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crosallin · 6 months
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felassan · 4 years
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Mass Effect development insights and highlights from Bioware: Stories and Secrets from 25 Years of Game Development
This is the Mass Effect version of this post.
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[In case you can’t read it the subtitle in the bottom left logo above is “Guardians of the Citadel”]
Note: Drug use is mentioned.
Cut for length.
Mass Effect 1
ME began its life in a vision document in fall 2003
Codenamed “SFX”
Conceived of by Casey Hudson and a core team from KotOR. Its genesis was the intention to create an epic sci-fi RPG in an original setting that BioWare owned (so they could have full creative control), and in a setting that was conceived of first and foremost as a video game
Initially players could control any squadmate, but they wanted it to be about Shep and for players to be focused on Shep being a battlefield commander, rather than on switching bodies
By the start of 2004 its story was shaping up. Initially humans landed on Mars in 2250 and discovered evidence of an ancient alien race and a powerful substance, Black Sand, which rapidly advanced tech to the point that FTL travel was possible. (My note: obviously now the Prothean artifacts on Mars & associated mass effect force tech enabled this in the final canon, but I wonder if aspects of the ‘Black Sand’ naming-type & powerful substance stuff was rolled into red sand from final canon) Humans were suddenly capable of travel to multiple star systems and made contact with a multitude of other species. At the start of the first game, these species together with humans had a fragile peace, with focus placed on the political center of the galaxy, a hub known as Star City, later renamed the Citadel
Multiplayer was a vision for the series as far back as 2003. The plan was for ME1, an Xbox exclusive at launch, to take advantage of the platform’s online components. Early designs saw players meeting in one of the central hubs to interact and trade items in their otherwise SP adventures
By 2006 it had the name ME and the story was more specific, with the theme of conflict between organic and synthetic lifeforms. The story’s scope now stretched across 3 games and included scope for full co-op MP
They tried to do MP in every game, discussing it from the get-go, but it always just fell by the wayside. “When you’re trying to build something that is a new IP, on a new platform, with a new engine, you’ve got to really focus on the core elements of the game.” 
The conversation system prototype was made in Jade Empire, and some of ME’s earliest writing was done in an old JE build. At first there was no conversation wheel. Paragon was “Friendly” and Renegade “Hostile”. In the prototype Shep was a silent unnamed Spectre. Many conversations in the prototype about the player’s choice in smuggling a weapon through Noveria made it into the game
In said prototype a merchant referred to themselves as “this one”, though the word hanar never appeared. The PC in it also had the option to end a conversation with “I should go”. In the prototype also, Harkin was voiced by Mark Meer
An early version of the Mako got used as the krogan truck in ME2
Early concepts of the Citadel were drawn in pencil by CH. A piece of concept art of its final design was painted based on a photo of a sculpture near Aswan, Egypt
As with any new IP naming it was a struggle. They put out a call to all staff for ideas, did polls, made a name generator that combined words that they liked in random ways and made pretend logos of ones they liked in Photoshop to see if they could make themselves love the name or find visual potential in it. (Some of these names are in the pic at the top of this post.) CH liked “Unearthed” as it was a reference to Prothean ruins dug up on Mars and humanity’s ascendance going away from Earth. They knew the game would have a central space station featuring prominently so some of the ideas were based on that - “The Citadel”, “The Optigon”, “The Oculon”. “Element” was another one they had in mind due to the rare substance in the game 
CH: “I was a big fan of John Harris’ book Mass, which had epic-scaled sci-fi ideas, so that was a word that came up often. Many of the names came from the idea that the IP featured a fifth fundamental physical force (in addition to the known four of gravitational, electromagnetic, strong nuclear and weak nuclear) so the word ‘effect’ came up pretty often.” Ultimately none of the ideas really felt right. One Monday morning they were going over the names and Greg Zeschuk said he had an idea on the weekend: “Mass Effect!” CH: “I said, ‘I don’t hate it’, which in the naming process is a high compliment. And it stuck!”
CH on Shep’s Prothean vision from the beacon: “It was hard to imagine how we would do this. CG was - and is - really expensive. Instead I wanted to try doing it through photography and video editing. So I went to a local grocery store and bought a few packages of the weirdest looking meat that I could find. Then I set up a little photoshoot in my basement, complete with some electronics parts and some red wine for juicyness.” He used these props to create a video sequence where the photos were rapidly cycled and blurred, along with production paintings, to create the scary vision an organic/machine experiment on the Protheans. These mashups were also used as inspiration for concept artists and level designers who were working on these themes
Tali used to be called Talsi
On the licensing side they often joke that they’re licensing N7 not “Mass Effect” due to N7′s popularity
There was a confidential internal guide to the IP in 2007 to help devs along and summarize/synthesize the vision etc. Some excerpts from it are shown in the book and this is the first time the public have ever seen them
Early versions of Asari had hair
Asari were designed as a nod to classic TV sci-fi (with human actors wearing obvious makeup and prosthetics to play aliens)
The turian design guideline was “we want them to be birds of prey”. They also wanted a range of alien types, some close to human like Asari, while others were to be a lot further away, like turians
BioWare patented the conversation wheel, which was a first for them. CH had been frustrated with reviews of Jade Empire that said that the actioncentric game was too wordy [with its list dialogue]. “I’m like, story is words. [...] What is it about our games that is making people feel like they’re wordy?” Then he thought “In a game you kind of need to feel like you’re continuing to play it. Maybe you should continue feeling like you’re playing it actively into the dialogue.” “[The wheel] kind of gave a new experience with dialogue when you did start to react based on emotion, and that’s ultimately what we’re trying to bring out in our games”
The original krogan concept was based on a bat “with a really wide squidgy face. We just used its face on top of this weird body and it kinda worked”
Geth musculature was based on fiber-optic cables, with flexible plates of armor attached
The vision for the IP was 80s sci-fi inspired space opera
The concept art of Saren lifting Shep by the throat inspired a similar scene in-game. The staging wasn’t planned til designers saw that art
A squadmate with Shepard on the way to meet Ash in an old storyboard was called Carter. Early name of Kaidan or Jenkins?
Bono from U2 was kinda instrumental in bringing us ME lol
Finding the right cover art for ME1 was notably tricky
Matt Rhodes got his start drawing helmets for ME1, including one which would become Shep’s “second face”. He estimates he drew between 250-270 different ones
Some of the sounds in-game were people smashing watermelons with sledgehammers and sticking fists into various goos
The audio team had fun trying to slip the iconic main theme into unexpected places throughout the MET. “We were very aware of how powerful that track was for the fans and it was tempting to overuse it for any moment we wanted to make really emotional”.
The theme was creatively repurposed in ME3: slowed down and reworked as the ambient sound for the SR-2. “If you listen to it for a really long time, just stand in the Normandy and listen, you’ll actually hear the notes change slowly. It doesn’t sound like music, it sounds like a background ambiance, but it’s there.” (My note: Well no wonder the Normandy feels so much like home?? 😭 sneaky..)
Bug report: “Mako Tornado”. There wasn’t enough friction between the tires and the ground, causing testers to lose control of the vehicle and send it spinning into the air like a tornado. “As it turns, the front end comes up, and then it starts spinning and spinning and spinning and spinning faster and faster and faster until it just flies up in the sky” (My note: Sounds like a regular day in the Mako to me)
Cerberus originally had a bigger role in this game. It was cut but they had a whole explorable outpost. “I called it Misery,” says Mac Walters, “It was this planet with a little outpost that said ‘Welcome to Misery’”. Everything on the outpost was shit - dirty worn stuff, no windows, no kitchen, the vehicle bay was open to the elements etc
The Reaper sound is literal garbage. Some audio designers went on a recording trip to a national park. One of them got fixated on a garbage can, “a metal bear-proof receptacle with a heavy lid that creaked horribly when opened”. “It was like, ominous, spooky, tonal and almost musical. I decided to throw a mic into the garbage and record it moving. I didn’t know what it was going to be until later”
They were making lots of noises to record like throwing logs and rocks around. An old couple peered at them through the window of their camper van in the woods and must have called the cops because then the cops showed up, pulled them over and told them to stop. The cops towed their car (the driver’s plates were Cali plates and expired), drove them to Edmonton outskirts and then the audio producer Shauna got a call and had to go pick them up “like three little boys”. “We got a stern talking to”. Once back they were playing around with the garbage sound, editing it etc. Casey heard it and proclaimed “That’s the sound of the Reapers”
Preston Watamaniuk: “There are things I could have done to Mass 1 to make it an infinitely better game with better UIs” and some simple cuts and changes. “But when you’re living with it, it’s very hard to see those things”
BioWare Labs
As social media and smartphone games exploded, BioWare dedicated a small team dedicated to exploring opportunities here - BioWare Labs
Mass Effect: Galaxy used a unique graphic art style and static visual presentation common in visual novels. It has the distinction of being the only iOS game BW have made during their first 25 years
Scrapped ideas were a 3rd person space shooter called Mass Effect: Corsair and 2 DA titles - a strategy game and a top-down dungeon crawler starring young Wynne. (My note: Maybe the corsairs stuff was rolled into Jacob’s backstory in 2, the Alliance Corsairs)
Corsair was a very short-lived project that never got its feet under it. It was a spin-off on Nintendo DS featuring a behind-the-ship perspective and branching dialogue. At one point it had MP. The idea behind it was basically “ME: Freelancer” - fly your ship around, do missions, get credits. It had a limited branching story but was a gameplay-centered experience intended to fill the gap between ME1 and 2. That gap ended up being filled by Galaxy
Galaxy and Corsair’s smaller screen allowed concept artists to use bold colors and a simplistic character design style to help those games stand out from Shep’s story
Nick Thornborrow did some art for Corsair but was worried his art style didn’t fit ME. He moved to DA where he feels his art style fits better
Lots of BioWare VAs and even a lead writer and the VO director are drawn from Edmonton’s local community theater scene, which is vibrant. Think this is how Mark Meer got involved
Mass Effect 2
Player choices carrying over was a first for BW
Dirty Dozen-inspired plot
Its plot is a web of conditionals (see Suicide Mission)
Was more of a shooter than anything BW had made since Shattered Steel
There was 2 camps on the team, those who wanted to push combat and systems forward and redefine the ME experience and those who wanted to make a true sequel, with the same gameplay and systems but a new story. Karin Weekes: “I think it ended up being a good push-pull. It felt like a pretty healthy creative conflict”
“ME2 was a game you could hold up to someone who argues that games aren’t a serious medium and go ‘Oh yeah, then why is Martin Sheen in this?’” Sheen was their first pick for TIM
The idea for TIM came from a mash-up of concepts CH had collected over the years. The name “Illusive” originally came from his pitch for naming DAO’s Eclipse engine, a word inspired by Obi-Wan’s line “It’s not about the mission, Master. It’s something... elsewhere. Elusive”. “I thought, what if we called our next engine 'Elusive', but used an ‘I’, and then it’s like ‘Illusion’. [...] I still really like the word with an ‘I’ and what it conjures”
When ME1 DLC was in production, CH had been watching a lot of CNN, specifically Anderson Cooper. “How is one guy travelling to all these places and never looking tired and always being able to speak with clarity?” CH says it seemed almost superhuman. “What if there was someone who is the absolute maximum of the things you would aspire to be, but also the worst of humanity?” Cooper, though not evil, became an inspiration for TIM down to the gray hair and piercing blue eyes
Inspiration for TIM’s behind-the-scenes role pulling political strings came from Jack Bauer’s brother Graem in 24. Graem “can call up the president and tell him what to do and hang up, because he’s so connected and so influential”. Sheen had played a president and his performance brought gravitas and wisdom to the role. He had quit smoking, but the character smokes. He didn’t want to fake it, but he also didn’t want to smoke, “so he actually asked for a cigarette” to hold so he could stop his words to take drags with natural cadence
Writing was still pushing to write and revise lines hours before VO started. A series of problems like injury and some writers leaving for other opportunities left it so that Karin, Lukas Kristjanson and editor Cookie Everman hand to land the story safely, with PW helping where they could. Lukas: “We took over the writing bug and task list, and I can’t stress enough how much [Karin and Cookie] did to get ME2 out the door. There’s no part of that thing we didn’t touch”. Karin: “That was the most dramatic 2 weeks of my life”
Initial fan reaction when they started promo-ing ME2 was very negative because people didn’t want to know about new chars like Jack and Mordin. “[fans were like] ‘Get them out of here. We want our characters from the first game’. But then when they played them, those became some of the most popular chars [of the series]”
Concept art of Thane has an idea annotation saying “Face can shapeshift?”
At one point when designing Thane concept artists sent multiple variations of him to the team asking them to vote on which was the most attractive
Most of the Normandy crew was written by lead level designer Dusty Everman. Lukas gave him advice in the evenings between bugs
BioWare Montreal made ME2 and 3 cinematics
CC for Shep was based on tools used by char designers to create in-game chars. Under the hood similar tools existed to create aliens
Aliens were much easier to animate than humans. When something is human it’s very difficult to make it look realistic and you can see all the mistakes and everything
Over the holiday period in 2007 CH worked out a diagram on a single piece of paper that would define the entire scope and structure of the game. The diagram is included in the book
Bug report: “I shot a krogan so hard that his textures fell off”. At one point shotgun blast damage was applied to each of the pellets fired, and shot enemies ended up with just the default checkerboard Unreal texture on them after their textures got blown off
Blasto was meant to be 1 step above an Easter egg but his fan popularity prompted them to bring him back in ME3
They rewrote chunks of Jack 2 days before she went to VO. She was the only one they could change because all the other NPCs were recorded. They redesigned her mission by juggling locked NPC lines and changing Shep’s reactions by rewriting text paraphrases to change the context of the already-recorded VO
Lukas snuck obscure nods ito ME2′s distress calls. In the general distress call for the Hugo Gernsback, there’s BW’s initial’s and Edmonton’s phone number backwards. In a fault in a beacon protocol there’s the initials and backward phone number from Tommy Tutone’s “Jenny”. In 2 other general distress calls there’s initials and numbers from Glenn Miller Orchestra’s “Pennsylvania 6-5000″ and initials and numbers from Geddy Lee and Rush’s “2112″ respectively 
Mass Effect 3
“The end of an era marks the beginning of another”
ME3 “marked the end of Shep’s story”
Saying bye to Shep was as difficult for devs as it was for players
JHale’s final VO session included Anderson’s death and romanced Garrus’ goodbye. “We were in the session and we both just started crying”, Caroline says. “I couldn’t come on the line to give her notes because I was crying, and she was crying. And so there was just this minute-long pause of like, nothing, nothing, nothing - just silence through the airwaves. And then I came on and just told her that I was crying and she said ‘I’m crying!’” They talked about these anecdotes also here on the N7 Day reunion panel
The Microsoft Kinect voice support required devs to teach Kinect hundreds of commands in a variety of accents across multiple languages. The result was useful but made for some awkward moments. Numerous players accidentally said “geth” or “quarian” while making a particular decision and accidentally killed Tali
MP chars were voiced by cops and military people
The helmet on one of the MP chars was originally designed for cancelled project Revolver
The payload device at the end needed to attach to the Citadel while essentially serving as a giant trigger. “It ended up becoming quite the engineering feet just to visualize how this thing would move and connect to the Citadel”
Concept artists explored creating an anti-team, where Kai Leng was almost an anti-Shepard essentially, with an elite squad to counteract your team. This idea never went beyond concept phase
ME3 Special Edition was released on Nintendo Wii U exclusively. This exclusive version of the game includes Genesis 2 (a sequel to the original Genesis comic) and unique gameplay features that took advantage of the touchscreen GamePad. For years Sonic Chronicles: Dark Brotherhood had had the honor of being BW’s only game made for a Nintendo console
FemShep regrettably didn’t feature in major ME marketing til ME3. Later releases like DAI, MEA and Anthem have taken increasing care not to gender their protagonists in cover art
To capture combat sounds they took a trip to CFB Wainwright, a military base southeast of Edmonton. They got a big tour of it and were allowed to record anything they could find. The tour ended with them getting to drive and shoot tanks (real shells). The force of doing that sent waves through Joel Green, he felt his whole chest compress when it went off; the perfect sound for the Black Widow! After the trip the soldiers let him keep the shell he fired and it’s been passed on like a torch to various devs since
Kakliosaurs began life as a joke in the writers’ room after John Dombrow placed a Grunt figure on a t-rex toy he had on his desk. Lore was brainstormed to justify the mash-up before someone asked, “Why don’t we put this in the game?” They loved it so much Karin had custom coffee mugs made
Bug report: For a while Tali’s final romance scene would fire when she was supposed to be dead
“Balancing combat: how designers in ME3 entered an ‘arms race’” - the solution to players feeling OP vs players feeling frustrated by really strong enemies is to find a good middle ground, but for designers Corey Gaspur and Brenon Holmes, it was war. Brenon designed enemies, Corey designed guns. Corey “was obsessed with bigger, heavier guns. We had this sort of informal competition where he’d make this crazy overturned gun that would just murder all the enemies, and then I tuned some stuff up to compensate”
Brenon had to invent new ways to “stop Corey” and this led to the Phantoms. Corey had in turn designed consumable rockets that could wipe out entire waves of enemies. He must’ve figured this would make short work of Brenon’s space ninjas, but Brenon had other plans: “I had just added the ability for her to cut rockets [when Corey was playing MP and he was watching]. She cut the rocket in half... Corey just turns and looks at me and is like: ‘Really dude? I just shot a rocket at this Phantom and she’s fine? Not even damaged? Zero damage?’” 
This friendly rivalry helped elevate ME3′s gameplay. Corey had a knack for making a gun feel so good to fire it had his fellow designers scrambling to keep up. It was his version of balancing. Before Corey sadly passed away he mentored Boldwin Li in all things weapon design and the arms race continued
Corey designed the Arc Pistol. It was causing problems for enemies because it was too powerful. It seemed hell bent on staying that way, Boldwin would tune down all its stats and it was still doing 3x the damage it should have been doing. “I was like ‘What the hell?’, and then I looked closer. It secretly fired 3 bullets for every pull of the trigger! Corey, you sneaky jerk”
The day it launched there were midnight launch parties across North America including one near the BW building. Numerous devs sat at long tables greeting fans and signing autographs as the fans picked up preorders. When midnight struck the line was long enough that it took several hours for some fans to get their game. One particular fan is remembered: “It was 3am. Some guy drove up from Calgary with his friends. He was like one of the last people in line. I think he was sort of tired-drunk. He threw himself across the tables, pulled up his shirt and shouted ‘Guys, sign my abs!’ And like I did, because he waited so long. It felt impolite not to. So I hope he enjoyed his copy of ME3″
For designing Protheans concept artists had free reign to design something that read as ancient
Before the concept art team had the story of the game to work toward, they explored wild ideas of their own including an image of the crew stealing back the Normandy to go after the Reapers
Jen Cheverie was testing scenes and was initially excited to be testing Mordin scenes, til she saw she was testing the Renegade version of his death. “This is even before like all of the audio and everything was in, so you didn’t even have the sad music. I remember sitting at my desk and my hands just went to my face when I saw that the gun Shep pulls on Mordin is the gun he gives Shep in ME2. I burst into tears and was crying for the rest of the day. People are waving to me as they walk by and I’m like, ‘It’s ok, I’m just killing my best friend’” 
There’s a segment called “Shepard’s story ends”. Casey on the ending: “There’s a whole bunch of things that come together to make it incredibly tense and emotional for players. I think the biggest one was the sense of finality, that whatever it was that happened in that very last moment... was it.” 
Wrapping up the story was a massive feat. In a way all of ME3 is an ending. Its final moments were the players’ last with a char they’d been with all the way from Eden Prime
“And while the critical reception of the game was extremely positive, many fans were unsatisfied with the ending, which became one of the most controversial in the history of games.” CH: “We were, on one hand, at the end of a marathon trying to finish the game and the series. But as devs we also knew that there would be more. We knew that we would continue to tell the story. In retrospect, we didn’t fully appreciate the tremendous sense of finality that it would have for people”. He envisioned an ending that posed new questions, something in the tradition of high sci-fi that left players dreaming about what that particular galaxy’s future could hold. “Frankly, there’s a lot more that we could have and should have done to honor the work players put in, to give them a stronger sense of reward and closure”
AAA games are massive undertakings with a million moving parts. Somehow they come together but even the best-planned projects don’t turn out quite like devs hope. From start to end video game production is a series of compromises. It’s rare if not impossible for devs to ship a game they’re entirely happy with. “I think that people imagine that when you finish a game, it’s exactly the way you wanted it to be. But whether people end up loving or hating the final result, we work hard to finish it the best we can, knowing that there’s a lot we would have wanted to do better. I think that’s true of any creative work”
As the dust settled after the initial reaction to the ending and later its epilogue, meant to show the wide-reaching ripple effects of Shep’s final choice, “players emerged mostly asking for one thing”. CH: “Now, most of what we hear, after both ME3 and MEA, is ‘Hey, just go make more Mass Effect’. And that to me is the most important thing. Knowing that players want to return to the ME universe is what inspires us to press on and imagine what comes next”
Mass Effect: Andromeda
By creating a new ME in a new galaxy the team was challenged to put their own visual stamp on the game while keeping it true to the franchise
Being the first ME game on a new gen of consoles meant for more detail
“Massive transport ships called arks populated with salarians, turians, humans, asari and quarians” made the risky jump to the Cluster
MEA was the first time BW had truly codeveloped across 3 studios: Edmonton, Montreal and Austin. The bulk of the work especially early on was done in Montreal, which was composed of a handful of Edmonton expats and heaps of experienced devs who joined from elsewhere specifically to bring a new ME experience to life. Series vets in Edmonton then came on to contribute writing, cinematics, design and QA, along with leadership from creative director Mac Walters and the core Production team. Austin writers and level designers also joined the fray
“It took a new team to take ME beyond the Milky Way”
Mac: “A lot of people in Montreal joined BW as fans of the franchise, so they just had this passion, and it felt like it was more like the days of Jade Empire, where a smaller younger team gets to do something for the first time. Even though it wasn’t necessarily a new IP for me, it felt fresh and new because of that. The team was just super excited to be working on it”
Early plans had the player exploring hundreds of worlds, procedurally generated, allowing for a nearly infinite variety of experiences. But as development wore on, it became clear that the game narrative required more specific, hand-touched level design on each world to keep the story focused and the experience engaging. “The plan was to give players numerous uncharted worlds to explore. Designers worked hard to come up with procedural elements that would make such planets special. Eventually the team made the difficult decision to abandon procedural planets in favor of more memorable hand-touched alien worlds, each with a specific story to tell”
One challenge was defining what ME meant without Shep. Care was given to include many of the MET’s key species. “Ryder recruited turian, asari, krogan and salarian followers”. Like Shep Ryder represents humanity’s hope for a peaceful coexistence among aliens who had long operated without human contact
Beginning with MEA the team decided that with few exceptions vehicles in ME have 6 wheels. Early Nomad concepts were bulkier. Later ones focused on its ability to move over its ability to protect itself from hostile fire, underlining the themes of exploration
German concept designer and auto-motive futurist Daniel Simon was contracted to create the Nomad and Tempest. The Tempest’s final design took inspo from the Concorde 
Concepts for angaran fighter ships have the following notes: “Two doors swing open, wings rotate down to function as landing struts, the landing struts split open. It has a spinning turbine engine 
Despite being set a galaxy away and some 600 years after Mordin’s death, there was a time when he had a cameo. It wasn’t cut due to running out of time however, it was cut due to drug references. John Dombrow explains: “One day I had to write a small quest for Kadara. I thought it’d be amusing if these 2 guys living way out on the fringes in a shack were growing plants for uh, medicinal purposes, and needed Ryder’s help with it. It occurred to me, wouldn’t it be amusing if Ryder had the option of actually trying ‘the medicine’ to see what would happen? And I thought, what if it turned into some hallucination that somehow involved SAM - like maybe SAM would sing? But why? How could I motivate that? Then it hit me. Who else in the ME game sings unexpectedly? MORDIN. As a nod to him I wrote SAM singing Modern Major-General. It got even better when our cine designer John Ebenger wanted to take it even further. Bless him, he came in on a Saturday to do a special hallucination showing Mordin himself. It was great. Til the fateful day we were told MEA had already been submitted to the ratings board. That’s when you declare things like drug references in your game. Mordin fell under that category which meant it was a no-go. We were too late”
Ryder’s white AI armor contrasts Shep’s iconic dark armor (intentional design)
Concept art for Ryder involved experiments with cloth (cloaks, ponchos, capes - “Pull here to release cloak”) and asymmetrical design elements
For alien design, there’s a few exceptions but humanoid figures are the ME standard and this persisted into MEA
Kett and angara concepts explored striking lines and textures 
– From Bioware: Stories and Secrets from 25 Years of Game Development
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captainillogical · 5 years
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Devil’s Ballroom ch.1
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A year after the events from the earth’s final attack, Little Homeworld is finally complete, and there’s a new jazz bar where gems and humans mingle and drink. - As you’re typing back a reply, someone pulls the stool out next to you and takes a seat. You see a sliver of pink out of the corner of your eye as you try not to actually Look. Oh god. It’s her. God can’t help us now.
Spinel/Reader
collab with my lovely wife @firstofficertightpants
Beach City was a small, lovely town, where pretty much everyone knew each other from the inner city to the boardwalk. You've lived your whole life there, and you loved it. It was home. It was also a really strange town, and you're pretty sure the world almost ended like six times in the last 4 years. Although honestly, you never had to worry about that much, since Beach City was also home to the Crystal Gems, and that Steven Universe who just always managed to save the day. So you’re told. Steven was a fun kid, and grew to be one of your good friends (he’s so insistent on being everyone’s friend. It’s very charming and you love him for it), but you’ve mostly spent your time at work this summer.
One of the easiest jobs to get is Funland, since that always tired Mr. Smiley is chewing through people constantly as the pay is shit, the hours are long, and it’s so hot. Like Mr. Smiley says, "Funland is funderstaffed". You feel like he says that to mock you a bit, since there’s just the two of you here. You really only cared to work there on your off season to help dad out with bills, and to see your best friends. Except THIS summer you guess, since all (2) of your best friends had to go out of town for summer either because of family get togethers or romantic getaways. Those bitches. And you were finally of drinking age this summer. You weren't about to let that get you down, or ruin any plans you’ve made yourself in the next upcoming weeks though.
You’re on the last forty minutes of your shift doing the work of four people. Emptying tills around the food court, cleaning tables, emptying trash cans, and jesus christ this task list seems longer today. It feels ever so fucking slow. And warm. You’re melting, you feel disgusting, and you just want a shower. Thank god it’s payday and you have the next two days off, because you seriously wanted to go out and unwind. See, there’s this newly renovated piano bar you’ve wanted to go to for weeks here locally in town, and you had planned on going with your friends.. but. You know what? Screw waiting on them. You’re going tonight. And besides, who knows! Maybe you’ll meet some new people and make a friend, or show your best friends that you can finally get a girlfriend!! Haha.. or at least get drunk enough to ignore the growing loneliness you’ve been feeling as of late, and desperately trying to ignore.
Funland never truly got busy, so you quickly closed the food court that had been dead for hours down. The last 15 or so minutes you spent sitting at the ring toss booth, and very thankful for the protection from the beating sun on your face. 
"YOOOOO (Y/N)!!!" You hear a familiar voice shout from your left. You put down your phone (obviously looking at memes) and lean over the counter just in time to see Amethyst, accompanied by Steven, jogging over to your booth. 
"Oh, thank god. Finally some human interaction." You responded to the purple gem as they reached your booth. Steven smacked down some tickets for the game and grinned.
"Just spending some time away from the temple". He says, and you nodded as you handed him two stacks of rings. He joyfully pulled them towards himself as Amethyst snickered. 
"He means to say his A/C broke, and Pearl got tired of hearing him groan about it so she kicked us out." The short gem elbowed Steven playfully. 
“Us? Why’d she kick you out too?” You say, giving Amethyst a pointed look. “That’s because Amethyst brought up like 7 of the junk fridges from her room to try to create some sort of.. open fridge cold air whirlwind right in the middle of the living room. It didn’t work as intended at all, though. I’m pretty sure those fridges were really old, or something, because 3 of them caught on fire and now we have scorch marks all over the floor. Anyway, Pearl was pretty mad about it. Sooooo, now we’re here!” Steven says while laughing, and attempting to toss the rings onto the obviously not rigged bottles. 
"So anyway," Amethyst turns to you and leans her elbow on the counter. "Any big plans for tonight?" She steals half the stack of rings from Steven and starts chucking them in the most violent way possible without actually breaking anything. She somehow gets 3 perfect.
 “Ughhh, yeah actually. I sort of convinced myself I’d go out and drink tonight.” You say with a tired grin. “I’ve been kinda daydreaming about not being here all day, and I’ve been wanting to try that one place.. the uh.. piano bar. That new one.”
“Isn’t that the place Bismuth helped fix up, and now bartends at?” Steven says to Amethyst. “She said this place was 1930’s themed with a stage, a spotlight, a piano and everything! It sounds like fun and I want to go.. a lot of the gems from Little Homeworld hang out there. Bis says I’m too young.” “Yeah,” You say, “You’re what, 17? You’re still just a baby, dude. If you want, I can try convincing Bismuth to let you in sometime just to sing.” You say to him and wink. Amethyst bursts out laughing. “You can try!! Bis won’t even let Peridot in!” She laughs. “She says her maturity ain’t the right fit. Whatever that means. She lets Lapis work there sometimes though when she wants, and Peri is still mad about it.”     You watch Steven miss every single shot. How can this kid be the person who saved the planet? His aim is terrible. Amethyst also misses the rest of her shots. 
“Have you guys actually ever won anything here?” You say out loud. “Only when Amethyst cheats.” Steven says. “And anyway, I really want some food. Amethyst. Pizza?”
“Duuuuuuuude. I could eat at least 10 pizzas right now. PLEASE.” She slaps her hand down on your booth. “Y/N. Go out tonight. Have some fun for the both of us, because it’s my turn to clean the kitchen, and if I skip out again Pearl WILL make me do my own laundry.”
“Wooooow, jeez, it must be so terrible to be self-sustaining and clean your own shit,” You’re smiling while chiding her, “and yeah, I will. Maybe next time come with me?” “And leave me all alone!?” Steven whines while starting to walking away. “Go hang out with Connie, you turd. At least you HAVE a girlfriend!” You reply. “You’ll find one eventually Y/N!! Maybe tonight!!” He yells back while waving before they both disappear from your field of vision.
“I really fucking doubt that.” You say to yourself, alone.
You busy yourself cleaning up, and walk over to the main building to clock out. You check your phone, and it looks like the group chat pinged. It’s Harper. FINALLY. Harper has been MIA for the last week. Well, not missing, per se, but she’s been on a roadtrip with her girlfriend of 6 months and didn’t invite you..or your other best friend, Alex. And yeah, you would’ve had to decline because your dad needs you to pick up some slack while he’s out on business, but.. STILL. Shit kinda hurts. But it seems like she finally got service and remembered you guys exist. It’s actually just a selfie with her and her girlfriend with a mountain in the background. She captioned it “I wanted to dive right into mt st helens but she wouldn’t let me get close enough.” You grin and decide to reply with, “Maybe next time Leah won’t let you pussy out”. Honestly, you really didn't mind being the 'single' friend most of the time, but sometimes you wished you could finally meet someone. Then you could also be sending cute couple pictures to your idiot friends, and finally feel like maybe you’re worth someone’s time.
Alex just responds to the chat with 14 flame emojis in succession. Before you can send any knife emojis back, your phone lights up with a call from your father. You answer on the second ring.
“Hey dad. What’s up?” “HEY KIDDO!!” Jesus. Your dad is enthusiastic and as loud as ever. “HOW ARE YOU TODAY, my sweet, dear offspring?”
“I’m chill. Getting off work. You?” You smile to yourself while grabbing the rest of your things to leave for home.
“Just got out of like, my fifth meeting today. It’s awful. I think they’re trying to kill me over here? I’m pretty sure they only paid for the plane ticket because they’re going to reap my organs after they LITERALLY bore me to death. I’m 100% sure my presence isn’t even needed for any of this.” He rants into the phone.
“Dad. You’re the lead project planner. You have to be there. It’s like.. your entire job.” You laugh into the phone. “I thought my entire job was so sit there and look pretty?” “Really? You think they’d choose you for that when they have Brian? Dad, come on. You know how beautiful he is.” You hear your dad sigh wistfully. “Yeah, that gorgeous bastard. Anyway. I’m real sorry in advance, but they’re extending my stay for another couple of days, and instead of being back tomorrow, I’ll be back next thursday.” He says, sounding apologetic.
“Oh, okay. That sucks.” You try not to sound disappointed. “Kiddo I’m sorry! If I could come home tonight I would get on that plane in a heartbeat. I hate this as much as you do.”
“I know. And it’s alright. I’m going out tonight anyway, and I’ll hold down the fort until next week yeah?” “You know you’re my favorite kid, right?” He says. “Dad, I’m your only kid.” You scoff into the phone. “That YOU know of! Love you!” and he hangs up. You roll your eyes, stuff your phone into your pocket, and head out.
Your house wasn't very far from Funland, meaning you could walk home alone safely even at night. Not that Beach City was ever an unsafe town.. if you conveniently happen to forget the aliens trying to destroy the town several times. 
Within minutes you were unlocking your front door, toeing off your work shoes, and heading up into your room. You drop all your shit onto the floor, and flop on your bed. You wonder to yourself, should you be putting more effort into your appearance tonight? Steven did say it was 1930’s themed.. you don’t have very many dressy clothes. You feel like the only color you look good in is black, so you get up and open up your closet. Flowery dress.. God no. Overalls? Noooooo. You swipe through too many sweaters, honestly. There’s a couple decent things in here to put an okay outfit together, or.. wait. Ha! There. That cute black dress you wore 2 years ago for your aunt’s funeral. It’s the best you’ve got, you admit to yourself. And you even still have those black flats! Look, like basically zero effort involved.
You head to the bathroom with your things for tonight and take a shower. It feels nice to scrub off the layer of sweat and grime that come specifically from working at Funland. Oh and, not having to smell like carpet deodorizer and stale caramel popcorn is always a plus. Once out of the shower, you dry off and get into your clothes. You style your hair in your favorite way, and just put on a small bit of makeup. You know, small efforts help to feel less like a paper bag. You look nice for once, you admit to yourself. 
You head downstairs, stuffing your phone and wallet into a small shoulder purse. Grabbing your keys, you put your shoes on, say goodbye to your cat, and walk out the door, making sure to lock it behind you. With your keys safely stored in your bag, you headed into town. The bar was roughly ten to fifteen minutes away, so you decided to hoof it. No need to waste money on a taxi when you had two perfectly toned legs, ya’ll.
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moonshroooms · 7 years
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RIPS SHIRT OFF TALK TO ME ABOUT VIDEO GAMES
1: Do you try to stay away from walkthroughs?
On a playthrough stand point, absolutely (unless I’ve been so stuck that I’m ready to throw my controller, which doesn’t happen that often. I always feel dumber afterwards though >_<). But I like to watch let’s plays and I got like, through the entirety of all the Bioshock games and halfway through Ni no Kuni before I was like ‘u know what I’m getting a ps3 and playing them  myself’
2: Company you're always loyal to?
Midna, all of my Pikmin. Uhh. Saadia. I haven’t played a lot of games where you gotta choose one side or the other XD
3: Best game you've ever played?
Zelda series, Pikmin series, Okami, Journey. 
I have a lot of favorites bite me.
4: Worst game you've ever played?
I had the one of the Spyro trilogies on my ds and oooohmygooood it is absolutely horrid. The controls and graphics are bad enough. I had absolutely no idea what was going on. The other one was called like Slime or something and you played a prince with like, fairy/monster characters who could spray ice and water, and slime and vomit, to work your way through the levels. Yeah. Vomit. Yum. Controls were disgusting it literally made me cry as a child.
5: A popular series/game you just can't get into no matter how much you try?
Probably any MMORPG (if that counts). They’re fun with friends, but if my friends aren’t there it’s like. No thanks. And most modern shooter where it’s like, an army setting and all you do is shoot people and nothing else. bishockdoesn’tcountonlycauseitsnotrealisticandalsonotinanarmysetingsotakethat alsoigetbirdpowers alsoletsbehonestthatstoryiscraycray #excuses
6: A game that's changed you the most?
The ending of Okami hit me pretty hard about helping God (or the gods), out every once in a while. Made me cry pretty hard when I was younger.
And Journey just. Journey just makes you feel things man. When I first played through it I had no internet and was completely alone, and I was just so heartbroken when it was over. I wasn’t ready for it to be gone. The second time I played I had an internet connection and I actually found someone to stick with me through most of the game and honestly, the end of the game was different in that moment. I wasn’t sad or lonely. When we walked into the light there was a sense of excitement for the next time, and while this journey was over and we’d miss it, I was so excited for the next time around with someone new.
7: A game you'll never forget?
Undertale. I didn’t think a game that took such a short time to finish could chokehold my heart like that. Sure the gameplay wasn’t much to sneeze at (though it could get difficult at times), but gosh dang. I don’t understand people when they say something is over-rated sometimes. Yes, Undertale fans went absolutely rabid (and I only played the game after like half a year when they hype had died down a smidge), but there’s a reason for that sometimes, you know? It left an impact. It made us feel things or made us think. And if a story can stir absolutely fanatic emotions in just one person, let alone enough people to be absolutely annoying, then there must be something that made it good, right? Maybe not everything in it is amazing, or will appeal to everyone, but there’s something there. There was something of substance, something we latched onto and couldn’t let go, even if it’s a dumb reason. So yeah. Undertale’s certainly I would never forget, and recommend anyone to at least try. Cast aside at the annoyance of the fandom, they’re just the dust surrounding the impact, and see if there’s something in there that you might find interesting - you never know.
8: Best soundtrack?
Zelda, Journey, Okami, Mario Galaxy. I’m sensing a pattern here.
9: A game you turn your volume off every time you play it?
Brodudes and dudebros. WHO TURNS THE VOLUME COMPLETELY OFF HOW BAD IS THE MUSIC?
I do dislike the title music from Age of Empires 3. It’s honestly horrid.
10: A game you've completely given up on?
That slime game from when I was younger. And Amnesia, a dating sim my friend told me to get since there was a sale on steam that made that made it cheaper than a candy bar. I just. My god do all dating sims give you one choice every hour after 10 years of dialogue?? And then make half the decisions for you? The girl in amnesia was so infuriating and dumb as a brick. And everyone was basically just ranting to a wall and didn’t find it odd that she says like 2 words every couple hours. She doesn’t even say anything half the time it’s soooo boringggggg. If you’re gonna give me someone to pretend to be at least give them more options even Link has more personality AND speech options than that.
11: Hardest game you've played?
Uh, uh. Civilization? Mario Galaxy? I’ve never played civilization on a very high setting honestly (I don’t even think I’ve played the default difficulty). I just get too annoyed when Barbarians are there constantly sending invaders. Why isn’t there a setting to have just the wildlife barbarians and then I’ll deal with my computer competitors afterwards? And Mario Galaxy isn’t hard, I’m just lazy and haven’t gotten all the stars.
12: Shortest time you've beaten a game in?
Journey in just a few short hours.
13: A game you were the most excited for when it wasn't released yet?
Zelda: Breath of the Wild. I haven’t been that excited for a game since I was a little kid. Honestly, I don’t know what made the hype about this game so different. I was so giddy and euphoric when I finally got it. 
14: A game you think would be cool if it had voice acting?
I don’t really think I care to have voice acting in any of my games that don’t. Pokemon Sun and Moon, I guess? Not really a deal-breaker.
15: Which two games do you think would make an awesome crossover?
Zelda, Okami. Let’s be honest they’re pretty similarly structured games. I want Wolf Link and Ammy to be on an unstoppable team!
16: Character you've hated most? From what game?
Oh god. I hate Wario from Smash Bros. He’s just. So ugly. I hate his design. And I know that’s the point, but that doesn’t mean he’s still not ugly. And HE JUST HAS FART JOKES FOR NO REASON. TOILET HUMOR, like any other humor, IS FUNNY IF YOU HAVE A JOKE AND NOT IN AND OF ITSELF.
And Louie from Pikmin just grinds my gears. He’s so shady man I want to just leave him on an abandoned, Pikmin-less planet to die.
And Lubba from Mario Galaxy 2. I just hate the fact that he exists. Him AND his stupid hub-world.
17: What game do you never tell people you play?
#noshameonlygame
18: A game you wish your friends knew about?
MMM, Journey. I finally got my one friend to play it and he liked it A+, but my other friend hasn’t even considered it and I desperately want her to.
19: Which game do you think deserves a revival?
The Spyro Trilogy. I’m probably one out of a bunch o’ people that really like the Spyro trilogy (she says, as she’s only actually played Dawn of the Dragon). But I really liked the story and the feel of the game. I have played the actual first Spyro game when I was little, in like hotels and stuff, and it was alright. I’m not much of a collect-a-thon type of gamer. 
20: What was the first video game you ever played?
When I was little I played this alien shooting game with my dad. I can’t for the life of me remember what it’s called though. I think it might’ve been on X-box or something. It was pixally and 3D in the Doom sense of 3D. The camera was always fixed to whatever it felt like at the time. So like, the first level was propped up like a side-scroller (though there was still 3d space), but down the line it might go sort of top down or directly behind the character. It was actually a co-op, with the only second character being a girl who I always played (props for such an old game having a female protagonist). There were different guns, and some power-ups and such. It was probably a liiittle violent to consider it okay for a 5-year-old, but I really liked it, and I’m not a psychopath that craves the taste of bullets.
21: How old were you when you first played a video game?
5
22: If you could immerse yourself in any game for one day, which game would it be? What would you do?
Zelda, Okami, Journey. Screw around with my new superpowers, save the world.
23: Biggest disappointment you've had in gaming?
Super Mario Galaxy 2′s hubworld. It’s so flipping boring and compact and also ugly. And you just get a linear track-path for getting to new galaxies. I miss the sprawling space station and Rosalina’s lovely face.
Spore’s space and civilization stage. Keeping in mind I went into Spore with no expectations. I didn’t know who created it or anything like that. I like the first 3 stages of Spore a whole bunch, but the civilization stage was boring and the space stage was big and boring. It’s just the same thing over and over again in slightly different colors. And the Grox are annoying as all get-out.
Breath of the Wild’s story, lack of a companion, and dungeons. And like one or two tiny things.
24: Casual, Hardcore, or in the middle?
The lovechild between hardcore and in the middle.
25: Be honest; have you ever used cheats (like ActionReplay or Gameshark)?
Like cheats where you can get into the inner-workings of the game? Heck naw dawg. I’ve certainly used cheats that were already in the game, like with Sims or Skyrim, but I try to refrain from that since it tends to ruin the game. I have a really bad habit of cheating in Civilization though and I just can’t break it! >^<
26: Handheld or console?
Switch ;D
But, like, not the actual Switch
27: Has there ever been a moment that has made you cry?
Yes because I’m a big doofus. End of Okami, end of Journey, end of Kingdom Hearts, end of Spyro Dawn of the Dragon, end of LIKE ALMOST EVERY ZELDA GAME, end of Undertale, end of Bioshock 1 & 3, end of Life is Strange, end of Ni no Kuni, and probably a billion moments in between.
28: Which character's clothes do you wish you owned the most?
Every single Gerudo. Also the Journey robes!
29: Which is more important, gameplay or story?
Story, but it’s not that I don’t think gameplay isn’t important. I guess it depends on the kind of game you’re going for, but I tend to lean towards story. 
I play Smash Bros, which is almost exclusively gameplay and it’s one of my favorite games. But without friends there’s nothing for me to go back to.
I also like Life is Strange, but after seeing every option and knowing all the shocking twists and turns, there’s not much for me to go back to either since it’s exclusively story and there’s nothing else really fun to do.
That’s why I tend to drift towards games like Zelda and Okami or Skyrim and Pikmin. 
With a game like Zelda or Okami I feel like it’s 60% story and 40% gameplay. Pikmin is more 70% gameplay and 30% story. Skyrim is pretty 50/50, since it depends on the player how story-oriented the game will be.
Either way, I tend to like games that lean just a bit more towards story. Story is something keeps me thinking about the game even after I turned it off and lets me connect with the poor sap I’m piloting. Gameplay keeps me entertained even as I revisit old stories, and sometimes it’s specifically what I go back for.
30: A game that hasn't been localized in your country that you think should be localized?
Mother 3 - but not because I want to play Mother 3 or have even played or watched any of the Mother/Earthbound games - but because I don’t have a game I want localized and I want people to have their Mother 3 so they can stop being sad about it.
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