txgoldrush wrote...
Jade8aby88 wrote...
txgoldrush wrote...
Xydorn wrote...
After playing through a second time it is glaringly apparent that many corners were cut. Probably due to time constraints. Not making excuses for Bioware, just pointing out the obvious.
No, it was an artistic decision to provide a better written Shepard.
Sorry but a better wriitten Shep would provide more choices, not less.
Wrong...the more choices you have, the more trade offs you have to give up, the more strain on your resources occur, and there are more things to take into account.
The more choices you have especially in a voice acted game, the shorter the responses, the choppier the voice acting, and the choppier the dialogue. Then you have to take the NPCs response into account, which spreads their dialogue out.
It seems Bioware has put much more into Shepards dialogue with two choices and autodialogue, than with three. DA2 for instance really did struggle with script choppiness and wild tone changes in VA if you mix it up.
Quantity works in sandbox RPGs and games like Planescape Torment which are not VA'd for the most part, does not work in more cinematic RPGs.
Like it did not work in ME2 or 1? I get that you annoyed with all the whiners seeing you're sig. But this argument you are making is just invalid when it comes to mass effect. They have proven in the past they could do it.
They decided not too.
Wether that is is due to to time constrains or an artistic choise, its still not well recieved. If you like it, good for you, but that does not make it ok.
Cinematic RPG's are exactly the type of games were you can do this where as in voice acted sandbopx game it greatly reduces the depth of the game. That why I hated tes4 oblivion and did not touch TESV with a 10-foot pole.
Since we do not meet hundreds of NPC's with dialogue but only a select few, you can and in my opinioin should offer the option for more diverse answers.





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