Introducing
Your new presentation assistant.
Refine, enhance, and tailor your content, source relevant images, and edit visuals quicker than ever before.
Trending searches
Sequel
Shooter-RPG
http://fav.me/d2jndvd
http://fav.me/d2haio9
Action-RPG
New IP
Big gameplay changes
But why did we change it?
What was the design process for change?
96 metacritic Xbox 360
94 metacritic PC
Selling better
than Mass Effect
http://fav.me/d2je3v9
Critically Acclaimed
http://fav.me/d2hsfdq
http://fav.me/d2huj8e
80+ awards
Sold well
91 metacritic Xbox 360
89 metacritic PC
"I found myself constantly surprised...by
how much the game had been heavily
resdesigned."
--- Chris Remo (Gamasutra)
(Like the A-Team but better at design)
Preston Watamaniuk
"Nearly every major player-exposed
gameplay system from the first game
was considerably tweaked or
completely redesigned..."
-- Chris Remo (Gamastura)
Christina Norman
This too!
I worked
on this!
http://fav.me/d2j0cnc
http://fav.me/d1ajiom
Lead Designer
http://fav.me/d1nvxoo
Gameplay Lead
Jason Attard
twitter.com/truffle
Corey Gaspur
christina@bioware.com
Noel Borstad
Programmer
Many Fans
Gamer
Eric Fagnan
Designer
Geek
Asari
cosplay
FTW!
http://fav.me/d1s8z6z
http://fav.me/d1unm5h
http://fav.me/d1wiy9s
more fan art @ deviantart.com
96 Reviews analyzed!
We knew we could
make a better Mass Effect
Quantitative Analysis
Qualitative Analysis
Didn't achieve everything
we wanted
Reviewer and Fan
Feedback
Designers always want
to redo everything...
Common themes determined
Planned features to
reach our design goals
Solutions brainstormed
None of these
features made
it to ship
Prototyping
more useful
One of 4 GUIs planned
that would "maybe" fix inventory
Equip your whole
squad easily
Real Time
Accurate, Powerful Weapons
Great GUI
Intense Feel
Useful Cover
Less "junk"
Upgradeable
Weapons
Cover unimproved
Nothing
proven
Guns better
but still not
a shooter
Bring focus to
gameplay
development
BioWare is strong
on RPG and story
Very expensive
to prototype
Can be tasked
with improving
gameplay
Other features
depend on
shooter combat
Still hard to
play in real time
Not so strong
on shooter combat
Data changes
only
Reponsible for
adhering to
gameplay vision
Shooter focus
reduces risk
Squad AI
Enemy AI
Balance is part
of Quality!
Don't worry about
Shooter/RPG balance
Too early
to tell...
Frame rate
consistency
Basically ME1
with accurate
weapons
Texture pop
Quality is what
is important
Gameplay must
support narrative
Elevators
Level layouts
Many Systems need to be rebuilt.
Reward shooter
and RPG skill
Less "broken"
combos
Tutorials
Combat scripting
Overall stability
Auto-saves
Progression should
feel satisfying
Make conversations
more active
Vehicle
Easy to use
not "dumbed down"
All features must
impact first
playthrough
Progression should
affect gameplay
Progression must
be meaningful
Design for 360
Every class
feel different
Level up
powers
directly
Unique
mind-blowing
powers
One class power
boosts combat
and conversation
"Everything should be as
simple as possible, but
not simpler."
- Albert Einstein
Even I don't know what
all this stuff is
Player
Input Delay
Player Input
Loss
We must learn
from great shooters
BioWare devs
lack shooter
experience
Cover is
not safe
Shooter players
at BioWare are
a valuable resource
Hard to aim
in cover
Slow
animations
Focused everyone
on shooter combat
Most important move
of the project!
Pausing deflates
intensity
Cooldown
Indicators
Binary
editing color
and pattern
most popular
Added stats to
armor based on
feedback
shown on
health bar
Upgrade gear
outside of
missions
Universal upgrades
simple way to
upgrade large squad
Tactical
Works with
gender choice and
face customization
Easy to
Balance
Shoot enemy
to remove
resists
Control scheme
standardized
Use powers
more
Camera and
Animation
Tuning
No headshots
Couldn't tune
for feel
Aim point
preservation
No aim
assist
Sprint out
of cover
Aimback
http://benheck.com/for-sale
Enemies didn't
react when shot
Unique Squad
Powers
Consistent
Behavior
Bonus Weapon
Why reinvent
the wheel?
New Game +
Fast Iteration
19 weapons
Consistent
Abilities
Bonus Power
Listen to
players
Light Narrative
Dynamic
Captain's
Quarters
No need to
read health bar
Highly innovative!
(just kidding)
Defensive powers
sap intensity
108 Tuning
Variables
Heavy
weapons
Respec
Animations
Tuned
Watch them
play
Mass Effect 1:
What could be
simpler than
no inventory?
Mass Effect 2:
One change at
a time
Everyone assumes
the sequel will
be exactly the same
Squad members
auto-upgrade
their weapons
Stats modified
with upgrade system
Ask players
for input
Inventories lead to naked
squad members
ME1 inventory
Was Unpopular
Be Consistent
Team Demos
Honestly participate
in online communities
twitter.com/truffle
One-on-one
talks
IP explanation:
geth heat sink
technology
Encouraged using
different weapons
Encourage
evangelists
This one is
even better!
This game
is awesome!
Hey look,
ammo!
twitter.com/truffle
Most debated
feature during
development
Stopped bullet
spraying
We could make
weapons more
powerful with
limited ammo
christina@bioware.com
http://bit.ly/me2gameplay
Possibly the most controversial change in Mass Effect 2
No negative comments
in reviews
Inspired by classic
sci-fi games
Source of fan
humor/parody
Encourage
exploration
We wanted accurate
and powerful weapons
Detailed previews and
hands-on access was
not enough!
We ended up redesigning
much of our core gameplay
Reviewers and Players were
surprised by gameplay
changes in Mass Effect 2
Listening to
reviews and fans
Richer RPG
Features
More Combat
Options
Same team
Gameplay
Focus
More Complex
Enemies
Core gameplay
We knew we
were not shooter
experts
Polish
Everything
Combat-narrative
flow
We worked hard
and studied great
shooters