klarabella wrote...
Kiriruro wrote...
So it is about complexity, good storytelling, interesting characters and overall impact on the reader, right?
Nah, not that simple. What is "good storytelling" anyway? What are "interesting characters"?
It's a game (or three games) so you don't want more complexity in your story than you can handle within the confines of your medium. What you need for games like ME is a simple, solid story that you can easily expand on. Simple is not bad, especially when you've promised to keep track of decisions and show the consequences of them.
It's also about consistency. You don't **** all over your own lore unless you have a really good explanation for doing so. (Not if you are technically developing something perceived as an RPG.)
It's also about structure (knowing what you want to tell, when you want to tell it and how you want to tell it). They violated this pretty hard, too. They had no clue where their story was going from ME1 on. ME2 is a big waste of time story-wise. ME3 is trying to do ME2's job next to its own while trying to introduce the franchise to a new audience and come off as intelligent in the end.
People have very different opinions on what makes characters interesting, so you might want to go for a good mix. Interesting doesn't necessarily mean popular. A well-written character has an agenda of their own (fawning over the protagonist is not an agenda!), is consistent and develops gradually and naturally. I think Bioware violated this, too, and most of their characters are barely more than archetypes and the roles assigned to them.
So no, not exactly good. Somewhat entertaining if you can look past the flaws. Of course, fairly unique as there aren't too many RPG-like sci-fi games.
You are looking at it from a wrong angle. There is no such things as "screwing the lore" as long as the author is the one with a crowbar. In the end, what author says IS the lore, right?
And yes, a lot of novels that get published in journals, go through a lot of modifying before being published as a book - it is just the nature of things, authors are not gods, you know, they can't predict every turn, they will be going to take.
But it is not even the issue here - you are missing the point, which is simple, really. In every good piece of art, author tries to put in an idea, a vision he would like to share. And if the author puts his work before money, he tries to give his characters the fate they deserve, not the one the reader wants them to see. And from this point all that matters is the idea and emotional impact, because, yes, Hamlet may not be the jackass he was and his fate may be different.
And if the emotional impact is what matters, then, well, ME3 got one of the most stisfying endings of the games I ever played. Did I want Shepard to be happy in the end? Yes, I did. But Shepard is not me, I have only little means to affect his/her life and see what lies ahead. And the choice Shepard made (aside from very good balls-kicking "do nothing" way) determines this character is a person, an idealist - ruthless Stalin-like, or good and fluffy, but in the end her own life matters very little in the big picture. And big picture was the only picture this hero was accustomed to see for a very long time.
So yes, this kind of emotions are something that makes the game great, and not the "I wanted it another way! You didn't tell me anything!"