I added this, from another thread, just slightly edited.
Casey Hudson:
"We plan out the larger plot points of the story from one game to the next, but it would be impossible to plan it all in advance," he told PC Zone issue 224 (in all good stores now, folks).
-I guess this explains why each game is going to be a stand alone game. If your working on a trilogy shouldn’t you have the main plot line (the larger plot points) worked out for the whole series? Shouldn’t there be a basic outline for what happens in this trilogy already established after ME1 was already done? Is this why ME2’s story so messed up and darker than ME1?
Casey Hudson:
"If you define an RPG as a game where you equip your hero by sifting through an inventory of hundreds of miscellaneous items and spend hours fiddling with numerical statistics, then Mass Effect 2 isn't one," he added.
"In Mass Effect 2 we focused on what we love about RPGs: An awesome sense of exploration, intense combat, a deep and non-linear story that's affected by your actions, and rich customisation of your armour, weapons and appearance…”
-I think I see the problem, they have no clue what a RPG is outside of their little boxed in Mass Effect world. So if you go by his statement, ME1 was a RPG and because ME2 has no inventory, its not? ME1 had a large inventory ME2 hasn’t got one… What numerical statistics is he referring to from any RPG game? I like statistics that tell me how many kills I’ve done, how far I’ve walked, number of locks I picked and so on. Is this what he means? If so you as a player don’t fiddle with any of them the game automatically does it for you. If its something like weapon damage and armor protection then where does he get all these hours spent fiddling with them. Its not rocket science to choose the beast weapon and armor out of a selection of them that best suits your needs.
-What awesome sense of exploration? All I see is small levels built to make everything a convenience for the player so they wont have to walk to far (to miss all the combat moments I guess) to do anything. Everything is practically given to you on a silver platter the moment you teleport off the Normandy when you dock. Just walk in a straight line and you meet the key person who has the info you need about recruiting and loyalty quests. If you imported a Shepard, you will bump into cameo appearances or rather they will bump into you since they are unavoidable and cant be missed.
-What non linear story that affected by what actions I make? All I recall is having to kill everyone I met, choosing an outcome for my loyalty missions that didn’t have any affect on the squad mate in question at all, a Geth issue to resolve, a genophage issue to resolve (that likely wont affect anything anyways) or whether to keep or destroy a Collector base. Not a lot really is there. So again, where is this deep and non-linear story that's affected by your actions? Nothing I do will likely result in much beyond getting a email message in ME3 anyways otherwise they wouldn’t be choose option “A“ or “B“ for them. Will keeping the Collector base really have a huge impact on what happens in ME3 over destroying it?
-What rich customization of your armor, weapons and appearance? A handful of armor pieces and weapon upgrades that I really didn’t notice even did anything is rich customization? The appearance thing is subjective if its supposed to mean how your Shepard’s look when you create him/her. He must be adding in all that downloadable stuff we've been nickel and dimed on right?
Is Casey even looking at ME2 when he made those comments? But then isn’t he the one that said planet scanning is fun and addictive (could be wrong on that though but someone in the ME2 Bioware team said it)?