's still too early to judge.

#2
Brenon Holmes

Brenon Holmes
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You might want to be careful of ascribing everything to one specific person. :happy: (Public-ish figures are easy to single out, I know! However...)

On the gameplay team we have some folks who focus on specific areas and drive most of the decisions, iterations, and change for those areas, Preston as the Lead Designer provides direction and gives feedback and suggestions...

I think to suggest that one person is/was responsible for everything is a bit of an overstatement.

... and that's not even touching on the rest of the team (character art, concepting, animation, cine anim, cine design, level design, QA, etc)...  all of whom have a rather large impact on what we're doing and where we're heading as a project.

(sorry, not really answering your question... but just wanted to address one of the sort of implied assumptions in the discussion :happy:)

Modifié par Brenon Holmes, 04 septembre 2011 - 06:32 .