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1000xRESIST creator wanted to make “a Mass Effect without any shooting”

โ€œWe knew very early on that this game would be super narrative-focused. And so we began to do some thinking about themes. Actually, thatโ€™s not 100 per cent true. If I go back and I look at the prototype when I began working on the prototype โ€” and before there was any story, I was just referencing my desire to have a Mass Effect experience where I didnโ€™t have to go around shooting anybody.โ€ Whether itโ€™s a game, a film, an amusement park ride, a pizza topping or even a brand of toothpaste, the words โ€˜Mass Effect experienceโ€™ are a surefire way to grab my attention.

โ€œThat was the original place where I was starting the prototype, but we acknowledged then that if weโ€™re going to have a Mass Effect without any shooting, much of it has to be narrative-focused. And so then thatโ€™s when we kind of peeled away. And then myself and the writers, as they joined, started off with the thematics, and then brainstorming kind of what could happen: Who are the characters? What are they like?โ€

โ€œThis is something we know from the arts: If you keep adding stuff on top of stuff, youโ€™ll youโ€™ll never be able to make space for something new. So the idea was to ask very simple questions like, โ€˜If weโ€™re going to make a very pure narrative game, what would that feel like? And what can we reference?โ€™ And in games, we have so many assumptions about what something should be or what it is. If you even remove just this one thing from it, all of a sudden thereโ€™s so much space for a new type of discovery or a new type of way of doing something.โ€

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