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Added by Brad Shoemaker on March 27, 2009

There aren't a lot of images to put here just yet.
There aren't a lot of images to put here just yet.
As a press member, I feel a little out of place when infiltrating educational sessions at the Game Developers Conference in pursuit of information on an unreleased game. These presentations are intended for game makers to share their talent and ideas with each other, not for professional game fans such as myself to sponge sound bites we can assemble into a story. But when the session is about Mass Effect 2, can you really expect me to stay away?

So I swallowed my pride and showed up to the last session of the last day of GDC, "The Iterative Level Design Process of Bioware's Mass Effect 2." Here's what I picked up that may interest those of you waiting for the game as impatiently as I am.

For the first Mass Effect, BioWare used a sort of concurrent design process by which members of the team from different departments--level design, story, art, and so on--built their respective components of each area simultaneously and then expected all of the pieces to fit together properly into a cohesive whole.

That didn't always happen. If the level was actually playable at the end of this process--and sometimes it wasn't--it often ran into problems like a significant drop in performance (and the company wasn't proud of the frame rate drops in the original game). The team tried to address these issues where they popped up, but since doing so required reworking "entire swaths of content," time and resource constraints meant the designers often had to live with the deficiencies.

In extreme cases, large pieces of content were removed completely. Caleston, a story-related "outland" planet with refineries and industrial cartels that was intended to be a part of the game's core story arc, was deleted from the game outright. We will never get that planet back, people. Shed a tear.

In Mass Effect 2, BioWare is using a linear, phased approach to level design that builds the levels step by step, starting with only the most important parts. This method has a couple of primary requirements: from the very outset, always keep your levels playable, and always keep them at target performance. The designers should only do the minimum of necessary work to answer the important questions about each level, most of which amount to "Can you still see how this will be fun when it's finished?"

Well, this looks pretty cool and all.
Well, this looks pretty cool and all.
Each design team starts with the simple narrative overview, then immediately moves to a barebones playable version of that framework with boxy geometry, no texture maps, placeholder set pieces, and fake dialogue. Each successive phase layers in more and more polish, such as final voiceover and surface effects. The BioWare rep giving the talk commented that he wished he could show footage from a finished section of the game, but the team hasn't reached the final phase of polish on any levels yet.

During the presentation BioWare showed a brief production video from Mass Effect 2, which I would be remiss in failing to describe to you. There was a cutscene which took place inside a flying car traveling in the airborne traffic lanes of the Citadel. The conversation here involved an Asari character named Seryna--whose speech was just a little less formal than Liara's was in the first game--and an unnamed male Spectre wearing the trademark N7 armor. Granted, you could make your character look however you wanted in the original game, but this character looked nothing like the male Shepard with the shaved head from the first game. So maybe he really is dead? I don't know what to believe anymore.

So there's your nugget of new information. There's an Asari named Seryna in Mass Effect 2--or BioWare put a little bait-and-switch in that demo video to make people like me look awfully foolish. Let's look forward to finding out which it is!

Perhaps most importantly, the company mentioned at the end of the talk that this new design process will allow the team to identify problem areas and poor performance earlier on in development, allowing them to smooth out rough frame rates and, yes, speed up those horrendously slow space elevators.

Filed under : Mass Effect 2

52 Comments

bjorno
on March 27, 2009
more elevators please

Earthborn
on March 27, 2009
Whoa snap.

AuthenticM
on March 27, 2009
@bjorno
Haha,

no.

2k_fish
on March 27, 2009
That's not really what I was expecting Bioware to address with this panel.  To me, the issue with the level design in Mass Effect 1 was that it was unbearably repetitive.  They must have recycled the same three or four level layouts for the entire game, which grew really tiresome.  It was especially bad when all they'd do to change a level is get rid of a side room...and still have it shown on the map.  Hopefully Bioware doesn't forget creativity and variety with all this focus on technical performance, which didn't seem to be a huge issue to me when I played.  I have faith though!

insanebear.com - A site about video games and video game culture.

Rodiard
on March 27, 2009
"Caleston, a story-related "outland" planet with refineries and industrial cartels that was intended to be a part of the game's core story arc, was deleted from the game outright. We will never get that planet back, people. Shed a tear."

I always wondered about Caleston.  They mention that planet in the distress call TV spot for ME (I love that commercial).

keyhunter
on March 27, 2009
The elevators helped develop characters by creating awkward situations for our motley crew to be forced to talk to one another.

REDRUN
on March 27, 2009
Elevators agreed, even some moments in the Mako might work.

TwoOneFive
on March 27, 2009
i know kung-fu

Mandaray
on March 27, 2009
Awesome. Thank you, Brad, for going after anything and everything ME2 for us!! I'm so excited for this to come out. =D

AndrewB
on March 27, 2009
I obviously wasn't there to see, but it seems possible that Bioware could have thrown that little bit together for that specific occasion, as a demonstration. Though if it was a whole lot more than just that scene, then that assumption could be way off.

Also speaking from the "game fan" point of view, I don't know how to feel about that statement about level linearity. If the whole game takes on a more linear approach, they would obviously lose a lot of the craft on planet exploration, which I thought was cool. Then again, a lot of the main mission and even side mission stuff in that game was absolutely linear to being with, and the land vehicle itself wasn't the easiest to navigate with, so I could go either way.

By the way, whatever happened to the Mass Effect DLC plans? They were scrapped that quickly? I could have sworn I remember them saying there were going to be multiple Mass Effect DLC releases.

ArbitraryWater
on March 27, 2009
Hopefully Bioware will make the levels on the random planets interesting instead of numbingly boring.

Levi
on March 27, 2009
Hopefully they also fix the trademark Unreal 3 Engine texture popping that was littered throughout the game.

Alphazero
on March 27, 2009
I was there too... the guy next to me filmed the video on his phone, so you might be on the lookout for low-rez youtube videos at some point.

EDIT: Heck, they're already online.

Oddly enough, the "Shepard" they had in the video looked just like the one I made.


* SPOILERS *


You were being sent to a tower that held some "assassin" at the top you needed to deal with. You were told that there would be much resistance and that it would get stronger the closer you got to your goal. They had some other very rough gameplay video in the various stages of development with the player character popping in and out of cover and shooting what seemed to be Geth.

So... it's totally Mass Effect. Which is good!



DavidM
on March 27, 2009
Good read Brad

Cygnus_X89
on March 27, 2009
I hope Shephard really is not dead. Hopefully they ditched the default Shepard look so press guys such as Brad can't confirm anything.

HatKing
on March 27, 2009
I bet you they lead people to believe Shepard and company are dead all the way up to the first chunk of the actual game, then maybe you as a new character discover he isn't dead and that'd be when you take over as Shepard.  This would allow for tutorial and simple missions at the begining of the game without breaking the story line as well.  I don't care if Shepard dies...no wait I DO care but I wouldn't be as hurt if he dies so long as it was in a significant and heroic way...preferably at the end of the series.

Colonel_Fury
on March 27, 2009
They could've just not used the defualt Shepard. Looks cool regardless.

Josh
on March 27, 2009
I wanted to attend this, but all I had was an Expo pass, god damn it.

HT101
on March 27, 2009
I am so pumped for this game.  I like that they changed up how they are making the game.  I am playing through ME on Insane right now on my may to getting the full 1050 in it and I do get a little mad everytime the game takes a little while to render the scene and how long the elevators are.  Especially the one to the hangar in the Normandy is pretty freaking ridiculous.  Anyway, I have no clue what they are doing for the game and that is just fine with me because I like my games to surprise me and not be super predictable.

Vorbis
on March 27, 2009
Seems interesting, any info on ME2 gets me psyched.

Even though I doubt it, if Shepard does die it's not so bad, but kill off Tali and i'll weep!


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