Q: How did you guys come to the decision to follow that path instead of something more akin to Mass Effect's procedurally generated side worlds or something more like ME2 and ME3, where there were more worlds, but they were smaller?
Well, we tried. That's how. We decided to try several things, and that's definitely a question we asked ourselves at the beginning. We actually built a number of possible tools for example what we're now using to accelerate the fabrication of content, but at the origin we built them to say... okay, what if we want thousands of planets you can explore and all that?
We managed to build those tools, but when we played the content that we'd built, it didn't feel right. It didn't feel right not in absolute, but it just didn't feel right for the type of game that we were making. As I mentioned, we realised that really quality over quantity remained our motto even if we want to go more open. So then we have to find a balance because we don't have teams of five-thousand people [laughs].
But really, it's just by play – that's how we went back – we spent time building those, but each time we had a controller, going through those planets. At the beginning you're excited. ”I can see anything, I can land on anything," for example. Then you go there, but after two or three you're like, okay, there's nothing I remember. Even if you put content in. But there's nothing memorable. That term is important – memorable. I want to be able to tell you something, like ”floating rocks", and you're like ”that's that planet". But building that means you have to craft it.
We heard the players specifically over the recent years saying that meaningless quests don't really interest them any more. We all come from, at Bioware, classic RPGs a long time ago, and doing those quests where you go fetch things in order to craft better stuff. It's a part of it, but the player doesn't really want that any more, and again for the type of game we're making it didn't feel right either.
We wanted to make sure that even a very minor quest has at least – at the very least – a narrative touchstone. You will learn something. A character name, the existence of something.