DK: How much of the story was sketched out from the beginning and how much was written after the completion of the other games?
MW: I think people would be sort of surprised by how little we defined in the upcoming games. So in Mass Effect 1, it was really only a couple of paragraphs about what we thought Mass Effect 2 would be and even less of what we thought Mass Effect 3 would be. And it was the same thing when we where doing 2. It was really about having stakes in the ground about certain things. We knew that Mass Effect 3 would be about, the Reapers returning. We knew that it would be about the galactic conflict that would ensue from that, and we knew that it would be the end of Shepard’s story, one way or the other.
And other than those sort of key stakes, we didn’t tie ourselves into something, which is good, because it allowed us to do whatever we wanted as long as we weren’t veering away too much from [those key stakes].
And do whatever he wanted, Walters did.
Then he goes on
In three we had the lore pushing us from behind and the looming conflict pull us forward, but most of the details from Mass Effect 3 were developed post-Mass Effect 2. Like 99.5% of them. We hashed it and and figured it out.
And that’s really the only way you can do it because, going back to the concept of all the choices the player could have made in Mass Effect 1 and 2, until we can see what all of those possibilities are, there’s really no way plan out the details of the story for Mass Effect 3.
I like how he says that the only way you can do a story like this is by not planning ahead.
I think a few professional authors would beg to differ.
Modifié par Eain, 08 juillet 2012 - 10:23 .





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