摘自GameSpot 3月20日采访Mac Walter的内容
GamsSpot:
One of the things that we were thinking about yesterday in relation to the ending was like, it felt like a suicide mission for BioWare. Like you guys have to account for so many variables in ending a story, which means it's almost impossible to do that. You have a series about giving people the options to make decisions, to find their own characters, create their own path for a story, and then to end that, to put a full stop in that story, you have to take that away from them for a moment and wrap it up. It's difficult to see how it'd all end well. How are you thinking about that for this game and perhaps the games that follow it? You're given more options to create your own story than ever. Inevitably, you're going to reach a point where you'll need to wrap it up. How are you going to do that and try to avoid the same mistakes again?
Walters:
I think one of the things is we're approaching each game to be a little bit more standalone, even though I said there's a lot of mystery in it that will carry forward, but we want each game to stand on its own and feel like it has a satisfactory conclusion. Even just the type of game that we're making now: This is the first Mass Effect game we'll make where, when the story ends, the game continues. The world continues and there's much more you can still do.
Whenever we get to, we'll call it the last Andromeda--for now--game, it'll very likely be a game that feels like it continues even past the story and people can still stay in the world and see the characters that they love and be invested in. I think, even just that in and of itself is probably going to change the way people perceive it. Who knows? By then, maybe people will be ready to go back to the Milky Way.
GamsSpot:
One of the things that we were thinking about yesterday in relation to the ending was like, it felt like a suicide mission for BioWare. Like you guys have to account for so many variables in ending a story, which means it's almost impossible to do that. You have a series about giving people the options to make decisions, to find their own characters, create their own path for a story, and then to end that, to put a full stop in that story, you have to take that away from them for a moment and wrap it up. It's difficult to see how it'd all end well. How are you thinking about that for this game and perhaps the games that follow it? You're given more options to create your own story than ever. Inevitably, you're going to reach a point where you'll need to wrap it up. How are you going to do that and try to avoid the same mistakes again?
Walters:
I think one of the things is we're approaching each game to be a little bit more standalone, even though I said there's a lot of mystery in it that will carry forward, but we want each game to stand on its own and feel like it has a satisfactory conclusion. Even just the type of game that we're making now: This is the first Mass Effect game we'll make where, when the story ends, the game continues. The world continues and there's much more you can still do.
Whenever we get to, we'll call it the last Andromeda--for now--game, it'll very likely be a game that feels like it continues even past the story and people can still stay in the world and see the characters that they love and be invested in. I think, even just that in and of itself is probably going to change the way people perceive it. Who knows? By then, maybe people will be ready to go back to the Milky Way.