Interview: Mac Walters, lead writer for Mass Effect 2

Joystiq: All right. So. Biggest question. We sent around email to everyone saying, "What should we ask BioWare?"
Mac Walters: Right.
The big question we had is, "How do you write a story where all the characters from the first game, or a lot of them, could be dead when you start out the second game?"
You mean other than pulling out my hair and weeping at night, sort of, "Oh my god, how am I going to do this?" It takes a lot of planning, obviously, but essentially what we did is we looked at it and said, "Yeah we know that some of these guys are going to be dead. How do we account for that?" And the big thing was -- let's take Wrex for example -- we had to limit to some degree the roles that those characters are going to play because we have to say, "OK well they're coming back or they're not." And then we had to say, "Well what are their alternates?" So a lot of times there's characters that will fill their spot. But they don't just come in and go, you know, "I'm Wrex alternate," or something like that. It's a new character who has his own back story, who has his own role in the game and whatnot.
That's where the hair-pulling-out comes out, because now I've got to, I've basically got to account for two characters in one situation. And that second character is, for the cinematic designers who have to create the conversation you need, who are saying, "You mean I've got to have a scene with two possible different characters in it?" And then the VO [Voice Over] people have to come in and they've got, "You mean I've got to VO this scene twice, in different ways?" So yeah.
Gallery: Mass Effect 2
Did it ever feel like it was wasted effort having to write dialogue and scenarios for characters that some players may never see?
Oh it's definitely not, I mean that's what, you know playing a game, you want to -- even if it was just the first game -- you want to feel like your choices matter within that game. And to then just say, "Well we're going to ignore all that for Mass Effect 2," we wouldn't do that. So I don't think it's wasted effort. I think what you're saying is you're looking at Mass Effect 2 as part of a greater experience sort of thing. So we knew going in to account for that. Yeah, it's going to be more work and it's a trilogy. Three is even going to be more, you know, like we're looking back at two games at that point and saying, "Wow. Okay, so what do we do now?"
We had people that were just in small quests and we realized, "Wow, the fans just latched onto that character. They love them. Why don't we bring them back?" |
Ah, not quite. That's not really true with the way we handle that sort of thing. Like, I mean we had, essentially, with the first one we said, "Here's the art for the three games." Now obviously what's in Mass Effect 2 and Mass Effect 3 wasn't really fleshed out. We said, "We know basically where we want to go with it." But we wrote Mass Effect 1 with that in mind. You know, we said, "Here's where we want it to go." If you ask Casey Hudson, the producer, he knew where he wanted Mass Effect 3 to eventually end up. Obviously we had [Mass Effect 1] behind us. We still don't know where [Mass Effect 3's] going to go, and maybe it's shifting and changing a little bit based on where you want to be flexible too. But we still wrote it within that framework.
Were you tempted to, or did you have to, retcon some of the characters into the second game?
No not necessarily. I think actually one of the things that we said was -- for some of the big ones, you know the people are going to expect to see them back -- but who are some of the smaller characters? We had people that were just in small quests and we realized, "Wow, the fans just latched onto that character. They love them. Why don't we bring them back?" So let's bring some of those guys back and then the only tricky ones were if it was a character that people loved and they could be dead.
Right. So there's no experience like Alien 5, like someone just gets magically resurrected or cloned or something like that?
Yeah. Yeah. If they're dead in your game, then they're dead.
Obviously can import your saved game from the first game. Import your character. What happens if you don't do that? Does the beginning , does it change at all?
We figured it out, we're not commenting on how that happens but we do have a plan for it. If you don't have a saved game, we had to account for it. Some people might just pick up Mass Effect 2 and play it as their first experience. So we do have a plan for that and how that'll all play out. I think people will be happy with it.
And if you do import your character, you said that he's going to get sort of get zapped back down to level 1.
Again that's another thing that we're not really commenting on. Also there is a plan for it.
Is Shepard going to come into the second game and get "Samused?" Is he going to have all these badass abilities and then get zapped by some energy field and then loses all his powers?
I don't think we would ever do anything exactly like that but, again, we do have a plan for it.
You've written a lot of dialogue. Do you have like a ballpark figure? Like how much dialogue you've done? Like hours, pages?
I can tell you line count. So Mass Effect 1 was about 26,000 lines but that includes things like sound sets, that includes all the lines of dialogue that we have, everything that's VO'd. We're close to about 30,000 on Mass Effect 2. Yeah. So we've actually gone up. It wasn't our intention, but what we've talked about already was the choices, right? We had to account for multiple variations of things. And the game is a bit wider. There is a bit more options. So I think that's partly why it bloated a little bit. It's funny though because we actually, I think the take back is one of the things we tried to do was reduce the overall words per line; trying to make it a quicker dialogue experience. So I think the word count is similar but the actual line count is higher.
Now talking about the different choices you could make, there was a little bit of a controversy in the first game when the whole sex scene came out. And some people blew that out of proportion, but did that affect how you approached Mass Effect 2 at all?
I mean we always take critical feedback and player feedback into account. We know that some people are always going to take certain things out of proportion. I mean if you go to certain regions, they're going to be opposed to the violence. If you go to other regions they're going to be opposed to the sexual content. So it is a fine line, but I mean we also want to make the gaming experience that people are used to and go that way.
Mass Effect 1 was about 26,000 lines ... that includes all the lines of dialogue that we have, everything that's VO'd. We're close to about 30,000 on Mass Effect 2 |
I think the level artists, or the model artists would kill us if we decided to start having babies, so unless they're a baby that comes out at six feet tall. No.
Have you found any difference in the relationship when you want to touch material like that moving to Electronic Arts?
I haven't encountered anything like that as far as writing. The process that we go through it feels very similar to me; just because it's the same concerns. It's like I said, certain regions are going to be leery about things that are extremely violent, other ones are going to be ... so I mean I think overall the tone is going to feel very similar to Mass Effect 1.
Now you've joined up with Mythic. Is there any potential for crossover there? Are you going to start writing things for them?
[The PR representative informs me that BioWare won't be answering this question.]
Well outside of, obviously, sci-fi, what are some of the inspirations that you look to when you're writing for a game like Mass Effect?
Anything in experience that, you know, it doesn't have to be Sci Fi. If I saw a really interesting scene in any movie anywhere, I think we can draw that into our universe. I think one of the things is that we have a setting, which is sci-fi, and obviously there are certain restrictions to that, but I think people are looking for making choices and looking for these interactions with people. And that's common through all the themes. 2,000, 5,000, as long as there's been people around, there's always been these interesting interactions with people. I think that's where the real medium comes from, in getting these emotional scenes. It's just the interaction between characters. And I think yes, they may be wearing a space suit when they say it, or something like that, they may have a blue alien head, but it's still the same emotional contact that we're trying to make.
Well what is the actual process when you set about writing a game like this. Do you just sit down in your room at a typewriter and bang out the overall story for Mass Effect? You have a lot of planning meetings? How does it work?
So, generally what happens is that early in the projects -- so early Mass Effect 1 or early Mass Effect 2 -- myself, Lead Designer, Preston Watamaniuk and then Casey Hudson, the producer, we'll sit down and we'll work on the big picture stuff. What's the art? Where do we want Shepard to start? Where do we want him to go? What are the obstacles that he's going to face? And we'll bash that around for a bit and then I'll take that back to the writing team and get feedback, and they get to contribute to it as well. But once that gets hammered down, then we start looking at "What are the different levels? What are the smaller areas?" And a lot of times that's when each individual writer starts. You've got control over that level, make it work. And then overall I'm just making sure that it all fits a theme.
Yeah.
And what we're trying to do.
That's got to be a lot of work to make sure that all the individual sections fit together properly.
It is. It is one of the biggest challenges really just to make sure that, you want every writer to feel like they are putting their influence into it, but at the same time it also has to fit the same tone.
Right.
Same themes.
Well, Mass Effect kind of made a name for itself with the dialogue system and then the way that the story branches.
Right.
What, what are some examples in the industry that you've seen that you think are just really good examples of writing in a video game?
You know, I actually, I actually really enjoyed, I'll say BioShock, you know, was one that, that I enjoyed. But you asked me specifically about writing. I guess I always look for something that's engaging in the story, and one of the things I actually try to press home is that we are writers, but sometimes we can tell a story in ways that don't necessarily involve writing. So that's actually something I'm more interested in. It's like, "How do we tell a story?"
Right.
And there's been some great games out there that have.
So would you say that's an example of something that the industry could be doing a little bit better than they're doing right now?
Yeah, yeah and I think we're trying to do better, you know. Obviously, if you harken back, way back, story was, or dialogue was the way to tell a story because it was easy. It was words. It was cheap. There wasn't any sort of attachment to it. You could write a character in a day and, if you had to rewrite him, whatever. It's just another day from the writer's time. But now, you know, I have cinematic designers. I've got VO people. I've got actors coming in to do all the work. Even changing one line is a significant change.
Right.
So, it's easier if we can find other ways to carry the story, and so one of the things we did on Mass Effect 2, which was a big change for us, was we said writers work specifically into teams with level designers and also the cinematic team. And we always worked closely but we actually had small groups of teams work together so they would say, "Okay, in this level this is the story we want to tell. How can all of you [do that], not just the writer?"
Right. This is probably my last question, but if Mass Effect is the Empire Strikes Back, how pissed off are we going to be at the cliffhanger? That's what I want to know.
I don't know about pissed off, but people are going to be blown away -- and they are going to be blown away -- and it's going to leave you wanting more for sure.
















Reader Comments (Page 1 of 1)
SpyderTaco (PSN: Ar4chNova89) @ Sep 14th 2009 8:24PM
Wrex is your father.
Heard it here first.
Peter Moore @ Sep 14th 2009 8:33PM
I am your father.
You're not in my will.
Blank-Mage @ Sep 14th 2009 8:58PM
That's impossible!
SpyderTaco (PSN: Ar4chNova89) @ Sep 14th 2009 9:17PM
NOOOOOOOOOOOOOOooooooooooooooooooooooooooooooo...
*falls down cloud city*
Jack Tretton @ Sep 14th 2009 9:58PM
No, *I* am your father.
And your Aunt Esther too.
tmacairjordan87 @ Sep 14th 2009 8:32PM
By far my most wanted game next year, hoping it'll hit in January like some of the rumors have said (although I think it's unlikely). I wish they would comment on the new exploration system though, as that was probably the worst thing about 1. And I have no doubt the end of the game will be epic, the first game has easily the best last few hours among any game this gen.
potato @ Sep 14th 2009 8:38PM
Agreed on the last few hours. I'm personally hoping the main quest will last longer - or at least have a bit more variety. I didn't feel like I visited enough planets before the whole game went and finished.
And yes on the exploration and "collect stuff" side quests. They're *not fun*, they're just annoying. I thoroughly enjoyed all of the mindless, plotless "kill guys here" side quests, maybe they should have more.
Jeff Rebbeck @ Sep 14th 2009 9:42PM
Right there with you, tmacairj. I also hope they're making the tech skills more interesting, and revamping their inventory system, which were my second- and third-biggest gripes respectively.
Vcize @ Sep 14th 2009 10:20PM
Well, it was a long time ago now (and we haven't heard anything recently about it), but they did say they were going to seriously amp up the side missions in ME2. Something to the effect of them having to spend so much time on the engine that there wasn't much time left over for the sidequests, and having the core engine already in place this time affords them a lot of extra time to put some effort into those.
Markez @ Sep 14th 2009 8:44PM
Right.
(Schweet interview)
Aurailious @ Sep 14th 2009 8:56PM
Shouldn't they have already figured this out? They said it would be a triolgy, so writing down the story for all 3 games should have been the first thing they would do, right?
Bradwart @ Sep 14th 2009 9:09PM
Not necessarily. Look at Bungie-they didn't have the full Halo trilogy planned out in detail, they just knew they planned to make a trilogy and sketched out a rough plan.
BlaqueBeird @ Sep 14th 2009 11:18PM
To me it seems like they're really taking into account the feedback and going in the direction people responded strongly to, then cutting the crap and trying a different approach we might like.
Courtney @ Sep 15th 2009 12:16AM
In most movies, games and books, creating sequels depends on the financial success of the first entry. So there's no point sinking the time, money and resources into fully writing all three entries when there is no guarantee that all three will be made.
Also, you may discover things about the story and characters through the creation of a game that heavily influence how you want to handle a story. Just because something looks good on paper does not mean that it will work just as well on screen.
Maccadude33 @ Sep 14th 2009 8:57PM
Great interview, makes me all that more pumped for the game. Pinnacle Station was lacking for me, but hey, if they bring the apartment I got into the sequel, that would be a bit helpful I suppose. Love the game either way.
Click to enlarge mass. Good one.
The Dark Wayne @ Sep 14th 2009 9:00PM
since it was kinda hard to tell, Pinnacle Station wasnt made by Bioware. it was outsourced to "Demurge Studios"
Maccadude33 @ Sep 14th 2009 9:05PM
Ah yes, I remember that. Still, it was a bit disappointing that DLC was such an afterthought for ME1. EA let the expansion out onto LIVE, so it's a part of the game. It, and Bring Down the Sky (which of course was much better) should be kept around for something. That would add great value to the missions.
TheIcemanCometh @ Sep 14th 2009 9:53PM
Yeah, and they STILL don't have the Pinnacle Station DLC fixed for those of us that bought the Platinum Hits version of ME1. Unbelievable.
Blank-Mage @ Sep 14th 2009 8:59PM
I buy things from Bioware practically on impulse, now. It's proving a good investment.
(Also, Seth Green is returning, is he not?)
Markez @ Sep 14th 2009 9:05PM
AND LET VROLIK SYNDROME KEEP HIM DOWN!? OH HAIL NO!
Bradwart @ Sep 14th 2009 9:07PM
That is a wise decision.
*waves hand*
You will ALWAYS buy all of BioWare's products....
Leroy_Rocktopus needs a PS3 @ Sep 14th 2009 9:02PM
I don't like the idea of them limiting Wrex's role.
Mr Khan @ Sep 14th 2009 9:09PM
I do admire their commitment to not doing the obvious (easy/cop-out/done before) solution: making a single ending from the old game canon, perhaps giving you some bonuses for having a save that went through the canon ending, and building the story around that. Pretty much every RPG that has a choice element works with this (or at least, that's how Fire Emblem did it between PoR and Radiant Dawn)
their commitment to keeping the world contiguously dynamic is certainly commendable
Kalenn @ Sep 14th 2009 9:10PM
You know you're the shit when you can turn "Right." into a question.
The Dark Wayne @ Sep 14th 2009 9:13PM
Richard, was the PR guy a dick about it? Ive always imagined them to be just some stuck up asshole in a suit with little to no connection to the game
Markez @ Sep 14th 2009 9:14PM
I imagine it as Mac Walters just holding up a big cue card that said "[The PR representative informs me that BioWare won't be answering this question.]" on it and winking nervously. Some of those PR reps can be real thugs if you cross them.
Richard Mitchell @ Sep 14th 2009 11:03PM
Nah, he was just doing his job. Not saying *all* PR is like that though ;)
Zorink @ Sep 14th 2009 9:25PM
I just hope the brand new character (without a transferred save) if somewhat customizable. I had about 60 hours into ME1 and my 360 was stolen along with my precious save data. The game was great, but I really don't want to (or have time to) do everything all over again.
Misfit Toy @ Sep 14th 2009 9:53PM
Must. Have. Game.
Vcize @ Sep 14th 2009 10:28PM
So is all this pretty much major-spoiler free?
nriveraexpress @ Sep 14th 2009 11:45PM
they did not address the problem that ppl might have if your played multiple times with one character and made different choices
Ritz @ Sep 15th 2009 1:51AM
I don't have any sources, but I am sure I read *somewhere* that the game will ask which save file to import from if there are more than 1 finished copy to choose from. Personally, I played the first time through the way I wanted Shepard to respond. The second time through it was for kicks to see what kind of awkward moments I could discover and don't really want that tainting my story in ME2. So here's hoping I read right.
Aurailious @ Sep 15th 2009 12:47AM
But not in this case. Bioware said from the beginning that Mass Effect would be a planned trilogy, similar in some sense to LotR.
And from that I assumed the story was generally complete. Even if it wasn't, Mass Effect would have been made with the idea that a sequel would be made and that would have been planned into the story to make it easier for Mass Effect 2's story.
Anemos @ Sep 15th 2009 3:30AM
"...and they are going to be blown away -- and it's going to leave you wanting more for sure."
Sex scene anyone?
My fingers are crossed for female Krogans. *wink and blush*
WiNG [XBL&Steam: WiNGSPANTT] from lifeinagame.com @ Sep 15th 2009 7:52AM
Go die in a fire.
Kamal @ Sep 15th 2009 1:00PM
How does one become a PR representative? It must be the most boring job in the world. Memorize a boatload of stuff that other people can or cannot talk about and sit there in a corner making sure to remember everything.