How Star Wars KOTOR Sparked Mass Effect
60sFans love origin stories, and this reveals how a beloved classic directly inspired the creation of Mass Effect.
▶ Play Clip"Delivers a thorough, well-researched history of Mass Effect, matching the title's promise with detailed coverage."
This video provides a comprehensive history of the Mass Effect video game series, from its conceptual origins at BioWare to the development and reception of each installment, including the controversial ending of Mass Effect 3 and the troubled production of Mass Effect: Andromeda. It covers the creative decisions, technological challenges, and fan reactions that shaped the franchise.
The video begins by framing Mass Effect's place in gaming history, noting BioWare's earlier successes with Baldur's Gate and Star Wars: Knights of the Old Republic, which laid the groundwork for the sci-fi RPG.
BioWare's decision to create an original sci-fi IP was influenced by the limitations of the Star Wars universe. Casey Hudson pitched the idea of 'our own Star Wars,' leading to the codename SFX and the eventual Mass Effect trilogy.
The protagonist was named after Alan Shepard, the first American in space, to embody an all-American hero. The surname was chosen for its commonality, while the first name was left to the player to define through gender choice.
Mass Effect introduced a morality system that moved beyond binary good/evil, using a dialogue wheel to offer nuanced choices. This was a departure from KOTOR's light/dark side system, allowing for more complex character interactions.
The combat system was overhauled to appeal to console players, blending RPG tactics with third-person shooter mechanics. This included a pause-and-play feature and a focus on making weapons feel powerful and unique.
The development of alien species like the Geth involved extensive concept art and iteration. The Geth, initially envisioned as organic, were redesigned as synthetic machines, reflecting the game's themes of organic vs. artificial life.
BioWare planned Mass Effect as a trilogy from the start, with save data carrying over between games. This allowed player choices to have lasting consequences, a key feature that set the series apart.
Electronic Arts acquired BioWare in 2007, but the transition was smooth. Mass Effect 2 focused on improving combat, addressing criticisms of the first game, and introduced a darker narrative with a suicide mission concept.
The sequel emphasized difficult choices between sacrifice and brutality, moving away from simple good/evil. The loyalty missions added depth to squadmates, making their survival in the final mission dependent on player investment.
Mass Effect 2 was released to critical acclaim in 2010, praised for its storytelling and gameplay improvements. It sold 1.6 million units by June 2010, cementing its success.
The final installment faced backlash over day-one DLC and the ending, which many fans felt invalidated their choices. The extended cut DLC attempted to address some concerns, but the controversy persisted.
The original story lead Drew Karpyshyn left after Mass Effect 2, and Mac Walters took over. The ending went through multiple iterations, with some concepts involving dark energy and a Reaper queen, but ultimately settled on the color-coded choices.
Mass Effect 3's development involved severe crunch, and tensions between BioWare Edmonton and Montreal escalated, particularly over the multiplayer component. These issues would carry over to Andromeda.
Andromeda was developed by BioWare Montreal, facing technical challenges with the Frostbite engine and procedural generation. The project was scaled back significantly, leading to a rushed final product with numerous bugs.
Andromeda was released in 2017 to poor reviews, with criticism focused on animations and writing. BioWare Montreal was relegated to a support studio, and the Mass Effect franchise was shelved.
Despite setbacks, BioWare announced Mass Effect 5 in 2020, with a teaser showing Liara and an N7 emblem. The project remains in pre-production as of 2025, with BioWare now focused solely on this title.
The Mass Effect series is a landmark in video game storytelling, but its history is marked by both innovation and controversy. From the ambitious trilogy to the troubled Andromeda, the franchise's legacy is a testament to the challenges of balancing player choice, narrative, and technical execution.
What was the original codename for Mass Effect?
SFX
05:42
Who was Commander Shepard named after?
Alan Shepard, the first American in space.
09:26
What were the two themes that grounded Mass Effect's premise?
Exploring organic versus artificial life, and pitting nature and technology against each other.
10:59
What was the name of the morality system in Mass Effect?
Paragon and Renegade system.
11:39
How many player-driven choices did BioWare track for Mass Effect 2?
700
23:45
What was the name of the DLC that introduced Javik?
From Ashes
45:11
What were the three ending options in Mass Effect 3?
Control, Destroy, and Synthesis.
47:01
What was the name of the fan movement protesting Mass Effect 3's ending?
Retake Mass Effect
48:29
Who took over as lead writer for Mass Effect 3?
Mac Walters
52:21
What was the original concept for the Reapers' motivation?
They wiped out organic life to prevent the entropic effect of dark energy abuse, which would hasten the end of the universe.
52:47
What was the name of the standalone multiplayer game that became Mass Effect 3's multiplayer?
Mass Effect Team Assault
01:00:31
How many explorable planets did Mass Effect: Andromeda originally plan to have?
Hundreds, but it was scaled down to about half a dozen.
01:10:07
Creating an Original IP
Casey Hudson's pitch to create 'our own Star Wars' was a pivotal moment that led to Mass Effect.
05:01Paragon/Renegade System
This morality system was a significant departure from binary choices, allowing for nuanced storytelling.
11:13Tracking 700 Choices
The sheer number of player choices tracked for Mass Effect 2 demonstrates the complexity of the series' narrative.
23:45Controversial Ending
The color-coded endings sparked massive fan backlash, highlighting the importance of player agency in RPGs.
47:01Frostbite Engine Challenges
The technical difficulties with Frostbite for Andromeda illustrate the risks of using an engine not designed for RPGs.
01:06:31[00:10] games within I think Ray puts it best within a context of humility [music] but So you know in the lobby where someone new is coming in you know it's nice to at here? >> Well you can actually see the the multi-
[00:24] Republic. [music] That's uh that was really nice. We did that in, you know, >> despite first developing a mech warrior-like experience with 1996's made a name for itself [music] throughout the late 1990s and early
[00:39] 2000s for delivering premier role playing games. The original Balders's Gate dropped PC players into a deep fantasy RPG set within Dungeons and Dragons's Forgotten Realms campaign. Two more DNAD adventures further established
[00:53] Boware's Command of the genre and then came Star Wars Knights of the Old Republic. Considered among the best RPGs of all time, Cotor did more than venture [music] past through playerdriven morality decisions and turn-based
[01:09] combat. It additionally ignited in Boware developers an interest in exploring sci-fi RPGs more deeply. Thus, after shipping the Star Wars prequel in 2003, a small team spent several months laying the groundwork for what later
[01:23] became Mass Effect. This new space fairing Odyssey saw Boware leverage every lesson learned across previous projects, then build on them via proprietary technology and other technological advancements of the era.
[01:36] Mass Effects combat weaved in real-time elements. Squadmates were fully realized characters with unique agendas. Dialogue options scrutinized the gray area along the moral spectrum, [music] and user choice mattered more than ever.
[01:50] Initially envisioned as a trilogy, Mass Effect hit the ground running with a complete story to tell, which it did across a 5-year publication history. [music] But for many, those 5 years didn't end on a high note. And the
[02:02] universe expanding narrative that followed failed to alleviate lingering tensions within the community. Tensions that persist even as Boware prepares a fifth entry featuring a familiar face and galactic setting. This is the
[02:15] and galactic setting. This is the history of Mass Effect.
[03:11] during early discussions about the studios first interactive Star Wars adventure. Either the then unnamed project would flesh out Episode 2: Attack of the Clones, or take [music] place 4,000 years prior, a time period
[03:25] canon. [music] The creative freedom offered by the prequel setting constituted one of the key reasons why developers opted for the Old Republic Yet, even that freedom had its limitations. Over time, Boware found
[03:39] Knights of the Old Republic's gameplay rather limiting, too, particularly in terms of audience reach. As a result, the Cotor team's next endeavor broadened the game mechanics and abandoned the galaxy far, far away for a solar system
[03:52] much closer to home. These ambitions in many respects began with the hiring of Casey Hudson in 1998. Having imagined himself as a pilot and engineer, Hudson before entering the world of game development. The transition and
[04:08] that much of his expertise could be applied to the art he'd long admired. Edmonton, Alberta outfit revolved around the creation of 3D art for Neverwinter Nights. Lessons learned throughout the
[04:22] project positioned Hudson to assume the role of project director on Cotor. After shipping the acclaimed Star Wars RPG in the back half of 2003, the Hudson LE crew began contemplating future ventures. Producing another space opera
[04:36] developers were itching to push the cotor formula in a direction befitting console friendly and shooterbased gameplay. The crew also dreamt of crafting a new hero who would evolve
[04:48] over the course of an experience in a universe with no restrictions on what the character could do or what Boware could do inside of the storytelling. As Hudson explained in the making of Mass Effect, to achieve as much, the company
[05:01] needed to step away from the sandbox created by George Lucas and instead build an original IP of its own. Reaching that conclusion inspired broad concepts about creating the ultimate sci-fi experience, namely a space
[05:14] adventure in which Boware would fulfill the fantasy of exploring the galaxy across an exciting story. In a 2011 sitdown with Game Informer, Hudson said he outlined a few ideas himself, then met with studio co-founders Ray Musika
[05:28] and Greg Zestek to iron out higher level thoughts. As the story goes, the intrepid project lead pitched the idea of boware making its own Star Wars. Comments from Yuzika and Zestchuck in Jeff Keely's the final hours of Mass
[05:42] Effect 3 confirmed the concept in its infancy was cenamed SFX. Despite having no protagonist in mind, Hudson wanted the duo to commit to a trilogy. SFX painted the picture of humanity as genetically engineered slaves fighting
[05:57] players would have navigated procedurally generated planets in an upgradeable spaceship and encountered each other online in virtual environments via Xbox Live. The possibility of online trading
[06:10] additionally factored into these talks, though the system along with the bat creatures and slave story were shelved over time. Recapturing the magic and wonder of Starflight, a 1987 space exploration RPG, represented one mode of
[06:25] influence as brainstorming persisted. Similarly, the creators took inspiration from the original DSX, finding its once novel usage of shooter mechanics and upgradeable skills fascinating. While they assessed how best to simplify
[06:37] Cotor's turn-based combat for the Republic, the new IP entailed for over a year. That's time spent with them pondering
[06:50] whether or not to include sci-fi staples such as aliens, time travel, teleporting, and AI controlled machines whose intelligence match that of humans. the fictional world would ultimately dictate decision-making regarding the
[07:04] narrative and characters, considering how the inclusion of, say, teleporting abilities could radically alter gameplay and every facet of the story. Once core project's creative forces started
[07:18] breaking the story. First came the notion of empowering players through starship, complete with explorable interiors and responsive crew members. Naturally, the power fantasy motif further bled into Boware's interest in
[07:32] distinction on their sleeve. A character who'd arrive on scene and instantly attract attention. Someone this important, especially within an RPG framework, would be expected to make consequential decisions and often with
[07:46] impunity, not unlike James Bond or the Jedi. Such thinking spawned the genesis of Special Tactics and Reconnaissance, or Spectre, the in universe organization whose agents answered only to the galaxy's foremost governing body, the
[08:01] Citadel Council. Boware looked no further than the United States Space Program for inspiration on the type of character most suitable for the first human [music] spectre. >> It looks like you're about on the bottom
[08:14] step and on the surface. That's for an old man. [music] Okay, you're right. H is on the surface and it's been a long way, but we're here. >> An elite special forces soldier. The
[08:29] hero of Boware's original sci-fi RPG had to embody the best of the best of humanity's military might. The studio thought it ideal that the soldier in question Baron all-American name. Their surname reading as common to avoid
[08:43] players focusing on the meaning behind something unique. Seven names in particular were on the table courtesy of the historic Mercury 7. The astronauts who embarked on NASA's first ever human spaceflight undertaking, Project
[08:57] spaceflight undertaking, Project Mercury. The program began in 1959 with well a person functioned in the space environment. Scott Carpenter, Gordon Cooper, John Glenn, Gus Gryom, Wally Shira, Alan Shepard, and Dee Sllayton
[09:12] were the select few chosen, all of whom eventually left Earth's orbit. In 1961, though, Alan Shepard became the first American in space thanks to his peers voting for him to receive the honor. 10 years later, Shepard took part of the
[09:26] Apollo 14 mission and became the fifth person to step foot on the moon. Alan Shepard being the first certainly helped narrow down the naming choice, but Boware developers were also struck by the astronaut's reputation as tough and
[09:39] wellresected traits that matched their vision of the would-be Mass Effect protagonist. Notably, a surname proved the only necessary denomination. Boware had already decided Shepherd would have a fixed name so NPCs across the
[09:53] experience could address the player directly. A specific given name never came into focus, however, because of the importance placed on users choosing Shepherd's gender. Speaking to Amped News, Casey Hudson said the significance
[10:07] of gender choice hinged on Mass Effects not being a typical RPG with a generic lead. The game's cinematic intensity necessitated a very specific kind of experience for users driven by an emotionally resonant main character.
[10:21] Therefore, in deference to the respect and influence Shepherd would command across the galaxy, the developers fashioned a hero that felt uniquely exciting on their own, yet personal based on player choice. Ambition on this
[10:34] scale informed the essence of the story structure and encouraged Boware's writing of bigger and better storylines. The eventually settled upon narrative centralized the imminently turbulent state of the Milky Way galaxy 200 years
[10:47] in the future with humans having made first contact with alien species approximately three decades prior. As an elite soldier in humanity space alliance, Commander Shepard would set out on a mission to defend the galaxy
[10:59] from destruction at the hands of a rogue alien spectre named Sarin. Two themes grounded the premise. one exploring organic versus artificial life and the second pitting nature and technology against each other. Since drastic
[11:13] consequences would hang over the commander every decision, Boware knew the conversation system baked within the likes of Cotor and Shade Empire required an overhaul. The very basis of Star Wars mythology meant player decisions in
[11:26] Cotor hindered exclusively on the light and dark sides of the Force. A subtler approach let Mass Effect wade into the gray area. Hence, the paragon and renegade morality system represented in speech options intended to estu the
[11:39] binary good versus evil prompts common in RPGs. Hudson argued in an IGN interview that overly simple good and evil choices would have read as inauthentic in Mass Effect because both sides involved combat and extreme
[11:52] righteous, they'd avoid fighting altogether. truth. >> He's lying. >> You better start explaining before I lose my temper. To ensure dialogue
[12:04] functionality befit the game's moral spectrum, developers conceived a dialogue wheel as the basis of their proprietary conversation system. The wheel presented several options, each one analogous to a distinct tone.
[12:16] [music] One possible reply to an NPC showcased a diplomatic shepherd. >> I am so honored to meet you. >> Nice to meet you. And you are? >> My name is Conrad. Conrad Verer. while a
[12:30] solders's aggression. >> Do I know you? >> Uh, no. No, I'm just a fan. One of your biggest fans, actually. >> In game, players could expect the conversation wheels bottom right option
[12:43] to constitute the angrier retort, the more level-headed option appearing at the top right. This easy to discern mapping enabled a conversational flow that choice-driven titles hadn't quite [music] mastered. Boware wasn't
[12:57] fully immerse players in the new narrative mechanics. Facial expressions and body movement enhancements for the digital actors further supported dialogue innovations by accentuating subtle mannerisms made possible by the
[13:10] use of mocap performances across all cutscenes. An added layer of immersion stem from the more than 300 voiced character parts brought to life by 100 plus actors. Such details expanded upon and enriched the galaxy's explorable
[13:25] locations. The emphasis on digital actors also proved instrumental to conveying the nuances of the morality system. And not just on Shepherd's End. In previous titles like Cotor, Squadmates blindly followed the
[13:38] protagonist without argument, even when they exhibited the worst behaviors. Mass Effect adopted a different approach. Shepherd's compassionate, selfish, or brutal actions had macro effects on the galaxy and its perception of humans. The
[13:52] micro effects manifested in how squadmates responded, usually because of their own motivations. Shepherd's behaviors could even provoke crew mates to quarrel amongst themselves, reinforcing the already emotionally
[14:04] charged stakes of the story. Writer M. Walters later admitted that perhaps some renegade or extreme choices were too grim even for players on a renegade run. He specifically alluded to the commander's optional killing of Rex on
[14:18] Vermier, but maintained that the decision still held up. Walters said in a 2021 Polygon interview, "If you're not having doubts, then I think we did it having doubts, then I think we did it wrong.
[14:39] were solely devoted to overhauling the acting and conversational elements. Gameplay reigned supreme in its own right, given the focus on creating fun combat with broad appeal. To this end, the studio substituted Cotor's pseudo
[14:52] turn-based mechanics for something console users could easily pick up and play. The tactics and customization mechanics of an RPG delivered through the intuitive interface of a thirdperson shooter. The marriage of real-time
[15:04] action with deep tactical combat invited players to pause encounters at leisure, strategically assess combat situations, and then issue attack and movement orders to squadmates. Developers made certain the tools of combat felt equally
[15:18] advanced, thanks mostly to the lore in which they were embedded. Notably, Boware derived the Mass Effect namesake from the in universe physics phenomenon that mirrors what modern physicists refer to as dark energy. In Mass Effect
[15:31] Mythos, dark energy emanated from the exposure of a rare material called element zero to electrical currents. The ensuing energy generated mass effect fields, increasing and decreasing the mass of objects within it. These mass
[15:45] light travel in space and even facilitated the creation of universally used ammunition whose projectiles fire at supersonic speeds. As such, while assault rifles, pistols, and shotguns seemed superficially familiar in game,
[16:00] each weapon's high chance of overheating ensured wielding them required some finesse. What's more, special individuals dubbed biionics could manipulate dark energy through their brains electrical impulses, thereby
[16:12] producing mass effect fields. Extensive training and implanted amplifiers allowed biionics to harness the effects into devastating technocience abilities, including warp, lift, and singularity. All significantly altering the flow of
[16:26] All significantly altering the flow of combat.
[16:38] facet of the fictional universe, too. This especially held true for how many of the alien races came to exist, though some ideas developed much more rapidly than others. The monogendered Assari, for example, were imagined as blue
[16:52] skinned space babes from the start. Contrarily, according to concept artist Matt Rhodess, the GE design took the longest to finalize. Before the writers had Mass Effects story set in stone, the sensient synthetics weren't a machine
[17:06] visualized the GU as living creatures whose form factor resembled that of the Krogan. But the sketch that inspired the final design depicted a creepy life form with no skin clinging to a wall like
[17:19] Spider-Man. The team hadn't accomplished much with the living creature version and thus brainstormed ways to morph the skinless drawing into an alien machine. Mechanical anatomy and wires were incorporated as the process marched on
[17:32] twisting the race into an unsettling form that maintained the musculature yet removed other human features. Roads revealed that while the art crew enjoyed the creative challenge of realizing the death, none of them wanted to see the
[17:45] synthetic beings ever again. Boware's far-reaching plans guaranteed the worked far-reaching plans guaranteed the worked AI creatures had a long future ahead.
[18:00] them to be able to play through so [music] that uh you know it kind of leads into Mass Effect 2. And in particular, we we kind of um have some [music] exciting things that we want to do in terms of the story and how the
[18:13] story through downloadable content is [music] going to set up the sequel. The idea of Mass Effect story spanning a trilogy dated back to the original pitch. Casey Hudson told Xbox Gazette in 2007, "The goal always prioritized
[18:26] creating something truly definitive. Therefore, the narrative couldn't be anything less than as big as Boware could make it." Building the series with a three-game arc in mind freed the developers to produce a solid starting
[18:39] point while simultaneously laying the foundations for a longunning arc. initial announcement for Mass Effect was a bold move. Though Boware fans didn't know then, but the first hint at Mass Effect hit the web in September 2005
[18:54] when the company publicized its licensing of Unreal Engine 3 for a new RPG. Specifics became available weeks later during Xbox's X05 event where Boware unveiled Mass Effect as a 360 exclusive. Hudson later stated the 360
[19:09] exclusivity hinged on a matter of familiarity considering the Cotor Group worked so well with the original Xbox hardware. 360's substantially improved processing power and development tools made the decision even easier. In
[19:24] interviews at the X05 trade show, Hudson spoke candidly of larger plans, mentioning the trilogy would last throughout the 360's 5 plus year life cycle. The studio even had its sight set on deploying extra story content between
[19:37] releases, [music] and the daring marketing hardly stopped there, with hopeful players eventually learning their save data would transfer between sequels. Users could expect decisions in game one to have lasting consequences in
[19:50] the second chapter, including everything from romantic relationships and the matrix of ending variations to major narrative implications and minor side quest choices. Throughout the pre-release period, Boware additionally
[20:03] boasted of Mass Effects unprecedented number of speaking roles, the six character classes for Shepherd, its numerous explorable planets, and the fact that all of it fit on just one Xbox 360 disc.
[20:17] 130 people, Boware's biggest team up until that point, managed to make the galaxysized effort work, evidenced by the glowing reviews the title received upon release in October 2007. Critics lauded the RPG as a watershed moment for
[20:31] storytelling in video games. The original soundtrack, worldb buildinging, and a voice cast, including Keith, David, and Seth Green, received high marks as well. Though frame rate hiccups, frustrating vehicle controls,
[20:43] and glaring lip-s sync issues occasionally disrupted the immersion. Mass Effects creators made note of every actionable critique and wasted no time addressing them when the next mission for Commander Shepard came calling.
[20:56] for Commander Shepard came calling. [music]
[21:21] >> In October 2007, weeks before Mass Effect debuted on Xbox 360, Publisher Electronic Arts acquired Boware and Pandemic Studios' parent company VG Pandemic Studios' parent company VG Holdings for $860 million. Positive buzz
[21:36] around the then eminent release of the sci-fi RPG convinced industry analysts that Mass Effect constituted the most important part of the acquisition. After all, EA needed another blockbuster since for the first time in a decade, rival
[21:50] company Activision had surpassed it to become the biggest publisher in terms of US game sales thanks to the shrewd purchase of Guitar Hero owner Red purchase of Guitar Hero owner Red Octane. An EA spokesperson preemptively
[22:02] mitigated concerns about how the buyout would affect both development houses. Being part of the EA family won't change the creative side of Boware and Pandemic's games, the representative insisted in a statement. Instead, fans
[22:15] publishing and distribution opportunities going forward. In the short term, at least, the transition ran smoothly for everyone involved on the Boware side of things. Mass Effect had already proven itself a critical hit,
[22:29] then smashed through sales expectations by moving over 1 million units worldwide in less than 3 weeks. Boware kept the momentum rolling for the next couple of years, launching the Bring Down the Sky DLC in March 2008, followed by the
[22:43] game's PC release that May. Much later, the August 2009 roll out of the Pinnacle Station pack offered up Fight Club style arena gameplay. While Pinnacle Station wasn't wellreceived, interviews promoting this DLC gave developers the
[22:58] opportunity to tease the eagerly anticipated next chapter. Returning project lead Casey Hudson promised a much darker experience. Fortunately for fans, the wait wouldn't last very long. [music]
[23:19] Effect [music] 2 slightly before the first installment hit shelves. Based on what audiences expected from sequels, [music] it was understood that development would partly focus on polish and improving pre-existing features. The
[23:32] critical end user response helped narrow that focus and also presented several new challenges. Chief among them being guarantees regarding save data imports. Developers had a whopping 700 playerdriven choices to track going into
[23:45] the sophomore effort. Thus, aside from high-level concepts and a few basic structural ideas, Boware hadn't fully mapped out every beat of the trilogy mapped out every beat of the trilogy story. To craft the next ambitious tale,
[23:59] information regarding all possible playthrough variations. Then the writing team led by Drew Carpishian and Mac Walters referred to the vast collection of possibilities when drafting storylines. Combining this method with
[24:13] their own creative ideas helped form a clear vision of what Mass Effect 2 would look like. And with Hudson envisioning a darker middle act for the trilogy reminiscent of Star Wars: The Empire Strikes Back, thoughts of having Shepard
[24:26] lead a suicide mission emerged early in development. Walters noted in an episode [music] of GameSpot's audio logs that such a risky undertaking made the most sense for the commander in a world where consequence and choice were so integral.
[24:39] By the production's 3-month mark, even the Dirty Dozen inspired concept of recruiting misfits for the perilous operation had taken shape. Dreaming up new characters and deciding which existing ones to revisit involved a long
[24:51] drawn out process. So naturally, many of the party members outlined in the embriionic phase didn't make the cut. In the audio logs video, Walter shared a character concepts document featuring rudimentary templates for figures like a
[25:05] crazy Cororean king who wanted revenge against the GU but behaved whimsically about it to allow the crazy Irishman in Braveheart. This companion fell by the wayside, as did the mad bomber, whose traits were ultimately shared between
[25:18] Zed and Jack. Meanwhile, the discarded Quarryan infiltrator concept that folded Butch Cassidy and the Sundance Kid into a single person later influenced Garis's Archangel persona. [clears throat] The writers molded Fain and the Drill in
[25:32] the interest of creating a religious alien bearing moody and cynical sensibilities. Additionally, Walters repurposed a game one notion about Garris waiting to be shaped by a strong figure when conceiving the design a
[25:45] Krogan theme out of which Grunt evolved. In ostensibly threading this particular motif into the birth of a character, the writer gave players an adult Krogan to raise as paragon or renegade. [groaning]
[26:05] name. By this juncture in development, Boware hadn't defined the precise nature of the suicide mission, only knowing Shepherd would spearhead an assault on Planet Fortress, where upon multiple beloved characters would die if players
[26:18] didn't play their cards right. But not until Gray Boxes started littering early builds did Boware think to split recruitment into two steps. A character's acquisition being the first and the second constituting an optional
[26:31] loyalty mission. Significantly, this dual-phase process addressed complaints equating Mass Effect 1's numerous side quests to tedious chores with little bearing on the otherwise fascinating aplot. Every recruited character in Mass
[26:45] Effect 2 presented Shepherd with a personal problem. The resolution completion guaranteed the squadmates's allegiance. As an example, Cberus operative Miranda Lawson requested help securing her sister's safety. Longtime
[26:59] ally Garris coveted the chance to pursue the man who betrayed the vigilante squadron he once captained. Mass Effect developers viewed each of these tying sentimental side plots [music] into the mainline epic mission. Given
[27:14] that assisting a companion raised their chances of survival during the endgame. their loyalty prepping for the third act assault. Such narrative underpinnings,
[27:29] albeit critical, consumed only a part of the broader story crafting challenges. For one, leads shaped the sequel using an unconventional narrative structure they knew ran the risk of not working. Where games typically relegated the team
[27:43] building portion to the first act, Mass Effect 2 boldly stretched the recruitment arc across three4s of play time, leaving the final stretch for the group's battle preparations and assault. At the very least, Boware had its
[27:56] patented beat-to-beat storytelling to fall back on, which manifested in the so-called covenant [music] between players. Lead cinematic designer Armando Troesi detailed the covenant in a 2010 discussion with Games Radar, outlining
[28:10] how the unspoken agreement relied on specific rule sets. First, the predictable positioning of interface choices was non-negotiable, so dialogue options in the conversation wheel always appeared where players anticipated.
[28:24] Secondly, every choice needed to produce the expected outcome, effectively ensuring users never killed their favorite character by accident. favorite character by accident. >> Let me make this perfectly clear.
[28:40] >> This is not acceptable. >> OH, MY FOOT. YOU SHOT my foot. [screaming] >> That shot barely grazed you, you big baby. Sorry, my father was a Krogan. >> Finally, Boware developers held fast to
[28:55] the notion that they were telling the player story, not their own. This covenant resurfaced in Mass Effect 2, though updates to the conversation and Paragon and Renegade systems evolved the established formula with a few extra
[29:08] flourishes. Quicktime event driven interruptible dialogue as well as mid-action chatter motivated many of the revisions in question. Marketing speak during the original title's pre-release cycle touted dynamic interrupt options
[29:21] that Boware eventually realized it couldn't properly support. There go players facilitated Shephard cutting people off by hitting the X button on 360 to talk over the speaking character. Another more intricate instance invited
[29:34] by having the commander punch them midscene. When fielding questions from PC World, Casey Hudson cited the need for the development of additional content that corresponded to every interrupt as the reason why interactions
[29:48] like the infamous reporter sequence were limited. Developers resurrected and improved upon the concept in the sequel, dotting interrupt actions across the game in situations where it made sense for Shepherd to react physically. The
[30:00] elective actions popped on screen as quicktime events mapped to trigger buttons with paragon behaviors appearing on the bottom right. Besides, I just want to use it. >> Get your money back.
[30:13] >> And Renegade on the bottom left. >> I've got nothing more to say to you. If >> I've got nothing more to say to you. If you shoot me, my team [screaming] level of dynamism previously unseen in Boware properties. Further still, the
[30:29] studio sought out ways that could vary the pacing of conversations and sidestep game 1's repetitive stationary dialogue sequences, injecting conversational exchanges into intense action segments solved the problem 10fold in that
[30:42] shootouts occasionally saw Shepard and company ducking behind cover and yelling company ducking behind cover and yelling at each other over gunfire.
[31:03] dialogue system scratched off another bullet point in Boware's long list of goals. The result was a battery of sophisticated user choices less about being good or evil and more about the agonizing choice between sacrifices.
[31:17] Writers thus constructed scenarios wherein the commander faced choices divided between personal sacrifice and actions of brutality, with the latter eliciting quicker solutions at significant cost to someone else.
[31:30] Arguably more so than the first installment, the outcomes of such moral dilemmas rested solely on a player's personal values. In the end, Boware's morality and conversation system received near universal praise. The
[31:45] radical rework of the gameplay mechanics and menus proved rather divisive. and menus proved rather divisive. However,
[32:00] poured over reviews and forums for feedback. They cut and pasted the commentary into one massive document, cataloging various perspectives and critiques to create a blueprint based on what players wanted from Mass Effect 2.
[32:14] On top of the troublesome Makeo vehicle, performance issues, and unrefined morality system, Boware developers identified the gameplay as a major point of contention, then set about rectifying the problem. Mass Effect may have
[32:28] positioned itself as a role- playinging game with heavy shooter sensibilities. Yet, the shooting left much to be desired. Weapon accuracy, for instance, mattered very little. So long as Shepherd's comically large crosshair
[32:41] hovered over an enemy, players were bound to hit their target. Having been a programmer on the 2007 entry, Christina Norman assumed the role of lead gameplay designer for the sequel and worked alongside her team to establish a new
[32:54] status quo. Norman's crew used the original outing as a foundation and aimed their sights at the combat mechanics first. RPG systems were shut off at this early stage of production, a period in which approximately 3 months
[33:07] went into determining the best practices for evolving Mass Effects combat. The gameplay lead told Games Radar, "The intent centered on ignored labels and prioritizing making a great interactive experience above all else, achieving
[33:20] shooter and RPG balance no longer held the weight it did when development on the series began. As such, where Mass Effect 1 was more of an action RPG, the second project came together as what Games Radar dubbed an allout shooter
[33:34] RPG, courtesy of an overhaul founded on three fundamental goals. One objective mandated combat be playable in real time without the player needing to pause. The next highlighted the importance of intuitive cover mechanics, and the third
[33:49] pushed for guns that handled well as soon as they were unlocked, no upgrades necessary. With basic parameters in place, Norman said fleshing out the shooting came first, not in priority, but in order. Since it was understood
[34:03] that Boware, in its inexperience with shooters, would require as much time as possible to drastically improve those mechanics. Successfully executing these ambitions hinged on supplying players with more satisfying combat. More
[34:17] accurate and powerful level one weapons seemed ideal for meeting the standard, though it ultimately ended with Mass Effect 2 taking the RPG out of the Effect 2 taking the RPG out of the shooter.
[34:32] Casey Hudson expressed dissent, questioning whether combat in the sequel deserved the radically different descriptor. From his point of view, the experience still offered a third-person shooter that let players issue tactical
[34:44] squad commands. Hudson argued the overall feel and quality of combat constituted the real difference which resulted from a series of small changes, not a wholesale radical redesign. The action just played so much better that
[34:58] players actually perceived it as radical change. One such small adjustment altered the function of ammo between the two games. Barring overheating concerns, bullets were what Boware called free in Mass Effect 1, enabling instances where
[35:13] in users could spam the trigger during firefights in hopes of landing shots with nothing to lose. Said practice produced outlandish combat encounters. intention of reworking ammunition
[35:26] design. The sequel only implemented ammo clips and reloading after a gameplay programmer tested the waters in secret. Though neither Norman nor Hudson concluded the modifications would
[35:38] amplify combat's tension and pacing. The inventory system similarly received a revamp, brought on by internal beliefs that game 1's inventory was a pain to navigate. Developers decided a mere fresh coat of paint wouldn't do the
[35:52] trick. Whatever the new system entailed had to support Shepherd and up to 12 researched inventory functionality across several other games. Their endeavor proving fruitless because nothing else could manage Mass Effect
[36:06] 2's huge character roster. Iterative design processes begat a simple squad inventory system whereby someone like Tally could use a certain shotgun without taking it away from other companions. Boware thought the new
[36:20] inventory set up a triumph over the old, which made players juggle hundreds of pieces of equipment that barely had a material effect in game. By contrast, every gun in the second Mass Effect boasted a unique feel, with some guns
[36:33] drawing comparisons to Gears of War weaponry. Every one of these changes contributed to fan discourse that accused developers of abandoning Mass Effects RPG roots. But even Boware faithful, who longed for the gameplay
[36:46] mechanics of old, recognized the 2010 installment had considerably raised the installment had considerably raised the bar for quality in AAA video games.
[37:08] Mass Effect 2 in March 2009, hailing it as a dark second chapter, replete with stunning plot twists [music] and no holds barred action. First details reiterated the promise of importing save data. Yet, while past choices would
[37:23] haunt Shepard's footsteps, the 150 person production crew had also gone through great pains to ensure the next chapter looked and ran better. Unreal Engine 3 once again provided the base technology with which the studio
[37:36] optimized its CPU usage, enhanced the graphical fidelity, boosted the frame rate, and improved upon the camera to [music] guarantee precise aiming and body part specific targeting. Of course,
[37:49] Mass Effect 2 developers touted a host of other changes throughout the marketing campaign. [music] They replaced the universally despised Mako movement mechanics technically resembled that of Shepherd as opposed to the
[38:02] physically simulated nature of the original six- wheeled tank. Biotic abilities received appreciable updates that modified their functionality. For instance, Warp, which primarily inflicted damage in Mass Effect 1,
[38:15] returned with the additive quality of detonating biotic powers already whittling away at enemy defenses. Even the crew's workflow became streamlined between games, something Casey Hudson had anticipated prior to the first
[38:27] game's release, given the exorbitant amount of time dedicated to establishing a technological basis. However, development on the project wasn't without its fair share of troubles. The recession that lasted from late 2007 and
[38:39] into 2009 impacted Boware's dayto-day just as it did the rest of the industry. Hudson claimed that the studio had to reassess costs and find ways of battling through the noise without sacrificing the overarching vision. Mass Effect 2's
[38:53] creators contended with the 2009 H1N1 pandemic as well. In fact, during the final stretch of production, a significant number of staffers were out sick. Despite the setbacks, Boware delivered the sequel on time in January
[39:08] delivered the sequel on time in January 2010 on PC and Xbox 360, where it was met with the highest acclaim from critics and players alike. Most applauded the gameplay overall, lavish visuals, and engaging exploration.
[39:21] Storytelling garnered the most compliments, being labeled an extraordinary breakthrough that one outlet said represented the future of storytelling in video games. In short, Boware's daring experiment with the
[39:33] structure of main missions and side quests paid dividends. The wait was on to see whether or not the trilogy as a whole would stick the landing. [music]
[40:00] Effect 2 enjoyed many more highs, notably selling an impressive 1.6 million units by June 2010. The acclaimed Overlord and Lair of the cemented the sequel as a beloved
[40:14] adventure. Mass Effects Middle Outing received a second wind when after months of confusion and seeming myster. It arrived on PlayStation 3 in January 2011, complete with improved graphics by way of technological upgrades that
[40:28] leveraged the upcoming Mass Effect 3 engine. All the while, Boware was hard at work on the series finale. Casey Hudson shared the news during a CES interview in January 2010, wherein he divulged to IGN that he and the crew
[40:43] were busy building the first bits of the story. As it happened after Game 1's release, the developers reserved time to comb through and document Mass Effect 2 opinion shared in the comments of forums and YouTube videos before crafting a
[40:57] database of information that would help guide production. Boware intended on finishing the project fairly quickly, though not at the cost of delivering an epic conclusion, where everything players had accomplished finally came to
[41:10] fruition. Previously, community requests resulted in inventory improvements, as well as the addition of Garis and Tally as optional love interests. For game three, the uproar about the diluted RPG mechanics inspired gameplay designers to
[41:24] revisit the franchise's core systems, with producer Jesse Houston admitting they cut a little too deep with that in Mass Effect 2. Still, there existed a relatively even divide between fans who preferred Mass Effect the shooter over
[41:37] Mass Effect the RPG. Thus, finding the perfect balance took precedent yet again. Customization became more prominent and intuitive. Skill trees received extra depth, and various combat additions encouraged users to adopt new
[41:51] play styles. For example, demands for better close quarter combat prompted the creation of the Omni Blade, a melee weapon designed for hand-to-hand weapon designed for hand-to-hand encounters and stealth attacks.
[42:03] Boware expanded on the primary cast of characters to boot, introducing new squadmates alongside additional romance possibilities for both male and female Shepherd. Of course, the developer made sure players would be able to reunite
[42:15] with old flames and tie up loose ends, too. All to build towards the long- awaited finale. The first glimpse arrived in December 2010 after pre-orders for Mass Effect 3 mistakenly appeared on the EA storefront. A blurb
[42:29] on the product page warned of Earth Burning amidst the series's lead antagonist, The Reapers, unleashing devastating attacks on the human home world. A teaser trailer set in London soon thereafter showcased these details
[42:41] in cinematic fashion during the 2010 Spike TV video Video Game Awards. The teaser ended with the promise of a holiday 2011 launch window. Suffice it to say, Mass Effect faithful were thrilled, and the marketing in the year
[42:55] plus leading up to release leaned on that enthusiasm. Developer interviews insisted Shepard's final act would mark the biggest and boldest yet, such that 40,000 lines of dialogue had been recorded, twice as
[43:08] much as the 2007 debut. Following fan requests, the female version of Commander Shepard, lovingly nicknamed Femch, started appearing in marketing materials, particularly receiving her own takeback trailer and reversible box
[43:23] cover art. And naturally, speculation about how things would end grew to an all-time high. Some of it driven by Boware repeatedly impressing upon audiences that Mass Effect 3 was a game about war. Lead writer M. Walters
[43:37] restated this motif years later, revealing he'd pinned a Winston Churchill quote on the door of the instudio writer's pit to accentuate how every main mission, every side quest, all facets of the experience existed
[43:50] within the context of a war story. that many of the narrative's finer points depended on user choices in the first two games simultaneously elevated and complicated the storytelling in this regard. Boware accepted the challenge
[44:04] evidenced by Casey Hudson boasting to Game Informer that the conclusion was not even in any way like the traditional game endings where you can say how many endings there are or whether you got ending A, B, or C. This quote would
[44:17] haunt the trilogy's last act when it landed on shelves just 3 months later.
[44:42] the originally planned holiday 2011 time frame, Mass Effect 3 arrived on PC, PS3, frame, Mass Effect 3 arrived on PC, PS3, and Xbox 360 on March 6th, 2012. Controversy hounded the title from the start as frustrated community members
[44:56] pillar read boware and EA for deploying day one DLC featuring a crew member and side quest titled from ashes. The content according to data miners had apparently existed in the initial build before being removed. Hudson denied the
[45:11] accusations claiming developers produced from ashes in the three-month period between the content complete phase and shipping. Regardless, few forgave the timing and the $10 price tag since the mission felt so integral to the main
[45:26] game. From [music] Ashes introduced a Proththeian soldier named Javic, who'd lain dormant in cryogenic stasis for 50,000 years after the Reapers destroyed his civilization. Many thought being charged extra at launch for answers to a
[45:40] series long mystery was little more than problematic. To Boware's chagrin, this specific talking point became the least of its worries. of its worries. Hi, I just uh beat Mass Effect 3 [music]
[45:53] and I'm just here to give a little opinion on it. And it's fair to say I'm pretty pissed off at the ending. Those last [ __ ] 10 minutes that nearly
[46:05] last [ __ ] 10 minutes that nearly ruins, no, ruins the entire franchise. ruins, no, ruins the entire franchise. >> I put in 60 hours of work for this bull. ask him the questions I need to ask him? How can I tell him to go [ __ ] off?
[46:19] your ending was bad and you should feel bad. >> Let me show you my problem with the ending here. Here's my illustration of >> That's it. They don't like some people don't like Mass Effect 3's ending, so
[46:31] it. >> I think that the only way for uh Boware bungle that they did with the ending is to have this be what happened is that >> What? >> Yeah. Well, we should I I guess it's a
[46:45] >> Nothing dogged Mass Effect 3 more than its ending. After leading Earth's allout Commander Shepard ended up on the Citadel, the seat of galactic power in space. Shepherd defeated another longtime foe, bid farewell to a dear
[47:01] friend, then found themselves faced with an impossible choice. That choice was divided into three options: control, destroy, and synthesis. [music] The control ending obliterated Shepherd, but put the Reapers under their thro.
[47:16] Destroy wiped out all synthetic life, including the [music] Reapers and fan- favorite characters such as AI companion Edy. Synthesis merged synthetic and organic life, creating peace across the galaxy that guaranteed nothing like the
[47:31] Reaper threat could ever reemerge. Players immediately voiced their outrage, a furer that boiled over when the community realized all three color-coded endings preceded cutscenes with no real discernable differences.
[47:45] Suddenly, fans felt as though their decisions across the trilogy didn't actually matter. The user who selected the blue tinted control option viewed a Shepherd's ship, the Normandy, landing on a mysterious jungle planet. Those who
[47:59] went with the redcoled destroy choice encountered the same footage. Anyone who settled on the green synthesis ending didn't see anything different except for Edy stepping off the ship alive and well. Mass Effect forums lit up with
[48:14] anger, confusion, and hurt. 5 years of heartfelt and painstaking endgame choices had built to a payoff many considered insufficient and poorly written. A movement called Retake Mass Effect gained traction online. Starting
[48:29] initiative geared towards changing the ending. Donors lent a cumulative $80,000 to the cause before the charity's organizers shut it down. Still, the protest showed no sign of stopping. Some fans launched and signed online
[48:44] petitions. Developers sat on the receiving end of harassment and [music] receiving end of harassment and [music] death threats. Famously, one person sent 400 cupcakes to studio headquarters topped in either blue, green, or red
[48:56] frosting. The letters A, B, or C also appeared on each treat, referencing Hudson's infamous comment to Game Informer. Boware staffers weren't allowed to partake. Instead, leads donated the massive dessert order. While
[49:10] some employees found the sarcastic gesture humorous, others thought it unsettling. Suddenly, the retaliation had moved beyond the digital world and into their physical workplace. Hudson addressed the communitywide fury in a
[49:24] chat with Digital Trends less than a week post launch, almost welcoming the polarizing reaction as a director who didn't want the game to be forgettable. fostered interesting debates about what they meant and what would come next. He
[49:39] opined that to me is part of what's exciting about this story. There has there and a little bit of interpretation. Speaking on behalf of Boware, Hudson shared a more comprehensive response in
[49:52] challenges of finishing a trilogy that had to live up to a lot of expectations, particularly as a resolution to countless player choices. In turn, the studio designed Mass Effect 3 as a
[50:05] series of endings to key plots and storylines, culminating in sequences that highlighted the consequences of Shepherd's actions. Developers hoped them while experiencing the long journey's final moments. And as for
[50:18] those upset about no option triggering a happy ending, the brand's executive producer said Boware always believed the magnitude of the conflict along with the underlying theme of sacrifice should prompt a bittersweet ending because the
[50:31] alternative would betray the agonizing decisions Shepard made along the way. passionate fans who needed closure and more time to say their goodbyes. So, in upholding Boware's reputation for acting on feedback, Hudson assured future DLC
[50:46] would seriously consider those grievances. Boware detailed its intentions with the extended cut announcement in midappril. This free DLC went live in June 2012, adding new cinematic sequences and epilogue scenes,
[50:59] brimming with deeper insight so players could better understand the resolution of their personal journey. By and large, the community received the extended cut better than the original endings. However, some fans refused to budge.
[51:11] Many of them more moved by the indoctrination theory, which speculated the ending was all in Shepherd's imagination. Comprehensive breakdowns explaining the theory have suggested the Reapers gradually brainwashed the hero
[51:24] over time. But no amount of supplemental insights or internet hypotheses could answer the pressing questions that lingered. Clarity about what went wrong and why slowly bubbled to the surface in the years that followed. [music] The
[51:38] reapers are mine. I control them. They are my solution. to what? >> Chaos.
[51:54] >> A contingent of Mass Effect faithful have blamed the writing and certain writers for the third game's divisive narrative. Drew Carpatician, the original story lead, exited Mass Effect after finishing his work on the sequel
[52:07] and returned to Star Wars Lord to write Boware's The Old Republic MMO. He departed the company outright in February 2012, having had no involvement in the direction of Mass Effect 3. Instead, M. Walters assumed the lead
[52:21] writer role, his vision veering from what his predecessor once loosely conceived. Carpishian provided an overview of those initial plans during a discussion with video game sophistry, but confessed he never fleshed out the
[52:34] idea. Broadly, the famed writer imagined the plot of Game 3, expanding upon the dark energy that gave biotics their powers. One concept posited that the Reapers repeatedly wiped out organic life because evolution saw organics
[52:47] abuse dark energy to the point of causing an entropic effect that would hasten the end of the universe. A more developed rendition of the idea imagined the reapers as a force driven to prevent the opposite of the big bang from
[53:00] occurring. Boware considered these possibilities yet went in a different direction. Nevertheless, Carpishian defended the final product and warned fans against growing attached to what could have been given that the concept
[53:12] he helped author probably wouldn't be what people wanted. The developers who were directly involved had none of their ducks in the row by the end of 2010 either. Mass Effect 3 underwent multiple ideiation phases and script rewrites
[53:25] throughout its roughly 2-year production cycle. Audiences bore witness to just how much changed over the course of development when story files leaked in November 2011. The leak spawned from data mind files in an Xbox Live beta
[53:39] build and featured a document breaking down the narrative. Part of the leaked script envisioned the Proththean Javic as the catalyst, the weapon in universe experts believed could eliminate the Reaper threat. Shepherd in a mission
[53:52] mirroring the from ashes DLC would have partnered with an unnamed spectre while investigating reports of Javic Stasis pod being unearthed before later killing the spectre to protect the ancient alien. Boware explored the repercussions
[54:05] of this standoff further along in the script with a survivor of Mass Effect 1's Vermier mission, Kaden or Ashley turning on their former commanding officer because of their friendship with the deceased spectre.
[54:17] Narratively speaking, higher stakes were even woven into the battle on the Assari home world of Thessia. The older script proposed destructible environments confrontation in which Shepherd would have been forced to choose between
[54:30] rescuing the peeved Vermier survivor or fan favorite crew member Leara. The cutting room floor while the fall of thesia itself got pushed to a point
[54:42] later in game. With respect to the ending, Mac Walters divulged that an earlier iteration followed Mass Effect 2's footsteps, right down to an endgame boss battle against a monstrous creature. Instead of a super sized human
[54:55] Reaper, players would have reached the Citadel and stumbled across the ghastly embodiment of a Reaper elusive man hybrid. The lead writer told Eurogamer because it didn't feel appropriate for where we were. So, why did the initial
[55:10] final act leave off on such a dissatisfying note? Developers who've spoken with YouTube channel People Make Games blamed part of the problem on Mass Effect leads [music] not finalizing the endings until late in development. It
[55:23] was also a reason that since each ending sequence drove up costs, reusing assets laden with a different color grade made the most budgetary sense and explained the glaring similarities of the finale segments. Specifics aside, grievances
[55:36] about the color-coded selections weren't necessarily without merit. Boware Montreal's animation director Dave Wilkinson used the blue, red, and green highlights for embriionic storyboards he drafted after receiving an ending
[55:48] overview from Casey Hudson. When People make games, question the origins of the color, Wilkinson stated they were primarily meant to help him differentiate between the trio of choices. Blue represented the trademark
[56:00] paragon option. Red was indicative of the Renegade choice. green just so happened to be the other shade he relied on. Wilkinson brought a different vision storyboarding phase. Due to the cybernetic implants embedded within
[56:15] Shepherd, the animation director's original draft visualized a scene where upon plugging his or herself into the Citadel's main console, the commander conferred with the Queen of the Reapers. This character that never appeared in
[56:28] been locked away by her subjects thousands of years ago amidst contempt about her ideas for the future. Believing her people too limited by their AI nature, the queen would present Shepherd with the option to evolve
[56:41] everything. Here, Mass Effects Paragon and Renegade morality scale would have proven more integral compared to the launch endings. The storyboards imagined players ripped Shepherd out of the
[56:54] console to blow up the Citadel and Earth by proxy. At the very least, Renegade guaranteed the Reapers' destruction and survival for organics. Meanwhile, the Paragon approach resembled the blue iteration players experienced at release
[57:07] with Shepherd controlling the Reapers, albeit they'd turn into Big King Reaper as a result. The green ending Wilkinson storyboarded actually paralleled the eventual synthesis option, though the unreleased version combined and spread
[57:21] across the universe the best parts of the queen and Shepherd. Had Boware taken concluded with an Assari mother and daughter coated in green tech reminiscing on Shepherd's galaxy saving adventures, much like the Stargazer
[57:35] adventures, much like the Stargazer epilogue starring Buzz Aldrin. At some drafting of the leaked script and Wilkinson storyboards, Boware executed sweeping changes. [music] Changes that introduced the tragic death of a child
[57:48] on Earth who haunted Shepherd's dreams throughout the game, then later reappeared as the embodiment of the Reapers to expound on why the AIdriven aliens repeated cycles of total destruction every 50,000 years. In
[58:02] reflecting on the conclusion for a piece with a gamer, senior gameplay designer Patrick Moran claimed he and a good number of Mass Effect team members pushed back when reading the last story beats. Moran emailed higherups to
[58:15] challenge the direction and received [music] no reply. Mass Effect 2 and three scribe Jay Turner, who left before Boware set the ending in stone, recalled upon learning of the resolution secondhand.
[58:29] On the other end of the spectrum, writer Chris Heepler appreciated how the endings embraced the space magic of it all. Despite the studios efforts in the extended cut, the ending remained a muddied affair. Much beloved DLC [music]
[58:42] expansions like Leviathan and the Citadel helped smooth some of the edges, but for many, Mass Effect 3 marked Boware's [music] first major misstep Boware's [music] first major misstep with the series.
[59:13] between a third game's release and the extended cut was only possible with a crippling [music] crunch schedule, which saw Boware employees log extra long hours for several weeks. Studio Morale consequently took a hit even as the
[59:25] title broke sales records and generated millions of dollars in revenue. Mass Effect 3 had suffered under the weight of managerial issues. Yet trouble of another kind reportedly started surfacing on the project as well. Boware
[59:38] opened a Montreal based office in March 2009 to help support the second game. About 30 people joined the slowly growing staff, half of whom were transferred from headquarters in Edmonton. In confirming the news,
[59:51] co-founder Ray Muzika said the move presented a huge opportunity to leverage Montreal's talented development scene while supplementing Boware's existing teams in Edmonton and Austin. The Montreal satellite got its feet wet by
[1:00:04] building half the cinematics for game 2 and most of the N7 missions. At EA's behest, though other developers have labeled it a Casey Hudson idea, Boware investigated multiplayer possibilities for the final installment, tasking the
[1:00:17] Montreal Division with working through the specifics. The newer office may have incubated Mass Effect 3's multiplayer suite. However, the online functionality actually began as a separate standalone experience entitled Mass Effect Team
[1:00:31] Assault. Patrick Moran, the first designer to prototype Team Assault, divulged information about the canned project in February 2021 during talks with the gamer, recalling a digital only multiplayer title similar in scope to
[1:00:44] Battlefield 1943. The series's trademark thirdperson firstperson shooter mechanics, and according to Moran, progress was tracking nicely for a time. He alleged
[1:00:56] Boware HQ swooped in just as Team Assault hit its stride, assuming control of the multiplayer game at Edmonton and effectively cancelling the standalone. While developers integrated much of Team Assault's design into the Mass Effect 3
[1:01:09] multiplayer, the shared effort between the two studios escalated the already simmering tension. The senior gameplay designer attributed the bad blood to the Edmonton crew's disappointment at Boware Montreal's establishment. Apparently,
[1:01:22] there existed an anglophone versus franophhone rift. Some of it exacerbated by internal fears that it was the beginning of the end for Edmonton, the one game studio in town at the time. Moran claimed Edmonton staff acted on
[1:01:35] such frustrations by undermining Montreal's work and disparaging the outfit, specifically calling it a gong show not to be trusted with a Mass Effect brand. Despite hostilities across the organization, Boware managed to
[1:01:49] deploy an impressive multiplayer suite in Mass Effect 3 that even initially skeptical critics and fans applauded. That the Space Opera's epic finale came packaged with a simple yet fun squad-based horde mode was a surprise in
[1:02:01] an era bogged down with singleplayer games boasting generic multiplayer offerings. Proud of his work on the project, Moran called the mode's success a testament to Hudson's relentless commitment to quality and its enduring
[1:02:13] online presence further highlighted how well Boware at large executed on the concept of players joining the front lines to beat back galactic threats. Unfortunately, the tension that strained the online suit's development eventually
[1:02:27] the online suit's development eventually plagued Mass Effect Andromeda.
[1:02:52] single player and multiplayer campaigns, Boware Montreal also designed the Omega expansion. The steady increase in responsibility led to the developer helming a new Mass Effect title, which Montreal studio director Yique Wah
[1:03:05] Montreal studio director Yique Wah teased in a November 2012 blog post. Wah couldn't share concrete details, but confirmed the original creators at Edmonton would support his team's efforts to ensure a proper and effective
[1:03:17] transition. Casey Hudson remained involved in an executive producer capacity with a project director working under him in Montreal to drive day-to-day operations. What's more, W insisted the core pillars
[1:03:29] for the IP would go untouched, meaning players could expect the return of an expansive explorable galaxy, diverse alien races, and cinematic storytelling. The Frostbite engine, known for powering DICE's Battlefield games, provided the
[1:03:44] technical basis for the unnamed Mass Effect endeavor. On the surface, it seemed a reasonable fit considering Boware's Dragon Age Inquisition developers had utilized and modified Frostbite 3 for their needs in the 2014
[1:03:58] RPG. The premature announcement was in part intended to notify development communities that the Montreal group would soon begin staffing up. However, at this juncture, the title cenamed Contact remained in the naent stages of
[1:04:12] pre-production, its existence having spawned from Hudson convening with a small group of Boware veterans post Mass Effect 3's release to iron out next steps. According to a 2017 Kotaku report, Hudson and company decided
[1:04:25] Commander Shepard, the Normandy crew, and the Reapers were off limits. They wanted to start a new in pursuit of an adventure that would execute the promise of exploration. Mass Effect 1 didn't quite deliver. Thoughts of such untapped
[1:04:39] potential conjured one prequel concept centered on the first Contact Wars. The conflict instigated by humanity's first run-in with Aliens. Boware dropped the idea after Hudson questioned the audience's preferences in
[1:04:52] late 2012 and learned most wanted a sequel to the trilogy. Similar talks amongst focus groups and Boware staff echoed the same sentiment. Still, the theme of contact lingered. Game director Gerard Leani, the creative director
[1:05:06] behind two of Box's Spider-Man games, molded the contact concept into what became the fourth Mass Effect entry's main conceit. Lean thought it made sense if during the events of the trilogy, the Citadel Council devised a contingency in
[1:05:20] case Shepard's assault against the Reapers went south. This secret plan birthed the Andromeda Initiative, which sent 100,000 colonists from various alien races to the distant Andromeda galaxy. Pathfinders within the
[1:05:33] expedition would be tasked with finding habitable worlds for the refugees, safeguarding the Milky Way species from certain extinction. Another Leony crafted concept envisioned the Andromeda setting overflowing with
[1:05:46] hundreds of explorable planets built via procedural generation. From 2013 through 2014, Mass Effect Andromeda in its earliest phase bore a lot in common with a game that hadn't yet been announced, No Man's Sky. The pre-production team
[1:06:02] tinkered with prototypes where the playable hero captained a starship, then rover in search of habitable environments. One Kotaku source remarked that simulating the thrill of really exploring space constituted the focal
[1:06:16] point of Montreal's steep ambitions, but obstacles regularly stifled progress. For starters, figuring out how to weave Boware specific storytelling into playable spaces made by algorithm proved challenging. Technical woes caused the
[1:06:31] most formidable trials, however. Too many developers struggled with the procedural generation. Level designers had terrain generation software world machine helping them along. Yet, large swaths of the team were out of its
[1:06:44] depth. And it didn't help that multiple departments were light on resources, an issue exacerbated by those same crews lacking the requisite manpower. The Frostbite engine tension only made matters worse. Prior to Dragon Age
[1:06:57] Inquisition, a role- playinging game had never run on Frostbite. Inventory management, tracking party members, and other functions associated with the genre weren't possible until Dragon Age engineers made the necessary
[1:07:11] adjustments. Still, the Mass Effect Andromeda engineers had to graft a few features onto Frostbite's existing inner workings, including an animation rig. Hosting large maps also went beyond the engine's capabilities, as it had long
[1:07:23] been accustomed to local that ran no bigger than 100 km by 100 km. Even installing save game features resulted in unforeseen technical difficulties. In
[1:07:35] spite of the hassle they faced, some Andromeda developers looked back fondly on that first year of pre-production. The possibilities seemed endless. Things took a turn in 2014, partly a byproduct of the enduring rift between the
[1:07:49] Edmonton and Montreal outfits. Reportedly, Edmonton staff questioned whether Andromeda had a strong enough vision. Meanwhile, a number of Montreal the Sibling studio were stealing ideas and staff members to bolster projects
[1:08:03] and staff members to bolster projects like Dragon Age Inquisition and Anthem. 2014 further marked the period in which Boware experienced an exodus of top Boware experienced an exodus of top talent. After 16 years, Casey Hudson
[1:08:15] left the company in August, citing a desire to hit the reset button and move on from Boware. Gerard Lean followed shortly thereafter. Series veteran M. Walters took over as creative director in hisstead. Roughly a dozen other
[1:08:29] developers exited the Montreal studio before the year concluded, gutting the refilled those vacant roles. The troubles besetting Mass Effect Andromeda >> It's great to have you with us. It's great to be talking again.
[1:08:43] for a little while. We spent a lot of time together on Mass Effect 3 with >> Mac Walters's appointment to creative lead denoted a directorial shift. Though he brought a new vision to the table established details such as the
[1:08:58] Andromeda setting, Colonist theme and exploration focused gameplay held firm. Even Leon's push for procedurally generated planets stuck around long after Walters entered the fray. It just so happened that the seasoned Mass
[1:09:12] Effect writer didn't inherit a fully functioning project. On the contrary, pre-production on Andromeda had gained little headway by the end of 2014 since Montreal struggled with executing the ideas fostered during year 1. Combat
[1:09:27] came along nicely, and prototypes for the Nomad Ground Rover ran like a dream thanks to Frostbite's familiarity with hulking armored vehicles. The problem lay nestled in the fact that no one found driving around planets very fun.
[1:09:41] Not to mention the team's tools and pipelines were so far behind schedule that there existed no vertical gameplay slice or proof of concept to show for almost 2 years worth of effort. Procedural generation remained a thorn
[1:09:54] in everyone's side to boot, such that one backup plan involved resurrecting the trilogy's galaxy map and populating it with a limited number of handcrafted alien worlds. These setbacks persisted throughout
[1:10:07] 2015, forcing a pivot in which Leadeds opted to scale down from hundreds of explorable planets to 30. World Machine would still generate some environments, but handcrafted content returned in full. Before long, the number was
[1:10:21] slashed again, going from 30 to about half a dozen explorable planetary bodies. Confusion swept through Andromeda's development staff, the vast majority of whom were uncertain of which content remained intact and who was
[1:10:35] expected to work on what. The story, cinematics, and level design all fell victim to the overhaul, thereby further upending the production schedule. Since pre-production drafting big picture ideas, the likes of the writer clan and
[1:10:51] Meridian Space Station sequence survived every stage of the process. Yet, in-game quests hadn't been locked in, and neither had the dialogue. Ex-developers final version of Andromeda had been penned in the two years ahead of
[1:11:06] release. Speaking with Kotaku, some sources credited Walters for whipping the project into shape, setting the stage for a mad rush that culminated in the preponderance of the RPG being built inside the 18-month period between late
[1:11:20] inside the 18-month period between late 2015 and March 2017. Not everyone shared this sentiment. There were Edmonton staffers who considered Andromeda a directionless mess in need of a rescue operation. Whereas a contingent of
[1:11:32] Montreal workers viewed the Waltersled directorial shift as Boware HQ trying to seize control of their project. Either way, not every bump in the road could be smoothed over after the fact. Collaborating across three time zones in
[1:11:46] partnering with outsourcing groups from Vancouver and South Africa compounded the already numerous complexities. Severe crunch similarly heightened the stress in the final stretch with several
[1:11:58] staffers calling it the worst crunch of their careers. Unfortunately, constant months of production. Time typically spent polishing an experience instead went to keeping it together. Bugs would get fixed, tested, and approved, only to
[1:12:14] revert back to their problem state a short while later. Such hiccups often surfaced for reasons unknown. Occasionally, the regression stemmed from simple changes like a character modeler revising an NPC's design.
[1:12:27] >> A few departments suffered worse than others in the last 18 months, particularly those responsible for audio, effects, and cinematics. Because the whole project spent so long behind schedule, this trio of teams couldn't
[1:12:41] wrap up their own work until much later than usual. All effects of unforeseen technical woes and a pre-production cycle that failed to hit meaningful milestones in a timely fashion. So hectic were these times that EA and
[1:12:54] Boware briefly transitioned senior Dragon Age leadership away from the project that eventually launched under the Veilgard subtitle. Dragon Age executive producer Mark Dara dubbed it an incredibly dangerous strategy brought
[1:13:07] on by EA's alleged disinterest in Boware. And yet, no semblance of disorder ever reared its head in the marketing cycle. From the outside, Mass Effect Andromeda seemed to welcome fans, new and old, to not but another
[1:13:22] memorable space [music] fairing adventure.
[1:13:45] >> Developers followed up the surprise November 2012 announcement with a retrospective Mass Effect panel at PAX East in March 2013 where Casey Hudson noted the next chapter would offer something fresh and new. Barring
[1:13:59] Hudson's subsequent departure from the studio over a year later, updates of consequence were scarce until EA's E3 2015 press conference. There, Boware officially unveiled Mass Effect Andromeda in a teaser trailer featuring
[1:14:13] an unknown soldier clad in the elite N7 armor most associated with Commander Shepard. A blog post from Boware GM Aaron Flynn and Montreal executive Yanique Wah captivated franchise faithful with talk of combining the best
[1:14:27] parts of every installment in their attempt to expand the definition of what you should expect from a Mass Effect game. Holiday 2016 served as the intended window when PC, PS4, and Xbox One users would experience it for
[1:14:41] themselves. Boware later postponed the RPG to March 2017, citing a need for the right amount of time to make sure we deliver everything the game can be and
[1:14:53] should be. The delay hardly slowed Andromeda's momentum from a public-f facing standpoint. Behindthe-scenes footage and gameplay appeared at press events, developers gave interviews at every opportunity, and Game Informer
[1:15:05] covered it extensively for the magazine's December 2016 issue. The anticipation proved infectious as hopeful players learned of the return of romances and the highly regarded loyalty missions that debuted in Mass Effect 2.
[1:15:19] Returning Milky Way alien races like the Assari and Turions also garnered plenty of attention throughout the marketing cycle. New species like the Andromeda galaxies K occupied the center of attention in their own right. Despite
[1:15:32] questioning whether they could rely on aliens on an emotional level in terms of storytelling, non-human species had become the cornerstone of the IP. That thinking drove the creation and evolution of never-before-seen races who
[1:15:46] needed stark differentiators from their Milky Way counterparts. The cat then protected themselves with organic armor. While species from the trilogy had always worn gear modeled after industrial designs, it was all fans
[1:15:59] needed to speculate about where the narrative in another galaxy 600 years removed from Shepherd's heroic sacrifice would take them. But the wonder and curiosity devolved into disappointment and censure when EA Access subscribers
[1:16:12] unlocked Andromeda 5 days ahead of its March 2017 due date. Early impressions predominantly highlighted the game's bizarre character animations, inspiring viral memes that mocked stiff facial movements and [music] comical walking
[1:16:26] movements and [music] comical walking glitches.
[1:16:41] >> Sam, is there an off switch to this horror palace? >> Review embargos lifted the day before launch didn't ease concerns. [music] Metacritic score on PS4, the platform with the most critical reviews, settled
[1:16:55] with the most critical reviews, settled in at 71. User critiques were far harsher, lambasting everything from the bugs and animations all the way to what longtime fans perceived as inferior writing when held up against the
[1:17:07] original trilogy. Veteran Dragon Age producer Mark Dar later described Andromeda as a deeply flawed game at launch, but argued it never got a fair shake, having shared a release window with better reviewed titles. He lamented
[1:17:21] on Twitter that as a result, even systems that were pretty decent got scrutinized against superiorly implemented ones. Fair shake or not, Andromeda's poor reception swiftly impacted the Montreal operations.
[1:17:34] Electronic Arts relegated the office to a support studio in May 2017, transferring some staffers to EA Motive, while others were split between Boware's Anthem and Dragon Age: The Veilgard Endeavors. As for Mass Effect itself,
[1:17:48] Boware shelved the property in the same month, though Andromeda's singleplayer campaign received continuous support through July. Post-release patches addressed gameplay bugs and animation hitches. One notable update even
[1:18:00] introduced a new romance option for the male playable character, Scott Ryder, and smaller updates kept the multiplayer suite in play with balance adjustments and performance improvements through the end of 2018. By then, EA Motive had
[1:18:14] absorbed Boware Montreal, a final nail in the coffin for the belleaguered Mass in the coffin for the belleaguered Mass Effect Andromeda developer.
[1:18:30] >> I see you begin to understand. >> Not likely. the game had of receiving DLC or a sequel, regardless of driving
[1:18:43] year-on-year revenue growth for EA during its release quarter. Mark Dar claimed minor commercial victories hardly mattered for the publisher. In a video offering insight into critical shifts within Boware, Dar stated EA's
[1:18:55] indifference stem from having little to gain from the success of Andromeda and little to lose from its failure. Apparently, Boware's parent company stood to gain more when the studio prioritized Anthem, a potential golden
[1:19:08] recurring revenue stream had it not failed. Although the fourth Mass Effect arguably scarred the property's blemished legacy in certain respects, the Legendary Edition remaster that collected the trilogy and most DLC in
[1:19:22] one package spiked resurgent interest in 2021. Old fans returned to experience the wonders of days gone by, and newcomers took their first steps aboard the Normandy Starship. And should everything
[1:19:35] go as planned, at least some members of the Normandy crew may one day fly again. Boware revealed the next Mass Effect at the 2020 Game Awards ceremony alongside a trailer teasing the brand's return to the Milky Way galaxy. The appearance of
[1:19:51] series mainstay Dr. Leara Tony sent discourse about the first look into overdrive, especially in light of one frame showing the Assari archaeologist finding an N7 emblem in the snow. In the ensuing years, Boware continued drip
[1:20:05] feeding vague pieces of information. N7day celebrations honoring the franchise included new imagery replete with hidden details and cryptic audio of Leara questioning how she could have possibly missed a nameless discovery.
[1:20:19] possibly missed a nameless discovery. like the secret. How did we miss this? >> Exactly. The council will be furious. >> To the chagrin of fans, progress on what's tentatively called Mass Effect 5 has proceeded at a snail pace. The
[1:20:34] project hadn't left pre-production as of February 2025 based on comments from project director Mike Campbell. This update followed a Bloomberg report in the wake of Dragon Age: The Veil Guard's underwhelming sales performance.
[1:20:49] Oddly enough, the Veil Guard didn't ship without enduring familiar hardships. started helping the Veil Guard get over the finish line in 2023. Such assistance reportedly went far beyond providing extra manpower, given that sources told
[1:21:05] long-standing bitterness between Boware's Mass Effect and Dragon Age verticals. The latter group long believed they were comparatively disfavored in the eyes of Electronic Arts. So Mass Effect developers
[1:21:18] asserting their dominance by altering the Veilgard's systems and content With the overall headcount diminished to fewer than 100 employees, [music] Boware now operates as a one-game studio for
[1:21:30] the first time in company history, its focus [music] rests squarely on Mass Effect 5. But who can say when players should expect to go hands-on [music] or what the actual experience may entail? Since debuting, Mass Effect has
[1:21:44] stimulated wonder through crafty storytelling presented in video games, tie-in novels, and comics, and the acclaimed Sam Hulich and Jack Wall composed musical score. Inside of a single console generation, the studio
[1:21:57] once best known for deepening ancient Star Wars mythos, managed to create a different space opera, wherein players controlled the hero's destiny, made experienced [music] love, heartbreak, and everything else in
[1:22:11] between. It stands to reason then that in spite of missteps here and there, the soul of the franchise will rise [music] to the four again. Whether or not the fictional commander it made famous will tag along remains a mystery. There may
[1:22:25] yet be more story to tell from that particular perspective. Boware [music] through the stargazer made it clear. Some of the details have been lost in time. But no matter what happens, [music] the story of the legend
[1:22:38] [music] the story of the legend persists. You exist [music] because we allow it. And you will end because we demand it.
[1:22:57] >> And it's up to us to stop them. >> I thought you were dead. [music]
[1:23:11] Here they come.
[1:23:28] >> I'm proud of you. [music] >> We did it. [music] >> There's hope. At least >> Ryder. Now we've got to go. We can see the network. We are
[1:23:43] We can see the network. We are architects of life. [music]
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