Mass Effect: Andromeda startede med at være automatisk genereret

Tekst: Magnus Groth-Andersen
Publiceret 2017-04-14

Mass Effect: Andromeda har været genstand for megen kritik, og et af de store kritikpunkter af selve detaljegraden af spillets diverse åbne verdener. Flere mener at de er for livløse, for store, og fremstår for automatiske snarere end håndbyggede. Nu har Bioware afsløret en meget simpel forklaring.

I et nyt interview med International Business Times fortæller Biowares Ian Frazier, at Mass Effect: Andromeda startede sit liv som et automatisk genereret spil:

"On the gameplay front I'll tell you we explored some very different designs early on. As you know in the game you're the Pathfinder, and you've been tasked with finding these worlds to colonize and/or make peace with the natives. Originally we leaned much more heavily into that."

"We were looking at a game that used a lot more procedural tools to have a vast swathe of planets and places to go. We spent a lot of time developing down that road, and tailoring the story towards it and so forth, and we quickly found it wasn't yielding the results we wanted.

"You can make a giant procedural game, but we were finding that the giant procedural game wasn't the narrative experience or the moment-to-moment experience we wanted players to have."

Måske kunne man argumentere for, at spillets planeter fortsat bærer præg af automatisk generering? Hvad synes du?

Læs mere og se screenshots på Gamereactor.dk

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