Since people keep bringing up level design, I decided to look into some interviews and see if there were any comments from Bioware about how the level design changed over the course of the trilogy. I found three really good sources that talk about this to an extent. There is a very good postmortem done by the level designers for ME2 discussing their development of ME1 as well as the changes they did as a company.
For those interested in the Mass Effect 2 level design process, here's the PowerPoint presentation.
In the PowerPoint presentation, this type of development structure led to some of the production issues such as Q&A testing and also cut content as well such as Caleston. There seemingly was a lot of issues trying to make everything gel at the end due to bad cross department communication and this resulted in a lot of missed content. Each change by one of the departments caused a 'ripple' effect that made everything wonky. They changed this design philosophy for ME2, in that they shifted from a Silo Mentality(which is what they used in ME1) to a five phase development system consisting of; Phase 0 is Narrative Overview, Phase 1 is Narrative Playable, Phase 2 is White Box, Phase 3 is Orange Box, Phase 4 being hardening, and Phase 5 is Finaling. There seemingly was more interdepartmental communication and also the level teams were branched off into groups of three called dogpiles.
This was the level design development structure for ME1
This seemingly resulted in less content getting cut and it allowed more flexibility in the development practice. I think you can tell the difference when playing ME1 and ME2 in that ME2 had more traditional levels compared to ME1, which was just more freeflow. Some people, as mentioned in this thread, liked this more freeflow/less compartimentalization of levels however it seemingly resulted in some serious content loss. Caleston was supposed to be the planet where the player was to meet Liara and it was more like an industrial version of Noveria.http://blog.bioware.com/2009/06/23/the-long-road-to-bioware-a-designers-origin-story-p4/ said:On Mass Effect 2 we divide all Level Designers into groups of around 3: 2 Level Designers and 1 Senior. Each of these groups is called a Scrum or dogpile and each dogpile has a puntastic name: Fighting Fish Dogs, War Beasts and us, the Hellhounds Yeah I think we got the best name too. These dogpiles have one or two designated QA, usually one artist per Level Designer, and a writer and cinematic designer who float between dogpiles for best distribution.
http://www.giantbomb.com/articles/gdc-09-mass-effect-2s-evolving-design/1100-1021/ said:Caleston, a story-related "outland" planet with refineries and industrial cartels that was intended to be a part of the game's core story arc, was deleted from the game outright. We will never get that planet back, people. Shed a tear.
This was an interesting question raised during the PowerPoint presentation. I would love to see a ME1 with a more controlled level design if it resulted in more content. It's apparent that Bioware couldn't handle the sort of non-compartmentalization that was found in ME1, for whatever reason. The dream would have been a sort of Mass Effect Skyrim but Bioware isn't/wasn't organized to handle something like that. It should be interesting to see what comes out of Inquisition mainly because the levels seen in Inquisition so far are pretty open so maybe Frostbite is easier to work with in that regards.
Now for ME3, It seems pretty much like the ME2 model, so no surprises there. There was one thing I found interesting was,
Kinda interesting in that they were trying to interweave the storytelling into the level itself. At the above source, there's also some good stuff about the Tuchanka level itself.http://masseffect.wikia.com/wiki/User_blog:Lizzunchbox/GDC_2013:_Senior_Designer_Dave_Feltham_describes_Mass_Effect_3_Priority_-_Tuchanka_level_design said:Finally, for each area of a given level, the design team defines themes and emotions that they can refer back to in order to guide and influence the game's design.
For [Geno02], Feltham and the games other designersincluding John Dobrow and Boyd McKenzieused the classic three-act structure to simultaneously tell an emotion-driven story and create an engaging level. Their structure consisted of:
1. Inciting Incident. Joker tells Shepard that they cant just walk into the shroud, and that they have to somehow get rid of the reaper.
2. First reversal. The highway crash which feels like a bit of a setback.
3. Low point. Wreav has his moment with the Thresher Maw, leaving a much smaller party than you hoped to go into the fight with.
4. Second reversal. Here, Shepard decides to use Kalros, the Thresher Maw, to attack the reaper.
5. Climax. This is the big moment with the genophage. Lots of different climaxes here.
6. Epilogue. This is the funeral, and a big moment where Eve dies or lives, with lots of characters talking about moving forward.
I never really paid attention to some of this stuff so it's kinda interesting hearing about the smaller touches.-Going way back, the games main writer always wanted Mordin to ascend to his fate, so the end of this mission was an appropriate fit for this intent.
-Right at the end of the game, as you prepare to take on the Reaper, play testers were finding the build up too bleak. According to Feltham, the designers decided to add the cut scene of the Turian ships flying overhead as a way of giving the player a little emotional boost.
-Also right before the Reaper fight, they placed the player at a lower elevation than the Reaper to make it feel even bigger.
For those interested in the Mass Effect 2 level design process, here's the PowerPoint presentation.