Maybe this is a reflection of modern tools using the version control system to store built artifacts, like npm and "Go get" do. Anyway, depending on the programming language, you can have a monorepo and still bind your modules with artifact dependecy, not necessarily depending on the code itself.
To quote Andrzej Sapkowski, author of the Witcher books, "I don't think different media van converge". Each medium has unique properties that enable a story to be told in a certain way that may not be reproducible in another medium.
Take Dark Souls for example. The game's story and mythology are blended with the game world, hidden in little details and item descriptions. If you take its bits and pieces and assemble them linearly, it's nothing special, it could never serve as the plot for a good movie. However, if you experience it properly, by being immersed in the game world, it gets way better.
When i think about Mass Effect, what comes to mind are these long sequences in the Citadel where you do nothing more than talk, learning about the biology, technology qnd geopolitics of the game's universe. I don't think this kind of content would fit a blockbuster movie, and without it what remains is a bunch of space marines shooting aliens.
Actually the looong cutscenes where you cannot do anything, is one of the reasons I think it’d be a good movie. If you think about it it’s a very interactive story. Yes, you have choices like most RPGs but they don’t really matter at the end.
The learning about background stuff is one thing that the movie makers would have to smooth out. I think the new tomb raider does a good job at balancing backstory and the plot. Assasins creed, not so much.
Specifically about Mass Effect: I think the difficulty here is that the ME universe is pretty vanilla by scifi standards. The good part about the games is how they present a big universe and fill it up with lore and characters for you to explore and because of it (at least for me) the game's immersion goes very smoothly from "I'm playing a video game" to "I'm commander fucking Shepard and I'm saving this galaxy whether it wants to or not".
I think that'd be pretty hard to bring to a non-interactive medium. Sure good novels can be written but again, a film lacks the time to give so much exposition.
I view Mass Effect as KOTOR without a Star Wars license. It has always felt to me like Bioware wanted a parallel universe to a popular universe, one they could have creative control over. Kind of like Warcraft was basically Warhammer without license and Starcraft feels in many ways similar to WH40k.
Warcraft and Starcraft are similar to Warhammer and Warhammer 40000 only at the superficial level of having several races and cultures fighting a multilateral war.
Races are similar, but generic and traditional; space marines and hive-mind insectoid aliens, for example, are an old standard of science fiction (Starship Troopers has both).
The more peculiar elements of the settings, on the other hand, are vastly different, particularly the basic conflict: crowded races and invasions, with peaceful and deranged people on all sides, in Warcraft and Starcraft, feel very different from the fanatical mutual destruction effort of the Emperor and the Chaos Gods of Warhammer and Warhammer 40000.
It just has the game engine itself, without any of the images, sounds, maps, etc that make it System Shock.
GOG has a System Shock: Enhanced Edition, which also includes the original version of the game. I have no idea if that version of the data would work with this version of the engine, though. The engine is for the PowerPC Classic Mac OS version of the game.
>I have no idea if that version of the data would work with this version of the engine, though.
IIRC the Mac version doesn't use the original data files, but converted them to use the Mac's resource file format. And judging from a quick look at the source code it doesn't contain support for the original data files.
So: no, you'll have to use the Mac version's data files.
Thanks. I suspected as much, but haven't had the time to actually look at the source code.
Looks like another bump in the road in getting this thing running on e.g. Linux. It'll be interesting to look at reverse-engineered System Shock file format info, and see if anything but the data-loading functions would need to be changed, to use the more widely-available PC data.
From other comments, the sections in PPC asm and the actual I/O APIs would have to be dealt with too.