Mass Effect 2's shooter shift examined

GDC 2010: Lead gameplay designer Christina Norman talks about amping up the intensity with heavier emphasis on real-time combat in BioWare's sci-fi role-playing game.

Who Was There: As the 2010 Game Developers Conference entered the homestretch, BioWare lead gameplay designer Christina Norman reflected on the changes made to the company's latest sci-fi franchise in "Where Did My Inventory Go? Refining Gameplay in Mass Effect 2."

What She Talked About: Norman began by noting that the original Mass Effect had a far more traditional role-playing game feel. In particular, the game's power wheel (where players select their abilities) allowed for access to up to 20 abilities, each of which was on a separate cooldown timer. She also pointed out that the game would pause as players stopped to select their ability or survey the battlefield.

With Mass Effect 2, she said that BioWare wanted a lot more real-time gameplay, with an emphasis on weapons and cover. The power wheel would remain, she said, but the team wanted to change it so that it was far less intrusive and a lot easier to navigate. The team also sought to capture more satisfying combat, which would involve making the game feel more like a shooter and not rely on the underlying RPG roll-dice-to-hit mechanic.

Mass Effect's often unwieldy inventory system was also targeted as a place for improvement. Norman noted that in the original it could be cumbersome to swap your squad members' weapons with one another and that the sheer number of largely undifferentiated weapons often felt like junk to be sold. In Mass Effect 2, she said, the team wanted players to feel an affinity for their weapon of choice.

Game balance was also an area that needed improvement, she said. The original Mass Effect gave players too much opportunity to trivialize the game with overpowered combos. She said that improper game balance really diminished its overall quality.

So how did BioWare go about addressing these problems in Mass Effect 2? Norman said that the team originally took a design document approach and planned out all the features that would help them reach their design goals. However, she said that none of these features actually made it into the game and that they found the process of prototyping far more valuable.

Because the engineers were preoccupied with other work, Norman and her team did their initial prototyping using the original Mass Effect's engine, making changes only to specific values like weapon damage or accuracy. And though the work ended up being mostly throwaway, she said that the experiments helped them get a better handle on the limitations of their current setup.

Getting into the brass tacks of design, Norman said that it became paramount to build great shooter gameplay. To do so, she said that they completely turned off the game's RPG system so that they could focus on crafting the shooter elements, a move Norman called the most important of the project.

Norman also said that the team spent time analyzing what their competitors were doing well, mostly because BioWare's focus has never been on this genre. This involved standardizing the game's control scheme so that players wouldn't have to relearn the gamepad layout. One other way was to hammer out the flaws in the original's cover mechanic.

Weapons also received attention. The team focused on addressing issues from the original, including the lack of headshots and aim assist, as well as the fact that enemies didn't react when shot. She said they also wanted to build better weapons that felt different from each other, noting that the final game had 19 weapons with 108 tuning variables.

Once this process was complete--after a span of about three months--the team then began to incorporate RPG elements back into the game. Norman was quick to point out that though the RPG gameplay had been "off," development on it remained ongoing.

Norman then shifted her talk to the concept of building for intensity. She said that class design was particularly important in Mass Effect 2, since the team really wanted to create highly differentiated play types, even if it meant cutting some of the possible choices. Returning to the concept of the power wheel, she said that the constant pausing and selecting of powers took away from intensity, which is why in Mass Effect 2, players were given the ability to map three of their own abilities and two of their squadmates' abilities to the controller for use in real time.

Adding in a global cooldown timer for all abilities also helped ramp up intensity, she said, because it allowed players to use more powers, more frequently. She also said that it was important to add regenerating health, because it got players away from playing erratically and relying on health kits. Enemy consistency was also important, she said, because players should be able to look at a combatant and know exactly what kind of issues they are facing. This would eliminate the immersion-breaking act of having players look at, say, the enemy's name bar to figure out its strengths and weaknesses.

Due to time constraints, Norman quickly breezed through the remainder of her talk, spending a few minutes on the game's RPG system. She said that it was important not to dumb down the RPG elements but to still make them easier to use. As an example of this, she compared the original game's leveling system to Mass Effect 2's. The former, she said, offered too many choices that weren't particularly representative of how they would impact the game. In Mass Effect 2, the leveling options were pared down and made more descriptive.

Norman also said that armor personalization was surprisingly popular in Mass Effect 2, a feature that wasn't available in the original.

Quote: "Shooter combat must be fun without being propped up by RPG mechanics." --Christina Norman, on crafting the gunplay in Mass Effect 2.

Takeaway: The gameplay difference between the original Mass Effect and its sequel is marked, and that wasn't accidental. Norman's team specifically set out to craft a sharper shooter experience that could stand up against the gunplay found in competitors' offerings, while maintaining BioWare's strong tradition of narrative-driven, RPG-heavy gameplay.

228 Comments

  • Khatjal

    Posted Apr 16, 2010 9:27 am GMT

    I don't see why some people didn't like the shift - I personally highly enjoyed the fact it was more shooter like. The only knock was the lack of customization in terms of equipment... I really like the genre of RPG where you can literally choose what to wear on your hands, feet, etc...

  • MassErect2

    Posted Apr 6, 2010 4:46 am GMT

    An awesome game! Good changes!

  • KainCarver

    Posted Apr 4, 2010 5:27 pm GMT

    "Shiftfallout
    Posted Mar 17, 2010 2:52 pm GMT

    Christina Norman made some horrible choices." - BIGtime. She completely washed away many of the things that RPG fans love. Great game but it felt a little watered down imo.

  • DawnForMe

    Posted Apr 4, 2010 12:08 pm GMT

    Simply good game.

  • megatrunks

    Posted Mar 25, 2010 2:07 pm GMT

    Mass effect 2 is simply one of the best.

  • hywel69

    Posted Mar 24, 2010 10:34 am GMT

    Great game....but I hardly "felt more attached" to my weapon.

    My guns looked pretty much the same, there no dps number on them, how do I know if Arcon Combine Blaster is better than Blah-De-Blah industries? And if it's better, by how much?

    Also having to go all the way back to the Normandy to look at your weapons or what upgrades that it had sucked.

  • MaxDanielsson

    Posted Mar 23, 2010 8:14 am GMT

    awesome!

  • SrTVBR

    Posted Mar 22, 2010 6:56 pm GMT

    The best game ever

  • felixiration

    Posted Mar 19, 2010 5:28 pm GMT

    I want Mass Effect 3 to be more like the first one, but I really like her ideas about having a shooter that can stand on its own then adding RPG elements and I like the combat in ME2 better. ME1's story, ME2's combat, and moddability. Do it Bioware.

  • frazzle00

    Posted Mar 18, 2010 11:41 pm GMT

    @Shiftfallout

    Sure I know you said you have issues with male designers too, but I don't understand why female designers would be any better/worse. I'd hope the game industry is a meritocracy, but hey it might not. I wasn't talking about "a few trigger happy casual gamers". We're talking about professional reviewers. They too are industry professionals with years of experience playing games. Why would their view be less useful than those of a developer (I personally think the opposite would be true especially given the competitive nature of the field and the associated issue of professional jealousy)? After all they're all gamers just like us. I don't have to work in the games industry to know what constitutes a good game. I've been playing games for 20 years now, and I'd take my personal experience over anyone else's when it comes to evaluating a game. After all, I not going to play the game vicariously.

  • Shiftfallout

    Posted Mar 18, 2010 8:02 am GMT

    @frazzle00 There may or may not be evidence of such, but you have to keep in mind that trends can build expectations for others to follow. If you read my post, I clearly see this problem with males too, and the only fear i have is that its a growing trend with female designers finding their way to lead positions. There is nothing sexist about it, rather, dealing with trends that can hurt the industry in terms of variety. I could care less what a few trigger happy casual gamers like about ME2. The developers are the key and ME2 was getting a lot of ...disdain to say the least. She said she didnt want the game to be fun for any other element...except the action. That defeats the entire purpose of a RPG. ME2 is a sequel, but was not treated as such. The result was a game that didnt do anything well in terms of mechanics. Read this developer focused article and responses: http://www.gamasutra.com/view/news/27660/GDC_Refining_The_RealTime_Combat_In_Mass_Effect_2.php

  • frazzle00

    Posted Mar 17, 2010 8:56 pm GMT

    The thing is are you sure that these "incompetent" female designers simply got their role because they're female? I really don't think that there is an evidence that female designers are less capable than their male counterparts. And lets not forget that even though you don't appreciate ME2, plenty of people do. After all it's sitting on the highest Metacritic score of all time 8).

  • Dudeman315

    Posted Mar 17, 2010 8:40 pm GMT

    No FF4 was the first game that had a well crafted story where characters actually had flaws and emotions. FF6 had a freakin opera that was amazing and then the bad guy destroys the world half way through the game. ME2 had,"I'm busy Shepard comeback later", anytime I wanted to talk to any non-love interest. and the same f'n plot of ME1 presented with less depth "there's these things are attacking human colonies and they work for a reaper and you need to recruit a crew and go through this specific mass relay in the terminis systems to stop them." I couldn't care less about my Imported choices because the 10 seconds of dialog that lead nowhere did not feel rewarding. On Insanity you don't need anything 'cept Widowmaker, a heavy Weapon and Incinerate. I used Incinerate more than any gun on Insanity with a fresh character.

    Really it's about Lack of story, customization, choice, depth of characters(ME1 had personal mission like loyalty ones), Immersion, Carry over decisions mattering, and Exploration. Give me a Rachi stage(since they broke the game into stages with mission end screens), or let me revisit Feros cause the Asari I saved tells me that they need my help, or have a meaningful discusion with my love interest from ME1 something with meaning.

  • Shiftfallout

    Posted Mar 17, 2010 8:38 pm GMT

    @frazzle00 While there is a lot of sexism going on in the industry, I know 2 experienced female designers that actually know what they are doing. One of them is responsible for teaching a certain group of students that eventually went on to make Portal for example. On the flip side, I can find a dozen males that dont know good game design either. After hearing what Christina was saying however, she comes across as bright as Todd Howard. This is why It can be either an isolated case or this growing trend with which kind of female designers get those positions. We already know guys can be just as stupid in that regard. =)

  • frazzle00

    Posted Mar 17, 2010 7:38 pm GMT

    @Shiftfallout

    Yeah you're right, women should just stick to what they are good at and stay in the kitchen......*sigh*

  • Shiftfallout

    Posted Mar 17, 2010 6:52 am GMT

    Christina Norman made some horrible choices. I dont know if its a growing trend with female designers gaining traction or if its just a few isolated cases of what I call the "Todd Howard" effect. Either way its not good for the genre.

  • caityful

    Posted Mar 17, 2010 5:39 am GMT

    "Bioware wanted squad-mates to be more useful as well."
    Yep, try telling that to Miranda any time she crouches for cover ON TOP of a crate.

  • drokmore

    Posted Mar 16, 2010 10:48 pm GMT

    I always enjoy the gear when it comes to these types of games, so the diffusion to a simpler system was a bit annoying. The weapons werent too bad, there was still some options; however, the armor was horrible. I just got one armor set and just wore that the whole time. It was like they got to armor and said, nah were done with itemization. Dont get me wrong loved the game, but could have a bit more interest with items.

  • fascinationjx

    Posted Mar 16, 2010 12:59 pm GMT

    I'm commander Shepard, and this is my favorite site on the internet

  • TrueIori

    Posted Mar 16, 2010 12:57 pm GMT

    @sick09

    Making Black and white choices does not make an RPG. Anyway if you want a game about choices go play the original Deus EX , but then again that might be too much since it take a rocket scientists to deal with all the choice Deus Ex gives you -_-.