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Jan
29

Interview: Ray Muzyka

by James Rundle

The BioWare head honcho talks Mass Effect 2.

With the release of Mass Effect 2 in the United Kingdom today, NowGamer called up BioWare chief Ray Muzyka to talk about the critical reception of the game, upcoming releases in the Mass Effect universe, and universe building for elaborate science-fiction games.

Picture 1What have you made of all the positive feedback for Mass Effect 2?

We’re delighted. It’s tremendously rewarding for the team to see such great accolades and review scores and the fan feedback is outstanding… so many perfect scores. It’s just recognition of their hard work and effort to try and make the game that much better than it’s predecessor, so they really achieved their goals.

A lot of the praise has been reserved for the story as well as the gameplay…
It’s as much a shooter as it is a role-playing game. For us that means really intense action shooter combat combined with rich exploration, customisation, progression and narrative. The narrative in our games – BioWare Edmonton’s games particularly – is more focussed around the characters and the personalities, almost acting as a lens through which you see the world, and a mirror of your actions. And the characters in Mass Effect 2 are really rich, incredible and deep.

BioWare is known for it’s branching narratives – what are the pros and cons of delivering a science fiction epic via the medium of games?

It’s really challenging because linear narrative and non-linear narrative are similar but are also quite distinct; we hire writers who have often had a grounding in linear narrative, such as books, movies, television. They move over and some of them are successful moving to non-linear narrative where there’s choice, and consequences and branching paths and storylines and permutations. Others aren’t so successful because it’s actually really challenging to write a story that has to have many different branch points, and has to then branch back to a common pinch point to relaunch, and has to have a story-arc that’s driving the core of the story at the same time as you have all these other branched stories that come off the beaten path, and go out to uncharted worlds or loyalty missions in the case of Mass Effect 2.

And then it kind of all has to intersect back and lead to a common end point, and simultaneously have a different impact on those end points, so that you can talk to your friends and say “How did the game end for you?” and you’re like “Well this happened for me…” and they say “No way! That’s totally different to what I had happen,” because you both did different things; we both did different optional content on the way there, or made different choices on the way there, for good, evil, renegade or paragon, or other shades of grey… And that’s challenging – to make stories that hold together with all those variables.

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    2 Comments »

    • Kevin Hall said:

      Mass Effect 2 looks and sounds promising, but I only have a Wii. I know the Wii’s hardware can’t handle the graphics, but surely the developers can build a game from the ground up specifically for the Wii and use it to its advantages? It’s been done before with other franchises, and I’m sure I’m not the only one who would love to see Mass Effect or more of Xbox 360 games on my console!

    • vecima said:

      I’ve heard nothing but good feedback from co-workers, however I don’t think I’ll be purchasing this game.

      I don’t support the “Cerberus Network” idea they’ve implemented. For those who haven’t been following it goes something like this:
      -if you buy the game new, you get access to the network, which has some small free DLC, and some DLC that you can buy.
      -if you buy the game used, then you have to pay just to get on the network, in addition to the money you might pay for the DLC.

      I understand that game developers are hurting due to the used game market, but who do you really think this paid network idea is punishing?

      I’m sort of opposed to DLC as a whole. I just played through Assassin’s Creed II, which breaks the game up into memory chunks instead of “levels”. Two of the memory chunks were intentionally left out of the game. It was explained as “corrupted files” in the game, but the only way to “un-corrupt” them is to buy the DLC.

      THEY PURPOSELY SHIPPED AN INCOMPLETE GAME, AND THEY’RE TRYING TO SELL ME PIECES OF THE GAME THEY PLANNED TO MAKE FROM THE BEGINNING!

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