[quote]smudboy wrote...
This is interesting, since I've never seen this as a problem. This only occurs in sci-fi and fantasy stories, where the writer
must spend several chapters explaning the history, happenstance and workings of the universe, because it is alien to us. Essentially you get a lot of descriptions of trees and forests, and computers and glowing technology.[/quote]
I like my stories to be efficient, tight, and focused. With the creation of a whole universe, it's tempting to divert your audience on a little side journey so you can show them something unique and interesting about that universe. Sometimes you keep expanding the scenes of the character's story until you're talking about his trip to the bathroom, just so the audience can get every little morsel of this character's life. Sure, it's interesting, but is it really necessary?
For instance, a lot of people wonder about the geth/quarian conflict and how the two sides are going to play out in the end. War? Peace? It's an interesting story, but is it one that needs to be resolved during Shepard's battle against the Reapers? Possibly it might if ME3 was about Shepard building an army, but I personally think the geth/quarian conflict is an interesting enough story not to be reduced to a side mission. In which case, don't resolve the issue in Shepard's story, save it for an entirely new game or story.
It's not that I always dislike it when the writer decides to spend a moment on the little details, that's certainly important in getting you to understand this universe he's trying to create. I just think sometimes the writer gets bogged down in the details.
An interesting element in telling a story as a game is that you don't even have to describe something about the universe, you can simply show it and let the audience draw their own conclusions. I'm trying to figure out if there's a good example I can give based on the Mass Effect games, but I'm drawing a blank right now..... well, that's annoying. Stupid brain.
I think everything I've just mentioned is something we agree on to a point.
[quote]smudboy wrote...
[quote]Pacifien wrote...
There's a video where the developers explain their design of the Collector ship/base that is drastically different from what we see in the game.*snip*[/quote]
I'd love to see that.[/quote]
I'd love to provide the link, but I am having no luck in finding it again.

I'm nothing if not obsessive, so I'll get a link to that video eventually, even if I have to scour every single video with the tag "mass effect" on it.[/quote]
[quote]smudboy wrote...
There's nothing wrong with having the plot change during development, provided the media and the writing reflects that change. It's a symbiotic balance. But when a hole is generated and not patched up in any number of methods from writing or media (show, tell, announce the mystery, foreshadow, reflect, ponder, change perspective, illude, etc.), then the disconnects begin, especially in a contemporary setting where the main "magic sci-fi" is limited to mass effect fields.[/quote]
This is why I said in an earlier post that any story can be torn apart if you look closely enough. Things that people are willing to overlook will differ for each person as well. And certainly it's an accumulation of little things that eventually break the camel's back and you throw your hands up in the air and go "That's it! This is all wrong and I can't take it anymore!"
I think my point in the malleability of the plot during the development process is that sometimes resources and time are going to hinder you to such a degree that the plot holes can't be helped. If the plot holes get too big, then it becomes a very serious issue on what kind of hit on the resources/time front the developers are willing to make to fix it. In the gaming world, prolonging development can hurt just as much as rushing it.
I suppose the funny thing for me is that I've spent all this time describing issues with storytelling that all apply to Mass Effect 2, so by all rights, I should be disappointed with it just as much as you. They sacrificed their main story of the Reaper threat so they could concentrate on little vignettes about all these interesting and different characters. The addition of the Collectors is just the excuse to put all these characters together in one place, and even then the reasons some of them join the fight is a bit tenuous. For all my talk of liking efficient, tight, and focused stories, I made the conscious decision to disregard my preferences in storytelling for the sake of enjoying the game.
Maybe my mind decided to disregard ME2 as part of a trilogy. Instead, the series becomes a duology to me and ME2 is just the big side story in the middle that the developers decided to throw in.