Nuevos detalles del juego
They're focusing on mass(lol) gameplay. Huge worlds, huge galaxies, huge universe to explore.
Open ended and non linear. Go and do what you want. Really stressed that there was lots to go, see, and do.
120 people on the team. To compare, there was about 70 on KOToR.
Been in actual development around 2.5 years. Ideas and stuff began 3~ years ago.
They thought of what to do next before ending KOToT. They thought the barriers in exploration and dialogue were the big leaps they could make.
Said they were happy with the combat in KOToR, and thought it was fun, but wanted to make something that is easier to jump into (omg casual attack) and more exciting and enjoyable.
Obviously ME uses UE3, and they're using some propriery tech to bring characters to life. Says if characters skin isn't right, or they don't move right, or they react off or their expressions are awkward, it comes off as creepy, so a "tremendous amount of work" is going into that.
Wants to make all NPCs seam real and unique and such. Some uncanny valley babble. The player shouldn't be thinking or noticing if the lip syncing is off and such. They have "actual" corneas in the shape of their eyes to create the reflections. Says it's really past simply being tech features, that for the close up and cinematic stuff it really makes an impact.
More work going into how NPCs react to all sorts of causes, like being mean, or flirting.
Says the previous dialogue systems was less cinematic, and caused too much reading. ppl r dum lol
The dialogue interface is a circular interface with general emotions mapped to general directions, so you can begin to ease one way without seeing the paraphrases and simply by how you feel to how the conversation is going. So if an NPC is being one way, you instinctively move to an area of the stick/interface.
One of his favorite moments is when a squad member of yours joins in with you when you intimidate who you're talking to to pull a "good cop, bad cop" type situation. Notes that the dialogue system is beyond that, it's more of an interaction system where tons of actions and things occur, not just characters idley standing and talking.
Onto combat. Nothing really juicy here. Says it feels like GRAW. You can control each squad member, of which you choose 3 total, from a larger group, a la KoTOR. You can control 1, say your main character, and give commands to the others. Things like moving, or entering a sniping position and such.
When you start you choose a class. Soldier, Adept (Dark Energy user), and Tech (didn't go into detail, but one can assume the basics). Says no class is weak at combat, unlike most games where some classes are strictly support.
Says he guesses it'll be between KoTOR and JE in length. Main story is aiming to be around 30 hours, with all the side quests and epxloring other stuff should easily double that. Says it's almost impossible to choose to do NOTHING extra. You could be flying from 1 bar to a far off planet, and get a distress signal from a space station stuck in an asteroid belt or something. (Which sounds totally awesome)
Sounds as if the game's totally nonlinear. My guess is that it's almost Oblivion like in that sense. You start off a main quest from the get go, and you go meet a person here, and get sent there, all in places you can explore beforehand and such.
Um, I also guess that the Marketplace trailer was cut from something a bit longer. When this was recorded the trailer wasn't up yet since they said the public hasn't seen it in motion yet, blah blah. But they mention the bartender talking to a friend of his, the character swaggering up to the bar, and looking at the friend, and him getting scared and scurrying off.
And lastly, I may have this wrong, but going back to the dialogue stuff, it may have been how he said it, but he sounded like he was saying that you begin to react even before you start to talk. So, even before you select a response, if you move towards anger as an NPC is saying something you dislike, you character shows that you're getting upset. Like I said, I coulda heard wrong, but I wanted to add it. To paraphrase one thing he said, though: "You're playing it live, instead of simply waiting to make a choice"