Mass Effect's Aftermath
1up is republishing a short interview with BioWare's Casey Hudson, the Project Director for their sci-fi epic Mass Effect. The piece originally ran in EGM, and covers a few nagging details left behind by the project, things like "What happened to the ability to interrupt people?", or "What's up with the UI?". "Hudson: Well, the item comparison is probably a lot better than KOTOR's because we now show you a graph that compares [the stats] of one weapon to another. As you can imagine, the inventory-management system for a role-playing game is probably one of the biggest and most complicated systems. It's actually one of the drawbacks to giving people so much to do and so many things. We didn't get much negative feedback during development with the inventory screen, although [if stuff doesn't work right], that's definitely something we want to fix in the future." That's a really deft way of handling that question, but I have to say: despite my deep and abiding love for the game, the user interface is an affront to Tufte.
You can score with the consort?
You bet!
When you get your initial reward after finishing her mission it's just some new-age touchy-feely speech. One of the replies is something to the effect of "That's it?!" Choose that and it's SEX WITH A BLUE CHICK!!!!111````
Trolling is a art,
I'm not talking about inventory systems in general. I'm talking about the Mass Effect inventory system. ALL items of any type have 3 stats, there is a hard limit of 150 items (of any type). There is no weight or size. There are no bags, you can just have 0-150 items in your inventory. That's it.
Windows in 6 Bytes (IA-32) : 90 90 90 90 CD 19