Mass Effect's Aftermath 82
1up is republishing a short interview with BioWare's Casey Hudson, the Project Director for their sci-fi epic Mass Effect. The piece originally ran in EGM, and covers a few nagging details left behind by the project, things like "What happened to the ability to interrupt people?", or "What's up with the UI?". "Hudson: Well, the item comparison is probably a lot better than KOTOR's because we now show you a graph that compares [the stats] of one weapon to another. As you can imagine, the inventory-management system for a role-playing game is probably one of the biggest and most complicated systems. It's actually one of the drawbacks to giving people so much to do and so many things. We didn't get much negative feedback during development with the inventory screen, although [if stuff doesn't work right], that's definitely something we want to fix in the future." That's a really deft way of handling that question, but I have to say: despite my deep and abiding love for the game, the user interface is an affront to Tufte.
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That's just it though. If a game has mistakes in it that would normally be a deal-breaker for other games, Mass Effect is amazing in many people's eyes DESPITE it's s
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Actually no, it's a sign of a game that was released before it was time to release it and a rushed development.
God of War and God of War 2 had little anyone could complain about because the team actually took the time and busted their asses to make it the best it could be. The same cannot be said for mass effect.
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I apologize if this is pedantic... (Score:2)
I am not aware if structs violate any public decency laws, however. I prefer only letting friends see private members.
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And that's why they don't stay friends for very long.
Re:Oh come on! (Score:4, Insightful)
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If you've done any sort of development, you know quite well that anything that gets pushed out the door, even if it's to the guys down the hall, will get beaten, bludgeoned, bullied, and blown up in ways that you never expect.
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For modifications, that's just an item id in something like '(char)character.weapon.mod1'. Consumable, you can press a button (I think it's Y) d
Re:Oh come on! (Score:5, Interesting)
Description, cost, icon, colour (since items with the same skin are colour shaded differently)
However
I think they missed out big time on not allowing you to build preset load outs you could switch between, and the button mapping for the control of the inventory screen was unintuitive at best. That has nothing to do with coding; thats an interface design (or possibly just a feature scope) issue.
BTW, you'd be shot on sight for using a character buffer to represent any form of id outside of a debug name for debug builds around here. Why use ("character.weapon.mod1"), a 20 byte string in presumably a 32 byte string buffer for an id?!? It's easy to hand wave, but the devil is in the details, and the same goes for interface design.
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Having played mass effect and coded games, would you agree with me that it really doesn't constitue a significant portion of dev?
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Storing item data? Yeah, that's just a few bits of data in a database, or whatever, but making a functional UI to handle 100's of items across multiple characters in dozens of configurations? Adding, subtracting, comparing items quic
[OT] Re:Oh come on! (Score:1)
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I agree, his response was rather rude. However, the nut graf of it was correct; everything in games looks easy until you understand that you're trying to fit everything into a fixed amount of ram, with competing systems, long work hours, in an architecture that whoever did the inventory system in didn't design. It wouldn't be a stretch to guess that the inventory screen was so simplistic be
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Yes I'm oversimplifying, but to state it's the hardest part is ridiculous. As for the data, I'm pretty sure that my struct covers all the data you'd actually need for the items. I genuinely ask you, can you think of anything specific that's missing there?
Yes: an understanding of what you're doing, and what you're dealing with.
For a start, you're going to need to have an extensible object system to handle the sorts of things which can be stored in the inventory; a bottle has different properties than a sword. For a second thing, the limits to what can go in an inventory is not a fixed number of items; it depends on the size and on the weight of the items. When adding an item to the list, you have to determine whether there's physical room for it in the p
Re:Oh come on! (Score:4, Informative)
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That's ALL I wanted! 4 simple words. They couldn't even be bothered to deliver that! "I thought we had a very good inventory system." No wonder it was such garbage they're living in denial!
Rest of the game was brilliant.
Not oversimplifying (Score:2, Interesting)
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There's only 8 buttons, one xy pair of input, and two different screens!
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You're talking strictly about engineering. They were talking about exposed design, user interaction, and user interface. How the data is stored in memory and manipulated is completely irrelevant to the point at hand. From an engineering perspective, the amount of work required for that part IS trivial. From an interface implementation perspective, its not that difficult, just time consuming. But when it comes down to actual
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The hard part isn't coding it. As you say, that's pretty trivial, especially for one as simple as Mass Effect. The hard part is designing it - complex enough to have impact on tactics/strategy, simple enough to be usable on a console, usability testing it to ensure it doesn't confuse people, etc.
Generally, I thought the Mass Effect inventory system is pretty good, but it's really let down by the apparent rush job they made of the items themselves. There aren't any items you can get that aren't weapons, b
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So I just mostly ignored that aspect of the game until I was back on the Normandy.
I did just the same. I'd prepare my equipment before the big missions and then sort out the stuff I wanted to keep afterwards. And then sell just about everything else so I had space for the deluge of items I would receive on the next big mission (or doing all the secondary missions available).
In fact I never actually bought any weapons or upgrades, with one exception - to buy the Spectre gear, once that was available. And since I had plenty of cash, the only limit seemed to be the one on each type tha
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Now if only game developers were that smart.
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I got laid 4 times in Mass Effect (Score:5, Funny)
Had to play it through twice for it. 2x by the consort on Citadel then once each by Ashley and Liara. Doing the blue chick made me feel cool like Captain Kirk.
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Speaking of which, how's your mom doing?
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Re:I got laid 4 times in Mass Effect (Score:4, Informative)
You can score with the consort?
You bet!
When you get your initial reward after finishing her mission it's just some new-age touchy-feely speech. One of the replies is something to the effect of "That's it?!" Choose that and it's SEX WITH A BLUE CHICK!!!!111````
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The trick is to have more renegade points by that point
Ah, good to know. I had lots of renegade points as I was playing like Dirty Harry. Killed everyone I could, got that junkie his drugs, backed the racist "Earth Party" or whatever they're called, asked for a threesome with Liara and Ashley first time through ("In your dreams, Commander!" -Ashley) etc.
It's great to have a game in which I can be a bigger asshole than I am in real life.
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On my renegade playtrhough I was a jerk to both of them and only managed to barely salvage things enough to nail the blue chick, (After which I returned to renegade mode with "Time for round two.") But I didnt get the demand to choose between them. I do think Ashley is a way better match for a Renegade character though, she's human centric and an assk
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That said, some of the negative options are damn hilarious, like when she says her dead father is still watching over her, "He's not a zombie, is he?"
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Did you give your character a toupee, too?
My opinion on the inventory system (Score:2)
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More sex scenes! (Score:3, Funny)
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I didn't even see breasts.
Worked Fine for Me (Score:1)
Crystallization (Score:3, Interesting)
Anyway, I'm really looking forward to seeing how the engine evolves for the next game. Any improvement is going to seem really significant if most of the engine is the same.
Shouldn't the headline be: (Score:2)
A response (Score:2)
Yes, the dialog system does look interesting... it is lacking an important feature [ctrlaltdel-online.com], though.
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I can agree (Score:2)
I've put about 45 minutes to an hour into the game so far, but I can agree that to someone new to the game, it's a bit of a confusing interface. Then again the *only* game I've played in the last year and a half is WoW (which I'm taking a break from now), so just about anything different feels odd at this
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My take (Score:3, Interesting)
Take the graphics for instance, the game is beautiful and the characters look relatively real, their facial structure is complicated enough to basically do any kind of movement realistically. The environments are large and well textured... when all the textures are there. The game (maybe more Unreal Engine 3) suffers from some really nasty texture draw-in as it layers the textures. Some cutscenes will start and the characters will look nothing like their actual appearance because all the textures and bump/normal mapping hasn't been performed yet. A few seconds in and finally everything will look "right," but that's after some obtrusive pop up was performed that can be quite distracting. I would rather have had a few longer loading screens than that, honestly.
A lot of people complained about the elevators serving as load screens in the game, I never really had a problem with them. In most, your fellow party members will talk amongst themselves or you'll hear a radio report. The problem I had was they put an elevator on your ship that was a mandatory ride! This elevator must only travel about 15 feet but it takes at least a minute to ride. And if you want to buy anything on your ship or talk to most of your crew members, you must ride the elevator (and then of course ride it back up). Annoying, and I really only think it was necessary because of all the particle and graphical effects they were doing in the engine room.
Another complaint I have is with the inventory system. It's not that bad when you're equipping people, usually you only have a few shotguns or sniper rifles to pick from. The problems start when you have a lot of a certain type of item. Like upgrades. You'll usually carry a lot of different upgrades around because you never know if you'll need them. The item are arranged in basically a non-sorted order (I think sorted by when you obtained them...) so you'll find yourself scrolling through scores of items to find the one you need. Scrolling is NOT fast, either. This issue is multiplied when you go to a shop. If you want to buy or sell something, the items are not organized in a way that you can easily buy only pistols or only armor. No, they're ordered in ascending order according to price if you're selling and descending order if you're buying. There's no other way to sort them. It's incredibly obnoxious and makes item management the single worst thing about this game.
My final complaint is about the Mako ground transport vehicle and the subsequent side missions. Well, really my complaint is more about planet/level design than anything. Every planet is riddled with high mountains and usually the items of interest are stuck in these mountains. The Mako vehicle is surprisingly capable of climbing peaks, etc. but it is still really annoying to go from point A to point B. This is a little harder to describe if you haven't played the game but imagine playing Halo and driving the Warthog (a much looser version at that) over all the mountains in your way to get to your next checkpoint.
Okay, even though that was a lot of complaining, Mass Effect was still awesome. Those are my stand out issues with the game and I have some confidence they will fix most of them with its impending sequels. Mass Effect is still a must play game, especially for science fiction fans.
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I spent thirty minutes last night running (sans Mako!) from one edge of the map to the other on a windy, red planet just because it was awesome. I felt like a character in "Red Mars".
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1) The UE3 engine as far as I know gives you a choice -- load times or texture pop-in. As bothersome as the texture pop-in is, I think I prefer it over load times. So it was a design choice, and I'm not sure it's a bad one. Some people prefer one way, some prefer the other.
2) The items are sorted according to Level from what I could tell. The VIIs, then the VIs, then the Vs, etc. That roughly corresponded to price if you were Buying/Selling. Also, folks that ran into inventory size issues kept waaaa
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Mass Effect (Score:2)
All you can see of Cmdr. Shepard or Vaan is their butt. The rest of the world might be the most wonderfully realised piece of CG art you'll ever see, but if you can't detach the camera from the hero's backside, it's all for naught.
I'd been on the Citadel for three hours before I realised I'd never looked up. Do you have any sense of how tall the the room leading towards the council panel in the Citadel Tower is?
Too bad about the inventory (Score:2)
I think the bigger problem though, is that the whole system of money and items is just broken. The only things I ever bought were the Specter guns and the MediGel/Grenad
Dialogue Woes (Score:2)
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I don't think the system was suppposed to be Good/Evil. Shepard is a hero. (S)he is, at the core a good guy, fighting the good fight. Paragon/Renegade simply define the character a little more deeply. The best definition of Renegade is that you accomplish your goals no matter what the cost. You're ruthless, but not evil.
I find it int
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You know, you can just hold the joystick in whatever direction you want to choose in advance. If you want paragon, top left. If you want renegade, bottom left. Then there's no issue.
The Illusion of Choice (Score:1)