Bioware at GDC Discussing Story
#1
Posté 18 mars 2010 - 05:01
This is very interesting stuff from Armando Troisi who was the lead cinematic designer. He discusses how they created their interactive story and what they had to deal with along the way,
#2
Posté 18 mars 2010 - 05:31
player fills a “voyeuristic” role
That sums up the love interests.
#3
Posté 18 mars 2010 - 05:48
Troisi said. “People were accidentally agreeing to shoot people in the face.”
I guess that explains all the hints as to what an interrupt will do.
Who the hell was accidently shooting people in the face?
Modifié par TJSolo, 18 mars 2010 - 06:03 .
#4
Posté 18 mars 2010 - 06:00
Cheers!
#5
Posté 18 mars 2010 - 06:13
exxxed wrote...
I don't know what was he on while stating all that, but i have actual facts from the game that proves him wrong, you actually are Shepard, you chose your own back story, actions, decisions etc. and in the end suffer the consequences of your actions, the only difference between Mass Effect and other RPG's, in terms of dialogue, is the fact that they are actually voice-acted, just like The Witcher, thus making them more engaging and less boring. Simple as that.
Cheers!
I think I have to agree here. The main difference is that we already know that what the dialog wheel says is the general gist of what we actually hear. While this may not be what we always expect I dont get any feeling that I am not controlling what is going on. It does lead me to wonder if this disconnect is why there is no story this time around or a bare minimum of one.
#6
Posté 18 mars 2010 - 06:58
+1glacier1701 wrote...
exxxed wrote...
I don't know what was he on while stating all that, but i have actual facts from the game that proves him wrong, you actually are Shepard, you chose your own back story, actions, decisions etc. and in the end suffer the consequences of your actions, the only difference between Mass Effect and other RPG's, in terms of dialogue, is the fact that they are actually voice-acted, just like The Witcher, thus making them more engaging and less boring. Simple as that.
Cheers!
I think I have to agree here. The main difference is that we already know that what the dialog wheel says is the general gist of what we actually hear. While this may not be what we always expect I dont get any feeling that I am not controlling what is going on. It does lead me to wonder if this disconnect is why there is no story this time around or a bare minimum of one.
#7
Posté 18 mars 2010 - 09:23
#8
Posté 18 mars 2010 - 09:45
Jesse Houston wrote...
Speaking from experience, I can tell ya that the Edge guys definitely paraphrased Arm pretty heavily. I also agree with what Arm says in principle and if you look at the main differences between Dragon Age and Mass Effect (apart from the setting) you'll see the difference of agency as one of the major story telling devices. Shepard's story vs You and your party's story.
Well if you put it like that of course it's Shepard's story because... well he's Shepard, but if you look at it from player's perspective (character customization, decision, personal history etc.) it's more likely that the player actually feels he's Shepard and not some guardian angel who decides for him, beauty of role-playing? I guess
Anyway, thanks for the awesome series and hopefully it will never end
Take care!
#9
Posté 18 mars 2010 - 09:49
monkeycamoran wrote...
player fills a “voyeuristic” role
That sums up the love interests.
I second that.




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