Eain wrote...
A textbook example of the Bioware MO. Something doesn't work? Take it out.
Can't make exploration work? Take it out.
Can't make the Mako work? Take it out.
Can't make neutral options work? Take it out.
Can't make chosen dialogue flow? Take it out.
"Exploration" consisted of driving palette/texture swapped empty planets with nothing on them besides the same old minerals, probes, and thresher maws. "Fixing" that would've required far more resources, money, and time than likely would've been worthwhile.
The Mako (as joked in ME3) was a clunky, unresponsive vehicle whose tendency to spaz out thanks to physics made it a tedious and annoying affair. The Hammerhead as it's replacement was a godsend.
Neutral options, as Weekes said, often made no visible impact in the dialog or the decision making processes, and often the major decisions had NO netural option choices whatsoever.
Also, as far as chosen dialog goes, there's MORE chosen dialog in ME3 than in 1 or 2 (the statistics given during PAX proved that). Just because there's more dialog lines in between doesn't detract from that quantity.
So what? Really, so what? That's the whole point of dialogue choice. You give the player agency and you sacrifice flow for it. It's one or the other. You can't just decide two-thirds through a trilogy that you'd rather have flow and then take agency away. Save that for the next franchise, the next big trilogy. Do all the things you learned from the ME series there, and keep ME as it is. That's integrity.
Agency isn't taken away. Shepard characterizing him/herself on their own between dialog lines is, in my opinion, far better than the utter LACK of characterization or interaction at all that occured in ME1. ME2 got better at it, especially with LotSB, where Liara's question prompted almost a full MINUTE of auto, characterizing dialog.
Modifié par RiouHotaru, 01 août 2012 - 09:46 .