However, Bioware, there is a misallocations of zots when you develop these games. Just read these forums and the ME2 forums. The people are continually clamoring for more story, more depth to your characters. More interactions. More dimension to the romances. Just look at the reaction to the LotSB. Wouldn't some of the resources spent on creating endless hurlock/merc waves be better spent on story and character development?*
Now I didn't say do away with battles. Battles are essential. But having fewer, more challenging, more thought-provoking and strategically sophisticated battles is better. Have fewer battles, but make them memorable.
It seems ungrateful to complain given that at any one time, there is more story in the top Bioware game than in all other the top games combined. However, Bioware, you have shown us the light. We are asking for fruition. Bringing fictional characters to life in a way that has never been done before: that's where this whole enterprise is going. That's what's unique and revolutionary about Bioware.
I'm frightened to think of what it will be like in twenty years. Holographic NPCs so realistic that you can almost believe they're real people. Heck, I can already almost believe that your NPCs are real people. Have you ever met someone briefly, spoke for a few hours, and never saw them again, yet he/she keeps on cropping up in your memories from time to time? How is that different than a well-written Bioware NPC, I ask you? You are taking us there.
Edit: Highlighting some of the stuff I said below
What's unique about these games is interaction with NPCs. There is no other medium that does this. All the other games mentioned in this thread have cutscenes where you don't interact. In the Bioware games you feel like you are getting to know an actual person. And influence them. And have an effect on their future. Yes, I think they've pulled that much off. It's frightening to think how much more immersive it'll be in twenty years.
Stories, characters are what last... gameplay is forgettable.
Which brings me to my point regarding character depth. The writers spent god knows how many months writing all these codex entries. Surely if it's worth all that time to lay down the wonderful background, then it's worth putting in a little extra time to add insightful conversation?
The fact that love interests have nothing to say to you after romance is the prime example of incredible potential unfulfilled. Surely if you have the time to write dozens of pages regarding dead elven gods, then you can afford a little time for writing some insightful heart-to-heart talk between the Warden romancing Morrigan or Leliana? This really is my main point here.
I cannot play a game without a good story. I am happy enough feeding the machine's random number generator if it means at the end I get one more quip out of an NPC. But battle for its
own sake... no thanks. Once you know the game mechanics, it's all really just mathematics unfolding... and that's not nearly as entertaining to me as the human element.
The human element has been with us for milllenia.. all the stories of the illiterate bards of Greece, of
Finland... audiences sitting mesmerized in front of them in the dark of the night all those centuries ago. These games have taken that and moved it into the interactive sphere. Our time will be marked as the beginning of the moment that we can take the old stories and interact with them in a human way, rather than be passive listeners. And like I said that is frightening to say the least.
*I realize that removing 1 units of hurlock/merc wave may only yield 0.1 units of story, if you get my meaning. Perhaps the point I should be making, given that combat zots do not easily translate into story zots, is that given limited writing time, some of the non-party NPC interaction would be best cut, and replaced with greater in party depth.
The value of a line of conversation rises exponentially the closer you are to a character. The writing time, however, does not. Ergo, more writing should be spent on characters close to the PC.
Modifié par Pausanias, 10 décembre 2010 - 05:30 .





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