Lunch Box1912 wrote...
Please watch logic flow chart Comic Con Bioware www.youtube.com/watch
And please read, very informative Wiki open ended en.wikipedia.org/wiki/Open-ended_(gameplay)
So I was poking around the web a bit and reading up on some things and between skimming wiki and watching Bioware videos this came to my attention… (I know awesome Friday night...)
Can you call Mass Effect an open ended RPG? Just based off the logic map I would say no as everything seemed to end into one sequence. Then I began to search the Bioware websites to see if Bioware ever even called it an open ended RPG. They called it a (Sci-fi role playing game...ME1 and an Interactive Storytelling Experience the beginning, middle, and end of an emotional story unlike any other, where the decisions you make completely shape your experience and outcome…ME3) ok so the ME3 summary may be a bit misleading? but they never stated open ended RPG. My choices and decisions absolutely affected my game play as different characters lived or died or if I completed a mission or ignored it all together did matter in terms of my game play experience. So I would categorize Mass Effect as a linear nonlinear hybrid RPG. I would also say that even though the endings are ‘’different” they still follow the same flow to one final sequence even if the sequence has its own variables, so I would say no the game does not have multiple endings.
With that said would anyone on this thread be able to help show a logic scenario that would help to make several different endings possible that would fit in with Biowares current flow chart? Then maybe Bioware would consider bringing the game back to a true RPG through DLC? Does anyone think this would help? Bring a little hope for One Last Plea – to do the right thing?
Note: I just want to say I’m no game developer, I don’t know the first thing about it. Just thought if anyone reading this besides Bioware who knew how to go about such a thing? Kind of like a Mass Effect GNU project for the saving of the Mass Effect Series.
I'm no developer either but I think there were ways it could have been done to lead to various endings that happened as natural outcomes. If the slide shows evolved from your past choices that's the key. Cured the genophage you get a slide about that-so curing the genophage could have had an effect that impacted the ending, rather than creating a slide.
What you have is it seems that for the end there are very few decisions that are taken into account. Paragon/renegade, your LI, and those that impact the slides and the biggest thing is EMS, but even that is limited. So, once you hit a certain EMS range, that's not at all important. The rest that matters is paragon and renegade and the things shown in slides. You get a lot of Krogan slides. And for each choice there are a limited number of different slides.
I can't say specifically how difficult all this was at all, but I'd have preferred fewer slides and actually have those choices that led to the slides be taken into account in getting an ending.
The other problem here is that they don't really assign their own idea of what is a negative value to a decision. Consider that most every decision gets you just about the same net asset value-give or take a few points that are mostly meaningless. So cure the genophage or don't cure it and you will likely get enough assets. You are not significantly penalized for any decision you make. I think that's the real culprit in including choices at the end as well as EMS. What choices you get are based on minimum EMS. What type of choice is based on paragon and renegade. What slides you get and LI looking or not looking at your name are all based on some choices you made. The slides, LI, or no LI, and paragon or renegade outcomes are the only real tangible things that change based upon what you did in the game. EMS is there and determines how much you completed of the optional stuff in the game (and you don't have to complete too much if you play MP).