#Mass effect: Andromeda
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"During early development of The Veilguard, BioWare experimented with multiplayer once again, however, Epler insists that there was never a mandate from parent company Electronic Arts to implement any specific online or live-service modes; the devs were just exploring different ways to tell the story. Eventually, BioWare ditched the multiplayer aspects to focus solely on creating a single-player experience, aiming to meet the lofty expectations of the fandom. âWeâre a studio built to make single-player RPGs,â Epler says. âAnd more importantly, I think a lot of people have come here to build single-player, story based RPGs. So, it just kind of ended up making more sense to make this game the way it is versus a multiplayer game.â With the transition back to a core single-player emphasis, many of The Veilguardâs systems had to be reworked, including one that Bioware is most famous for: the companion system. Unlike previous Dragon Age games, The Veilguard only lets players take on two companions instead of three â more in line with how the party system works in Biowareâs other big game, Mass Effect. However, when developers were testing out multiplayer for the game, it had the classic four-player party setup where the player and three other friends could join. But now that The Veilguard was strictly a solo affair, BioWare wanted to focus on the main protagonist, Rook, and their companions. Banter between the party was essential to get them to feel like fully-realized characters. In previous Dragon Age games, whenever the player traversed the world, non-playable party members would talk to each other about current events or their interests, fleshing out their perspectives and constantly evolving the dynamic between the team. This was usually reserved for just two characters at a time, however, with the third generally meandering off to the side. âOne of the biggest things we got slammed on at Dragon Age: Inquisitionâs launch was people felt there wasnât enough companion banter because it wasnât firing as often,â Epler says. âSo much of our companion banter is built around two characters interacting. When it came down to it, it felt like [three] was the right number when we were building the game.â And while it took some time to come to a final number of active party members, Epler insists that initial experimentation with multiplayer didnât impact the decision in the end. âIt was not a relic of the multiplayer at all,â he says. âIn fact, one of the few things that survived was the four-person party until we tried it out a lot and realized that three made the most sense for the game.â"
"Lessons to be learned While Anthemâs poor reception wasnât the sole reason for BioWareâs decision to focus on creating single-player, narrative-driven games again, it was clearly a catalyst. One of the biggest complaints about the game from fans was the lack of traditional storytelling and characters that made the studio revered in the first place, especially coming off the back of one of the developersâ weakest links, Andromeda. âWe were alienating parts of our fan base that had been with us for a long time, and not successfully bringing in anyone else through the multiplayer side of things,â Epler says. âThe reception to Anthem was very clear in that we needed to get back to those aspects that we did well, and multiplayer became an obstacle in the way of doing just that.â [...] The biggest lesson that BioWare learned from Mass Effect: Andromedaâs botched launch was the importance of polish. The game became the butt of jokes and a slew of memes for its hilarious visual glitches, a legacy that leaves Epler feeling torn. âI do think Andromeda was a better game than its reception suggested, but on the flip side, I donât think the reception was unfair,â he recalls. âAt the time of launch, there were technical issues and things that didnât work.â Avoiding these issues again was of critical importance to Epler and the rest of the team, especially as they sought to get back on playersâ good graces. Another lesson that BioWare took from critics of Andromeda, and Inquisition too, was that sometimes building a massive open world doesnât mean much when it isnât filled with meaningful content. At the time both games were being developed, open worlds and big explorable spaces had become an industry trend, even in games where they failed to serve the overall vision. BioWare still wanted players to have a sense of discovery in The Veilguard, but also didnât want to settle for an open-world that the developers couldnât realistically fill. âWe had been doing Dragon Age pre-production on versions of Dragon Age 4, and we did have a version that was a lot more open-world,â Epler says. âBut again, we ran into the same problem of how do you make it compelling or narratively interesting? The reception to Andromeda definitely solidified that.â"
"Staying focused on whatâs next With Dragon Age: The Veilguard now complete, BioWare confirms that there are currently no plans for downloadable expansions. The developersâ full attention has now shifted entirely to the next Mass Effect as their current project. While Epler wonât divulge anything about it, he does weigh in on whether BioWare would take another crack at multiplayer. âItâs possible to tell a strong story in a multiplayer game. Final Fantasy XIV does an excellent job,â he says. âMultiplayer also introduces some complications around world states. I make a giant choice in my world, and the world changes.â For games like Dragon Age, the consequences of a playerâs choice are intended to impact the narrative moving forward, but for a multiplayer game, it isnât quite as simple. For example, one player could choose to save a certain person from their fate while another could do the opposite. âItâs funny, because the games I play the most on my personal time are actually multiplayer games,â he says. âBut when it comes to crafting these worlds and crafting the experiences, I love the focus that single-player can give you.â Epler also comments on the possibility of some sort of Dragon Age collection, similar to the Mass Effect Legendary Collection that updated the original games for modern consoles in 2021. Having been at Bioware since the first Dragon Age game back in 2009, he would love to see a collection come together, but remastering the first three games in the series would be challenging as they were originally designed using EAâs proprietary game engines. The first two used their own custom Eclipse Engine while Inquisition used Frostbite, a platform famously used to build the Battlefield games. The Mass Effect trilogy, on the other hand, used Unreal Engine, a more flexible and widely popular engine used in game development, which made the remastering process much easier for the Legendary Collection. âI think Iâm one of about maybe 20 people left at BioWare whoâs actually used Eclipse,â Epler says. âItâs something thatâs not going to be as easy Mass Effect, but we do love the original games. Never say never, I guess thatâs what it comes down to.â Shifting focus from multiplayer integration to fleshing out the solo narrative ultimately allowed BioWare to finally get The Veilguard to the finish line. âOnce [the companions] become the core, all the other pieces start falling into place,â he says. âStatistically, a lot of people just take the first two companions they meet, and thatâs their party for the rest of the game. I would say for The Veilguard, try different characters, try different combinations, and get outside your comfort zone.â"
[source]
Rolling Stone interview with John Epler: 'âDragon Age: The Veilguardâ Is Biowareâs Best Game in Ages. Hereâs How They Got There'
Veteran Bioware creative director John Epler looks back on the lessons learned from the studio's failed multiplayer game
Some key excerpts:
"BioWare confirms that there are currently no plans for downloadable expansions" for DA:TV
The devs' "full attention has now shifted entirely to the next Mass Effect as their current project"
[source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#mass effect#next mass effect#long post#longpost#mass effect: andromeda#anthem
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Scenery in Mass Effect: Andromeda 04/??
#meaedit#masseffectandromedaedit#mass effect andromeda scenery#gaming scenery#gamingedit#videogameedit#gifs#mass effect: andromeda#my gifs#queue
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Testing a harder brush for lineart part, and somehow doodled Jaal & my Ryder, I really miss that big pink cat alien
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Mass Effect: Andromeda (2017) dev. BioWare
#mass effect#mass effect: andromeda#jaal ama darav#masseffectedit#meaedit#gamingedit#lgbtvideogames#gamingnetwork#userkayluh#.gif#q
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I like Mass Effect: Andromeda because it makes me smile and has a spiky girlfriend.
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mass effect: andromeda was not a bad game and i will DIE on this hill.
it was doomed from the start because of the original ME trilogy. like, how the fuck can you follow up on that? three games where we become attached to these beloved characters. more time to build up and flesh out a story (reaper story kinda sucks though not gonna lie) and ryder just had no chance when they're put up against shepard. ryder was an inexperienced kid who was barred from the alliance due to the AI research alec was doing, and then was thrust into a role of leadership with zero training. of course they're going to struggle and flounder, and OF COURSE they're going to try to be as diplomatic as possible. who wants to start a war immediately upon arriving in a new galaxy and your people are dying? they're not a 'goody-goody two-shoes,' they're just a kid trying to salvage this disaster they were thrust into after the loss of their father.
SAM gets a lot of flack too, just because he isn't EDI. i find SAM to be really charming and adorable. he's almost childlike in his evolution as he grows with ryder and their experiences together. i loved their bond.
yes, the game launched badly with glitches. yes, the facial animations can be goofy as hell (i personally adore it, they make me laugh) and yes, some of the writing is questionable. but it really wasn't the shitshow people make it out to be.
also the combat is hands down some of the best in the franchise, and even in the genre in general.
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The 2024 Fiends & Fangs Fanwork Exchange blessed us with a trove of monster fanworks. Here's a fic we think you'll love. đ
The Midnight Before
by @kalliesa âť Ao3: kalliesa
Mass Effect: Andromeda âť Kaetus/Sloane Kelly âť (3,977 words) âť Explicit
Summary:
Sloane and Kaetus know that Kadara never truly rests⌠and sometimes, neither do they.
⨠Check out this work on Ao3! â¨
#mass effect: andromeda#kaetus#sloane kelly#kaetus x sloane kelly#mass effect: andromeda fanfiction#arguing as foreplay#established relationship#fiends & fangs 2024
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Sara "What do you mean, a sniper shouldn't have orange hair, it's what this sword is for" Ryder
#randomly mad#umabbas#sketch#illustration#drawing#fanart#ME:A#mass effect#mass effect: andromeda#sara ryder#finished the game for the second time#Jaal is a babe#but why can't I kiss Evfra?#orange hair is a good distraction#so when they stop and look at the spark of flame in the distance - she gets her headshots easily!#she's a vanguard with sniper specialty#funfun#artists on tumblr#digital artist#digital art
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List your 10 favorite characters from 10 different Fandoms, then tag 10 people!
Tagged by the ever-awesome @sarnakhwritesthings Thanks so much! đ
I decided to do video game fandoms, just to change things up a bit. In alphabetical order by fandom just 'cause. đ
Karlach, Baldur's Gate 3 (Wait, did I just sneak Astarion into here? Yes, yes, I did. Please anticipate that I will stretch the whole 10 favs from 10 different fandoms as faaaaaar as I can. đ¤ˇââď¸đ)
Lieutenant Simon "Ghost" Riley, Call of Duty: Modern Warfare (And there's Sergeant John "Soap" MacTavish, funny how that worked out, hm? đ)
Frank West, Dead Rising (Also starring Ms. Leah Stein... đ)
Kara, Detroit: Become Human (With bonus Alice and Luther, filling out my precious little android family! I also want to note that technically Connor and Hank along with Markus, Simon and North all tied for this spot. But I thought it might be pressing it just a bit too much to have 8 people all crammed into the "1 character" spot. See? Restraint, I has it! *coughcough* đđ)
Nyx Ulric, Final Fantasy XV: Kingsglaive (Yeah, so technically Kingsglaive is a movie not a game but it's in support of a game so that's close enough for me. Also, hello to the lovely Lunafreya Nox Fleuret. *waves Lunyx shipper flag liek woah*)
Master Chief John-117, Halo (And Cortana, my bestest girl! *smushes her together into a happily ever after with John* That's totally how they ended up in the video game series, don't let anybody tell you differently! *fist thump* đđ)
youtube
The Ryder twins, Mass Effect: Andromeda (Sara Ryder x Reyes Vidal is liiiiiiife to me! And I didn't have a Scott Ryder x Gil Brodie GIF so I just went full on and linked you to the vid I made. No, no, it was my pleasure, really. đđđđ Sara x Vetra Nyx and Scott x Cora Harper also belong here. You know, in the 1 single character ONLY spot. *nodnods in I do what I want, Thor* đđ¤ˇââď¸)
Quiet, Metal Gear Solid V: The Phantom Pain (Hello, Mr. Snake, sir, you're looking very well and TOTES not shippy here in this spot on my list, ahem! đđ)
Lady Alcina Dimitrescu, Resident Evil: Village (Wow, Karl Heisenberg, how completely unexpected of you to be in this GIF, too! *shocked Pikachu face* đđ)
Cal Kestis, Star Wars Jedi: Fallen Order/Survivor (Merrin, my love! *sighs in fangirly shipperliness* "Shipperliness" is totally a word, too. Add it to your vocabulary today and impress all your friends! đđ)
No pressure tags: @officialnighttime @ionlymadethissoicouldleaveanask @helix-enterprises117 @jemmalynette @ghostslillady @morganas-pendragons @jellotherelol @fandomdancer @authorjones @thefuzzybat and anybody else who might like to do this! *boops your nose politely* đ¤đ
#baldur's gate 3#call of duty#dead rising#detroit: become human#kingsglaive: final fantasy xv#halo#mass effect: andromeda#metal gear solid v: the phantom pain#resident evil: village#star wars jedi: fallen order#star wars jedi: survivor#karlach#astarion#lieutenant simon âghostâ riley#sgt john âsoapâ mactavish#frank west#leah stein#kara#kara dbh#luther dbh#alice dbh#nyx ulric#lunafreya nox fleuret#lunyx#master chief john-117#cortana#jortana#sara ryder#scott ryder#sara ryder x reyes vidal
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Podcast: My Perfect Console with Simon Parkin - Episode 98 - 'Corinne Busche & John Epler, game directors, Dragon Age: The Veilguard'
Summary:
"Corrine and John are the director and creative director of Dragon Age: The Veilguard. Corinne Busche majored in digital animation at the University of Utah. In 2006 she joined the studio now known as EA Saltlake, working through the ranks to become a Design Director for The Sims series. John Epler studied English language and literature at the University of Alberta. After graduating, he was selling televisions when he applied to be a tester at Bioware. At the studio he began working as a writer and director of cinematics. Now, the pair have come together to lead development on the latest entry to the beloved Dragon Age RPG series, which launched at the end of October."
[source, two]
Notes/quotes from the episode, under a cut in case of spoilers:
John Epler: thematically, "DA:TV is ultimately a meditation on regret, more than anything else, not just as an amorphous theme, but how the way we deal with regrets shapes our lives. [Solas'] entire arc is motivated by the regret of what he had to do millennia ago". So many of the companions' and characters' lives are driven by regrets (wallowing, or letting it take over their lives, or facing them and taking a step forwards). "Every character has some different perspective on regret". This theme shows up in Solas, companions, side characters, faction stories and side villain stories
Corinne Busche: "When approaching this game, what was right for this game, it was about being really aware of what it means to be BioWare, first and foremost. The focus on characters. Getting back to our singleplayer roots. Really exploring this world, the deep lore that's been built up around this franchise. And, to be completely honest with you, what worked from those past games that caused our players to fall in love with BioWare titles in the first place."
John Epler: "A lot of the focus just came down to being part of a studio that has a very specific and very real strength in character-building, story-telling, and being on projects that maybe didn't center that strength as well as they could have. I personally love Mass Effect: Andromeda but we had open-world - that was a big thing in the industry at the time - and that starts to dilute your focus. We had Anthem, live service dilutes your focus. So for us, it was really, understanding, what it is that A) people come to this studio to do, people work here for a reason, they wanna make big stories that you can play and which allow you to be a hero of your own creation, but also a focus on characters, a focus on that experience of living in a different world. And for DA:TV, we really wanted to make sure that we got back to those things that made the studio what it was, that contributed to what I would call the 'golden age of BioWare', when, you know, there was hit after hit being turned out. DA:TV was a very conscious return to that with the focus on characters, storytelling, and being just this really bombastic singleplayer RPG that allowed you to play through the story as yourself if you want to, or an idealized version of yourself, or someone who's really different to you. That's the joy of a custom protagonist."
Corinne Busche: "I felt very supported through this, by both BioWare and EA. It's intimidating to buck trends in an era where it feels like almost every game must be an open world, to say, you know what, that works for those titles. For us, the way in which we tell the best stories and be true to our roots - a more handcrafted, intimate experience is appropriate. And just to have that support from within, around getting back to those elements we do best, was fantastic."
John Epler: [around 5 years into development, around the time when Corinne Busche joined the team] "The challenge of the game at that time was it was a bunch of different games that were kind of being spearheaded by different people. There wasn't really a cohesive vision or direction at the time. I was narrative director so I had my storytelling corner and I'm like, okay, we need to focus on character, we need to focus on story, but everywhere else there were so many competing ideas and competing priorities that we had, I mean, conservatively, I'd say three different games going on. So Corinne joined the project, and reached out to me on Slack, said hey, you know, I'm joining, I'd like to talk. And I remember coming out of that meeting with this profound sense of relief, like okay, finally. Because, as narrative director, there's only so much you can do to shape the course of a project, and here comes Corinne, very sharp, very clearly understands what we're doing, and is asking all the right questions. It was just this moment of, okay, good, there's an ally here, there's someone here that knows what they're doing, that can pull some of these visions together into something more cohesive. I'll say, working with Corinne from day one has just been an absolute pleasure, because Corinne gets games, Corinne understands how games work, understands how they come together. I think it's something that we take for granted, but not everyone in the games industry necessarily knows that."
Was Corinne Busche nervous when she got the call to join the project, a project that was 5 years deep? Corinne Busche: "You know, I was, but I was also tremendously honored. Maybe I'm a glutton for punishment but I love a good challenge. And it's kind of, to be honest, become an aspect of what I do, to join teams and help empower them and get where you need to be. I will say, Dragon Age, we talk about how we don't always get to work on or design the games we play. While it was intimidating, Dragon Age is one of my all-time favorite series. I was one of those people that waited in line outside GameStop until I could get my DA:O copy. I remember walking home with it in hand. So it was surreal, it was surreal. I was aware of some of the explorations, some of the difficulties, what was working, what was not. When I joined we had collectively made as a studio the decision that this needs to go back to a singleplayer game. And I will say, when I picked up the controller, pulled down the build and played for the first time, it was still that multiplayer concept. Yeah, I had that moment where I went, whoa, well, okay, you're in it deep now lady. But what a privilege, and to look back on what makes a BioWare game so special, and to see the talent within the team, it felt very achievable, it did."
What was the main thing that Corinne Busche perceived where the team may have lost their way a lil bit and needed a hand back on track? Corinne Busche: "Well, here's my perspective. I wouldn't even say the team had lost their way, to be honest. There were a number of concepts that had been explored, and there are merits to that. There's a lot of good learnings that come from exploration and indeed failure. In some ways you learn more from that than you do from success. This was a situation where we had an outline of a story, and speaking of my first interactions with John, I had much the same feeling of, okay, this is somebody that knows what this game needs to be, what it can be, that can realize its potential. It was very assuring. It really was looking at, what did we have, what can we keep? And a big part of that was that initial story outline, it was the tech stack that we had, some of the ideas behind the game, about it being more intimate, being true to the deep RPG strategy, the pause and play gameplay, but also an awareness that this is, as with all Dragon Age games, a reinvention, and that intimacy, that immersion, stepping into Rook's shoes was going to be a very important part of this journey for us. So that is to say, we really dissected everything. We took this back down to its studs, whether it's gameplay, progression, mission game flow, I can't think of any rock we didn't turn over. In fact, John, correct me if I'm wrong, but my recollection is, I think there was only one mission that more or less survived in a recognizable form in the game, that being the Siege of Weisshaupt."
^ John Epler: "Yeah, you are correct. That is only mission that I would say looks like it did back when Corinne was joining the project."
[character limit text break!]
Were they given a deadline that the game had to be out by that was looming over? Corinne Busche: "There's always a deadline, and it's important that there is because that creates a sense of drive, prioritization, velocity, you learn what the team can do together. What I will say is that we had tremendous support from within BioWare and EA when we said, look, we've discovered the beating heart of this game, what makes it work, and we're not ready yet. We're not at quality, we think we can do more, we can push it further, we're very transparent with that, because it was important to us that this is a game that is worthy of BioWare and worthy of the title of being a Dragon Age game. So when we go back to that, well, I'm really happy to say that, it wasn't always the most fun conversation, but I'm really happy to say there was a lot of support, commitment and interest in making sure we did get the time we needed."
John Epler and Corinne Busche asked to do this interview together as opposed to only one of them (as DA:TV was a team effort of many people)
[source, two] <- listen to podcast here!
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#solas#long post#longpost#anthem#mass effect#mass effect: andromeda
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Vetra Nyx 02/??
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Watching my friend play ME Andromeda, and we agree Reyes would make a sexy Turian
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MASS EFFECT: ANDROMEDA ⢠Squadmates
#mass effect#mass effect: andromeda#vetra nyx#liam kosta#jaal ama darav#cora harper#peebee b'sayle#nakmor drack#masseffectedit#meaedit#gamingedit#dailyvideogames#dailycolorfulgifs#userkayluh#.gif#not too happy with drack's gif but i love that old man regardless#anyway. my family.#q
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Pairing: Avitus Rix/Macen Barro Rating: G Words: 342
Summary:
Mornings waking were golden yellow, in sheets like velvet, twisted right His name: âAvi,â across the breadth of just one pillow, always whisper light An Avitus that takes a little longer to accept. Grief in eight stanzas.
For N7 Month Day 1 - Poetry
Read on Ao3
#n7month#mass effect#mass effect andromeda#poetry#avitus rix#mass effect: andromeda#me:a#my writing#turians... tragic turians.....#first prompt being poetry felt like an act of fate so I had to participate for at least today#so yes. this is a poem
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