008Zulu wrote...
My suggestions;
1- Decide whether or not the game will be part of a series or standalone.
2- If it's a series, write the whole story out in one go. Determine how it will begin and how it will end. Don't change your mind 10 minutes before the final game ends.
3- Set it at least 2,000 years after ME3. That way you don't have to deal with recurring or unresolved NPC's and their various arcs.
4- Don't make it a prequel. You risk contradicting what you have already established. Besides that, people already know how that species will fare.
5- Set it in a different Galaxy. There's more than 100,000 out there, pick one.
6- Don't make the grand baddie in any way connected to the Reapers. They've had their moment, time for someone else.
7- If you're going to use science, be it any or all, in a game; Be prepared to have it called in to question and explain it.
8- Decide your format; Action/shooter or RPG. Trying to meld the two never works as intended and people will complain about how the action/shooter sequences feel pulled down by the attempt at RPG and vice versa.
9- If we are expected to care about NPCs in game, then give them character so we feel like being involved in their lives, rather than obligated.
10- Don't make the levels/missions linear. Give some creative room to the players to solve the problems in different ways to reflect how differently each gamers style.
Agreed with most points here, especially number 3. As I said, pull a Dune. The ME3 ending even hints at this, with the kid and the grandpa. What "the Shepard" did effectively created 4 alternative universes; pick one and show how it turned out. It's a great opportunity to be imaginative. Then again, given that the entire ME galaxy runs on present-style capitalism, I'm not sure Bioware has the inspiration to pull this off.
Modifié par h0neanias, 17 octobre 2012 - 10:11 .





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