First, I will point out that this thread did, in fact, take a serious hit to popularity after the title change. Inflammatory titles
do get your voice heard around here.
Second, tonnactus has pointed out many of the issues I am trying to get at here. We can argue all day and night about Thane's and Samara's Loyalty, but the fact remains that these are the only two examples of this type of mission. As fixers0 has noted, the recruitment missions in particular don't really give you anything to care about with the new squadmate precisely because they are all the same. That's not to say that there couldn't be missions that involved killing people, but let's take a step back...
Forget how the recruitment and loyalty missions are right now, and take the perspective that you are now going to design levels for the recruitment of 10 squadmates and the loyalty of 12.
Would you approach this recruitment puzzle by designing all the missions such that the player has to force his way through layers of enemy defenses, regardless of the nature or character of the squadmate?
Would you approach the loyalty mission design such as to make 10 out of 12 missions involve forcing your way through layers of enemy defenses? Would you even do it in the nonsensical case of fighting mechs on Aeia for Jacob's loyalty?
The point I am trying to get at is that the missions do not
have to be designed with the story adding up in such a way. There are many ways to create moral dilemmas or develop trust between Shepard and a squadmate, but in only two cases do we find these compared to the dozen I have named in ME1 (those were also just one type: avoid shootout or not; there are, in fact, more types included).
-NSB
Modifié par NoSoyBueno, 15 avril 2011 - 08:03 .