The reality of the situation is that every branching path that Bioware builds in the game is one path that is missed on the first playthrough by somebody who doesn't make that choice. It also means that the game for an individual playthrough is far shorter. A conventional, linear game lasting 25 hours has the same content experienced every time by every player. By providing a binary choice halfway through that completely changes the game, they would reduce the play-time for each run down to 18 and 3/4 hours. This is
not cost effective, especially when "20+ hours" is the standard for RPG's that you're being expected to adhere to.
The obvious solution, which is what MEverse and practically every other game like it does, is to make the divergent paths converge shortly after. Instead of the choice you have completely changing things, it instead ends up having no impact on the overarching story one way or another. This has the upside of being far easier to program and build the logic for in your game, as well as cutting down your assets substantially. The downside is that while it provides the illusion of freedom in your initial run, subsequent playthroughs shatter this illusion completely. The game is up, and the green screens, matte paintings and strings that held the magic of the game together become plainly visible to you.
The ultimate implication of all this is that decisions you make in ME1 and ME2
cannot directly impact the plot until a substantial way through ME3. Even in ME3, only the *very* major ones are even going to have an impact then. The end of ME3 will feature some sort of epilogue ala Dragon Age where minor impacts are explained. The
end of the game will have many radically different outcomes based on your choices, but they will be somewhat hollow. They will simply
tell you what happened differently, rather than show you, since that is more cost effective.
Modifié par adam_grif, 04 juin 2010 - 01:51 .