balance5050 wrote...
*snip*
Casey Hudson ---
"What we’re doing with Mass Effect 3 that’s a little bit different than what we’ve done before is exploring the idea of getting the player to understand and feel what Commander Shepard is experiencing versus just reacting to other characters."
"We end up exploring some spaces that maybe have never been done before. Because interactive storytelling is still kind of new, there are neat things to try. One of the things we’re trying in Mass Effect 3 is the idea that we can let you feel something that is part of that character’s experience versus strictly getting you to react to things that you see and experience. We’re trying to tell a little bit of the story Shepard would feel and seeing if the player feels that as well."
http://www.gameinfor...PostPageIndex=1
Also a quote from it:
With Mass Effect 2, you had a lot of well-done downloadable
content that really tied in to the story and helped build toward the
next game. With Mass Effect 3 being an end of the story arc, is your
approach to DLC more multiplayer focused or more side stories? How do
you see it fitting into the game?
There’s some multiplayer stuff, but we’re also planning some DLC on
the single-player side, because it did really good in Mass Effect 2.
There’s a reason why we can add stories to what’s there. The
adventure-type DLC will happen in the time frame of Mass Effect 3,
within your Mass Effect 3 storyline. It’s similar to how with Mass
Effect 2, if you had a saved game from anywhere inside the game, you
could go on to the DLC. We have a pretty neat concept for how it’s going
to work.
Add that to Jesse Houston's Comic Con 2011 interview about how "DLC will make a great sense within the war story."
What level of 'special' does a DLC need to be incorparated into a story? Either it lets you start whereever you want, or you have to get to a certain point in the story.
But does it make sense to 'force' the player into replaying the whole game up to that point?
From a producer's point of view you certainly cannot expect your players to have a savegame ready for every mission. So the only possibility is to force every player to converge into a story point from where on to set the DLC to act in for everyone.
Or is there a hole in my logic?
Modifié par MaximizedAction, 11 mai 2012 - 07:21 .




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