On the Process of Effecting Mass 55
Dean Takahashi, of the San Jose Mercury News, has up a lengthy interview with Mass Effect project director Casey Hudson on the almost four-year-long development of the title. The two men go into some detail on BioWare's approach to game creation, as well as discussing the numerous technical and storytelling leaps they made with the game. "Hudson said, 'One thing I'm hoping people see in it is how much more there is for a player to make decisions on. It makes it really hard for us to develop, given the customization that we make possible in the game. For example, from the beginning, you are not pre-made as a character. You can play Commander Shepard. But you can also create your own character, male or female. You can choose your special abilities. Those are ways to make your game different and unique. These are things that make it much harder for us to make the game so that it is consistent all the way through, given your choices.'"
decisions decisions... (Score:1)
I'm kind of an old school gamer and I always thought in time games would evolve not only to provide better realistic graphics but also to increase the freedom you have in them. When a game really touches you, you automatically get trapped withing its unique universe, and your experience is so much better when you really feel that "I can do almost everything" feeling.
It's a shame current state-of-the-art games usually just focus their appeal on graphics and pre-scripted sequences
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A better example would be nethack. Complete freedom.
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Take Half-Life 2. When I played this game for the first time I really had bad times figuring out gameplay mechanics. Nobody in the game tells you can use flammable barrels as grenades with your gravity gun. Nobody tells you a lot of things in that game. You just figure them out as you play, in a way maybe intended by developers, but perfectly dressed to make you believe you actually come with the solution by yourself.
(Italics by me)
Portal. That game is designed around coercing the player into figuring things out themself. Play it through, then play it again with the commentary on and see how many times they taught you how to do something without you even noticing.
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You mean "affect" (Score:4, Funny)
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Well, that's the real problem (Score:4, Insightful)
The problem is that, until someone invents an AI GM that can at least pass the Turing test, what you ask is simply not feasible. Someone has to design and code all those states you changed.
I mean, let's pretend we design a game where each quest truly changes the game's world.
E.g., you can decide that instead of saving Bastila on KOTOR, you capture her and sell her to the Sith. (Sure, _Malak_ would probably kill you if you ran into him face to face, but there's no reason you couldn't go be the dark apprentice of some Sith who's never anywhere near Malak.) And the game branches from there. Taris is never destroyed. You never get the Ebon Hawk, even, since the Sith lift the blockade and Canderous doesn't need you to get off the planet. You never fly to Dantooine to become a Jedi. Etc. Let's say the whole story can fork like that at any point.
Well, now let's say we allow only 3 solutions to each such point: good, evil, don't do it. (After all, it's unrealistic that I _must_ do something at any point in the game.)
After the first such quest, there are 3 possible paths. The next one multiplies them to 9. Then 27. Then 81. Then 243.
Sounds good, right?
Well, it would, if the devs had infinite funds. In practice you can look at it more realistically like this: they'd have to code 243 outcomes and 1+3+9+27+81=121 quests, just to give you... a chain of exactly 5 quests. And you'd think "gee, this game sucked, it had a whole 5 quests."
Alternately, if they made it a completely linear game, you could see all 121 quests. And probably think, "bestest game evar! It had more quests than KOTOR 1+2 combined."
For the same development money, the linear solution will actually be the better game.
The problem with that branching is _literally_ that the chain you see is a logarithm of the total number of quests they have to code. Which gets shittier with each level you add to that pyramid. Adding a 6'th quest to the chain seen by the player, in a truly branching game would raise the number of quests you need to code by another 243. It's a mammoth cost and effort just so the player sees a total of 6, no matter what kind of character they play.
Worse yet, most of that immense number of branches will never be taken by anoyne. Most players play consistently all good or all evil, at least on the major issues. Branches and quests that would be only visible if you play good once, evil twice, neutral once, and good again, would be seen by maybe 0.1% of the players, so they'd be a major waste.
That, in a nutshell, is why everyone avoids branching like the plague.
KOTOR didn't truly branch either. Heck, even in Oblivion or Morrowind, open-ended as they are, the story doesn't really branch. The world, in fact, doesn't change much as a result of your actions.
What good designers really do is
A) contain the effects. Sure, they might tell you that you just got the Republic kicked off Manaan, but it won't influence the rest of the game at all. Yeah, you just got told that you gave the Sith a major advantage, but it's not like now they'll finish the conquest before you reach the Star Forge.
B) create an illusion of having some consequence. Sure, you'll get an alignment number, NPC's talking about you like you're Mother Teresa or Jack The Ripper, etc, but that's all an illusion that doesn't influence anything else.
Basically that way they can give you all the quests and a number of ways to solve each, without the possibilities exploding out of control. The trick is to keep it all an illusion.
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There are lots of ways to prune the tree, though. Make ones where you are inconsistent just end up killing you or stranding you somewhere (in an obvious way), forcing you to go back to an earlier level (e.g. you make some "evil" choices, you make some "good" choices, both sides are now pissed at you and you die). Perhaps even auto-save your status at each decision point in the tree so it is always available to undo, even if you didn't save it as a "save game".
You can also merge branches; figure out 16 di
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Ugh, that's a horrible solution. It makes things even MORE arbitrary than not giving you a choice at all. The whole point of providing choice is to let the player feel like the world is not all bl
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No, making it so that one single choice kills you would be bad, I'm saying that you prune a tree when a player makes several bad choices. What, you want a world where there are no consequences?
It's also possible to make choices that affect the future game play, but not the main story line. Such choices can change the state of things in the future in ways that make it easier or more difficult (but not impossible) to accomplish something.
My real preference is for emergent behavior, with some sort of monit
Sounds like Wing Commander 1 (Score:2)
The ni
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In Vampire Bloodlines, for example, there are 5 different endings possible, but they all consist of pretty much the same set of elements except for some differences in dialogue and a different cutscene at the end. And for some ending you may not have to do some particular quests.
But which ending
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Learn what words really mean before you try to be a grammar nazi.
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Learn what words really mean before you try to be a grammar nazi.
whoosh....
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Maybe you were a bit too subtle. Sometimes the difference between subtle and oblivious is indistinguishable on the net.
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The full title for "Mass Effect" should be:
"The resulting Effect of Advanced Space Technology(tm) manipulating the Mass of a given object is people with super powers and an excuse for spaceships to fly around the galaxy faster than the speed of light... by Bioware the company who made Knights of t
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Think of it this way, if you're so inclined: Effecting a reduction in carbon emissions is likely to affect global warming.
Get old school on them (Score:2)
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The thing that makes a great DM is the ability to improvise in response to the unexpected. You can't improvise in response to the unexpected two years before it happens, write up a detailed response, and burn it to DVD.
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This wouldn't help.
The thing that makes a great DM is the ability to improvise in response to the unexpected. You can't improvise in response to the unexpected two years before it happens, write up a detailed response, and burn it to DVD.
Yeah, I realize that, but I think a seasoned DM would have a better idea of what could be tossed out by the players in a given instance. At least a good DM would start by looking at the script and going "Ok, if I was the player, where would I try to pull this sucker off the rails?". A game of course is always going to be more constrained than a pen and paper system for just the reason you state, it's all canned responses, no intelligent thought (in the Turing sense of the word) to drive the decisions. Of c
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Player: while the town mayor is giving his intro speech I sneak up behind him and backstab him...
DM: uh... what? WHY?!
Player: I don't like the way he's looking at me, and I'm chaotic neutral.
DM: But... he hasn't finished giving you your quest yet.
Player: so?
A new DM would refuse to let him do it, or let him then panic as the campaign falls apart. A seasoned DM would figure out s
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Shoulda Coulda (Score:1)
It's been done (Score:2)
The trick is that basically people seem to not mind it much if their name only appears in the subtitles. The subtitle can say "I thank you Master Jedi Shawn Cplus, saviour of the universe" while the voice over just says "I thank you Master Jedi, saviour of the universe." Noone seemed to mind it that much.
But as a counterpoint, you could even pull a Gothic 1, where noone asked for your name at all. IIRC the opening conver
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Suprisingly intelligent science and physics (Score:4, Interesting)
I don't know who wrote all these codex entries, but they must have put quite a bit of effort into them. Unfortunately, this isn't always matched with the rest of the game. For example, one of the weapons entries explains the "unlimited ammo" aspect of the game by the nature of the guns themselves. Rather than fire "bullets" as we think of them, the complex computers in each weapon actually shave an appropriate small mass of metal off a large solid block "cartridge," with its mass based on the velocity it will be fired at, the desired effect, the range to the target, and adjusting for other factors like wind, gravity, and planetary conditions. It's a pretty clever way of explaining a lame game convention. Unfortunately, the other game designers must not have gotten the memo about this, because in the equipment section the ammo is shown and treated exactly as if it were conventional bullets in conventional shell casings (the ammo graphics all show bullets and the text all refers to "rounds").
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Her space battles are chaotic, pretty realistic, and deal with the issue that velocity = power. A ship moving at a fraction of the speed of light can do a lot of damage to a ship that is stuck at dock or that has just undocked.
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No fancy ass rail guns needed either. Just head towards the target, open a hatch, and have the cook dump some trash.
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Inherent problem with RPGs (Score:2, Interesting)
But how do you handle level progression when you're supposed to start the game as a fully trained w
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Go after even tougher guys, and become even better trained.
Fact is, in most armies you'll have an inherent difference between recruits trained back at some boot camp, and guys who've already survived an enemy shelling and assault. Half of the latter will probably wake up screaming for the rest of their life, but be better soldiers while they're on the front line anyway.
You can see the same in all
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You create the game you are insisting on, and you no longer have an rpg,
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After thinking about this a bit more I think there's as much or more potential in this style of game than in a traditional RPG style (game in this case being computer of video, as opposed to pen and paper). Originally the whole idea behind character progression in pen and paper RPGs was to give the player a constantly moving goal. If you set a fixed point (I.E. you only get say 5 levels) once the player reaches that point that's it, they have very little drive to progress unless you give them some sort of r
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I've actually done this in the past. We decide we wanted to play around with some of the templates and make a band of misfits so to speak, but part of the challenge is making hybrid characters essentially added 5 "virtual" levels to our characters. In order to pull it off we had to scale a level 4 encounter up to a level 6 (level 1 characters, with 5 extra levels due to the racials from the templates). All in all it went off pretty well until we reached the last encounter of the dungeon. Well, the final enc
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Starting as a badass does in no mean require your stats to be maxed out. In a well-designed system, there should be plenty of room to advance from "badass" to "better badass", "even bigger badass", and "badass with more diversity". Plenty of paper RPGs do that. Why can't CRPGs? Because
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