AdmiralCheez wrote...
Seboist wrote...
The problem with that would be that it would shatter the biodrones' belief that this company has this great writing ability and knows what it's doing.
You know, when the authors of a series admit that they had no idea what the hell they were doing, it just makes me like the series more. It gives it personality, makes it more relatable as a creative work, and shows that those behind it have the balls to admit that hey, they should have had a more detailed outline in some places and thought harder about the thing that seemed really cool at the time.
That would be true if they could manage to keep some sort of general overlying coherent focus throughout the writing, instead of unpredictably and for no credible reason changing stuff just to make it cool. (Don't misunderstand, no team of writers can create a perfectly focused and plausible story, and the occasional retcon-for-coolness is to be expected in any game series. My issue is that Bioware does it far too frequently and with far too little explanation.) Examples:
Thermal Clips: Added in ME2 for gameplay reasons, arguably to appeal to a wider fan base. Worked out fine from a gameplay perspective, in my opinion, but the least they could have done would be to write a believeable Codex entry as to why this change was made, as opposed to the half-assed and logically inconsistent entry we received about geth and with no mention of how everyone in the galaxy bought new guns within a year of the start of ME2.
EDI: Introduced in ME2 as the shipboard AI, and in my opinion, a great character. However, I'd really like to hear why they thought that giving ME3's EDI a body that looks like a metal scuplture of Miranda is consistent with the character and character relationships that they established in ME2.
Cerberus: It goes from a rogue black-ops organization in ME1 to a small, clandestine, pro-human-dominance militant group committed to fighting the Reapers in ME2, to a massive, publicly active army of (*spoiler*) indoctrinated Reaper slaves trying to kill Sheard and anyone else who helps save humanity. Would it have killed Bioware to just have picked one of the three visions of Cerberus and stuck with it? One could also make similar claims about the change in TIM's character between ME2 and ME3.
"Choices matter" claim: When Bioware first released ME1, they claimed that it was special because it would be a trilogy in which the player's decisions would meaningfully impact the game universe from game to game. Unfortunately, this didn't really turn out to be true, since the only differences between a Paragon/Renegade or cooperative/human-centric playthrough are superficial dialogue additions. I can only interpret this as laziness (for not wanting to plan/create multiple practical outcomes to anything), and I can't accept laziness as the hallmark of great writing.
Paragon/Renegade: As anyone who's read any leaked material for ME3 knows, Paragon and Renagade outcomes are no longer treated as equal, with Paragons getting the "better", more preferential outcomes in most, (if not all) situations in ME3. Take the statements that TIM (a HIGHlY renegade character) makes to Paragon Shepard near the end of ME3, and compare them to the same statements he has for Renegade Shepard. See the issue? What makes this relevant to the discussion is that, in previous games, Paragon and Renegade options were treated (mostly) fairly by the writers and neither one was intrinsically associated with a "better" outcome than the other, so we know that Bioware's writers are capable of creating a story that doesn't punish players for adopting a specific morality (an admirable trait for a game that is supposed to be about player choice). So why did they change this laudable duality for ME3?
To me, these are some of the more relevant examples of where it would have been easy for Bioware to maintain consistancy between ME1, ME2, and ME3. We can only conclude that they were either too lazy or too reluctant to do so, which doesn't strike me as something praiseworthy or particularly indicative of creativity or personality, especially when the alternative solutions to these situations that I outlined would have been more creative and more unique than what Bioware has actually implemented?