GamesRadar: At a panel on the evolution of RPGs earlier this week, you described four "pillars" that you believe make up the foundation of any great role playing experience. How does Mass Effect innovate on those four pillars? Starting with story.
RM: In terms of story, I think we've created something which has emotion to it... and which really flows. The story doesn't stand out as a separate element - it flows seamlessly between all the other aspects of the game. How we're conveying the story is mainly through digital actors and we've got some of the most advanced ever created in terms of nuanced facial expressions and dialogue choices. Players are going to really feel that they're credible, realistic and natural. They just pull you in. You believe in them. You feel something for them. You hate them. You love them. You may feel betrayed by them.
Story and character is a big pillar for us - it's one of our most important focuses at BioWare. Our mission statement is to deliver the best story driven games in the world.
GamesRadar: What about the second pillar, character customization?
RM: It's not just about customizing your character; it's about evolving and progressing them as well. You can put a ton of different equipment on your party members and feel satisfaction as you gain new loot. It's very addictive... you have to get that last X-Mod, you have to get more ammo for your weapon or another suit of armor. You can also salvage as you go around the uncharted worlds and convert economic systems.









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