
A sci-fi action RPG from BioWare.
Gcreator of Game Maker's Toolkit testHow Level Design Can Tell a Story
Gcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?BioWare planned Mass Effect 3's Tuchanka level as a sequence of emotions: hope, chaos, mystery, then awe. Playtests showed torchlit catacomb fights were too intense, so the monsters were cut and a friendly bomber cutscene added for hope. The lesson: give each section a target emotion, test it, and cut content that breaks it. One source also notes a dialogue skill check that only offers a win.
From Dave Feltham on Tuchanka level design
BioWare planned Tuchanka as a sequence of target emotions, one per section. Dave Feltham used emotion charts for the level: hope, then chaos, then mystery, then awe. A big convoy and lazing Krogan gave confidence, flames gave chaos, murals gave mystery, and the city reveal gave awe.
The team broke the level into sections, picked a theme for each, and decided the emotion the player should feel. Only then did they use environment design to evoke it. Contrast between sections, such as dark catacombs into an open city, strengthens the reveal.
BioWare cut catacomb monsters after playtesters found torchlit fights too intense. The intended intensity was charted, with low points for story beats and high points for combat. Playtesters rated how intense each area felt, and the catacomb enemies pushed it too high, so they were scrapped.
A cutscene of friendly bombers was added to raise the sense of hope. The lesson is to check intended intensity against playtesters and change the level where the chart is off.
Enough charm or intimidate points let players talk Saren into shooting himself. This skips the first part of the final boss fight. The source calls it a skill check that only offers a win.
It is held up as an example of making conversation a real way to resolve a fight, not a reduced alternative to combat.
Its Tuchanka level was planned as hope, chaos, mystery, then awe. Catacomb monsters were cut because torchlit fights felt too intense, and friendly bombers were added for more hope.
BioWare planned Tuchanka as a sequence of target emotions, one per section. Dave Feltham used emotion charts for the level: hope, then chaos, then mystery, then awe. A big convoy and lazing Krogan gave confidence, flames gave chaos, murals gave mystery, and the city reveal gave awe.
The team broke the level into sections, picked a theme for each, and decided the emotion the player should feel. Only then did they use environment design to evoke it. Contrast between sections, such as dark catacombs into an open city, strengthens the reveal.
BioWare cut catacomb monsters after playtesters found torchlit fights too intense. The intended intensity was charted, with low points for story beats and high points for combat. Playtesters rated how intense each area felt, and the catacomb enemies pushed it too high, so they were scrapped.
A cutscene of friendly bombers was added to raise the sense of hope. The lesson is to check intended intensity against playtesters and change the level where the chart is off.
Enough charm or intimidate points talk Saren into shooting himself, skipping the first part of the final boss fight. It is a skill check that only offers a win.
Enough charm or intimidate points let players talk Saren into shooting himself. This skips the first part of the final boss fight. The source calls it a skill check that only offers a win.
It is held up as an example of making conversation a real way to resolve a fight, not a reduced alternative to combat.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.