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Post by Croatsky on Nov 15, 2023 21:41:02 GMT
Yeah its not, like, something I can say with any certainty, just that it makes a general sense to how I see it as well. Yes it did sound to me like 2014(2015) was spinning of wheels. Concepts, testing, etc happening, but not strong content production. The articles released later seemed to depict a game that didn't really start heavy development with a stronger focus until at least 2015. If we give them even 3 years from 2024-25, not 2, then we have 2027-28, with 26 still being somewhere in possibilities for now. Even now, I don't see Bioware has a studio can wants to or even can do sustained heavy development of a game for 4, 5+ years. The process of Anthem (all that focus and for what) and Dreadwolf (restarted development, life happening over several years) have likely hit morale hard. They really won't be aiming to take til ~2030 to get yet another game out. These are people and they got stuff to do, and frankly, resumes/portfolios to build with provable completed projects. Note that developer fatigue is a major issue when they work on same project for far too long. Changing jobs is very risky, especially as NDAs prevent you to fill up portfolio of unreleased projects, so it creates a large gap in your CV. It's even worse if the game fails to ship, so you are incentivised to stay and make sure projects ships. However not only is it bad for the dev mentally but it also potentially makes them liability as fatigued worker will not work efficiently at all.
Dreadwolf devs are very much fatigued, but they holding out because they after era of crunch time it's tolerable alternative, as well covid lockdowns caused delays and SP only soft reboot does seem to be a popular decision. So DA team devs have thing to justify such a long development.
ME team doesn't really. NME development started during covid lockdowns and their own SP only decision came early in pre-production. It is unclear how many ME team devs moved to work on Dreadwolf to get it across the finish line. Apparently Mark Darrah stated only some ME team devs moved, but largely ME team stayed intact. But I can not find this source, it's apparently in one of his videos on YouTube after he became consultant, but dear God there's a lot of them to go trough.
Also apparently something like 50 to 100 people are working on Mass Effect, closer to 100 by this point, if not across. However claim of that is more of an educated guess using Linkdin data. Same data also states 469 devs work in BioWare currently. So something like 350 devs are working on Dreadwolf, with 100 on NME. Then there are devs from other EA studios who provide support for Dreadwolf and potentially Mass Effect.
This data is from after lay-offs too and we know BioWare and EA are hiring people, as it does appear it was senior long time devs that were focus of the lay offs, likely because they were much better paid with higher benefits.
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Post by Sandetiger on Nov 15, 2023 23:20:00 GMT
Apparently Mark Darrah stated only some ME team devs moved, but largely ME team stayed intact. But I can not find this source, it's apparently in one of his videos on YouTube after he became consultant, but dear God there's a lot of them to go trough. If you do find the source for this, feel free to ping me or message me with it :-) As an aside, I dug up an old article on BioWare's dev writing process for prototype to preproduction phases, if anyone is interested. No idea how relevant it is to their modus operandi in the 2020s, but it's still interesting to look at.
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Post by Link"Guess"ski on Nov 16, 2023 10:35:43 GMT
I know virtually nothing about game development. How much do those doing the technical grunt work place limits on the work of writers? I could imagine being a writer and coming up with visions that some techie worker would shoot down immediately as non-feasible. So my thinking is that even if there is a small team with a good idea of what to do, maybe they don't want to go too much into detail without knowing whether the others can make it work once they are freed up from Dreadwolf. A lot. Writers are considered to be designers at game companies, at least in most of them. They do sit in a writer's pit, but they also have to directly interface with the tools, and if they need, say, an NPC made for a scene of dialogue they need to get in touch with the level designer to make them spawn it somewhere and make sure the data of their character assets are correct. They are religiously tied to the role of the CineDesigners who are the ones who block, stage and direct the conversation sequences. If a cinematic designer isn't available the dialogue becomes ambient dialogue like those seen in DAI or MEA where the camera just slightly zooms in and the characters loop a gesture over and over. If there's no VO budget for it, it becomes a notepad you pick up in the level if even that. And sometimes the writers need to do something that's dramatically complicated, like say "I need to show a ship crashing into the ship you're on, and it starts crashing towards the destination." If the designer assigned to your writing can't implement something like that you have to rewrite, and because the game assets and tools are only ready really late in pre-production or early production but a lot of writing is done pre-production you end up with ideas that just won't get made because it turns out it can't be done, either for budget or for implementation reasons, or because it's implemented and doesn't come across right. Chris Hepler, a writer on ME3 said they had to cut a bunch of his EDI dialogue because in reviewing it they all found that it made Tricia Helfer sound "whiny". So the writing is just a part of a larger collaborative process. They don't just write on paper, and leave everything up to the designers, but they do actually write stage directions and gameplay/cinematic requests into the files that they save, so that they can actually commit some writing in pre-production and never see what the rest of the team does with it. David Gaider said he was just as surprised as everyone else to see Dorian's naked ass in the romance scene, because he just delivered the dialogue and then that came out on the other side because of a Cinematic Design choice.
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Post by Link"Guess"ski on Nov 16, 2023 10:50:29 GMT
What I heard a big hurdle between changing the tools from already known to mostly unknown happened also during MEA development. Now this is only a hearsay, but would explain a lot of the problems faced with some animations etc. Well yes, but also no. They could have pulled from DAI's work and shared in-studio knowledge and tools, but what we've heard from people involved with the development is that the MEA team basically ignored what DAI had done and rebuilt their features from the ground up, only to arrive at ultimately the same place as DAI anyway. This is SO timely and topical for me because earlier today a 2 year old video from Mark Darrah's channel popped into my recommended videos on YouTube, and it was on this exact subject. [ LINK] Animations iirc were outsourced to another studio, and my understanding is that, given they basically made the game in 18 months, where stuff like lighting and VFX polishing and etc are done in the finaling stage of the game, they probably ran out of time before they needed to ship. He did shed some light on it, and he also says the funny eyeball darting issue was a "data-error". It was probably supposed to be the eye-noise effect from the trilogy but something wasn't importing properly between delivered animations and how the MEA Frostbite framework was handling the data, leading to an animation weights issue. We did see some Frostbite-implemented cinematic from MEA in a 2014 leak though. They used a similar process to DA:I where they developed the game using the most highest end PC they could find, and that's why the graphics have more polished VFX and whatnot in any snippet of pre-release footage shown before the PS4 Pro reveal. Personally I always thought that what happened with Andromeda's dev cycle was that after they started finding the right path when Mac Walters and Schlerf got involved BioWare Montreal overestimated their own ability to produce it, and expected all animation to be fully motion-captured and hand-keyed by the animators. 90% of cinematic animation in the trilogy was not done by hand. It's around 100 or so gesture-animations reused in clever ways and I'm sure all Mass Effect fans noticed that the same animations play over and over in cutscenes. That's because it's not actually done by animators but Cinematic Designers. For MEA they completely overestimated going "next gen" and thought they could use less gesture-library animation or FaceFX (automatic lip-sync and emotion sliders) but late in development things like the FaceMorph system was implemented, messing up existing face performance animations and on top of that and FaceFX didn't work on the kind of face rigs they made on the 3D models, so they had to basically redo all of the outsourced animation. A lot of Andromeda was getting done in 2014 actually. That's when the main story and loyalty missions were written, and originally the game was more akin to ME3 where it's just Ship->Mission->Ship->Mission. Then DAI's team got the GOTY and Aaryn Flynn decided in around 2015 that MEA needed to go open world. One of the gameplay people from MEA expressed that the Edmonton studio came in late and was like "We're gonna do open world" when people at Montreal said "We have never done that we don't know how", so that's when they started DAI-ifiing the game. I think they also did that to address the initial plan for 100s of procedurally generated planets. They reduced that number over time but still didn't know what to do with them, so DA:I'ifying them and reducing them to 6 meant they could reuse things from DAI and get it done. When you hear that the story and game was made in the last 18 months (2015-2017 roughly) it's because most of pre-production Montreal staff left at that time, like Schlerf, Ann Lemay and more, and that's when the Edmonton Studio and DA Finaling Team came on to add a lot of flourish to the game, and all of those 6 planet stories was made as a multi-studio thing. The main plot with the Archon and Family Mystery and Loyalty Missions and all the companions was already getting done at this point, and the story it has is a bit different, but is essentially the same as it was around 2014. It took 5 years to make MEA, not 18 months.
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Post by lavigne on Nov 16, 2023 14:20:13 GMT
Well yes, but also no. They could have pulled from DAI's work and shared in-studio knowledge and tools, but what we've heard from people involved with the development is that the MEA team basically ignored what DAI had done and rebuilt their features from the ground up, only to arrive at ultimately the same place as DAI anyway. This is SO timely and topical for me because earlier today a 2 year old video from Mark Darrah's channel popped into my recommended videos on YouTube, and it was on this exact subject. [ LINK] Animations iirc were outsourced to another studio, and my understanding is that, given they basically made the game in 18 months, where stuff like lighting and VFX polishing and etc are done in the finaling stage of the game, they probably ran out of time before they needed to ship. He did shed some light on it, and he also says the funny eyeball darting issue was a "data-error". It was probably supposed to be the eye-noise effect from the trilogy but something wasn't importing properly between delivered animations and how the MEA Frostbite framework was handling the data, leading to an animation weights issue. We did see some Frostbite-implemented cinematic from MEA in a 2014 leak though. They used a similar process to DA:I where they developed the game using the most highest end PC they could find, and that's why the graphics have more polished VFX and whatnot in any snippet of pre-release footage shown before the PS4 Pro reveal. Personally I always thought that what happened with Andromeda's dev cycle was that after they started finding the right path when Mac Walters and Schlerf got involved BioWare Montreal overestimated their own ability to produce it, and expected all animation to be fully motion-captured and hand-keyed by the animators. 90% of cinematic animation in the trilogy was not done by hand. It's around 100 or so gesture-animations reused in clever ways and I'm sure all Mass Effect fans noticed that the same animations play over and over in cutscenes. That's because it's not actually done by animators but Cinematic Designers. For MEA they completely overestimated going "next gen" and thought they could use less gesture-library animation or FaceFX (automatic lip-sync and emotion sliders) but late in development things like the FaceMorph system was implemented, messing up existing face performance animations and on top of that and FaceFX didn't work on the kind of face rigs they made on the 3D models, so they had to basically redo all of the outsourced animation. A lot of Andromeda was getting done in 2014 actually. That's when the main story and loyalty missions were written, and originally the game was more akin to ME3 where it's just Ship->Mission->Ship->Mission. Then DAI's team got the GOTY and Aaryn Flynn decided in around 2015 that MEA needed to go open world. One of the gameplay people from MEA expressed that the Edmonton studio came in late and was like "We're gonna do open world" when people at Montreal said "We have never done that we don't know how", so that's when they started DAI-ifiing the game. I think they also did that to address the initial plan for 100s of procedurally generated planets. They reduced that number over time but still didn't know what to do with them, so DA:I'ifying them and reducing them to 6 meant they could reuse things from DAI and get it done. When you hear that the story and game was made in the last 18 months (2015-2017 roughly) it's because most of pre-production Montreal staff left at that time, like Schlerf, Ann Lemay and more, and that's when the Edmonton Studio and DA Finaling Team came on to add a lot of flourish to the game, and all of those 6 planet stories was made as a multi-studio thing. The main plot with the Archon and Family Mystery and Loyalty Missions and all the companions was already getting done at this point, and the story it has is a bit different, but is essentially the same as it was around 2014. It took 5 years to make MEA, not 18 months. Killed the game stone dead for me. I played DAI, and it was decent enough, but at no point did I sit playing it thinking "Yeah, this is what ME needs". The "Ship>Mission>Ship>Mission" approach, had that been retained, would have provided a much better game IMO. Not least of which because they could also have spent time polishing the work already done to that point instead of rushing a gaming mechanic that none of them had any experience in building. The story in MEA, isn't a bad one, and weaved into a traditional ME gaming style, I could see that working. I'd say that MEA took 3 1/2 years to build, and then 18 months to ruin.
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Post by SwobyJ on Nov 16, 2023 17:49:01 GMT
This actually tracks more with what I experienced than what I'd assumed.
I got a feeling (again just some short personal convos that I'm reading very much into and only have vague memory of) that in ~2014 they knew what a lot of the game was going to be, at least in the broad sense, but something was going in some direction that left devs/artists/etc uncertain about where things were going to *go*. I can easily imagine (2012)2013-2014 they knew better where they were going and were testing things out (that is, going to Andromeda wasn't some *last minute* asspull, and we can believe this because of ark hints at least as early as Citadel DLC), but 2015-2016 the bump had happened (more open zones --> lets go even more open DAI), and they had to get in shape to actually ship this thing because of all the faffing about. I imagine by 2016 and then with 2017's release reception, studio shutdown became inevitable. Flynn left 2017, and Edmonton put their focus onto Anthem. Was Bioware Magic project management going to save them? It did not.
I think for most players if they kept with something tight-but-now-Frostbite, and polished up on their supposed strengths of narrative and cinematic roleplaying choices, it'd have worked out better. There seemed since the 2000s a pattern of these devs trying out something different (fine), but for too long, and that taking away from the time they could have used for just a damn refined product. Lets make a multiplayer only game, lets make a No Mans Sky, lets make an open world looter shooter, lets lets letsss
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Post by KrrKs on Nov 17, 2023 19:14:37 GMT
What I heard a big hurdle between changing the tools from already known to mostly unknown happened also during MEA development. Now this is only a hearsay, but would explain a lot of the problems faced with some animations etc. Well yes, but also no. They could have pulled from DAI's work and shared in-studio knowledge and tools, but what we've heard from people involved with the development is that the MEA team basically ignored what DAI had done and rebuilt their features from the ground up, only to arrive at ultimately the same place as DAI anyway. This is SO timely and topical for me because earlier today a 2 year old video from Mark Darrah's channel popped into my recommended videos on YouTube, and it was on this exact subject. [ LINK] Animations iirc were outsourced to another studio, and my understanding is that, given they basically made the game in 18 months, where stuff like lighting and VFX polishing and etc are done in the finaling stage of the game, they probably ran out of time before they needed to ship. I think that not reusing some of that DAI stuff was the completely right decision though.
Both use the journal and codex system from mirrors edge, i believe. That one works really well. Both games use the same conversation system, text encoding, and text tools as far as i'm aware - just that MEA has more advanced options for text formatting (or at least one option for this that is not present in DAI)
For items and powers and anything that interacts with character stats DAI uses LUA as another plugged in scripting language. Not reusing that and instead using the built in frostbyte functions that handle those interactions way better and faster as is done in MEA should probably already happened in DAI's development. (Assuming those functions were available in the earlier frostbyte build)
For that reason items and powers/skills are very different between the two, and while i'm probably biased, MEA's versions are much cleaner and easier to work with. Probably for devs with proper tools, too. For MEA changing some stats of items or skills is easily done with a small change in an excel file and reimporting that file into the game*. For DAI this has to be changed at each individual item or power ( i believe).
* Speculation, but the folder with stat entries is literally called 'ExcelDataImports'
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Post by Sandetiger on Nov 19, 2023 5:29:17 GMT
baun @ baundiesel.bsky.social90 minutes later (and only 1 forgotten recording incident😅) N7TheLegend and I are finally done ranting and speculating... and maybe talking about some exclusive Mass Effect 4 and Dragon Age Dreadwolf info.👀 ------------------- N7TheLegend had some insider info about the next Mass Effect that he discussed on the N7 Day recap episode of the Mass Effect Lorecast. iirc he mentioned that there was other stuff he'd heard about that he couldn't necessarily talk about or couldn't verify and didn't want to share because of that lack of verification, so I do wonder if there's going to be a rehash of his Lorecast info or if there's something new/an update to what he was alluding to before. As a point of interest, I had mentioned in a Discord server I am in that I was skeptical of The Insider Report™️ that we are getting from the Lorecast re: the number of people currently working on Mass Effect. Someone else in the server who also has some insider view into BioWare said the numbers were off and that there were definitely still people working on the game, just that he could confirm for sure that at least one group had been moved to DA:D. I didn't doubt that N7TheLegend has been talking to people but it was my opinion that there was some kind of misunderstanding of some sort because it didn't track for me, but where I gave him credit is that he did qualify this statement/claim/whatever with the disclaimer that it was just his understanding of what he was being told. Which, totally fair. He responded to me: An additional point of interest related to the layoffs is that we also had a brief discussion about DA:D and projections, and someone else asked about numbers. The numbers that we're hearing atm are ~200 people currently work at BioWare, which was in line with what N7TheLegend was also hearing. I will definitely be keeping my eye out for the video when it comes out.
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Post by Hrungr on Nov 19, 2023 17:33:23 GMT
baun baundieselPart 1 & 2 of my chat with @n7thelegend on the Mass Effect HYPEcast is on Patreon! For as little as $1 listen to our chat about Mass Effect's 2023 N7 Day & some new info about Mass Effect 4 & Dragon Age Dreadwolf! Episode will be live elsewhere tomorrow.🎙️ www.patreon.com/posts/93143284
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Post by dazk on Nov 20, 2023 0:03:08 GMT
Anything worthwhile in it, I am not joining to listen to it?
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Post by Hrungr on Nov 20, 2023 0:28:52 GMT
baun baundiesel Part 1 & 2 of my chat with @n7thelegend on the Mass Effect HYPEcast is on Patreon! For as little as $1 listen to our chat about Mass Effect's 2023 N7 Day & some new info about Mass Effect 4 & Dragon Age Dreadwolf! Episode will be live elsewhere tomorrow.🎙️ www.patreon.com/posts/93143284 Okay, a great DA Fan gave me the heads-up on a couple of ME5 & DA:D tidbits from the podcast. We're definitely seeing some conflicting reports on the state of DA:D. We could have different people talking to different people, who knows... Lorecast guy: "I mentioned that I have a source who worked on Mass Effect who told me that, similar to the comments that Jeff Grubb has already put out there, that production really wasn’t going to ramp up until after Dreadwolf releases. And that’s kinda common sense I think at this point. But as for how long it would take to push out the next mass effect, I am kind of questioning that it would be anywhere similar to Dreadwolf [like what Grubb said], because Dreadwolf is going to, at the end it's, when it releases it will have dealt with a lot of delays that the next mass effect won't have had to deal with, like covid, hopefully, knock on wood. But I also think that y'know it's still gonna take several years to put out a AAA game of what I anticipate the next mass effect size will be like. And my source is telling me the same thing, that yeah, it's gonna take us several years, at least. And so I think that Grubb is probably not far off, now I wouldn’t be as nearly as confident as Grubb to put a number to it. Because there are so many x factors that can happen between now and when a game is currently in pre-production releases. But I also mentioned that my source told me that there are few if any people at all working on the next mass effect. Now this has gotten some pushback, I've noticed in some Discord communities sharing links to that episode. So I do wanna clear some of it up. My source told me there are just a handful, few, if any people at all, didn’t quantify it, but basically had told me that that language that mass effect put out previously said that they had a small core team working on it was effectively bullshit."
Lorecast guy: "Now we in Lorecast could not independently corroborate my source’s claims. My source could be mistaken or misinterpreted [something]. But I can say that the source that I do have, I verified their identity, I know who they are, I've met them in person, and their name is on the credits for Mass Effect. And it wasn’t a small, like, you know, this person was a beta tester or something. This person helped develop the game. I can speak to the fact that they know what they’re talking about."
Lorecast guy: “So, my source also, and this is something I didn’t bring up on the Lorecast, but, you know, about Dreadwolf, my source has a lot of connections at, you know, very familiar with that franchise and that product. I’m trying to approach this delicately so that I don’t accidentally disclose their identity. My source has a lot of connections, very close and very familiar with that product, and the word my source used to describe the current state of development on dreadwolf, when I met my source in October, so, a month ago, was, quote, ‘atrocious’.”
Baundiesel: "Which is opposed to what Grubb’s reporting that they’re really happy with it. So it's like, that could just be what they're telling him."
Lorecast guy: "Maybe it's old news for me because again I did talk to him [his source] in October, what if he's referencing something that he heard back two months before that? But that’s what I heard in October.”
Episode previously referenced:
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Post by Hrungr on Nov 21, 2023 1:59:40 GMT
Mass Effect 1 turns 16 today.
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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
Hrungr
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Post by Hrungr on Nov 25, 2023 0:24:07 GMT
Jay (Charlemagne) @jaykingingramGot a Steam friend who hasn't tried #MassEffect or #DragonAge? Now's the time. Be a good friend. Emotionally destroy them. I mean, help them have fun! Definitely that...yeah... 😅
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SwobyJ
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
Posts: 2,107 Likes: 2,174
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2698
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Nov 21, 2024 22:45:46 GMT
2,174
SwobyJ
2,107
January 2017
swobyj
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by SwobyJ on Nov 25, 2023 1:55:25 GMT
At this point I only care if they remove the EA launcher.
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410
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Nov 23, 2024 11:57:59 GMT
3,503
Sartoz
6,890
August 2016
sartoz
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.hVm-5wNStlyTEXjhwDoa_wHaEK%26pid%3DApi&f=1&ipt=8f745a5f30b08f8231ddb64664df7375d23cc10878aa50d66fec54e9d570c7e2&ipo=images
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
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Post by Sartoz on Nov 25, 2023 8:03:08 GMT
At this point I only care if they remove the EA launcher.
To avoid the launcher I created a shortcut from ".....\Mass Effect 2\Binaries\ME2Game.exe". Right click on ME2Game.exe and from the options listed select create shortcut. I've placed mine on the desktop.
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Croatsky
N4
Amateur Reporter
Old BSN veteran, I guess.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Origin: CroGamer002
Posts: 2,288 Likes: 5,225
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Amateur Reporter
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Nov 23, 2024 23:47:16 GMT
5,225
Croatsky
Old BSN veteran, I guess.
2,288
December 2016
croatsky
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
CroGamer002
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Post by Croatsky on Nov 30, 2023 7:51:44 GMT
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Nov 20, 2024 14:45:27 GMT
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hulluliini
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August 2017
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Post by hulluliini on Nov 30, 2023 9:34:55 GMT
I wish they'd used his face for Scott's default model.
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The homeostatic problem-solving structure
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Apr 26, 2022 11:22:31 GMT
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Unicephalon 40-D
An unknown possibly hostile flotilla detected at eight hundred astronomical units from the sun!
5,040
Jun 29, 2017 12:57:11 GMT
June 2017
legendcncd
Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem, Dragon Age The Veilguard
LegendCNCD / AsariLoverFI
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Post by Unicephalon 40-D on Nov 30, 2023 9:45:53 GMT
Too much a male model? I kinda like his default face, well both of them, Tom and Scott
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SwobyJ
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
Posts: 2,107 Likes: 2,174
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Nov 21, 2024 22:45:46 GMT
2,174
SwobyJ
2,107
January 2017
swobyj
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by SwobyJ on Nov 30, 2023 18:09:09 GMT
I'd be fine with both.
It was Sara that I didn't understand WTF was going on. But that extended to most of the faces, male Ryder being of the rare exception.
My other issue is Ryder being supposedly 22 while mRyder gave off more of a 25-30 (or youth maintaining 30s) feeling in the face and most of the voicing. Felt like the game couldn't commit.
I haven't seen many 22 year olds that were like mRyder - only the absolutely most mature looking and acting.
Focuing on mRyder since that's what I played.
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N7Pathfinder
1,531
May 2017
n3pathfinder
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Post by N7Pathfinder on Dec 4, 2023 12:37:57 GMT
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
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
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 31,134 Likes: 113,700
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ღ N-Special
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0
113,700
Hrungr
More coffee...? More coffee.
31,134
August 2016
hrungr
Hrungr
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
Hrungr
18,258
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Post by Hrungr on Dec 12, 2023 4:41:53 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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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
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
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 31,134 Likes: 113,700
inherit
ღ N-Special
151
0
113,700
Hrungr
More coffee...? More coffee.
31,134
August 2016
hrungr
Hrungr
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
Hrungr
18,258
65,767
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Post by Hrungr on Dec 20, 2023 0:30:05 GMT
BioWare @biowareCaption this image! #MassEffect
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A blade answers only to the hand that wields it
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Nov 24, 2024 11:05:22 GMT
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dazk
16,187
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
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Post by dazk on Dec 20, 2023 0:33:21 GMT
BioWare @biowareCaption this image! #MassEffect OMG Joker put your pants on
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
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
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 31,134 Likes: 113,700
inherit
ღ N-Special
151
0
113,700
Hrungr
More coffee...? More coffee.
31,134
August 2016
hrungr
Hrungr
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
Hrungr
18,258
65,767
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Post by Hrungr on Dec 20, 2023 0:38:53 GMT
BioWare @biowareCaption this image! #MassEffect
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♨ Retired
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themikefest
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August 2016
themikefest
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Post by themikefest on Dec 20, 2023 2:15:32 GMT
BioWare @biowareCaption this image! #MassEffect Turn it off. I don't need to see ME3's ending.
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