savionen wrote...
txgoldrush wrote...
Because making the "player's Shepard" is flawed, Shepard is too established.
Sorry but when choices do not make logical sense like being plain mean to your crewmates for no good reason, its flawed plain and simple.
Player choice is overrated, if done wrong, its a bad thing which can WEAKEN not strengthen a story.
Storytelling is by far MORE important than RPG elements for the sake of RPG elements.
Considering the storytelling in ME3 is so weak I don't really see your point. The strongest RPG aspects of Mass Effect was interacting with the characters, and that's all but removed now.
storytelling weak?
Lets talk about how ME1 is pretty much directionless until Virmire, or the fact that ME1 lacks character development, despite all the dialogue options, where only Wrex develops and everyone else becomes a talking codex.
Or ME2, where while the character development is great, the plot is weak and short, with the loyalty system being contrived. Shepard, the errand girl.
ME3 is the ONLY game in the series with both strong plot progression AND character development. In fact, the best thing about ME3 is how the characters react to the plot. This is barely done in ME1, and even less so in ME2. With all those dialogue options, why don't the characters outside Kasumi have opinions on missions?
While there is less dialogue options, the dialogue is just simply BETTER. The characters are far nore human, there is less talking codex, there is far stronger character development, etc.
And really, its not roleplaying at all, its flawed Bioware formula....the flaws of a good/bad system and the flawed notion of the three talks, one small quest is enough for character development (which leaves them underdeveloped). ME3 abandons this flawed formula.