scotchtape622 wrote...
I understand what you are saying, but that makes that one part of the plot weak, not the entire plot. It also doesn't remove the entire plot.
In the previous case we're talking about the idea of the plot, the premise, and what keeps the "door open." As the story is told, the plot (stopping the bad guys), and events, pretty much kill the "why" through poor storytelling (plot holes, lack of exposition, etc.) For example, we learn we have to go through the Omega-4 relay. Okay. So why don't we probe it? Get some data on it? Do some recon? Hell, even the Shadow Broker did this, and magically got non-IFF probes recovered (even if they were destroyed.)
We don't understand what's going on, or why we're getting people, IF the plot is to stop the bad guys; and we've been getting people all this time. Now this is easily fixed, by telling the audience, or by alluding to alternate paths the plot could've taken, or why we're getting such and such a person for a believed outcome, as to why this is the path that it should be on. But even with that, it'd still feel contrived, because TIM would just be giving his personal idea on why Jack or why Tali, and then we magically have an infiltration mission on a space station.
Secondly, the characters do have some idea of what they are going to be facing, after EDI scanned the Disabled Cruiser, they use logic to figure out that they won't be attacking a planet, but instead some kind of space station.
Which would've been good at the start of the journey where they plan for that, but not half way through. It's a deduction: there could be anything there, like a series of bases, or ships, or planets, etc. There's a big difference between "what's could be over that hill" and "what could be in the center of the galaxy." I'm guessing the majority of the viewers have no clue what could be in the centre of a galaxy (I sure have no idea.) I mean if the base had just two Collector Cruisers, it's game over for the SR2, upgrades or not.
Thirdly, I think that the plot could have been improved in a much more simple manner. Instead of TIM and Shep sending in probes to check out the base in the beginning/middle, it should happen if Shepard decides that his team isn't ready for the Collectors after they capture the crew. Basically, it becomes a choice of "going in blind" or "going in with intel." It would be a great option because these games are all about choice, and choosing to scout out the Collectors would essentially doom your crew. This would also make more sense because of my second point, because the team does have some idea of what they'll face.
Oh there are so many ways to make a plot coherent, let alone believable. There was no option to "bullrush" the relay, which I thought would've been always available from the start. But it's only after the IFF.
A deduction is still a deduction though. Real intel gained from recon is what military operations require. This isn't a murder mystery plot, that's for sure, nor could any player/audience comprehend or follow the deductions of a computer-AI figuring out what's in the center of the galactic core inhabited by mysterious, faceless aliens with sci-fi tech. I can't even wrap my head around that. For the plot to be effective, the player/audience has to comprehend what's going on and why. So a simple deduction is alright, but it's not something to base an entire story on, half way, let alone an entire Suicide Mission, where additional, real intel isn't gathered.