Confirmed - Patrick Weekes comments on ending of Mass Effect 3 - SPOILERS!!! BEWARE!!!
#201
Posté 08 avril 2012 - 04:11
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
#202
Guest_Imperium Alpha_*
Posté 08 avril 2012 - 04:12
Guest_Imperium Alpha_*
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
Blame EA for asking for MP in all their own develop games.
#203
Posté 08 avril 2012 - 04:13
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
A false assumption I think. Multiplayer was created by a seperate Bioware/EA studio called Bioware Montreal (seeing as Bioware is now just a trade name), and as such was likely given seperate resources and deadlines, since it was seperate team. That worked seperately. It was far more likely EA simply just didn't give the Edmonton team the resource and time necessary.
#204
Posté 08 avril 2012 - 04:19
MortalEngines wrote...
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
A false assumption I think. Multiplayer was created by a seperate Bioware/EA studio called Bioware Montreal (seeing as Bioware is now just a trade name), and as such was likely given seperate resources and deadlines, since it was seperate team. That worked seperately. It was far more likely EA simply just didn't give the Edmonton team the resource and time necessary.
your logic is sound, but i would think without multiplayer, the game would look much smaller, thus have more room for storyline development
#205
Posté 08 avril 2012 - 04:23
CombatEvil wrote...
MortalEngines wrote...
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
A false assumption I think. Multiplayer was created by a seperate Bioware/EA studio called Bioware Montreal (seeing as Bioware is now just a trade name), and as such was likely given seperate resources and deadlines, since it was seperate team. That worked seperately. It was far more likely EA simply just didn't give the Edmonton team the resource and time necessary.
your logic is sound, but i would think without multiplayer, the game would look much smaller, thus have more room for storyline development
Without a doubt, they could have added more content to the SP game if they diverted the resources from the MP game to the SP game.
Time, money, and personnel - they have all been constrained.
Modifié par kbct, 08 avril 2012 - 04:24 .
#206
Posté 08 avril 2012 - 04:24
#207
Posté 08 avril 2012 - 04:27
Wrex4Life wrote...
I don't get how this DLC is going to be gameplay related and not just a bunch of cinematics, in two of the endings Shepard is ****ing disintegrated
It's not gonna be gameplay related. The ending will NOT be changed. It's just some additional movie scenes to provide clarity and closure. It will be the shortest DLC ever.
Not disintegrated, but bittersweeted.
#208
Posté 08 avril 2012 - 04:32
#209
Posté 08 avril 2012 - 04:37
Nejeli wrote...
MrnDpty161 wrote...
If they would have just given out honest answers like this in the first place, perhaps they wouldn't have been in the position they are in now.
This is what I was going to say. Part of the reason things got out of hand was the dismissive attitude and radio silence.
I think some of that comes from the Jennifer Helper (I'm sorry if I spelled her last name wrong) debacle. In which some fans came off as extremely and very rude sexist jack***es.
Modifié par Cyberstrike nTo, 08 avril 2012 - 04:37 .
#210
Posté 08 avril 2012 - 04:38
CombatEvil wrote...
your logic is sound, but i would think without multiplayer, the game would look much smaller, thus have more room for storyline development
More room =/= more time. They weren't even able to finish the ending. EA's annual/semi-annual development model for Sports/Need for Speed titles just does not work for RPGs, and its showing.
#211
Posté 08 avril 2012 - 04:42
Cyberstrike nTo wrote...
Nejeli wrote...
MrnDpty161 wrote...
If they would have just given out honest answers like this in the first place, perhaps they wouldn't have been in the position they are in now.
This is what I was going to say. Part of the reason things got out of hand was the dismissive attitude and radio silence.
I think some of that comes from the Jennifer Helper (I'm sorry if I spelled her last name wrong) debacle. In which some fans came off as extremely and very rude sexist jack***es.
No, this comes from the basic corporate public relations handbook:
http://social.biowar.../index/10084349
#212
Guest_Urdnot Grim_*
Posté 08 avril 2012 - 04:46
Guest_Urdnot Grim_*
Bomberman2_0 wrote...
This may give you guys a better idea of what direction Bioware is heading and what the ending will explain.
Confirmed - http://social.biowar...ndex/11154234/1
Taken from neogaf.com
http://www.neogaf.co...=469182&page=31
Look towards bottom.
Someone at SA apparently talked to Patrick Weekes at PAX. He answered quite a few questions.
http://forums.someth....#post402359506
Originally Posted by General Battuta:
Okay, here is what I asked Patrick Weekes, and his answers as best as I can remember them. I've paraphrased but I'm doing my best to stick to what he said rather than introduce any interpretation.
THESE ARE NOT DIRECT QUOTES.
-Is there still a setting to explore after the ending? Is everything ruined?
The setting is definitely not ruined. We still have a big, lively galaxy.
-Will long-distance superluminal travel still be possible post-Ending? (will Tali or Wrex or Garrus see their homeworlds again? Will everyone starve?)
Galactic civilization will rebuild. The mass relays were not necessary for interstellar flight. Remember, what does it say in the Codex about the speed of ships? That's right, 12 lightyears per (day? hour? minute?). And that's only the cruising speed, not the maximum speed.
People have never needed to research basic FTL improvements before because they have mass relays. With the relays gone, new technology will increase that speed. Additionally, the element zero cores of the dead/controlled Reapers can be used to improve FTL drives. Starflight will continue using conventional FTL.
-Why did Joker leave Shep behind?
Joker would never abandon Shep without a good reason. Hopefully this will be clear in the Expanded Cut.
-Why can EDI survive the Destroy ending?
We argued a lot about this, I said that she was made of Reapertech and should therefore be destroyed, but (unclear, don't remember - wish I'd been able to ask a followup as his response doesn't make much sense)
-Did anyone on the Citadel survive?
Yes. We would never, ever do anything that made the player feel, on replay, that it would be better for everyone on the Citadel if they just died. The Citadel has emergency shelters and kinetic barriers - even if it blows up, millions might survive. You should assume that everyone plot-important on the Citadel survived.
-Is it better for Kelly Chambers if we talk her into suicide?
No, see above.
-Who wrote the death of Joker's sister?
I did! We intentionally did not connect the dots. We were very interested to see how fast gamers figured it out.
-Whose idea was it to make the Rayya fall out of the sky if you destroy the Quarian fleet?
Someone in the audio department, it was brilliant.
-Did the mass relays pull an Arrival and go supernova?
No, they didn't. (i'm paraphrasing here, please don't interpret this too hard) They overloaded, they didn't rupture. We really didn't mean to imply that the whole galaxy had been destroyed. People interpreted the ending in ways we really didn't expect.
(Mr. Weekes dropped a lot of hints that he really didn't like the ending. He also said something that was almost 100% verbatim from the Penny Arcade Forum post often attributed to him)
-Why did Legion pull a 180 from his Mass Effect 2 philosophy?
He and the Geth were backed into a corner. They'd been made a lot dumber by the attack on the Dyson swarm. There was no other choice for Geth survival.
-What was up with the Rachni story? Why did we get railroaded?
Welcome to game development. In some games (Alpha Protocol) they make a bold choice where some decisions can knock entire missions out of the story. At BioWare, we never want people to be locked out of content due to a decision several games ago. We just didn't have the resources to do an alternate for the Rachni mission, so we decided that the Rachni mission could occur whether or not players saved the Queen.
-Why didn't (X squadmate from ME2) return?
There was a very ugly month of development where we fought out who would return. We knew we had to have a smaller cast so we could fit in more squad banter. Eventually we decided to bring Garrus and Tali back, so they could be squadmates in all three games. We also knew we'd have Vega in order for new players to have someone dumber than they were.
I was very resentful of Vega at first because I thought he was taking a slot that could've gone to a ME2 character, but he grew on me.
-Why did EDI have cameltoe?
We don't get a lot of feedback from the art department but (unclear, wish I remembered this better )
Lots of discussion about how he was uncomfortable doing Pinocchio stories for both Legion and EDI because 'EDI was fine, she was an AI, she was cool - do we really need her to turn into Commander Data? We had seven seasons of Data, that was enough.'
-Why did you write Pinocchio stories for all the synthetic characters?
See above
-What was up with the Human Reaper in ME2? Why did it look so dumb?
We wanted to use the Suicide Mission to show several steps of the Reaper development process, from human reaper embryo all the way to cuttlefish. But the mission grew too complicated so it was cut for time.
-Do the Reapers really only generate one capital ship per cycle? How do they ever break even?
Well, we never totally pinned that down. But this cycle was really anomalous. They don't normally take any capital-size Reaper losses at all.
-What was up with Kai Leng? How do you feel about him?
We really wanted to have a recurring antagonist for Shep, a 'Darth Maul' (his words). But I feel like there was some definite conflict between cutscene and gameplay there, and I think it's something we have to work on.
'He was a great antagonist in the books'
-Why did we only get top and bottom dialogue choices, no middle?
Part of it was resources. Part of it is that Mass Effect 3 is a war story and it's really hard for Shep to feel middling about the Reapers.
-How did YOU feel about the ending?
(I didn't ask this, but he seems to have gone to GREAT lengths to think ways around a lot of stuff the ending implied.)
Why no female (alien X?)
Resource limitations. They have a very strict budget for how many different characters they can use in a given area. Some are basically free - if you have human males you have Batarians because they're humans with funny heads, if you have human females you have asari, etc.
Where was Harbinger? Can we ASSUME DIRECT CONTROL of him?
I definitely want more closure on Harbinger. That'd be hilarious. Stop punching yourself, Harbinger.
How did the Reapers storm the Citadel? Why didn't they shut down the relays as per their original plan once they had control?
Originally we planned to have a cutscene of Reapers taking over, Reaper monsters punching buttons, et cetera. But we cut it, partially for resource reasons and partly because it disrupted the pacing.
The Reapers didn't shut down the mass relays because the Keepers interfered with that. (I wish I could've asked a follow-up here, it doesn't make much sense.)
Why don't Ken and Gabby have more dialogue?
They actually have a bunch more on disk, but we somehow introduced a bug where their dialogue is tied to your approval level with Ash. If Ash has low approval, or isn't present, most of Ken and Gabby's dialogue won't play.
------------------------------------------------Take with a grain of salt.----------------------------------------------------------------------
They saved EDI because of the Fembot factor.
#213
Posté 08 avril 2012 - 04:46
Cyberstrike nTo wrote...
Nejeli wrote...
MrnDpty161 wrote...
If they would have just given out honest answers like this in the first place, perhaps they wouldn't have been in the position they are in now.
This is what I was going to say. Part of the reason things got out of hand was the dismissive attitude and radio silence.
I think some of that comes from the Jennifer Helper (I'm sorry if I spelled her last name wrong) debacle. In which some fans came off as extremely and very rude sexist jack***es.
In my own line of work, I hear all kinds of remarks and bad attitudes too... but I still have to answer questions to customer complaints and other inquries whether I like it or not, the day I tell them to go kiss it would probably be my last. I understand personal frustrations but a person is being paid to do a job, if the pay isn't justifying what their experincing, then quit and find you a new one.
Harsh but sound.
#214
Posté 08 avril 2012 - 04:47
MortalEngines wrote...
A false assumption I think. Multiplayer was created by a seperate Bioware/EA studio called Bioware Montreal (seeing as Bioware is now just a trade name), and as such was likely given seperate resources and deadlines, since it was seperate team. That worked seperately. It was far more likely EA simply just didn't give the Edmonton team the resource and time necessary.
Seperate ressources or a seperate budget of the budget?
It costs money to develop a functioning multiplayer and I would be hard pressed to believe this didn't come out of the general budget. Hence, less ressources for single player, even if it happened to be Mickey Mouse working on it.
#215
Posté 08 avril 2012 - 04:47
AlanC9 wrote...
The Spamming Troll wrote...
what happens after tehy release the ending fix DLC and everyone realizes bioware sucks and moveson, but then a few years later i want to play ME3, but i cant get a good ending because nobody is playing MP anymore. im just soloing bronze all day.
This is what you get for playing on console. PC players can just hack their coalesced.ini, IIRC.
Ooooohh... Poking to the embers there, aren't you.
#216
Posté 08 avril 2012 - 04:52
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
Hard to say.
Think of it like this.
You have a person that is really good at smithing. He's used to smith stuff like horseshoes, though, but he's good at it.
Then you assign him to craft blade weapons.
Sure, he'll make some passable weapons for you, but he's never going to make the same quality of weapons that a dedeciated blade smith would have been able to craft.
I'll go out on a limb and asume that the personal responsible for multiplayer had their speciality in that field, and not storydriven games.
#217
Posté 08 avril 2012 - 05:00
#218
Posté 08 avril 2012 - 05:05
Yay EA! Your recent title is most deserved.
#219
Posté 08 avril 2012 - 05:11
_Martyr_ wrote...
http://social.biowar...06/polls/31722/
Let them know!
Ah, the same Martyr that created the poll with 71K votes. Nicely done.
If BioWare had any balls, they would have created their own polls in a sticky at the top of the forum right after the release date.
Unfortunately, I don't think they want us to have any hard evidence. Now they can say they are satifying their fans with the Clarify DLC.
#220
Posté 08 avril 2012 - 05:11
kbct wrote...
CombatEvil wrote...
MortalEngines wrote...
CombatEvil wrote...
i am repeatidly seeing "resources"....
so if "resources" from multiplayer would have gone to singleplayer......
am i making a wild guess that there would have been "resources" to better flesh out the storyline?
A false assumption I think. Multiplayer was created by a seperate Bioware/EA studio called Bioware Montreal (seeing as Bioware is now just a trade name), and as such was likely given seperate resources and deadlines, since it was seperate team. That worked seperately. It was far more likely EA simply just didn't give the Edmonton team the resource and time necessary.
your logic is sound, but i would think without multiplayer, the game would look much smaller, thus have more room for storyline development
Without a doubt, they could have added more content to the SP game if they diverted the resources from the MP game to the SP game.
Time, money, and personnel - they have all been constrained.
Your assuming that EA wouldn't just take montreals budget and give to bioware austin to make swtor, which would probably have been what they did seeing as how that game could get them much more money than mass effect 3 in the longrun with it's monthly fee and that mass effect 3's immediate sales were already solid to stat with.
In any case, EA has a habit of tying money up into pools, rather than having well thought out budgets that factor projects needs to often go ovr budget and over time.
#221
Posté 08 avril 2012 - 05:20
Ronin1325 wrote...
Lord Aesir wrote...
Ronin1325 wrote...
From the ME Wiki-
"The Catalyst serves as the architect and overseer of the Reapers and their cycle of destruction. As it explained to Commander Shepard,
the Catalyst was tasked with solving a dire problem: the inevitable
creation of synthetic intelligence by advanced organic civilizations,
and the equally inevitable conflict that results. It chose to resolve
this problem by putting in place a system which would prevent any
advanced civilization from reaching that point.
The Catalyst's solution took the form of the Reapers.
Space-faring organic species would be harvested and processed, with
millions of bodies and minds from each race being processed and
converted into new Reapers, even as the Reapers themselves worked to
destroy their civilizations. By doing this, the Reapers preserved the
harvested races, while allowing more primitive races to advance and
ensuring that the threat of complete annihilation of organics by
synthetics was averted."
This does not at all sound like the Catalyst had "no active role" in the cycle. It was aware of what its Reapers were doing and certainly would not have been unaware of the Protheans and what they were doing to stop the cycle.Actally nothing in there says it had an active role. All we know is that it set things in motion long ago. It created the system. It is not part of the system
Okay, the wiki entry seemed clear enough to me but for sake of argument we'll say it's sufficiently vague to allow for an opposing view. So... it created this entire system, believing it was the best way to preserve life in the galaxy and then did nothing else to keep it in motion? Really?
In all honestly, I would think that without a physical body to manipulate, that the catalyst simply does not have the means to oversee it's cycles without the keepers. The catalyst probably goes into the same dormant state that the reapers do, maybe passivley collecting all the information that is sent throught the citadel in order to aid in the invasion process, it is in this dormancy phase that the protheans probably struck with reprograming the keepers to ignore the reapers signals.
So when the catalyst awakened from soverigns signal, it found that it could not make the keepers activate the mass relay or shut down the other relays. So, it pretty much has control over that hidden room in the citadel and nothing else, thanks to the keepers no longer listening to it.
#222
Posté 08 avril 2012 - 05:24
kbct wrote...
AlanC9 wrote...
Ronin1325 wrote...
From the ME Wiki-
"The Catalyst serves as the architect and overseer of the Reapers and their cycle of destruction. As it explained to Commander Shepard,
the Catalyst was tasked with solving a dire problem: the inevitable
creation of synthetic intelligence by advanced organic civilizations,
and the equally inevitable conflict that results. It chose to resolve
this problem by putting in place a system which would prevent any
advanced civilization from reaching that point.
The Catalyst's solution took the form of the Reapers.
Space-faring organic species would be harvested and processed, with
millions of bodies and minds from each race being processed and
converted into new Reapers, even as the Reapers themselves worked to
destroy their civilizations. By doing this, the Reapers preserved the
harvested races, while allowing more primitive races to advance and
ensuring that the threat of complete annihilation of organics by
synthetics was averted."
This does not at all sound like the Catalyst had "no active role" in the cycle. It was aware of what its Reapers were doing and certainly would not have been unaware of the Protheans and what they were doing to stop the cycle.
Citing the wiki isn't at all useful for this argument. The guys who compiled the wiki had no more knowledge about the game than any of us do.
The codex isn't very useful either then. A number of things in the codex are contradicted in the game.
I agree, it's very confusing when you can't trust any source.
And I agree with you kbct, most of the codex entries have been incorporated into the wiki, and if the codex isn't reliable then what the heck do we have?
#223
Posté 08 avril 2012 - 05:25
xsdob wrote...
kbct wrote...
Without a doubt, they could have added more content to the SP game if they diverted the resources from the MP game to the SP game.
Time, money, and personnel - they have all been constrained.
Your assuming that EA wouldn't just take montreals budget and give to bioware austin to make swtor, which would probably have been what they did seeing as how that game could get them much more money than mass effect 3 in the longrun with it's monthly fee and that mass effect 3's immediate sales were already solid to stat with.
In any case, EA has a habit of tying money up into pools, rather than having well thought out budgets that factor projects needs to often go ovr budget and over time.
I don't know how EA allocates their money. You may be right. I was only commenting that resources used for MP could have instead made SP better/longer. It's a no-brainer really. Even little things like leaving out Kinect support or not creating iStuff could've helped.
Gah, TOR. TOR sucked up Drew Karpyshyn too. I don't think many people realize Drew was the lead writer for the beloved ME1, co-lead with Mac Walters for the beloved ME2, and then left to go help write TOR. That's one resource they could've used in ME3 since it was Drew's creation in the first place.
Also, didn't ME2 have a longer development time than ME3? Especially before BioWare asked for more time to finish ME3?
Yeah, lots of constraints. Weeke's himself says time and money were factors in the decisions. And he wasn't even asked about the ending.
Modifié par kbct, 08 avril 2012 - 05:27 .
#224
Posté 08 avril 2012 - 05:28
SalsaDMA wrote...
CerberusCheerleader wrote...
No, this is not how this works. People would have always been curious to find out what lies beyond what they can reach with the Mass Relays. If FTL technology could be vastely improved, it would have been.Bomberman2_0 wrote...
People have never needed to research basic FTL improvements before because they have mass relays. With the relays gone, new technology will increase that speed.
Not to mention that FTL is already extensively used in the Mass effect universe. Heck, even the citadel has discharge-anchors for them as witnessed by the codex.
Also, FTL speed gives clear military advantages in troop deployments, so I find it odd to claim any of the militiaries should not have invested in getting ahead on this curve. Especially the Alliance fleet, considered that their entire doctrine is about mobile troop deployment.
Okay than, answer me this, what would you rather have, a smooth freeway that cuts down all your travel time to about one to two minutes regardless of distance, and never has to be paved and where traffic jams are the once in a blue moon occurance, or a beat up pothole riddien 200 mile long 4 hour non-stop drive that you need to completly redisgn your car to travel on.
Needless to say, you'd use the freeway, and wouldn't give a crap about going onto that dirt road. That's pretty much what the relays do to races, it makes them complaciant so that they only need to use FTL to get from their planets to the relay and whatever other planets are nearby other relays, pacifying their desire to explore and innovate with complacincy and the thought that this is the peak of technological innovation and that we don't need to work at inventing different travel means anymore.
#225
Posté 08 avril 2012 - 05:37
Ronin1325 wrote...
kbct wrote...
AlanC9 wrote...
Citing the wiki isn't at all useful for this argument. The guys who compiled the wiki had no more knowledge about the game than any of us do.
The codex isn't very useful either then. A number of things in the codex are contradicted in the game.
I agree, it's very confusing when you can't trust any source.
And I agree with you kbct, most of the codex entries have been incorporated into the wiki, and if the codex isn't reliable then what the heck do we have?
It seems like a big circle-jerk. AlanC9 just cited the codex a few posts above yours to prove his point:
"The Codex is pretty clear that the Citadel government doesn't know too much about what's outside of their relay-linked bubbles, and doesn't much care. If you were going to be bothered by this, you're a couple games late." -AlanC9
And then dismissed the Wiki. Yet the codex suffers from the same problems.





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