TheConfidenceMan wrote...
Why is a soldier also an expert hacker and master of bypassing security systems?
That one's easy. Either you
1: Give everyone the skill, or
2: Force the party to include someone with the skill, or
3: Make sure that security systems never actually protect anything important.
I suppose there's a fourth option -- letting players simply fail missions, but that one ain't happening.
Option #1 is what ME2 did. I get why you don't like it, but are the other options better? Option #3 is what most RPGs do, and what ME1 did. The main problem with it is that it's
stupid -- why aren't the important things behind locks the way the unimportant ones are?
That leaves option 2. Note that this not only restricts who you bring in the party, but how you level them (assuming the game has a skill point system rather than just a general character level for the ability). While this sort of restriction makes good role-playing sense, it takes away a lot of freedom from the player.
I still like option 2 the best; in general, I think RPGs typically give the player too much freedom. I find option 1 second-best, though, and option3 hands-down the worst. Obviously, your preference order may vary.
The truth is that Christina Norman simply has it out for RPGs. Reading this third-party account of her GDC presentation sheds a lot of light on why Mass Effect 2 ended up the way it did, and why Mass Effect 3 will be little different, despite her claims otherwise
That's the same presentation we've seen her PowerPoint slides from, right?