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Post by hulluliini on Oct 4, 2023 6:51:05 GMT
I hope they get more eventually. 14 years in one company is a loooong time. What a slap in the face.
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Post by Hrungr on Oct 8, 2023 0:36:20 GMT
Michael Gamble @gamblemike About 30 minutes into @assassinscreed Mirage, but I think this might be my favourite setting next to black flag. And the music...incredible!
...and yes, of course i'm thinking about N7 day.
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Post by hoku on Oct 19, 2023 6:20:55 GMT
BIG THANKS to the excellent (unofficial) news resource "Mass Effect News" for having opened a bluesky @masseffectnews.bsky.social account.
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Post by hoku on Oct 19, 2023 6:27:52 GMT
Mike Gamble hints at UE5 (Unreal Engine 5) use for the next Mass Effect makes sense, since job openings at Bioware in the past year or so were asking for UE4/5 experience.
a certain service doesn't play nice with links anymore, so here is the thread https://www.reddit.com/r/masseffect/comments/17a5s1c/mike_gamble_hints_at_ue5_use_for_the_next_mass/
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Post by Hrungr on Nov 5, 2023 15:02:53 GMT
Mark Meer @ Mark_Meer🚀 #N7Day approaches, and the @masseffect cast will be reuniting! Join @jhaletweets @missalihillis @ashsroka @faronear @wlsalyers @raphaelsbarge & me Sun Nov 12 at 1pm PT on Jennifer’s YouTube w/host @ashsevilla! Click my bio link for autographs via @streamilylive #MassEffect www.youtube.com/@jhaleyoutube
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Post by Solas on Nov 6, 2023 22:22:07 GMT
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Post by Solas on Nov 7, 2023 14:57:38 GMT
AmericanTruckSongs9 @ethangach KotakuMore BioWare news: laid off devs suing for severance say the company is going to court instead of negotiating a settlement and call the process anything but "empathetic, respectful." They call N7 day a reminder of "the importance of loyalty to your crew" [ link] Transcript: “ BioWare Continues to Refuse to Pay Severance
On August 23 of this year, BioWare eliminated “approximately 50 roles at BioWare”. Following the layoffs, seven ex-BioWare employees engaged the services of R. Alex Kennedy to represent their interests, stating that the amount of severance offered was insufficient under Alberta common law. Counsel for the employees has attempted to reach a compromise that would avoid requiring lengthy court proceedings, but BioWare’s lawyers refused any offers to negotiate and settle out of court. The basis of Kennedy’s claim is that according to Alberta precedents and under Canadian law, these employees should be receiving approximately 1.7 months of severance per year of service they gave to BioWare. BioWare has now filed a Statement of Defence, which argues that the seven terminated employees are only entitled to two weeks of severance per year spent in service to BioWare, because of a contract provision that Kennedy says is not enforceable. The filing means BioWare will be taking these former employees to court rather than working towards finding an out of court resolution. The developers involved in the suit have expressed their disappointment: * “We are disappointed that BioWare prefers stalling and intimidation tactics to fair dealing with people who have given years, and in some cases decades, of dedication and hard work to the company.” * “We believe they are using intimidation and stalling tactics to try and get us to drop out. A lot of the more junior employees and those with families, who had more monetary pressure on them, could not risk waiting on a court case that may take many months more to resolve, and have already had to drop out.” * “At the time of the layoffs, BioWare offered us professional assistance in finding new employment, and an additional payment, but ONLY on the condition that we signed an agreement saying we cannot talk about any details of the settlement, and that we would completely waive any right to legal action or even to complain in any way about anyone associated with BioWare now or ever in the future. Tactics like that sure make me think that BioWare knows it is in the wrong.” * “Despite what they publicly announced when they laid us off, this process has been anything but empathetic, respectful, and communicative.” The latest BioWare layoffs were the third round so far this year, and many of the developers affected even in earlier rounds are still searching for work, though some have started to find new positions. Regardless of employment status, the members of the current lawsuit state they remain determined to pursue BioWare in court, regardless of their employment status: * “We strongly believe that if Dragon Age: Dreadwolf does not do as well as BioWare or EA wants at launch, there will be more, even larger layoffs. Therefore, regardless of our own well-being, we believe it is important to hold BioWare responsible and get a clear decision on what settlement amount is legal. We’re no longer part of the development team, so the best way we can help our former teammates now is to hold BioWare accountable and ensure that the next group who is laid off are not treated as poorly as we were.” November 7th marks “N7 Day”, which is a fan celebration of BioWare’s Mass Effect games featuring Commander Shepard and the crew of the Normandy. The developers involved in the lawsuit are hoping N7 Day this year will be a reminder to BioWare of the importance of loyalty to your crew, and hope fans can have a little fun and help express their support with memes and images using an #N7SeveranceDay hashtag. The ex-employees involved in the suit are all based in Canada and have an average of 14 years at BioWare.”" AmericanTruckSongs9 @ethangach KotakuEA's net income was $400 million last quarter, up 33% year over year. The max requested settlement is about 1% of that. Jon Renish @jonrenishtwitter.com/N7SeveranceDayN7SeveranceDay @n7severanceday "Account supporting BioWare employees laid off in 2023."We love #MassEffect, but this #N7Day, we'd also like to remind #BioWare of the importance of treating your crew right. So join us in having a little fun with #N7SeveranceDay while expressing support for all the folks #BioWare laid off this year... (1/2) (2/2) ... grab yourself a meme template (https://imgflip.com/memegenerator) or have some fun generating terrible AI images* (https://bing.com/images/create/) and use the #N7SeveranceDay hashtag to share your best creations! * EDI would like to note: no actual AI is involved in this process. In a separate issue from the direct employees of #BioWare who were laid off this year, the company ALSO chose not to renew their contract with QA outsource company Keywords Studios. Keywords staff will picket in front of the BioWare offices tomorrow: Nicole Carpenter @sweetpotatoes PolygonThe Keywords Studios QA workers, who worked on Dragon Age: Dread Wolf, laid off in October will picket outside BioWare's Edmonton offices on Nov. 7. Per @rbryant2012, BioWare/EA tried to block the office picket, but the labor board denied that request. [ link] N7SeveranceDay @n7severancedayThis #N7Day, remember to treat your crew right! #N7SeveranceDay N7SeveranceDay @n7severancedayAs we understand it: the contract QA folks were in the process of negotiating a union contract when Keywords told them they'd been unable to come to an agreement with BioWare to extend their contract, so they were "laid off for lack of work". HOWEVER... (1/3) ...other QA workers were then brought into BioWare to cover their roles, and the Keywords folks were told to train them before leaving - so the work was clearly still there. They believe it was an intentional move on BioWare's part to replace unionized workers ...(2/3) ..and believe if they hadn’t unionized they would still be working at BioWare. Though Keywords were also stalling negotiations too. BioWare attempted legal action to prevent them from picketing. (This account is only relaying this info & cannot confirm details directly.) (3/3) Socials for the Keywords group who will be picketing: Twitch - Link: YT - Link: youtube.com/channel/UCoke6JbV3MXm_oU549TzZ8gIG - Link: instagram.com/fp4gw/X - Link: https: twitter.com/FP4GWN7SeveranceDay @n7severancedayNote: while this account is using AI generated art to make a joke and a quick point, we recognize there are a plethora of ethical issues with using AI art. We do not support using it widely and suggest reading up on the issues surrounding it, e.g.: news.harvard.edu/gazette/story/2023/08/is-art-generated-by-artificial-intelligence-real-art/(We do, however, rather enjoy the irony of using AI art to support the cause of artists (and others) who were laid off due to being no longer needed. 🤔 ) N7SeveranceDay @n7severanceday#N7SeveranceDay feels #N7Day AmericanTruckSongs9 @ethangach KotakuStatement from EA on BioWare picket tomorrow: Transcript of this statement: "We hope that Keywords and the union are able to resolve their differences but ultimately BioWare has no role in that process. It is our view that any activities targeting our offices are misguided as BioWare is not involved in any way in the negotiations and Epcor Tower has never been a place of employment for Keywords employees.”" AmericanTruckSongs9 @ethangach KotakuPrior to unionizing, the testers were being told they'd have to start working in person at BioWare's Edmonton studio.
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Post by Solas on Nov 7, 2023 14:58:24 GMT
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Post by Hrungr on Nov 7, 2023 17:21:36 GMT
Hey, everyone,
Every November 7th, we’ve all come together—developers, superfans, regular fans, kinda-fans—to celebrate (and speculate about!) the games, stories, and community that make Mass Effect so special. It’s a testament to the long-lasting appeal of this universe and the characters who call it home. Eleven years of N7 Days and sixteen years of Mass Effect later, the franchise continues to inspire our development team, and with each day, gives us the opportunity to create more adventures for you to have. Whether it’s one of the many who have been here since the original game’s launch or those recently joining us at BioWare, we are all incredibly lucky to be envisioning this future.
That process is equal parts rewarding and challenging. We’ve asked ourselves many of the same questions you’ve asked us over the years! What happened to everyone you know and love in the games? Who really died? Who had kids with whom? What does a baby volus sound like? What about all the galaxies? The endings! What the heck is going on with our asari scientist-turned-Shadowbroker? What about S— nevermind...you get the idea. And of course, to those questions, there are answers, but you’ll have to wait to hear them. And anything we do say won’t be easy to find, just like you’ve come to expect from our #N7Day teases.
But for real… thank you. Thank you for everything, and allowing us to do what we do. We approach the future of this universe with gratitude and deep respect. Respect for you—the community. Respect for the love and dedication you’ve given to us. Respect for the history and the stories you’ve created, and the characters you’ve fallen in love with. And, respect for the future, and the opportunity to do something big—something amazing—for you.
Until next time…and Happy N7 Day!
—Mike Gamble, Mass Effect Franchise Director & Executive Producer
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Post by Silvery on Nov 8, 2023 0:58:42 GMT
So this info is all from r/MassEffect on Reddit that I put together here for everyone. Here is it the teaser code from the today together with the full teaser below: /////ACCESS CODE: EPSILON /////TIME UNTIL DECRYPTION COMPLETED /////ACCESS CODE ACCEPTED /////SECONDARY ENCRYPTION DETECTED /////VJBSVU-XXXX-XXXXXXXX /////ANDROMEDA DISTRESS SIGNAL DETECTED /////YEAR SENT: [REDACTED] /////AUDIO TRANSCRIPT: ALTHOUGH THEY SHOULD KNOW BY NOW NOT TO UNDERESTIMATE HUMAN [REDACTED] /////ACCESS CODE: OCULON-2819-DEFIANCE /////TIME UNTIL DECRYPTION COMPLETED /////ACCESS CODE ACCEPTED /////TERTIARY ENCRYPTION DETECTED /////CLASSIFIED: REVIEW BRIEFING MATERIALS ON OFFICIAL ALLIANCE COMMS CHANNELS /////ACCESS CODE: POST-NEBULA /////TIME UNTIL DECRYPTION COMPLETED /////ACCESS CODE ACCEPTED: POST-NEBULA /////WARNING /////SECURITY BREACH DETECTED /////CONTACT SYSTEMS ALLIANCE /////EPSILON-OCULON-NEBULA Some notes on the above and video: - Mass Effect was almost named "The Epsilon Effect" in early development. HOWEVER, the literal definition of Epsilon is the 5th letter in Greek Alphabet. - The final word of that dialogue, believed to be the word "defiance," is redacted in this transcription. The year the transmission is sent is also redacted. Note that this part was also the decrypted message from last year's teaser spoken by Liara. - Oculon was an early development name for the Citadel. - 2819 is when Ark Leusinia, Ark Natanus, and Ark Paarchero arrived in the Heleus Cluster. - Fans are reporting seeing what looks like a krogan at the beginning of the video. Mike Gamble (Project Director / Executive Producer on ME) has confirmed the footage is in-engine and that the art director for the new game is the same from the OT. Gamble then tweeted out this teaser image (you're going to want to zoom in on it):
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Post by N7Pathfinder on Nov 8, 2023 16:57:10 GMT
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Post by N7Pathfinder on Nov 8, 2023 23:22:16 GMT
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Post by Sartoz on Nov 17, 2023 10:34:38 GMT
Mac Walters, of the venerable ME games created his Worlds Untold studio with NetEase support. He left Bio in January of this year and now will be working on an action-adventure sci-fi game set in the near future.
Other gaming veterans will be working alongside him including:
-Elizabeth Lehtonen (The Sims, Dragon Age) -Ramil Sunga (Mass Effect, Dragon Age, Anthem) -Ben Goldstein (Assassin's Creed IV: Black Flag) -Sotaro Tojima (Metal Gear Solid, Halo)
Walters said ""We're creating incredible and meaningful stories that we believe are best told and experienced through play. We are starting by crafting worlds that we all dream of discovering and then will put the player in the leading role of the most unforgettable adventures," .
Good luck Mac
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Atemporal Vanguardian-Debugger on Nov 17, 2023 11:40:37 GMT
Mac Walters, of the venerable ME games created his Worlds Untold studio with NetEase support. He left Bio in January of this year and now will be working on an action-adventure sci-fi game set in the near future.
Other gaming veterans will be working alongside him including:
-Elizabeth Lehtonen (The Sims, Dragon Age) -Ramil Sunga (Mass Effect, Dragon Age, Anthem) -Ben Goldstein (Assassin's Creed IV: Black Flag) -Sotaro Tojima (Metal Gear Solid, Halo)
Walters said ""We're creating incredible and meaningful stories that we believe are best told and experienced through play. We are starting by crafting worlds that we all dream of discovering and then will put the player in the leading role of the most unforgettable adventures," .
Good luck Mac
Like Casey Hudson and his studio -its going to be harder than it looks. Though I can understand why.
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Post by Sartoz on Nov 17, 2023 11:52:14 GMT
Mac Walters, of the venerable ME games created his Worlds Untold studio with NetEase support. He left Bio in January of this year and now will be working on an action-adventure sci-fi game set in the near future.
Other gaming veterans will be working alongside him including:
-Elizabeth Lehtonen (The Sims, Dragon Age) -Ramil Sunga (Mass Effect, Dragon Age, Anthem) -Ben Goldstein (Assassin's Creed IV: Black Flag) -Sotaro Tojima (Metal Gear Solid, Halo)
Walters said ""We're creating incredible and meaningful stories that we believe are best told and experienced through play. We are starting by crafting worlds that we all dream of discovering and then will put the player in the leading role of the most unforgettable adventures," .
Good luck Mac
Like Casey Hudson and his studio -its going to be harder than it looks. Though I can understand why.
No doubt it will take hard work. However, The core group has the experience and Mac mentioned that he intends to have about 250 people at peak and half of that during "normal" operations.
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Post by lavigne on Nov 17, 2023 12:46:30 GMT
I wish him well, like Casey. Mistakes were made along the way with ME but both were instrumental in making the OT as great as it was.
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Post by N7Pathfinder on Dec 4, 2023 12:39:11 GMT
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More coffee...? More coffee.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
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Post by Hrungr on Dec 12, 2023 4:41:19 GMT
IGN @ignAvailable for preorder now in the IGNStore: two new Tali and Wrex figures from Dark Horse Comics. bit.ly/3t1xi9e
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Post by Solas on Dec 20, 2023 15:38:34 GMT
not sure if this interview with mac walters was posted here or not sorry -
Why Mass Effect’s Lead Writer Mac Walters Left BioWare - MinnMax Interview
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Post by Spectr61 on Dec 21, 2023 19:46:10 GMT
Messrs. Hudson et Walters both leave Biower in a mess after "leadership" failures spanning numerous years and dev cycles.
Both start their "own" studios.
Given their track records, over, well let's be nice and only address say the last decade or so, luck is certainly what they need, and a lot of it.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Hrungr on Dec 22, 2023 0:34:40 GMT
An awesome ME Fan sent me a transcript of the Mac Walters video. Spoilered for length. Ben: “You left BioWare after 19 years. When was your last day there?”
Mac: “Last day, it was just over a year ago. I can’t remember the exact date, I believe it was like the end of November, beginning of December last year, so I kinda just passed that anniversary recently.”
Mac: “There’s a couple of factors you have to consider before posting all over social media about leaving. As a person who, you know, I guess was fairly senior at the company, you don’t want it to be a distraction, especially to the teams that are working. You know, I was on the Dragon Age team at the time, so. You don’t want a whole bunch of news about ‘oh, another dev is leaving’ or something like that, so it was right before Christmas break, we just agreed that, you know, I’m not gonna talk about it right now, and I didn’t have a need to talk about it, I didn’t have any plans, there was nothing I really wanted to discuss. So I just sort’ve was happy to keep it quiet. I thought the news might get out on its own, but it didn’t, and then eventually I was ready to just sort’ve start talking about things. And also just, you don’t want people kinda finding out the wrong way and then making a story out of something that isn’t a story. So eventually, I was just like, I’ll just update my LinkedIn and see what happens.”
Ben: “The press love writing these stories. So it was just like a quiet, agreed-upon thing of like, you know, anything we can do just to not make people worried or stressed, that’s the way to go?”
Mac: “Exactly, and you know, it was one of those things too where I was asked a lot internally and talking to the team, and everyone there about 'why now’ and what, you know, it was one of those things where it was really just time for me. After 19 years, it just felt kinda like this was the moment. So there wasn’t like a definitive triggering event, right, anything I needed to discuss, and so again it was one of those, let’s just part ways amicably and you’ll continue to do your thing and I’ll go do my thing and figure out that.”
Ben: “Did it kinda time up with kinda a re-shuffle or a re-org with Dragon Age, or was it really just a kinda random moment in that game’s development where you decided to step out?”
Mac: “Yeah, there was nothing particularly going on at that point, I should say we had some big milestones that I knew I wanted to get the team through before I did that, and like one of the last things I did there was, we had a big presentation with the very higher-ups, Andrew Wilson and his team, just sort’ve showing the state, and I wanted to get it through that sort’ve phase before I announced so that they had stability going through that, and then once that was over, I just said, yeah, I think it’s time.”
Mac: “No, we were in at the studio, but I think like a lot of companies, it just never returned to what it was before. I remember we had a few, the most effective thing was we would try to bring people together for a reason, and then you’d find you’d get a decent number of people, but for a studio that could support I don’t know how many people, I’d be guessing, but a few hundred, I rarely saw more than 15 or 20 people at the studio. It was nice to get in and having meetings with people, see people face to face, it’s also nice just to get out of your house and go work at the office every once in a while, but the impetus, or the driving sort’ve like 'everybody’s there’, it just, it hadn’t materialized by the time I left so.” (this question was about was BioWare remote working still at that time or no)
Ben: “How stressful was your job at BioWare?”
Mac: “That’s a really good question. I don’t think, I never really thought about it as a stressful job, I mean, game development has stressful moments is the way I think of it right. There’s always points in any development cycle where, you know, the unknowns feel like they’re outweighing the knowns, and time is running is short, whatever it is, and that’s what sort’ve amps up your stress, but I loved what I did for the most part and I’m one of those people who loves both a challenge and problem-solving, so most of the times when we had those, I always felt like, okay, we’re gonna figure something out, we’re gonna do something there. I think when I left, if you think about sort’ve, weight off my shoulders, or whatever it was, I think it was more about, you know for a while I’d been feeling my time was kind’ve coming to an end there, and all I can say about that is just like, you know, I’d explored the things I wanted to do, the things I still wanted to do in my career I probably knew I wasn’t going to be able to do there, so that was starting to create I think internal tension for me, and creating a little bit of angst or something like that, so there was certainly some stress around that. And just the idea of having to tell these people that I had worked with for almost 2 decades that I’m now leaving, I was surprised how much anxiety that created because I’m one of those people that once I make a decision, I make that decision and go for it. Once I had made this decision and I was confronted with, now I have to tell people, that was, yeah, that really hit me a lot harder than I thought it would. The first person I told was Gary McKay, the General Manager at the time. Just out of, you know, he was my manager, and the person I spent a lot of time with, certainly in the last year of being there. And then, I actually kinda kept it quiet for a while, again out of respect for, don’t disrupt the team, I wanted him to have a plan, how did we wanna talk about it, things like that. So I told him, let him sit with it, then we, slowly trickled out the information.”
Ben: “So what did you wanna do? Did you want to run a project, run a smaller project? Like what did you realize you were not capable of doing within BioWare?”
Mac: “One of the great opportunities I had which kinda came outta the blue was working on MELE. So that was a project I think we wanted to have greenlit, for years we’d been asking to do it, and when the opportunity came up and EA came to us and said, hey, can you do this? We were like, yeah, we can do it! But it wasn’t on a road-map, you need to think about a lot of the planning that goes into these games, cycles that can be 4 years long, hundreds of people involved, you plan all that stuff out. And all of a sudden we’ve got this project that’s unplanned, what do we do with it, right? And so the way to make that successful was really for me to be a little bit rogue, a little bit sort’ve entrepreneurial in how we were gonna build this out with the people we had and the people we could get without disrupting the other teams in the meantime. Looking at different methodologies, so one of the big ones was I knew I wasn’t going to have a huge internal team, so how do we create this, you know, yes it was a remaster, but it was a remaster of 3 whole games plus all their DLCs, it was an immense project. I quickly realized this was gonna need co-dev work, like we’re not gonna be able to handle this just with our internal team. So it was kinda just a whole different mindset of how we were going to run things. Anyway, long story short, that process reminded me a lot of early days BioWare, we were a small scrappy team, a lot of people were wearing lots of different hats, a lot of people with opportunity to lead even if that wasn’t in their title, just because that was the nature of what we needed folks to do. And there was a lot of camaraderie that was formed with that team, I think because we stayed small. Also, looking at what we were able to accomplish working with some really talented co-dev partners, I was like, yeah, this is the future, like, I think this is how AAA gaming needs to go when you look at how complex and challenging it is. And so a lot of that was just reminding me of, you know, call it the 'good old days’ or whatever, or certainly things that I remembered about originally starting there that I wanted to do. Like, let’s start something small, let’s be scrappy, let’s do that. And then on top of that I think the other big thing was, you know, I got to work on 3 new wholly-owned IPs from the ground up. Jade Empire, Anthem, and Mass Effect of course. I knew I wanted to do new IP again. I wasn’t even thinking it has to be my IP, that’s great, but really I knew I wanted to do new IP again. So between all of those things kinda culminating, I was just feeling like, I don’t think, and you know, to be fair I asked around, like, well, can we do something like this at BioWare, or is there opportunity at EA? And when it became pretty clear that there probably wouldn’t be, at least not for the foreseeable future, that’s when I started thinking, it’s like, no, okay, I think I’m done.”
Mac: “I think the other big thing too was after MELE, because it was so successful to me as a project, in the sense of, team was healthy, we really got along, and of course it was critically and financially successful. It just felt like this is the bow on my, on all of the things I’ve done, and Mass Effect, which is like, all of things, really. I don’t want to do any more Mass Effect after this, like why, why tempt fate? Right? So I also knew I didn’t wanna move into that space, and I do love sci-fi, so it was like, well now what are my options, at BioWare?”
Ben: “Were people trying to nudge you towards the Mike Gamble, new Mass Effect project? Or was it clear you could move to Dragon Age if you wanted and no one was gonna bug you about that?”
Mac: “No, I think it was more of a, you know, I was looking again for something new and different in general, and people recognized that, and they were trying to figure out what we can do, but you know, there’s always these other competing factors going on that end up dictating what projects are gonna happen and which ones aren’t, and it just became clear that it’s like, yeah, I’ll probably need to find something else.” “[on the MELE team] it was also a reminder of what a smaller team could accomplish, I think due to just varying factors, I found myself on increasingly large teams. And again I was trying to find a way, and I don’t wanna say there’s something inherently bad or wrong with large teams, it just feels like it’s sometimes necessary, but I also deep down felt like, maybe there’s a different way, maybe there’s a way that we can actually have a smaller internal group where we can really focus on culture and who we are, showing up every day and actually enjoying working with each other, and making that a focus, as opposed to just the project and the needs of the project. That’s always a challenge, that push and pull.”
Ben: “I remember Mark Darrah, when we were visiting for Anthem, he was even talking then about how eager he was to get a small team rolling making a smaller game within BioWare, were just a lot of kinda the old-timers all had this sense of like, we need to make smaller things for our own sanity at this point?”
Mac: “Yeah, I think so and, you know, the nature of just even the content pipelines that you create, you end up with these teams that are just so big to fill these massive worlds, and the way it scales generally too, there’s a bit of a rapid exponential factor at the end where just the teams scale so fast. As someone running a project, you feel like you lose contact with the majority of people, like you don’t have that sort’ve one-on-one contact with people, so you’re then working or trusting or delivering messages through leads or through directors through leads and then just everything starts to feel a little bit more disconnected. And it’s driven home a lot of times, when I would meet someone on a project that maybe I had led, and I realized well okay, well, I know you were on the project, and you realize that their only touchpoint with me was meetings where I presented or something like that, and that was it, and that’s their whole viewpoint. And that’s not a way to sort’ve, I feel, truly inspire people, or get them on board with something. You want that one-on-one opportunity and it’s just really difficult to have it in those big teams.”
Ben: “Who do you think you learned the most from in terms of studio management, team management throughout your career so far?”
Mac: “One of the people I still sorta keep in touch with is Greg, one of the founders of BioWare. I’d say he’s one of the people who to this day I sort’ve consider a mentor and someone that I look up to. I mean he did it from the ground up with Ray. And to me sort’ve looking at, because, a lot of his advice is really, 'don’t do this, I did that and you don’t wanna do that’. Like he’s got really fantastic insights on that. But also when I joined BioWare, Ray and Greg would take everybody out to lunch, like you met them, no matter what when you started. I think I was the hundred and thirty-something employee, and they still took everyone out to lunch, made sure they met them, they also interviewed them. That’s a good example. Even just, I always felt like, even from day one, even though I didn’t have a reason to, if I wanted to work into Ray’s office or Greg’s office and talk to them about something, I could. If you ask Greg, he would say starting a game studio is really hard, the business side of it is really hard, and if you don’t have really solid partners in part of that process it will pull away from your ability to actually make the game, which is what you’re really there to do.”
Mac: “We reach out, Casey Hudson and I touch base every once in a while and like I said I talk to Greg, plus there’s, I keep in touch with the MELE folks quite a bit just because, you know, I think, again, we had that tight-knit group. It’s a fun community, a thing that’s really interesting to me is, how, I don’t want this to sound bad, but, how, I guess, a little bit myopic or lenses-on you can be when you stay at one studio for a long time, right. There’s an assumption that game development is similar everywhere, and sure, yes, but also once you start talking to people who’ve had experiences at wherever, Rockstar, Crystal Dynamics, wherever it is, you know, you start to go, oh wow, yeah, people had vastly different experiences going through these processes, they had different methodologies, they had different creative processes, things like that. And again, this is one of the things that you didn’t realize you were kinda missing until you found it. It’s really exciting to get out there and start talking to people and figuring that out.”
Ben: “From the outside perspective, it’s easy to be like, oh, I bet Mac’s having a hard time unplugging from BioWare, and specifically from ME and the ME lore? Do you feel that? Is it tough to emotionally unplug from being a ME guy for so long?”
Mac: “Nope, it actually wasn’t. But again, to be clear, this wasn’t like a decision in a day, like I said, this was burbling, I think, for a little bit. Like MELE shipped in 2021, spring 2021 I think, and I left in, you know, holiday 2022, so there was a long period there of me sort’ve unwinding and unplugging and kind’ve feeling like, you know, yeah, I think I’m kinda done with this. So you know, it was a process for me. I’m sure it seemed more abrupt from the outside looking in. But, you know, I went through my own mental journey of that. Back it up even further, I’ll be honest, when MELE came up, I wasn’t sure I wanted to do it. Like I was already starting to have that feel of, oh, another Mass Effect, do I have it in me to do another Mass Effect? There’s part of me that sorta had that feeling of like, do I wanna revisit all this, do I wanna go backwards? Because there’s a sense of like, am I gonna go back? And obviously I’m so glad I made the decision to do it because I personally learned so much through that whole process, it was fantastic and I really enjoyed our time together. It was also nice because it was a nice short project. That was one thing that was kinda really special about that too, being able to kind’ve start and finish in like less than 3 years.”
Ben: “You’re welcome to slink out of the camera frame if you’re so exhausted by it, but, is it a matter of like, in doing MELE, I’m gonna have to revisit the ME3 ending and talk about it again? I mean, the vibe I always had from visiting BioWare is like, it was a no-joke - traumatic thing for the studio to go through, like extremely stressful.”
Mac: “Oh yeah.”
Ben: “Is that genuinely on your mind when you’re thinking of picking up MELE as a project? Revisiting the end of ME3 and all of the baggage with that emotionally.”
Mac: “Yes, I think so, I mean, for sure, I knew, at least, at the very least I was like, well, this is gonna bring those conversations back up again. But, you know, had they ever stopped? Like I can think of a few interviews that I did, I’m sure, around Anthem time or something like that, and people, it always just comes up. It’s like, oh, yeah. Or like, I’m doing stuff for comics that are kinda not related, and it’s like, okay, well let’s talk about - you know, it’s just, I feel like it’s in everybody’s rolodex of 'things we have to ask Mac in a meeting’. So it’s like it hadn’t really ever stopped, so. It was a consideration, but not one that really caused me much pause.”
Ben: “Also the nice thing too is, bundling them all together, it’s like, alright people from the press, I dare ya to play through all three games in a time where this is still gonna be relevant, and then you can post an article about it. But most people revisited ME1 and said 'this rules’, moving onto the next project, and then the hardcore fans would stick with the full trilogy and play through all of those. I didn’t see it bubble up again from my vantage point, but I’m sure you did.”
Mac: “Well, actually, a couple of comments we had were actually very much to the point you said, that when you experience them back to back like that, it puts a different lens. I’m not saying it fixes the endings or anything like that, don’t quote me as that, but it put a different lens on the endings, and on that whole experience. And then the other thing was, you know, I think a lot of the pain around that was the sense of ending, you know, ending Shepard’s journey, but you have, it’s kind’ve like, we’re giving you the full trilogy once again, so if you wanna re-roll and start over, re-roll and start over. And that’s what I hear, a lot of people. They literally play it all the way through and then start all the way back at ME1. If you think about it in the past, like if you think about the difference in the way it looked, the way it played between ME3 and ME1, when you’re done ME3, where was your, you know, you had to be hardcore to go all the way back to ME1 and pick that up again. So it does really feel almost more like an ending in that regard, right? And now it’s kind’ve like, I don’t know, we’ve kinda tried to smooth it all out, it feels like all one cohesive thing, jump back in if you wanna jump back in, so yeah.”
Ben: “How often are you thinking about ME, and I’m sorry for screwing up ME so much, but like, in a given week, how many times do you think of, or something reminds you, of a little bit of lore from ME or a development moment from ME?”
Mac: “It’s a good question, I mean it is super-entwined with all of my development experiences, so I would imagine it’s definitely in there as far as just, you know, remembering times with friends and times where we had different problems that we’ve solved previously on other projects. So 100% it comes up. One of the things was, it just happened to be a very, very busy week, because we were getting close to our own studio announcement, and someone told me that it was N7 Day, and I had forgot. It’s not that I’d forgot, like I knew it was coming, but then it was just like, oh, what are you gonna do for N7 Day? It’s like, is that today? And that hasn’t happened in how many years for me, right, I was just like, I was so laser-focused on the new project that, so, it’s not that I didn’t know that it was happening, I just had other priorities.”
Ben: “Can you put into words just how much the release of MELE kind’ve boosted morale at BioWare? Do you feel like it was a huge thing? I mean, the studio’s been quiet for a pretty long time. And it felt like a good boost of good will from the outside, at least.”
Mac: “Yeah, I think, you know, certainly internally, obviously, you know, working from the MELE team, the MELE team was stoked about the release, felt really good about it, given. You know, again, there was a lot of that like, we’d been given this small team, are we gonna be able to do it? So that was fantastic. But then of course, everyone loves to see when the fans are happy about stuff, and there was so much good will around the campaign, like the whole campaign and then the release, I think everyone really definitely got a boost. Obviously we love to see good Metacritic and everything like that, but it was the fan response I think that really sort’ve made everyone feel kinda like, you know, we’re less in a defensive mode with what we’re trying to do, and more like, yeah, no, this is, we’ve made great things and we will continue to make great things.”
Ben: “Lessons from the past. Andromeda. I know that was a tough project overall. As Creative Director, working so much with BioWare Montreal there, was that also kind’ve priming the pump for working with a distant studio and trying to connect people across physical barriers? When you look back on ME:A, what lessons do you take on development from that?”
Mac: “The remote part is a really good point because I, you know, I realized in that process that we could be doing this a lot more. And the key, which I don’t think we had at the time, either solved or maybe put the emphasis on we should is, is really being careful of that 'us-them’ kinda thing. And we did our best with that, but I think we could have done better with it for sure. I know the Montreal team sometimes felt like, oh, you know, there’s the mothership in Edmonton and then there’s us, sorta thing, even though they were by and large driving the development of that from day one. And so obviously me coming in, that was something I was very sensitive about, because I was coming more from the Edmonton office, but I realized pretty quick is like, yeah, this can work. We had the tools, we had the technology, why aren’t we doing more of this remote distributed work? So I think that was a big lesson learned. And I think the other big one for me was, that was, I wouldn’t say the turning point in my career but it was a point where I really started to emphasize people over product and process. And that was kind of an evolution in my career, I’d say, like, when you first join, you’re an individual contributor, you tend to be hyper-focused on your product, like, I’ve gotta be the best writer I can be. Then you kinda progress in a little bit and you realize, hey, these things aren’t as efficient as they could be, or maybe we could do this better, right, so you start to go process, that’s the thing that’s gonna make all of this better. But as a leader you start to realize, no, all of that doesn’t matter if you don’t spend the time with the people, if you don’t get to know the people, if you don’t have a great relationship with them and trust is built. And I think that was my big lesson learned on ME:A, which was, while I knew we could do remote, it didn’t afford me, at least in the way that we managed it, to really develop the relationships the way that I wanted to. And I wish I had been able to get to know that team a little bit more. And so that’s why, when I had that opportunity with MELE, it was top of my list right at the start, it was just like, we’re gonna have a small tight-knit team, we’re all gonna know each other. And even the co-dev. The way we approached co-dev was, you’re part of the team, right, like, you fly out, you come see us, we’ll fly out, we’re gonna come see you, you’re gonna be in our tools, you’re gonna be part of the team, we’re gonna have the same expectations of you as we have of the team, and that’s the way to make that work, right. So that was one of the big lessons learned for me.”
Ben: “Are there gigantic ME:A fans that you hear from a lot, a subset of ME fans that we don’t see from the outside?”
Mac: “Those might be more rare. I think what I see a lot are people who either are, you know, 'ME:A wasn’t that bad, you know, it was okay’, and I see a lot of people who are like, in hindsight, they appreciate it more than they did, which is often the case, right, you know, something, you know, the criticisms of it weren’t unwarranted, there was a lot that we could’ve done differently, I think. But I think with time, heals all wounds, I think a lot of people look at it and go, yeah, but there’s a really great premise here, there’s some really interesting things here, and you see a lot of people wanting to even make sure that we tie ME:A back to whatever happens in the future, that’s a common thread.”
Ben: “And it seems like that’s happening, without you revealing anything.”
Mac: “Yeah, yeah, yeah. Well, I’m out of the loop, so I can’t say anything about that. But I’m just saying that, you know, I see that as a common reference right now. It’s like, 'we really hope that these storylines make their way back into the ME universe.’”
Ben: “Did you have any parting advice for Mike Gamble on your way out the door for leading the new Mass Effect project? Does he come to you for advice, or do you just get together every once in a while and talk about the challenges of everything they’re tackling?”
Mac: “It’s more like, we would sort’ve share stories and talk about the different challenges and stuff like that. I think, you know, every person who ends up leading a project has to find their own way and he’s finding his own way with it, so, yeah.”
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Post by Hrungr on Dec 24, 2023 15:22:15 GMT
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Post by Hrungr on Jan 11, 2024 0:58:39 GMT
Mike chimed in on the latest fake "leak" going around... PC_Focus 🔴•Mass effect 4: -Game is in pre-alpha. -Only destroy ending will be considered canon. -New N7 protagonist. -Wrex, Liara, Garrus will be back. -Leviathans and Geth will be the villains. Octobinz | Romain Toutain @octobinz (Mass Effect Franchise Technical Director) Someone should have told us Michael Gamble @gamblemikeleviathans? really? Simon 🪐 @ssv_SimonSo.... wait, you don't play as a squad of 3 leviathans? Pre-order cancelled!!!! Michael Gamble @gamblemikeimagine how big the levels would be
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Post by Hrungr on Jan 30, 2024 17:39:35 GMT
Destiny 2 @destinythegameJoin the Normandy crew. Inspired by Commander Shepard, Garrus Vakarian, Liara T'Soni, and more from the Systems Alliance, arriving via mass relay in Destiny 2 on Feb. 13.
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Post by Hrungr on Jan 30, 2024 17:41:48 GMT
Destiny 2 @destinythegame In celebration of this collaboration with our partners at @bioware, the Enhanced Defense Ghost Shell, Alliance Scout Frigate Ship, and Alliance Drop Ship Sparrow items will be available to all players at no cost.
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