You may think, with all the fighting and decision-making of two games, that youâre the one who ultimately controls the fate of Mass Effectâs player-created hero Commander Shepard.
You do not.
The person actually in control of your Shepardâs destiny is BioWare lead writer Mac Walters, who heads up the team of writers whoâve been working on Mass Effect 3. Waltersâ command of the Mass Effect fiction extends beyond the games, too, since he also writes the various comics spin-offs published by Dark Horse. I had a chance to talk to Walters about Mass Effect 3 and what itâs like to work inside BioWareâs sci-fi universe.
Aside from introducing new characters, the comics collaborations with Dark Horse have let Walters expand on the portrayals of the established players from the Mass Effect universe. Itâs the players who write the personalities of their individual Shepards, but Walters has opened up the backstories of the Illusive Man and Aria TâLoak in two previous Mass Effect comics series. âBoth of those characters are morally gray and we like that,â the writer says. âWith Aria, whoâs in charge of this ruthless space station filled with chaos and lawlessness, the comics lets us show how she maintains order in the midst of that.â
Mass Effect games are among the most text- and dialogue-heavy games out there and Waltersâ role as lead designer has him managing a team of nine writers to make all of the drama and intrigue for Mass Effect 3 come to life.
Fan reaction to new Mass Effect character James Vegaâvoiced by Freddie Prinze, Jr.âhas been passionate. Some dismiss the character as a Jersey Shore-style meathead while others wondered if heâd be the same-sex romance option for male Commander Shepards. Walters understands all the heat, though. âEveryoneâs seeing James out of context,â he says. âWe kind of did it a bit with the Illusive Man in Mass Effect 2, but we really donât tout or promote a character before the game came out.â
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From there we have to figure out, âWhat are all the individual missions going to be? And who are the important characters in this?â Then weâll divvy that up to the different people on the team,â Walters continues. Itâs like, âWriter X, youâre going to have these five missions, and youâre responsible for this major character.â But it is very much continually a collaborative process. Because even though you may have a bunch of missions that are self-contained, they still have to fit into the story as a whole.
The E3 previews of Mass Effect 3âwhere a child gets placed in dangerâcame under some criticism for being emotionally manipulative. Walters says that the idea with that sequence is to show the stakes of the Reaper invasion. âI donât think thatâs necessarily wrong to try to get people to feel something. Yes, itâs entertainment and itâs supposed to be fun. But I think itâs also good to get players emotionally engaged and draw people in,â he offers. âItâs what makes people care. And if itâs what makes Shepard care about the war, it would be great if that also can transfer into what makes a player care about Shepard.â
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