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The Mass Effect Andromeda Twitter Thread


Questa discussione ha avuto 475 risposte

#1
MrDbow

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If you need to determine the timezone for any streams or gameplay or interviews, Please use TIMEZONES. Thank you, ElitePinecone




Introducing Some Dev Team Leads for the Next Mass Effect (Thank You Hrungr)

 

Fabrice Condominas, Producer (@Faburisu)

Ian Frazier, Lead Designer (@tibermoon)

Joel MacMillan, Art Director (@MrJoelMac)

Mac Walters, Creative Director (@macwalterslives)

Mike Gamble, Producer (@GambleMike)

Yanick Roy, Studio Director, BioWare Montréal (@YanickRRoy)



LATEST NEWS OR REVEALS


MASS EFFECT N7 DAY 2015:

 

 

-----------------------------------------------------------------------------------------

PREVIOUS UPDATES OR REVEALS

 

Mass Effect N7 Day 2014 - Under Spoilers

 

Spoiler


From ComicCon - July 2014 - Under Spoilers

Spoiler



































B_cdClSUwAApZMv.jpg


Modificata da MrDbow, 08 marzo 2016 - 10:48 .


#2
Jos Hendriks

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Vertigo_1 wrote...

EC Delayed:

twitter.com/Sjosz/status/212552072124575745
"Get into work early, reboot PC for update, stuck applying service pack changes for the next half hour. Sigh."

twitter.com/Sjosz/status/212557648506257409
"Come on PC, finish updating so I can get back to working on secret awesome things!"


I'm not working on the EC, so don't worry about it delaying on my account. ;)

#3
Michael Gamble

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devSin wrote...

It's because he sat on the Twitter the last month or so, talking about preparations and the things he has to show us and how it was going to be great.

And then he came to the show, and he brought nothing. Nothing.

You be trippin', Gamble.


I be? 

A few things.

1. The intent of the panel was to show the fans a little bit about how we put together the extended cut.
2. Show off the earth DLC, which was leaked earlier.
3. Tease something new
4. Answer some questions. 

Say what you will about the panel, but it's never easy getting up there and presenting content - and I think the team did a damn good job.
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#4
Jos Hendriks

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-Skorpius wrote...

For starters, thank you for replying in this thread (dev comments regarding members of the Edmonton ME team have all but ceased at this point, so it is greatly appreciated). 


Really? I see quite a bit of developer activity. Additionally, some of my tweets that end up getting posted here directly reply to what people in here talk about (because I myself and others read the forums daily). The reminder of there being a lot of designers both here and in Montreal working on things that just isn't ready to be shown was a reply to devSin voicing thoughts on separate teams for MP/SP. Also devSin, can't a guy do a bit of both? ;)

#5
Jos Hendriks

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Fair enough, devSin, but I wouldn't put much stock in these discussions about division of work, resources, and teams.

No matter where these MP levels are made (main gamein Montreal, all DLC levels here by myself and for Earth by 2 additional designers and myself), the division of work is similar. The designers in Montreal who worked on MP before the game came out aren't anymore, but you bet that they're working on *something*
I have been on MP since release because I wanted a different challenge for a bit, and because I have enjoyed doing MP stuff since I started designing levels in a more serious capacity 12 years ago.

EDIT: ofcourse my tablet jumped the gun on submitting the post. MP has been a great pleasure for me the past little while since release. Probably more info than you wanted,but there you go. ThoughI can't speak specifics, I do look forward to thecool things that all the other designers here and in Montreal are working on. Until you know more, take it from me that the love for things besides MP is alive and well here.

Modificata da Jos Hendriks, 17 luglio 2012 - 03:51 .


#6
Jos Hendriks

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There are others that have helped with bugfixing and finaling on the design side, and of course there are artists, QA, sound engineers that all contribute immensely for each level. Level design is far from the most work intensive part of building a new MP level, but what level design there has been for Resurgence and Rebellion I've taken care of mostly, and Earth has had a dedicated designer per level. Kris Schoneberg made Vancouver, Keith Hayward made Rio, and I did London. (again, with the artists, QA, sound engineers all there as well)

#7
Jos Hendriks

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rapscallioness wrote...

I had no idea you guys checked out the forums daily. None. I really got the impression that we were kinda like the family members one would lock in the attic when company came over.
But okay. Oh, Hai..:wizard:


Not everyone does, but I do. There's no reason for me to respond to every single thing posted, mostly because most of it has to do with things that fall outside of my own work. It's important to keep an eye on what people think of things I work on, because it may very well make whatever I do next better. 

Glad you like London. I can't take credit for how it looks, that's all on the fantastic artists who worked on it. :)

#8
Jos Hendriks

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knaus86 wrote...

Hey jos,

Do you know If you or any other multiplayer designers are gonna be working on any single player dlc levels?

Or whether they are planning to use any of the new multi levels in the single player dlc?


Sorry, I can't comment on what I will or will not be working on. :)

#9
Jos Hendriks

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shepdog77 wrote...

Can you comment on whether you guys are considering releasing the MP dlc weapons for SP?  My Shepard's pissed that some dirtbag Vorcha can rock the godly Harrier but he can't. :P


Sorry, that's really not a question for me, and I don't even know the answer. Mike Gamble is a better person to ask that particular thing.

#10
Jos Hendriks

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 I do. Or do I?:mellow:

#11
Jos Hendriks

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rapscallioness wrote...

And you know, guys, I'm not trying to be trifling. Really I'm not. I love my BW game dev peeps. They're grinding like everybody else. I respect what they do because, honestly, that looks really hard to do.

It's just...*sighs*...I feel like I'm hearing too much of why something "Can't" happen. Why things "Can Not" be done. And that line of thinking has always kinda irked me.

I prefer the kinda of thinking that goes along the lines of "How Can we make this happen?". "What do we need to do to make this happen?"

That's the kind of thinking that leads to innovation.

So, really, when I get twitchy about the lack of resources statements, that's really what's bothering me. It's like nails on a chalkboard to me.

That is all.


We do think about how we can make things happen, though. We always do. And then what needs to be done to get there. And then see how much time/effort/resources/people's time/money that would cost, and then how much it would add. Sometimes that creates awesome moments that make it in (even in spite of cost vs pay-off sometimes), and sometimes it's a thing that gets left out so that a few other things could make it in. Usually by the time that you get to the point of discussing it in public, all of that has already been mulled over, tried out, worked and/or decided on, at which point it becomes a simple "couldn't make it work".
We don't sit around shooting down great ideas from the word go, you know.^_^

#12
Jos Hendriks

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rapscallioness wrote...
.

What concerns me, Jos, is that there seems to be alot of "couldn't make it work" for features that I personally loved.

We all have things we like that don't end up going into a game like this. There is never a shortage of great ideas and sometimes it is too bad that things don't make it in. That is something that applies to any of the people who worked/are working on ME3 stuff just as much, if not more, as it does to you and everyone else in this community. 

I'm concerned about the future possibilities of exploration. I'm concerned about the prevalence of auto-dialogue.

I'm concerned about priorities. What's important to BW? What is your definition of something that adds to the game? Where is this "time/effort/resources/people's time/money" being focused?

I love the better combat. And I love the graphics. But I want you to bring along the other great ideas you had. And improve upon them.

I want you to figure out how to make it work. I don't wanna know about how it couldn't work. I wanna know what steps you're considering to make it work. 

I'm personally convinced that whatever feels right for the project is what's important. Patrick has already spoken a bit about dialog, and it's really not my place to talk about that because I'm not nearly as insightful on that as he is, but there is a time and place for a focus on particular things. (For example, for ME1 it made sense to explore the barren, desolate worlds in a Mako, for ME3, where there's the urgency of war, not so much)

The problem there is of course that you don't get to see the process of going from the start of the game/missions/elements/mechanics to the finished result. It's a fairly organic process, and the "cans" and "cannots" happens over the course of the time we've had to build the game. The approach is always how we CAN do it first, and ultimately when it doesn't happen it's because the cannots weigh against it too much.
I know I've pushed pretty hard for a few specific things to make the cut, and I know that that's true for pretty much every single person who has worked on the game.
As for how we consider making things work (level design in particular, since that's what I do): Do we have programming time to build a system for this? If yes, great. If no, can I make it myself in a way that is robust enough that it can be shipped? Is there time in the schedule for all the departments involved in X to do this? 

Am I being unreasonable? No. Because of the basic belief that I think you can do it. I think BW can do it. 

Bring it. Balls out! But then I'm card carrying member of the "Try Hards". So, yeah...

Yeah, and we're all platinum members of that same club. We go balls out. We really do. There are only so many hours in a day, though, and it has never been a matter of a lack of effort that things don't make it in. We've all seen overtime this project to make the most of what we have and I'd do it again in a heartbeat, and so would many others.

Modificata da Jos Hendriks, 30 luglio 2012 - 04:31 .


#13
Jos Hendriks

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rapscallioness wrote...

COGNiTiON 1 wrote...

"Continuing work on the prototype I'm building. It'll be nice to just spend the day in the editor with my headphones blocking out the world."

https://twitter.com/...950166248091649


The prototype? The prototype for what? I'm confused. What's going on here?

Oh, and btw, Jos...fair enough, good dude. Fair enough. I appreciate you speaking your mind, and...your heart, I think.

I'm still skittish. I am. I'm nervous about where you guys are going. We'll see.


The prototype of a cool thing that I can't tell you about yet.
As far as being skittish, that's fair enough. You do and feel what you must. Wait it out and see, and give us a fair shake when the time comes. It's all anyone reasonable can ask for. ^_^

#14
Jos Hendriks

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Eternz wrote...

So I guess that more or less confirms more multiplayer DLC, not that I'm surprised. I love the mutliplayer so keep it coming.


Or does it? :)

#15
Jos Hendriks

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Fiery Phoenix wrote...

Since he explicitly spells out Montreal in there, it should be safe to assume he's referring to MP stuff. 

Big surprise, I know.

 

Actually, a few designers in Edmonton have been tackling all of the MP DLC. I've mentioned this elsewhere but I forget where. The only thing you're safe to assume is that he's checked out work in Montreal. ^_^

macrocarl wrote...

Oh and Jos, great work on the new boards if those were yours. If they weren't can you send high 5's to whoever thunk em up? Soooooo fun.


Thank you! London was mine, and high fives are being sent out to the designers of the others. :)

#16
Sylvf

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rapscallioness wrote...

Boy, for such a big time organization, they sure do cry broke alot.


We had wonderful support on ME3, but as a writer I was keenly aware that my words started an avalanche of work for many, many departments. Cinematic design, voiceover, audio, localization, level design, concept artists, level artists, QA, etc... were all profoundly impacted by writing. Most modern game content isn't cheap, and when you're the kick-off point for months of work for many people, you try to make sure that content is used as wisely as possible.

That said, I do like reading feedback on how people felt about the tweaked dialogue system, so thanks for that.

#17
Sylvf

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en2ym3 wrote...

Sylvf!  I didn't know you still looked around here - I saw one of the older threads you responded to, explaining some of the things you were involved in the writing of.


Hey there. I continue to check out the forums from time to time. I'll post the rest of my reply in that older thread so I don't throw this one any more off-topic than I already (potentially) am. Said reply will have to come a bit later, as I've got a busy day ahead of me tomorrow.

devSin wrote...

Pah, the Dragon Age team does not need your paltry efforts at restraint.

You must challenge them, with new content.
More content. They must have words enough to suffer under, and through
the pain, they shall find their worth.

The time for concern is over. The time to be timid long past. The time to rule is come.

So, uh, write more, please. :-)


Haha, we'll see how that goes!

Modificata da Sylvf, 07 agosto 2012 - 05:02 .


#18
Jos Hendriks

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N7Infernox wrote...

Vertigo_1 wrote...

twitter.com/Sjosz/status/233975893578641410
"Bugfixing! Because @GambleMike asked so nicely."

Does this give any hint as to how far off the DLC might be from release?


Sadly for you none whatsoever. I've not worked on Leviathan, and am not bugfixing Leviathan either. :)

#19
Jos Hendriks

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devSin wrote...

I told you the tomkah derby wasn't going to be possible with this engine! I told you!

Hopefully you don't spend too much time "bugfixing" before you can convince Mike that it just won't work. :D


Just learned that 1.0.4 is targeted for the 28th. Now Leviathan has to come out on the 21st, or I might be too busy to play it! :(


You're pretty set on that tomkah derby of yours, huh? ^_^
I don't convince anyone to not fix things. Mike usually asks what the fix would involve, so I just give him my assessment of the work involved. (edit: and usually I then fix things)

Modificata da Jos Hendriks, 10 agosto 2012 - 09:12 .


#20
Jos Hendriks

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Grubas wrote...

Vertigo_1 wrote...

twitter.com/DaveFeltham/status/251738358034882560
"Level approved. #BOOYAH"


Gambles team? Say hes on Gambles team. 


We're all on one of Gamble's teams.

#21
Jos Hendriks

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JeffZero wrote...

Not sure about Jos. I'll ask.

And, d'aww.

I am currently NOT working on multiplayer. ;)

#22
Sylvf

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felipejiraya wrote...

The devs are so quiet nowadays...


Boooooo!

Yeah sorry, I'm on Dragon Age now and my lips are sewn shut in that regard. I got nutthin'.

#23
Jos Hendriks

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chris2365 wrote...

Vertigo_1 wrote...

twitter.com/Sjosz/status/266988280455757824
"Oh my dear god I think I just finished it"


Then release it already Posted Image


I finished the first full pass of it, not the polished cool version you will eventually get to see.

#24
Jos Hendriks

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Grubas wrote...

Jos Hendriks wrote...

I finished the first full pass of it, not the polished cool version you will eventually get to see on your monitor or TV .


Jos, please help me fix your post for you. =] (fingers crossed)
 

There you go. ^_^

#25
Jos Hendriks

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MWMike2011 wrote...

Vertigo_1 wrote...

twitter.com/Sjosz/status/268873079902568448
"Yes, with @rick_D_knowles 's help just made a self regulating little logic system that will make [redacted] far better. :D"


I'm very, very hopeful for what this means...


Are you?=]