iakus wrote...
But none of these other games were about the characters. Shepard is recruiting all these people for a reason. And that reason goes largely unnoticed for vast stretches of the game. Previous games had the companions offer to follow for whatever reason. This is a game where you must actively seek them out. But the why of it is largely ignored in favor of, well, hanging out with them.
Again, you're going to have to demonstrate the connection between "game is about characters" and "character missions must arise from the main plot". I'm not seeing the necessary connection between the two. The "why" is to recruit a diverse team of specialists for an assualt on the Omega IV Relay.
Again it goes towards the whole point of seeking out these characters. You're not just recruiting individuals, you're building a team. WIth their own agendas and viewpoints. And Shepard needs to keep them all happy. Perhaps in other games companion dialogue could be considered an extra. But here the companions are the story, for good or for ill. Bioware can't have it both ways. A game "about the companions" yet leave them silent for huge stretches of game. If I have Thane in the back seat while Garrus is actively plotting an assasination, I expect Thane to have something to say
Thos elines I mentioned? They do not specifically alter the missions. Though there are other instances where it can (such as having Varric with you while rescuing Feynriel from the slavers) But what it does is add depth to the characters. It shows they are aware of the surroundings, have opinions of your actions and each other. In short, it makes them come alive.
So Thane having a one-shot comment about Garrus killing Sidonis would drastically enhance that scene? I think we're already giving those comments too much credit.

When I play any Bioware game, I'm not waiting every moment for my companions to provide their opinions. If they mention something, great! They're aware of their surroundings. But even if they don't, my primary concern is the the objective at hand. Anders calling someone a hypocrite does not suddenly bring that character to life because in the back of my head, I'm not waiting for him to say something. Having a conversation about Mage rights, helping him with his Mage friend, watching him blow up the Chantry, however makes him a character.
You're asking for more than what we got. And I will always be happy with more. But that would simply make even better what I considered a very enjoyable experience.
I'm actually inclined to disagree. At times it seems to be more the squadmates' stories as seen through Shepard's eyes All Shep does is nudge the end choice. You are right, though. Bioware has never before mafe much of an effort to make a character quest extend from the main quest. And here we see that however well these quests were done, they still have the look and feel of side quests. Just side quests you must do or risk losing people.
Did they feel like sidequests? "Side quests" typically means lack of exposition, effort, and attention to detail. Mass Effect's N7 missions feel like side quests because it's pretty clear that they are given far less attention than the main narrative. Compare Major Kyle against Therum for a simple demonstration of this principle. Bioware chose to flesh out companion quests, in a manner which could affect that character's fate in the main narrative. What separates ME2 from previous Bioware efforts is that if you want the "full experience", the loyalty missions add much more than previous Bioware efforts.
Of course, none of those shows were touted as part of an epic trilogy. Or even necessarilly followed a season long arc. "Heroes" did. And while it did have standalone episodes, and episodes that focused on certain characters over others. I'm sure it took more than four episodes advance the storyline to the point of the meeting in Kirby Plaza.
I'd argue that it's irrelevant. Every show I listed establishes a main plotline. Avatar: the Last Airbender actually follows a trilogy structure with its three seasons. Every example I listed (except Firefly) also started by establishing the main plotline, though not every chapter/episode/whatever moved that plotline forward.
Actually, several of the examples I listed do have their main narratives condensed into about 5-6 episodes, with most others providing backstory/character development, giving further credibility that ME2 was modeled with an episodic structure.
Allisair is another one. And while his change can alter the succession matter in Ferelden, I think you sell Leliana's mission short if you dismiss it as just affecting her. I'd argue that we see no changes in any of the characters in ME2 regarding how any of their loyalty missions are handled, save the plot armor in the Suicide Mission. Does Miranda change at all if you let her kill Niket? Or talk to Oriana? Does Jacob act any differently depending on what you do with his father? Is this game "about the squad" or is it about "doing things for the squad"?
I am giving Leliana's mission the proper amount of credit; it doesn't affect the narrative. At all. Alistair's mission will determine what potential combination of rulers you allow in Origins.
Modifié par Il Divo, 27 septembre 2011 - 02:24 .