The other thing is, the game is a human perspective and story, with a human protagonist. It has it’s own unique set of challenges. When the players make their choice, they want to feel like there’s consequence in the world. We do things that are unique to the games, like branching narrative. Mac Walters: When we’re writing the video games, we’re taking things into account like player agency and choice. How do you find the writing process compares, between book format and a game script? There’s the franchise’s own ‘expanded universe’ with novels and comics, as well the games themselves. GEEKPR0N: You’ve worked on Mass Effect through various channels. Published through Dark Horse Comics, the company was wonderful enough to help make this interview happen. Mac was on site to promote the release of Mass Effect Omnibus Volume 1, a collection of the comics that expand upon the lore of this signature Sci-Fi series. So, it’s no surprise that we have a million questions for the game’s creators! At NYCC this year we got the chance to fire off a few at Mac Walters.Ī member of the series’ writing team from the first game, Mac is most known for his leadership on Mass Effect 3, as well as the upcoming Andromeda, the anticipated continuation to the series. As any gamer would tell you, there’s a universe of choices in the Mass Effect franchise.
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