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The Mass Effect Andromeda Twitter Thread


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#701
Esbatty

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rapscallioness wrote...

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


There is a reason they have a budget, and they have to work within the confines of that budget. Hell they even have to budget their time on top of monetary constraints.

#702
rapscallioness

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Esbatty wrote...

rapscallioness wrote...

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


There is a reason they have a budget, and they have to work within the confines of that budget. Hell they even have to budget their time on top of monetary constraints.


yeah, we all do. but it would seem since they moved up out the basement, they'd have a few more resources at their disposal.

they don't even seem to have authority over their own time table. they gotta push that game out.

edit: to put it this way--i think they do have the resources. the time and money, they're just using it for different things now.

Modifié par rapscallioness, 29 juillet 2012 - 06:25 .


#703
Wolf

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Vertigo_1 wrote...

twitter.com/manveerheir/status/228135050624000001
"Uh oh looks like @GambleMike is visiting the studio. Quick, everyone pretend like we're working and not just eating poutine all day "

twitter.com/GambleMike/status/228268390526107650
"Had a fantastic day in Montreal. Spent a lot of time playing some really kickass new stuff"


*sigh*

I'm really tired of these "awesome stuff" lines Mike has been leaving on Twitter. I get that he probably can't say much more, but a little hint would be nice. I'm sick of going on twitter or here and all I read is nothing more than "Awesome stuff at work today!" or "I love this team. Really talented. And loads of awesome suff!".

I'm looking forward to it but it would be nice to have something to speculate on while they prepare... whatever it is they are doing...

Modifié par Gaiden96, 29 juillet 2012 - 10:37 .


#704
Splinter Cell 108

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That's disappointing about autodialogue, can't believe they'll sacrifice dialogue for the sake of cutscenes or "better" flow. If this is the way BioWare intends to move in their next games then I won;t be interested. ME1 and ME2 worked well with dialogue, I don't really see why ME3 wouldn't.

#705
Reever

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Doommarine23 wrote...

Mesina2 wrote...

Let's see.

More role playing options or slightly more cinematic scenes?



I think it's easy decision to make.


Auto-Dialouge got rid of things like "Investigate". You stop a conversation with someone to ask 20+ questions, whereas in ME3, they have a natural conversation and actually tell you.  You know, like a real natural conversation would with a person. 

I can't choose if my Shepard asks or barks at Joker during the Palaven moon mission, no one reacts. Its just a small flavor dialouge. Perhaps many of these are not choosable because they don't really affect your choices and just that, flavor dialouge. ME3 still has plenty of choice for the big things.

Middle options didn't serve a lot of purpose, cut away from the Paragon/Renegade motif of the game and overall meant more quanity and less quality. Developers even said "Resources" were an issue, considering how much was cut from the game, its obvious why they're not there. Along with "Its a war-story". Was another reason.
A lot of the situations in ME3, can't have a middle option, what can you really do with TIM, or Samara, or even Mordin? There is no middle option there, you can't because it wouldn't make much sense.

I rather have high-quality seamless conversations, but that is not to say ME1-ME2 was bad at all. Investigate was flowed into conversations, most auto-dialouge is either this, or just flavor text during actual gameplay/cutscene transitions into gameplay.

Keep in mind, I don't mean to be hostile or write a giant wall of crap, I'm just giving my two cents.

This is really-offtopic, I apologize for that.


Why should it be off-topic?  It´s got something to do with the current tweets ^^

I honestly don´t remember ever being bugged by having too many options or thinking the discussions weren´t natural!
I do agree that it´s perhaps better to flow the investigate options into the dialogue directly, but there really were some scene in ME3 where Shepard just said something...which didn´t really was what "my Shep" would´ve said in that situation....

They did say they´ve learned from this, so I do hope that they´ll think more about where less auto dialogue and more choice is needed! But I can say that I rarely chose the neutral option (even though that could be because you don´t get any paragon/renegade points from it...^^ Think I wanted to do a neutral playthrough some time ago..:D).

Wonder what goodies they have in store for us anyway!

#706
Kalms

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rapscallioness wrote...

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


When he says "cost", I'll bet he's talking about diskspace, RAM, cache and stuff like that.

#707
xsdob

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Well, considering spoken lines are more expensive than text ones, and most rpg's I've played have no voiced character even in this day and age, I think patrick might have a point about not being able to have as much dialogue as other games do.

It's why they reused the same recorded lines for multiple responses back in ME1, the most offending one being the sovereign conversation, where no matter what you pick it's all the exact same lines with no tonal or vocal variation.

#708
rapscallioness

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Kalms wrote...

rapscallioness wrote...

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


When he says "cost", I'll bet he's talking about diskspace, RAM, cache and stuff like that.


But don't they have some new cool tech stuff to help with that? Some new tech voodoo to.....compress info, or something?

Next gen should be out before next BW games. I would hope by now....sheesh. Wouldn't that help?

I mean, if they can't handle dialogue options, then we're never gonna get something like exploration back.

And the dialogue is there. It's just that it "flows" without you.

#709
RenegadeXV

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rapscallioness wrote...

Kalms wrote...

rapscallioness wrote...

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


When he says "cost", I'll bet he's talking about diskspace, RAM, cache and stuff like that.


But don't they have some new cool tech stuff to help with that? Some new tech voodoo to.....compress info, or something?

Next gen should be out before next BW games. I would hope by now....sheesh. Wouldn't that help?

I mean, if they can't handle dialogue options, then we're never gonna get something like exploration back.

And the dialogue is there. It's just that it "flows" without you.


If the rumours are true, Next-Gen consoles should be out next year. There were a few news stories today about the supposed leak of the next Xbox development kit.

Modifié par COGNiTiON 1, 30 juillet 2012 - 02:11 .


#710
rapscallioness

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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.

Modifié par rapscallioness, 30 juillet 2012 - 02:19 .


#711
rapscallioness

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COGNiTiON 1 wrote...

rapscallioness wrote...

Kalms wrote...

rapscallioness wrote...

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


When he says "cost", I'll bet he's talking about diskspace, RAM, cache and stuff like that.


But don't they have some new cool tech stuff to help with that? Some new tech voodoo to.....compress info, or something?

Next gen should be out before next BW games. I would hope by now....sheesh. Wouldn't that help?

I mean, if they can't handle dialogue options, then we're never gonna get something like exploration back.

And the dialogue is there. It's just that it "flows" without you.


If the rumours are true, Next-Gen consoles should be out next year. There were a few news stories today about the supposed leak of the next Xbox development kit.


God, that makes me ridiculously giddy.

#712
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.^_^

#713
rapscallioness

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Jos Hendriks wrote...

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.^_^

.

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

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.

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....

#714
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.

Modifié par Jos Hendriks, 30 juillet 2012 - 04:31 .


#715
greggm2000

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Jos,

Is BW looking at using Unreal Engine 4 for the next ME? Reason I ask is because based on the stuff I've read about it, it ought to make your job as a level designer far easier, and it will really ramp up the graphics quality for those with adequate hardware (next-gen consoles or nvidia 680 gtx or better).

I hope so. You guys did a great job when using Unreal Engine 3 and the other tools you had at your disposal. I look forward to seeing what you guys can do with better :)

#716
BadgerladDK

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Jos Hendriks wrote...

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)


So you're the guy who put all those enemies on high ground to shoot the top of my head, eh? Thanks for the challenge :P

#717
Vinny

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Jos Hendriks wrote...
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)


:(
Exploration seems nothing but it managed to keep a certain balance between what you discover by yourself (land on a planet, discover a ship in the middle of nowhere) and what the game tells you (Do this, go there, talk to that guy, save the civilians etc...).
The new design of the missions in ME3 was cool, and made the game much more intense, but I always have the feeling that something is missing between two main missions.
So, I can understand why you didn't keep it (the urgency of war) but I don't agree with it. :s

Modifié par Epök, 30 juillet 2012 - 01:45 .


#718
RenegadeXV

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"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

Modifié par COGNiTiON 1, 30 juillet 2012 - 03:15 .


#719
rapscallioness

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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.

#720
rapscallioness

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greggm2000 wrote...

Jos,

Is BW looking at using Unreal Engine 4 for the next ME? Reason I ask is because based on the stuff I've read about it, it ought to make your job as a level designer far easier, and it will really ramp up the graphics quality for those with adequate hardware (next-gen consoles or nvidia 680 gtx or better).

I hope so. You guys did a great job when using Unreal Engine 3 and the other tools you had at your disposal. I look forward to seeing what you guys can do with better :)


Oooo, see, now that's what I'm talking about right there. Would you like that, BW? A new engine for Xmas? You need us to put the squeeze on J.R. a little?

You know, a little:

Image IPB

Anything to help. We're givers.

(i kid...i kid..)

#721
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. ^_^

#722
rapscallioness

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Jos Hendriks wrote...

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. ^_^


oh, you...

As far as the fair shake..hey, you Wow me and I'll be the first to shout it from the rooftops. I have No problem giving credit where credit is due.

In fact, I want you to Wow me. I'm rooting for you, BW. Make no mistake about that.

My body is ready to be Wowwed...*takes deep breath*....Bring it.....:o

#723
forthary

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Prototype...of course! Proto-reaper! Should've seen that coming. With Leviathan of Dis, it all adds up!

I can't wait to smash it to bits like I did the last one. With a M-920 Cain down it's throat.

#724
devSin

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Jos Hendriks wrote...

The prototype of a cool thing that I can't tell you about yet.

Is the engine really going to be able to handle the tomkah derby, though?

I know you'll try, but I have my doubts.

#725
Vertigo_1

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twitter.com/Sjosz/status/230430849974300672
"And all of a sudden I'm designing a new level again. Exciting times are ahead. How do I do this again?"

Modifié par Vertigo_1, 31 juillet 2012 - 10:34 .