Honestly, I don't see this as a problem.smudboy wrote...
The issue is "whatever thay may be." If it's fully fledged squadmates, the practical people are laughing due to the amount of completely optional content that people want from fully fledged squadmates.
MOST of the content in the game is totally optional, this isn't going to be what makes them decide what to include. You can successfully complete ME1 and ME2 without doing ANY of the side missions, you can skip loyalty missions, and any number of conversations (and, lets be honest, conversation amounts to most of the content attached to any character). Does this mean that it is wasted space and effort? No, of course not. They're trying to make a game -- a series of games, in fact -- with a lot of replay value. The way to do that is to make a game where it is difficult or impossible to experience all of the content on one playthrough. The fact that some people are going to import characters where a lot of squadmates die is irrelevant. Those same people will go back and play through a different way next time, and experience all that "optional" content. It isn't being wasted.
I don't see how new characters are any less of a logistical nightmare.The issue mostly concerns ME2 characters, not ME1 characters.
Cameo's are cameo's. They could be "half-assed", or exceedingly well done. It's believable. Fully fledged squadmates, with multiple levels, dialog trees, plot dialog, plot relevance, etc. Logistical nightmare.
I don't know what you mean by "multiple levels", but there will still be dialogue trees and plot dialogue for them. If they can do it for new characters, they can do it for old ones. They managed to fit all that stuff into that ME2 for a very large number of characters, with recruitment and loyalty missions for each of them. Considering that there won't need to be recruitment and loyalty missions in ME3, that same amount of total content (or more) can be put towards the story and plot of ME3, and I think that's plenty.
You're assuming that they're going to get rid of all the cannon characters in a game that was built on the idea of cascading choices just because "it's hard", as if they're not willing to make as much effort on the finale to their groundbreaking series as they were in the second installment, despite not having to work on the engine at all. Not only is it not that much harder than bringing in new characters (at least, assuming the new characters have any personality at all), but I think Bioware deserves a bit more respect than that. They've known that this would be an issue since before they released ME1, and I don't think they're going to shy away from it now.
I must also point out that plot relevance is not an issue. NONE of the characters are plot relevant, except for Liara in ME1, who we needed to find Ilos. Even Tali, who we needed to convict Saren, has no real individual story relevance after that fact. That doesn't mean that they can't have an effect on the story, the way Wrex does for the Krogan for instance. But in truth, what does that amount to? It is basically a one-or-the-other scenario involving a couple minutes worth of different dialogue, and maybe a cinematic or two. Hardly a prohibitive amount of extra effort.
No, like I said. None of the characters have a relevant plot role in the way you mean.How does an optional LI have a significant role? What significant role are you referring to? Do you mean a completely optional love interest will have a plot relevant role?
However, many people would consider being Shepard's a love interest to be a significant role.
Then you wouldn't see the content. Exactly the same as in the other two games, where you wouldn't see any of the romance stuff if you didn't have a love interest. Notice that the fact that people could skip the romances didn't keep them from including it.What if 1) you killed all the love interest characters, 2) you never had any love interests?
I really don't see the big deal. In reality, what does a character romance consist of? If it is anything like the previous ones, a few conversation trees, maybe several lines of situational dialogue, and a couple cinematics. This is enough. They don't need to have some deep, plot-altering story relevance.
Of course it will. Characters that die will be dead, there is no way around it. The real question is, realistically, how much does that change? The reality is, nothing beyond missing out on a bunch of dialogue and a change in cinematics. Think of, say, Garrus in ME1. He became a fan favorite, but what did he really add to the story beyond a few (rather short) conversations and a few interjected lines in other conversations or on the elevators? Or Wrex, one of the most popular characters from the first game, who is completely and totally optional?It's not an issue of loyalty, or love interest, or why you brought them along. It's an issue of the point of ME2, and that characters can interchangably die. Which almost sets the stage for a placeholder situation.
The system must take into account character death. It must. There is no way around it.
For instance, for the sake of argument, assume that the ME3 plot involves going around and convincing a bunch of different races or political groups to join your cause. If Tali lives, you go to the migrant fleet and one thing happens. If Tali dies, you go the the migrant fleet and another thing happens. Or perhapsTali being there merely gives you the ability to choose a different option. Tali is thus an important character to the story, but what actually changes in terms of content and plot? In reality, not a ton. Quite a bit of the dialogue would have actually been exactly the same, with the exception that Tali is going to have several lines, and the Admiralty will have a few different lines too. And then it probably changes a couple of cinematic scenes (especially at the end). This is hardly a prohibitive amount of work, though, and it doesn't change anything about what you have to do in the game -- only the outcome of it.
In a nutshell, I think that the main disconnect between your position and those who disagree with you, is that you seem to be imagining that there is some infinite degree of complexity in the plot based who dies and who doesn't. People like me, on the other hand, see that, in fact, almost NONE of the characters are actually intimately related to the plot in a way that the story couldn't function without them, and are relevant only by their relationship to Shepard. The perceived importance of every squadmate comes down to skill of Bioware and the voice actors in giving a few dialogue trees and cinematic sequences the gravity to make us see them as an inextricable part of the story.
Adding or deleting that much content based on who is or isn't alive in your playthrough is just not something I see as prohibitive, especially given that the game engine is not undergoing any major changes. The entire development time of ME3 is being given over to design, plot, and acting, and I don't see them short-changing the promises they've made for finalè of their ground-breaking series just to be frugal.
Modifié par Pauravi, 18 août 2010 - 02:14 .





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