A fun exercise. All quotes sourced in this thread, in the same order as they appear here.
DISCLAIMER: every statement's "truth" is subject to my personal interpretation. Don't go scouting the internet for quotes to see if they ever actually said that. They didn't. I know this seems obvious but some people will inevitably misunderstand this.
Statement 1:
The original, by Mac Walters.
“[The presence of the Rachni] has huge consequences in Mass Effect 3. Even just in the final battle with the Reapers.”
The truth:
"Unfortunately we haven't really been able to do much with the Rachni. They're in the game regardless of whether or not you killed the queen in ME1, and they won't really change anything about the final battle other than some war asset points. Welcome to the reality of game development, sorry."
Statement 2:
The original, by Mac Walters:
“I’m always leery of saying there are 'optimal' endings, because I think one of the things we do try to do is make different endings that are optimal for different people“
The truth:
"There isn't really an optimal ending because every ending is the same, and none of them take your preceding efforts into account. Basically what we've done is we let the main story thread run up to almost the very end of the game, which is the same thread that you started in ME1, and then we sever it from the final decision. And then we give you three disconnected choices that all have the same cinematics. There's no way to make your choices throughout the trilogy matter at that point, because that's just not how we designed the game."
Statement 3:
The original, by Mike Gamble:
“And, to be honest, you [the fans] are crafting your Mass Effect story as much as we are anyway."
The truth:
"In ME1 and ME2 the story was really your story. Shepard did not say a single thing without your say-so, and you got to determine a lot in terms of the sequence of events. We acknowledge that this was important to players. But ME3 is far more about Bioware's Shepard. There's a lot more auto-dialogue in this game and the story is pretty much linear from start to end."
Statement 4:
The original, by Mike Gamble:
“There are many different endings. We wouldn’t do it any other way. How could you go through all three campaigns playing as your Shepard and then be forced into a bespoke ending that everyone gets? But I can’t say any more than that…”
The truth:
"There is one ending cinematic in three different colours. Each colour implies its own version of events, but that doesn't really show. There's also no epilogue that reflects the journey of your Shepard. We don't really think that there's much of a demand for this."
Statement 5:
The original, by Mike Gamble:
“Every decision you've made will impact how things go. The player's also the architect of what happens."
“You'll get answers to everything. That was one of the key things. Regardless of how we did everything, we had to say, yes, we're going to provide some answers to these people.”
“Because a lot of these plot threads are concluding and because it's being brought to a finale, since you were a part of architecting how they got to how they were, you will definitely sense how they close was because of the decisions you made and because of the decisions you didn't make”
The truth:
"Every decision you've made will help shape the campaign all the way up to the ending. Then at the ending, nothing you've done throughout the trilogy matters anymore. Your EMS will help you determine which colour explosions are available to you, but that EMS can be boosted through multiplayer as much as though singleplayer anyway."
"You'll get answers to nothing, because our ending is designed in such a way that it really makes you speculate about what just happened. There's also no epilogue. We don't really think that there's much of a demand for this."
Quote #3 is actually true. The Tuchanka and Rannoch arcs are your story. No disagreement from me there.
Statement 6:
The original, by Casey Hudson:
“Fans want to make sure that they see things resolved, they want to get some closure, a great ending. I think they’re going to get that.”
“Mass Effect 3 is all about answering all the biggest questions in the lore, learning about the mysteries and the Protheans and the Reapers, being able to decide for yourself how all of these things come to an end.”
The truth:
"There is no closure in this game. Shepard may or may not be dead. The Normandy's crew may or may not survive. Nobody really knows what happens to the galaxy's civilisations. A good choice, we think. Lots of fun speculation."
"Mass Effect 3 is all about really keeping it high level. Give you the answers that you absolutely must have, but without really delving into the secrets of the Mass Effect universe. You don't need to know that information."
Statement 7:
The original, by Casey Hudson:
"It’s not even in any way like the traditional game endings, where you can say how many endings there are or whether you got ending A, B, or C.....The endings have a lot more sophistication and variety in them.”
The truth:
"You remember Deus Ex? The first one? Yeah the endings are exactly like that. Yes, with the same choices. No, we think that makes perfect sense. Plagiarism? Haha, you're silly."
Statement 8:
The original, by Mike Gamble:
"Of course you don’t have to play multiplayer, you can choose to play all the side-quests in single-player and do all that stuff you’ll still get all the same endings and same information, it’s just a totally different way of playing"
The truth:
"Of course you don't have to play multiplayer. You can do the worst of worst playthroughs and still get an ending that tells you as much as the ending where you did absolutely everything. Which is to say, not much. Again, our endings are designed to offer lots of fun speculation. We don't really think that there's much of a demand for clarity and closure and choice. But if you want to get a cutscene where Shepard takes a breath in a pile of rubble, then... yeah. You have to play multiplayer."
Statement 9:
The original, by Casey Hudson:
“There is a huge set of consequences that start stacking up as you approach the end-game. And even in terms of the ending itself, it continues to break down to some very large decisions. So it's not like a classic game ending where everything is linear and you make a choice between a few things - it really does layer in many, many different choices, up to the final moments, where it's going to be different for everyone who plays it.”
The truth:
"So like we pointed out before, what we do is we let all your choices run up to about 4/5ths through the game. Then the game becomes linear. Basically what we've done is we made Thessia a clear marker: up to this point what you've done in previous games has meaning. After that point, it doesn't. We remove player agency and the game just becomes one mission after another that you have no choice in. Then at the very end, we do the same thing again. We give you endings that are disconnected from the preceding game. The choices you make there are completely isolated from all the choices you made before. We've done it like this because we think that there's a high demand for lots of fun speculation."
Statement 10:
The original, by Casey Hudson:
“In Mass Effect 3, you know you need to take back Earth, but the path to victory is less clear at the outset. You won’t just find some long-lost Reaper “off” button…If you get rid of the Reapers and win that, wouldn’t it be amazing to just live on the Citadel or just take a ship to Omega? That makes sense.”-C. Hudson
The truth:
"So Mass Effect 3 is all about assembling the parts of a long lost Reaper off button, and in order to use this you basically have to destroy the Mass Relays and the Citadel. That means that intergalactic travel is going to take years longer than it used to, because the infrastructure has vanished and everyone resorts to regular FTL. The Citadel's destruction also means that you can never go back there. So after the end, the galaxy is pretty much a wasteland."
Aaaaaaand.... the end.
Thanks to everyone from the other thread for compiling these quotes. I didn't pick em all out, but this should do.
Modifié par Eain, 13 avril 2012 - 02:45 .





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