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Mass Effect: Andromeda - Its Troubled Development

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jun 9, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Kotaku has penned down a lengthy article covering the five years of development of Mass Effect: Andromeda. The visions that the developers had at the start and how it turned out the way it did.

    n early conversations throughout 2012, a team of directors in Montreal brainstormed ways in which to make the next Mass Effect that felt distinct. This group, which included several veteran BioWare employees as well as Hudson, who wanted to help guide the project through its infancy, had lots of fresh ideas for a new Mass Effect. There'd be no Reaper threat, no Commander Shepard. They could pick a brand new area of space and start over. "The goal was to go back to what Mass Effect 1 promised but failed to deliver, which was a game about exploration," said one person who worked on the game. "Lots of people were like, 'Hey, we never fully tapped the potential of the first Mass Effect. We figured out the combat, which is awesome. We figured out the narrative. Let's focus on bringing back exploration.'"

    ...

    Developed by the EA-owned studio DICE, Frostbite is capable of rendering gorgeous graphics and visual effects, but when BioWare first started using it, in 2011, it had never been used to make role-playing games. DICE made first-person shooters like Battlefield, and the Frostbite engine was designed solely to develop those games. When BioWare first got its hands on Frostbite, the engine wasn't capable of performing the basic functions you'd expect from a role-playing game, like managing party members or keeping track of a player's inventory. BioWare's coders had to build almost everything from scratch.

    By the time BioWare entered pre-production on Mass Effect: Andromeda, the Dragon Age: Inquisition team had built some of the tools that they'd need to make an RPG, but not all of them. Engineers on Andromeda had to design many of their own features from scratch, including their animation rig. "Frostbite is wonderful for rendering and lots of things," said a person who worked on the game. "But one of the key things that makes it really difficult to use is anything related to animation. Because out of the box, it doesn't have an animation system." (Frostbite was later attached to an animation system called ANT, that source said, but it was full of "duct-taped issues.")​
     
    Last edited by a moderator: Jun 10, 2017
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