AGogley wrote...
Each returning crew member adds exponentially increasing complexity to the storyline that I think would be very difficult to script. Additionally, you have to be able to start the game from scratch without importing from a previous game. That's another dimension of complexity. It seems much easier to me to get rid of most the charachters and return a couple. I personally think Tali will return, not necessarily as a squadmate though. Clearly the geth/quarian dilemma is something that should be resolved.
I'm going to give a similar example to the one I gave before, with Garrus, as to how you could easily bring back a lot of crew members. Again, this is just how I might code it if I were working on this game.
In ME3, you start on an away mission the Crew members with you are:
Your Virmire Survivor (everyone has one)
If: Miranda is Alive, then she is available
If: Garrus is alive, then he is available
If: Both are alive you can pick who to bring (both are permanent squadmates)
If: neither is alive, you get Leroy Jenkins II, (a placeholder, similar to Jenkins in the first ME1)
Now you go recruit your squad. The first character you meet is
Theodore J. Batarian. He is a Batarian. New character! If you have Jenkins in your party, he shoots and kills (or wounds) Jenkins, so that Jenkins leaves your party. If you have Miranda or Garrus in your party, they dodge the bullet.
Now no matter what decisions you made in ME1 and ME2, you have at least 2 characters. You may or may not have anyone from ME2. You get back on the Normandy.
If Grunt was recruited and loyal, he's just there. If he wasn't, he isn't. If you never let him out of the tank, you get a bit of text that reveals you just sold his tank to either Cerberus or the Alliance.
If Legion was recruited and survived he is also just there, regardless of loyalty. If he isn't, you get a message from TiM in your mail - "Hey we still have that robot you sold us. Do you want it back, or do you just want more credits?" You can choose which to do.
Now the optional missions open up. They are:
Recruit Susaee Talksfast, your new Salarian Crewmate!
Recruit Torbo Morgram, your new Volus Crewmate!
If Tali survived, Recruit Tali!
If Thane survived, Recruit Thane!
Default ME3 Game, no import, would be as follows:
*Maleshep - Virmire survivor is Ash, Miranda is alive, Garrus is dead. Grunt not recruited, Legion not recruited (you will recieve TIM's email asking if you want him), Tali is alive, Thane is alive.
*Femshep - Virmire survivor is Kaidan, Garrus is alive, Miranda is dead, Grunt not recruited, Legion not recruited (you will recieve TIM's email asking if you want him) Tali is alive Thane is alive.
If your Miranda, Garrus, Legion, Grunt, Thane, and Tali survived, you have access to 6 ME2 Crewmembers and 3 New Characters.
If you lost the average number of squadmates in the suicide mission (1-3), you may or may not be missing some of these people, but you probably have most of them.
If you somehow managed to let all six of those characters die and still survived yourself, you have yourself, your 3 new people, and your VS. This is still enough squad variation to easily finish the game, especially if there is DLC or special mission characters. (Bioware has explicitly said that doing horribly on the suicide mission may have very negatie consequences).
In the default game, you have access to 4 ME2 crewmates (you can choose whether or not to keep Legion) and 3 new characters.
In this scenario, Grunt is sort of a fluff character now - If you know and like him from the first game, he's still around, fighting stuff. If you don't care about him, you don't have to worry about missing a vital plot point because you don't have him - he's a small, easy-to-implement treat for those who completed ME2.
*****
I did this writeup in an hour, filled with cold medicine, and I'm not as good at development as a seasoned bioware dev is. Depending on the tools, this would take a team of three people about two weeks to prototype, in my opinion. About 1.5 weeks of that would be setting up the default structure (for the comes-with-the-game save file). 2-3 days at the end would be flagging and writing the variations. It is not too hard to code. VO would be expensive but as I've said before, Bioware loves to add bonus VO that most people will never hear.
If you haven't ever worked in a development system with multiple variables, this might all seem really hard to do. It is difficult, but it doesn't seem like it would be significantly more difficult than anything Bioware has done so far.
Why do I think it's possible? I could replicate this layout on the proprietary scripting software I used on a recent project, and that stuff was nearly a decade old and full of holes. I'm sure that bioware has top-of-the-line scripting tools, and better developers than me. If I think I can do it, Bioware can definitely do it.
Edit: I want to add an aphorism I came up with at the GDC writer's sig this year:
"Talk is cheap, voiceover is priceless."
Writers are not always highly paid in the game industry, compared to artists and programmers (sad but true). I'm sure bioware writers are paid well, but I'd take a pay cut to write for Mass Effect 3. Hell, if it were legal, I'd write for ME3 for free. A 50 page first draft design document/script costs as much in man hours as one character model for a brand new, never-before-seen squadmate,
if that. I can pump out so much text you guys, it's not even funny. So I don't see "this would require a lot of script-writing" as a factor that would likely cause Bioware to consider a new feature too labor-intensive.
Modifié par CulturalGeekGirl, 26 mars 2011 - 04:04 .