Mass Effect Project Director Casey Hudson likes tender conversations with aliens. And six-legged cows. No, he's not weird -- all of this is perfectly normal in BioWare's space RPG. We sat down with Hudson to find out more about this faraway galaxy.
Casey Hudson is BioWare's project director for Mass Effect. Before that, he was the project lead on Star Wars: Knights of the Old Republic.
EGM: Early on, you touted the ability to interrupt characters while they were talking. Why did this innovative feature get dropped?
Casey Hudson: It's still there in a sense; when you press the X button, it worked out so you could skip lines of dialogue. As things wrapped up toward the end of the project, there were some aspects of [the dialogue system] that weren't working the way we had intended. But that's definitely something that we want to be the focus with the next Mass Effect. We want to add not only the ability to interrupt characters, but also other active things to the conversations.
EGM: It must have been a challenge to crystallize the dialogue down to the brief summaries the player chooses from during conversations.
CH: It's definitely a skill, something we never had to do before Mass Effect. I would say our writing team spent a couple of months ramping up on learning how to do that well. I think they definitely had fun with it. The paraphrases were opportunities to replace a well-written, well-crafted sentence with something that makes the player chuckle -- but also tells them exactly what will happen if they make that choice.
EGM: The inventory-management system isn't very user friendly -- it actually seems worse than in Star Wars: Knights of the Old Republic, the last game you headed up for BioWare. What went wrong there?
CH: Well, the item comparison is probably a lot better than KOTOR's because we now show you a graph that compares [the stats] of one weapon to another. As you can imagine, the inventory-management system for a role-playing game is probably one of the biggest and most complicated systems. It's actually one of the drawbacks to giving people so much to do and so many things. We didn't get much negative feedback during development with the inventory screen, although [if stuff doesn't work right], that's definitely something we want to fix in the future.
EGM: Do you have a recommended path through the planets?
CH: Actually, no. We try to make sure we're giving you lots of places to go and not designing it with a bias for a certain path. We tried to create a feeling around the middle of the game that you can go wherever you want and in the order you choose, and it'll work out as well as anything else.
EGM: Who's your favorite character in Mass Effect?
CH: I really like Liara. She's an alien but turned out to be the most "human" character in the game. She's very sensitive; I like the little conversations you have with her aboard the Normandy where she tells you her hopes and fears. It's a very tender little story about her character.
EGM: Are there any quests or planets that people definitely shouldn't miss?
CH: One of the neat things is going back to our solar system and helping the Human Alliance on the moon. You'll drive around, and as you're cresting a mountain, you'll see the Earth come up over the horizon -- it's actually pretty cool. Then there's Eletania, the planet with a quest that involves space monkeys, which always gets a laugh around here. We also made six-legged space cows for the planet Nodacrux, but one of our designers didn't like them because he thought they looked too creepy. But he let us put the cows in the game on the condition that one of them would follow you around and eventually pickpocket you.
EGM: What's planned for downloadable content?
CH: Unfortunately, we haven't announced any specifics about downloadable content, but we're working on some really cool stuff.
EGM: Well, is it safe to say that the downloadable content will at least be better than KOTOR's...uh... meager offering?
CH: Yes, it will definitely be much, much bigger and better than KOTOR's. From the beginning, we were able to plan for DLC because we knew even before the 360 came out how important the Xbox Live stuff would be. So it was built into the design of Mass Effect and built to work really well. That's part of the reason why we created this big galaxy -- it's a good place for us to place downloadable content.
EGM: Is the goal to finish the Mass Effect trilogy on the 360?
CH: Yeah, that was always my hope. Obviously, the first took the longest because we had to build so much new technology. But now we can get done a lot faster with parts two and three. It'll also come down to the lifespan of the system -- it seems like they keep getting shorter and shorter. But if the 360 is around a few more years, we'll be able to put them all out, and you'll get to play with the same character you created in the first game.
EGM: Speaking of the future -- why does your version of it have so many damn elevators?
CH: In general, Mass Effect is a game that streams all the way through. We could've had more load screens, but instead we let you physically get into an elevator -- still be in the game, hearing news reports or your characters talking -- while you transitioned to another area. But, yeah, they weren't the most epic part of the experience. [Laughs]