Prima Games eGuides
primagames.com Browse Redeem a code Help
Mass Effect 3 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Extras
    • Collectors Edition
      • Mass Effect Inception
      • Q&A: The Art Direction of Mass Effect
      • Q&A: The Writing of Mass Effect
      • What Makes BioWare Tick?
      • Cinematic Design
      • Cinematic Storytelling in Mass Effect
      • Digital Characters
      • Level Design in Mass Effect 3
      • Creature Design
      • The Future of Interactive Storytelling
      • Theme of Survival
      • Gameplay
  • Essentials
    • Introduction
      • Single Player Campaign
      • Intro to Mass Effect
      • Galaxy at War Introduction
    • Special Tactics and Reconnaissance
      • Character Creation
      • Character Development
      • Preparing for and Getting to the Fight
      • The Enemy
    • Armaments and Armour
      • Weapons
      • Weapon Mods
      • Armor
      • Combat and Movement
      • Attacking
      • Powers
    • The Squad
      • Importing Saves
      • Commander Shepard
      • Adept
      • Engineer
      • Infiltrator
      • Sentinel
      • Soldier
      • Vanguard
      • Ashley Williams
      • Edi
      • Garrus Vakarian
      • James Vega
      • Kaidan Alenko (Sentinel)
      • Liara T’Soni
      • Tali’Zorah
      • Familiar Faces
  • Walkthrough
    • Prologue
      • Prologue: Earth
      • Fear the Reapers
      • Prologue - Priority: Mars
      • First Chance for Hope
      • Prologue – Priority: Citadel
      • To the Citadel
      • A Favor for a Favor
      • Dream Sequence 1
    • Act 1
      • Act 1- Priority: Palaven
      • Rescue the Turian Primarch
      • Act 1- Priority: Sur’kesk
      • Host the Summit
      • Free the Krogan Females
      • Act 1: Tuchanka – Turian Platoon
      • Extract Turian Survivors
      • Act 1- Attican Traverse: Krogan Team
      • Investigate Missing Scouts
      • Act 1- Priority: Tuchanka
      • Cure the Genophage
      • Dream Sequence 2
    • Act 2
      • Act 2- Priority: The Citadel
      • Visit the Citadel
      • Act 2 – Priority: Persus Veil
      • Speak With Quarians
      • Disable the Dreadnought
      • Act 2 – Rannoch: Geth Fighter Squadrons
      • Geth Comm Hub
      • Act 2 – Rannoch: Admiral Koris
      • Save the Admiral
      • Act 2 – Priority: Rannoch
      • Reaper Base
      • Act 2 – Priority: Thessia
      • Priority: The Citadel
      • Priority: Thessia
      • Act 2 – Priority: Horizon
      • Investigate Sanctuary
    • Act 3
      • Act 3 – Priority: Cerberus Headquarters
      • Assault the Illusive Man’s Base
      • Act 3 – Priority: Earth
      • Order Fleets to Earth
      • No Man’s-Land
      • Decisions Decisions
      • Heart Vs. Brain (Spoiler Alert!)
    • N7 Missions
      • Introduction
      • N7: Cerberus Lab
      • N7: Cerberus Attack
      • N7: Cerberus Abductions
      • N7: Cerberus Fighter Base
      • N7: Fuel Reactor
      • N7: Communication Hub
    • Side Missions
      • Introduction
      • Grissom Academy: Investigation
      • Tuchanka: Bomb
      • Lessuss: Ardat-Yakshi Monastery
      • Arrae: Ex-Cerberus Scientists
      • Hub Missions
    • Achievements
      • Achievements/Trophies
  • Multiplayer
    • Galaxy at War
      • Introduction
      • Joining and Fighting the Good Fight
      • Before Deployment
      • In the Field
      • Level Strategy
    • The Races
      • Humans
      • Asari
      • Drell
      • Krogan
      • Quarians
      • Salarians
      • Turians
    • The Enemy
      • Cerberus
      • The Reapers
      • The Geth
    • The Battlefields
      • Location: Ghost
      • Location: White
      • Location: Dagger
      • Location: Giant
      • Location: Glacier
      • Location: Reactor

Mass Effect 3 Guide › Extras › Collectors Edition

What Makes BioWare Tick?

Game development is a bit of a black art, with every studio plotting their own approach to the creation of their games.

With BioWare developing some of the best and best-loved games in the world, one has to wonder: What makes the company so successful?

Focus on Emotion

Through their games, BioWare has always sought to create experiences that are about story and emotion. Their investment in talent and technology has always been oriented around the goal to engage players deeply.

This has resulted not only in BioWare games having some of the best interactive storytelling in the industry, but also one of the most loyal fanbases in the business.

Gamers come to care about the BioWare games they play because they are able to invest in something more than technology or action. They form personal connections to the digital characters in the rich worlds they are invited to explore.

They want to inhabit those worlds, and the worlds become part of them.

Common Pillars

All BioWare games embrace a set of common player experience pillars: being able to explore, having nonlinear and interactive storylines, and having strong action and combat with the freedom to define and progress your character.

BioWare sets out to create games that support these experience pillars.

Labor of Love

BioWare does everything they can to help the player fall in love with their games. This often comes down to details, the tuning and polish that can only come at the very end of a project.

On a macro level, a version of the game without this additional attention from the team would be nearly identical—what the player sees on the back of the box, what is shown in trailers, and even moments that are sampled would feel like the same game.

But because everyone on the team wants the player to fall in love with the game, they pour their heart and soul into making it as good as it can be.

These hundreds or thousands of little details—polished items, a tight narrative, clean art assets, optimal performance, and no bugs—result in a shipped game that players can fall in love with.

Culture of Excellence

As development on a BioWare game comes to a close, everyone on the team is playing it regularly, sharing feedback, and logging bugs they come across.

Beyond the team, play-testing feedback is being gathered from dozens of sources: focus testing, mock reviews, executive reviews, and so on. All feedback, no matter the source, is considered valid and valuable.

The team is pragmatic about taking feedback. If one or two people out of five hundred recognize a flaw or feel that something is amiss about a point in the game, scaling up to several million players means a lot of people might feel that same thing.

Being open to all feedback is a big part of what makes BioWare games so polished and successful, and this openness to feedback and criticism extends to all areas of the team itself, because after all, the team members are usually their own worst critics.

Creating Greatness

In the end, clear goals and a mature process certainly play a role in explaining how BioWare can deliver such well-crafted, successful game experiences.

But ultimately it is the passion of the developers that ensures the player experiences magic through the game.

The team at BioWare constantly pushes themselves to perform better and better, with the ultimate goal of creating great and long-lasting games for their fans.

Keep reading with a free account

The first 3 sections of Mass Effect 3 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousQ&A: The Writing of Mass Effect NextCinematic Design