Wrong....
Bioware has ALWAYS been weak in the choice department, look at KOTOR, the ONLY choice that matters is the end game one. JE same thing. Another thing old bioware sucked at, meaningful consquences. Newer Bioware is better. Really is the consquence of sending Bethany into the Deep Roads the only meaningful consquence from an early game decision? Bioware does pale in comparision to a CD Projeckt or an Obsidian (who is hit or miss overall) when it comes to consquence.
At least Bioware had the balls to have DA2 end the way it did (they just rushed it which did hurt the game) and now this game.
And a pre-spaceflight style game can be compelling, you have to just rework the themes. Thats it.
Note that KotoR is also one of the few games that lacks text epilogue (aside from ME which in some ways doesn't count until ME3 since it's a continuing story with the same characters) which provides all kinds of end-game nuance to tons of choices. Also, the structure of story progression matters largely in those older games, the "collect three pieces of thus-and-such in three distinct area before game finale" framework. You always get the item because it's needed for plot progression, but
how you get the item is quite variable
. There is choice; it's just on a more localized level, and the text epilogue gives it long-term relevance.
And there's no reason at all not to have high variability in the ending since you no longer need cohesion for plot progression.
And even if everything you say is true, it still doesn't undermine what I say about characters. Character interaction and the building of relationships is a massive point of Bioware games.
Modifié par Ragabul the Ontarah, 01 mars 2012 - 01:19 .