Technically the first two games are nonlinear. You can complete missions in any order you choose and when you complete those that are required you can progress the game to it’s final mission which is the same regardless of your choices during the game (Ilos for the first game and the Collector base for the second).
Now for the third game: Most importantly, I hope that the game will let you fail in saving the galaxy if you make incompetent decisions (meaning at least two different endings, a good one and a bad one, not just a good ending and a mission failure screen). I also hope that the game will let you choose where to go and what to do, but the choices you make should open some paths towards the endgame and close others. As you work on completing some missions you’re “unlocking” follow ups, but the Reapers are advancing and some previously available missions become unavailable (a planet gets overrun, a fleet fights without your help, someone else completes the mission or botches it etc.). It removes the sense of urgency if you’re allowed to fly back and forth across the galaxy, completing every assignment, without any response from the Reapers. It also means that you can’t save every planet and every sector and that you can have a playthrough choosing a different “path” and have a drastically different experience (this is the very definition of a nonlinear game).
It would also be nice if you could pick your squad as you wish and not watch your favorite characters be reduced to temps and cameos.
All of this would require A LOT more work from Bioware, but it would be well worth it.
Modifié par broj1, 23 juin 2011 - 11:23 .





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