I don't want the game to take my hand and walk me to the finish line with frequent pauses to make sure the pace isn't too much for me. We're saving the whole damn species here. Maybe there's some casualties because I thought I could dither around the ass-end of the galaxy while alien horrors do gods-know-what to the crewmen who served me loyally. Maybe I get pinned down and have to bust my ass to get out from under Collector guns because I decided I had to bring the guy whose guts are still churning over some unfinished personal business. This isn't a Disney sci-fi epic, not everybody's going to come out of a galaxy-wide war feeling better than they were. Maybe someone dies. Maybe a lot of them. And maybe it's my fault.
...
Guess I'll go select "New Game" again and try to do better this time.
So it's more sensible (and better deisgn) to need to play with pre-knowledge of the plot and make sure not to trigger main plot events until dutifully completing the side-quests and loyalty quests (which you are supposed to "stumble onto?") Or to delay going to Ilium until having mined every rich planet within reach to ensure being able to do all upgrades as they become available?
I'm ... not actually sure where your problem arose from. I have never fealt as though I were being forced into missions I wasn't ready for yet. Yes, there are times when you are whisked up in the ongoing story, because it is moving forward whether you want to do a few more side missions or mine a few planets, and I find that a refreshing change from games which give you all the time in the world to get around to the story.
I take the point about the urgency of the mission and all that, but it's the job of the writers and devs to make the plot work while preserving the supposedly open-world exploratory design. The one shouldn't run afoul of the other.
So far as Star Control is concerned, I respect that kind of design--but it didn't foreclose you from experiencing the totality of the game, and multiple playthroughs are not a great answer to this complaint.
My only issue is that the game has very little replay value - as there is very little difference from one playthrough and another; the same goes for DA. (though at least with ME, if you bring in a different character from the first game, which made some significantly different choices, you get to experience some altered background detail, which does make it feel as though *your* story is continuing.)
I agree, although I feel bad giving Bioware too much of a hard time about that. The mad-libs fill in the blank style is just how they do things. I would just prefer to see them do it better.
I know this may be heresy in these parts, but when it comes to writing and branching Bioware could take some notes from Bethesda.
Modifié par Neotribe, 27 juin 2010 - 12:41 .