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Next Mass Effect: Do you think they learned from their Mistakes?


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#26
MassivelyEffective0730

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Ninja Stan wrote...

I think that there will be a big difference in what BioWare thinks are the mistakes it needs to learn from and what the fans think are the mistakes that need to be learned from. BioWare has to make decisions that are the best for the game. Some fans believe that only their opinion/taste/preference/tolerance matters and want the game more tailored to themselves. This is not something BioWare is interested in doing, nor is "what Francis R. Gamer wants in the next game" necessarily a "mistake" in ME3.


And they'll make decisions that are best for *their* game. 

Not what the fans want. If they keep putting their own interest ahead of the fans, then they're going to lose said fans. And money.

I"ll be sitting with the popcorn when they panic again and again over their games. It will be hilarious watching them fail. Constantly.

There comes a point when, if you want to survive as a company, you have to swallow your pride and do what the fans want. BioWare is nearing that point (if they haven't reached it already). Deny it if you want - It'll be your funeral, so to speak. Their trust is strained. Their credibility is strained. People aren't talking about BW for the great stories they provide anymore. They're talking about the latest way they managed to irk the fans. 

That's why I think it's absolutely ludicrous that BW is entirely denying mistakes with ME3, saying that it was the fans issue. Maybe not every person who bought the game rose up in discontent, but not every person is a fan. Most don't care about what they buy. They play it, sometimes finish it, and move on. They don't get attached. The fans do, and it seems the fans weren't too keen on BW's story. On their interpretation.

They can either keep the course and risk losing more fans, or they can try to build trust and credibilty again.

And there's only one way they can do that, since all the PR and fancy words in the world aren't going to make change my mind. That's to release a game, and the more I hear about this game, the less it sounds good. 

Because above any mistake that BioWare makes in a video game, or writing, or narrative, or whatever, is the mistake of denying that their is one. To be so arrogant as to look the fans in the eye and say "No. You're wrong. You have the problem, not us, and we're going to continue making the games that we like, not what you like" and expect us to not feel insulted, to not hold resentment.

They sound a lot like the Texas State Senate right now. Or the NRA.

I believe that giving the fans what they want would work perfectly for them.

There's a reason doing that is the best business model in history. It's the best way to endear yourself to the fans. That makes them more willing and open to be accepting of their new games and stories, and of course, more open to the mistakes and misses.

BioWare, from this lowly... consumer's (since fan isn't a word I'd use to describe myself at this point) perspective, isn't in a position to really choose the path of artistic integrity.

#27
JamesFaith

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iakus wrote...

Tomeran wrote...

One word: Citadel.

Yeah, they've learned.

If nothing else, that DLC got my hopes up that they have.


Extended Cut says otherwise.

An entire dlc devoted to telling the audience that they're wrong to not like the endings.  Gotta love it.


EC was released before Citadel.

By normal, not-clouded-by-hate logic Citadel would be superior argument in this case because Citadel can learn form mistake of EC not otherwise.

#28
Armass81

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Listening to the fans too much is an equal recipe for disaster, since fans demands are multiple and myriad and they dont sometimes even know what the hell they want, thats why you can never satisfy all of them. It becomes even more of a mess.

But there are common things that are needed and these should be in the next games. When you make a lore, stick to it and dont deviate or retcon(hire some lore guy to check things out), and make sure you have some idea where the story is going before you write it, especially if you plan to do another connected multi parter.

Modifié par Armass81, 05 juillet 2013 - 10:44 .


#29
Nitrocuban

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LOL no.
ME4 will be a "BF4 in space" shooter with a very short SP and a pay-to-win MP.

#30
MassivelyEffective0730

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Armass81 wrote...

Listening to the fans too much is an equal recipe for disaster, since fans demands are multiple and myriad and they dont sometimes even know what the hell they want, thats why you can never satisfy all of them. It becomes even more of a mess.


Very true. There is a balance to be found with fan demands and making a strong game, but blithely ignoring that the fans aren't happy with your product or story is, I think, more of a disaster.

#31
Iakus

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JamesFaith wrote...

iakus wrote...

Tomeran wrote...

One word: Citadel.

Yeah, they've learned.

If nothing else, that DLC got my hopes up that they have.


Extended Cut says otherwise.

An entire dlc devoted to telling the audience that they're wrong to not like the endings.  Gotta love it.


EC was released before Citadel.

By normal, not-clouded-by-hate logic Citadel would be superior argument in this case because Citadel can learn form mistake of EC not otherwise.




If Citadel was ending dlc, I'd agree.

But it's not.  It's at best a card saying "Sorry I ran over your dog"(or rather "Sorry you're mad that I ran over your dog")  Something to take people's minds off the debacle and make them more receptive to buying future games.  Thus people are stuck trying to shoehorn Citadel into postending play, squint their eyes and pretend it's the "true ending" to ME3 

#32
JamesFaith

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iakus wrote...

JamesFaith wrote...

EC was released before Citadel.

By normal, not-clouded-by-hate logic Citadel would be superior argument in this case because Citadel can learn form mistake of EC not otherwise.


If Citadel was ending dlc, I'd agree.

But it's not.  It's at best a card saying "Sorry I ran over your dog"(or rather "Sorry you're mad that I ran over your dog")  Something to take people's minds off the debacle and make them more receptive to buying future games.  Thus people are stuck trying to shoehorn Citadel into postending play, squint their eyes and pretend it's the "true ending" to ME3 


And here we are again:

my problem with game wasn't solved = nobody's problem with game wasn't solved.

Also nice other generalisation of people who like Citadel just to back up your point.

#33
SilJeff

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Mistake post:ph34r:

Modifié par SilJeff, 05 juillet 2013 - 11:20 .


#34
SilJeff

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Tomeran wrote...

One word: Citadel.

Yeah, they've learned.

If nothing else, that DLC got my hopes up that they have.



#35
Iakus

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JamesFaith wrote...

iakus wrote...

JamesFaith wrote...

EC was released before Citadel.

By normal, not-clouded-by-hate logic Citadel would be superior argument in this case because Citadel can learn form mistake of EC not otherwise.


If Citadel was ending dlc, I'd agree.

But it's not.  It's at best a card saying "Sorry I ran over your dog"(or rather "Sorry you're mad that I ran over your dog")  Something to take people's minds off the debacle and make them more receptive to buying future games.  Thus people are stuck trying to shoehorn Citadel into postending play, squint their eyes and pretend it's the "true ending" to ME3 


And here we are again:

my problem with game wasn't solved = nobody's problem with game wasn't solved.

Also nice other generalisation of people who like Citadel just to back up your point.


My position is hardly unique in having thier problem with the game solved.  Bioware would do very well to remember that

You are also mistaken: I do like Citadel.  But that doesn't mean I don't recognize it for what it is.  I also know for fact that people use it as their personal ending to the game because Bioware chose not to address their problems.

#36
Mr. MannlyMan

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I think the only thing that Bioware has learned from Mass Effect is that fanservice is an effective PR tool.

#37
FlamingBoy

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they also learned that selling dlc that's better than the game is a good way to win people over.

and ****** others off....

#38
JamesFaith

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iakus wrote...

JamesFaith wrote...

iakus wrote...

If Citadel was ending dlc, I'd agree.

But it's not.  It's at best a card saying "Sorry I ran over your dog"(or rather "Sorry you're mad that I ran over your dog")  Something to take people's minds off the debacle and make them more receptive to buying future games.  Thus people are stuck trying to shoehorn Citadel into postending play, squint their eyes and pretend it's the "true ending" to ME3 


And here we are again:

my problem with game wasn't solved = nobody's problem with game wasn't solved.

Also nice other generalisation of people who like Citadel just to back up your point.


My position is hardly unique in having thier problem with the game solved.  Bioware would do very well to remember that

You are also mistaken: I do like Citadel.  But that doesn't mean I don't recognize it for what it is.  I also know for fact that people use it as their personal ending to the game because Bioware chose not to address their problems.


I didn't write anything about you liking/hating Citadel so I was hardly mistaken. How should I know it before you tell it?

And fact that some people are using Citadel as alternative ending means only one thing - some people prefer Citadel as alternative ending. Their choice.

#39
Iakus

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JamesFaith wrote...

I didn't write anything about you liking/hating Citadel so I was hardly mistaken. How should I know it before you tell it?


Apologies, I misread your post as claiming I was slamming fans of the Citadel DLC

And fact that some people are using Citadel as alternative ending means only one thing - some people prefer Citadel as alternative ending. Their choice.


Exactly.  Their choice.  Not Bioware's.  Bioware failed many of their fans.  Twice.  So these fans had to make do with what they could piece together.  And I've seen little sign that Bioware have learned from this besides "fanservice sells".

#40
JamesFaith

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iakus wrote...

JamesFaith wrote...

And fact that some people are using Citadel as alternative ending means only one thing - some people prefer Citadel as alternative ending. Their choice.


Exactly.  Their choice.  Not Bioware's.  Bioware failed many of their fans.  Twice.  So these fans had to make do with what they could piece together.  And I've seen little sign that Bioware have learned from this besides "fanservice sells".


BW failed some fans twice.
BW failed some fans once.
Some fans didnť feel failed by BW.

Problems of some fans were solved by EC and Citadel.
Problems of some fans weren't solved by EC and Citadel.

Claims like "BW didn't learn nothing form their mistake" or "BW didn't listen to us" are just biased generalisation.  Why is so hard to speak just for yourself without hiding behind "back-up groups" like many of fans/majority of fans/hardcore fans/true fans and so on?

#41
Iakus

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JamesFaith wrote...

iakus wrote...

JamesFaith wrote...

And fact that some people are using Citadel as alternative ending means only one thing - some people prefer Citadel as alternative ending. Their choice.


Exactly.  Their choice.  Not Bioware's.  Bioware failed many of their fans.  Twice.  So these fans had to make do with what they could piece together.  And I've seen little sign that Bioware have learned from this besides "fanservice sells".


BW failed some fans twice.
BW failed some fans once.
Some fans didnť feel failed by BW.

Problems of some fans were solved by EC and Citadel.
Problems of some fans weren't solved by EC and Citadel.

Claims like "BW didn't learn nothing form their mistake" or "BW didn't listen to us" are just biased generalisation.  Why is so hard to speak just for yourself without hiding behind "back-up groups" like many of fans/majority of fans/hardcore fans/true fans and so on?


As biased as someone who liked the original endings saying Bioware didn't have to learn anything?

And I am sepaking for myself.  I just happen to know that I'm not alone in my feelings.  Go on, show me where I've said "majority" or "true fans"

Bioware failed a lot of their fans.  How many, we may never know.  But "a lot" is not an unreasonable estimation.  EC was at best a mixed success.  But Bioware has to this day shown little indication that they understand why people got so worked up in the first place, or why others are to this day, angry with them. 

It seems from where I'm sitting, they are basically saying "I cant hear you over how awesome I am"  This to me is a sad state for them to come to.  Will they surprise us all with the next Mass Effect game?  Maybe.  I hope so.  But the signals I've been getting are not encouraging.

#42
MstrJedi Kyle

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They had to have learned something. They delayed the release of DA:I by an entire year. To me, that shows that they know their next game absolutely has to be phenomenal.

#43
Blade8971

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It looks like we'll have to wait until ME4 is released to see if Bioware has truly learned from the mistakes they've created in ME3,

#44
Raizo

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Ninja Stan wrote...

I think that there will be a big difference in what BioWare thinks are the mistakes it needs to learn from and what the fans think are the mistakes that need to be learned from.
BioWare has to make decisions that are the best for the game. Some fans believe that only their opinion/taste/preference/tolerance matters and want the game more tailored to themselves. This is not something BioWare is interested in doing, nor is "what Francis R. Gamer wants in the next game" necessarily a "mistake" in ME3.


Which is one of my greatest fears. 

#45
Ninja Stan

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MrFob wrote...

I got to say, I am surprised where that rather defensive attitude is coming from Stan.

I try not to sound defensive. I'm just trying to help people become more constructive on the forum and communicate what it is they actually want to communicate. If people want to provide feedback in an effort to help BioWare improve their subsequent games, there are better ways to do that than simply grouse and complain or call for someone's firing or failing to take anyone else's opinion into account.

I think it's obvious that the matter of what is considered a mistake and what isn't is subjective and up to each person's perspective. There are people on these boards who are of the opinion that no mistakes were made throughout the ME trilogy, there are others who think it was a total screw up and there is every colour of the spectrum in between. People can hardly do more than express their own opinions on the matter.

And some of those opinions are based on unreasonable expectations, ignorance of the game development process or how business works, or idealism on the relationship between gamer and developer. As I've been involved in the industry, I hope to shed a little light on the process and improve communication between community members and the developers they hope will listen to their feedback.

And believe you me, some folks aren't nearly as objective about such things as you might think. Over the last 11 years in this community, I've seen a wide spectrum of comments and attitudes.

Also, since the statement "what isn't good" is highly subjective by definition and therefore basically equivalent with "what I don't like", I don't quite get your point there either. Of course, you can see it from the perspective of the developers, that's fine but it's also just a perspective (it happens to be the only one that counts in terms of development but still). You can also see it from the perspective of "what is good for the financial success of the franchise", that's equally valid but it still is just a perspective and certainly doesn't cover quality as a whole.

There is a difference between "I didn't like how Mac treated ME3's endings" and "MAc should be fired because his writing sucked." A big difference between "I would have preferred the story to go this way" and "BioWare destroyed the franchise." :)

Mind you, all of these inconsistencies on their own are rather minor and I know that anyone can come up with a long winded explanation and counter for each of these points but put together, they just hurt the overall consistency of the universe in my opinion.
Yes, this is my personal opinion, this is where I and I alone believe BW made mistakes and I hope they will learn from them and try to do better in the future of this franchise (because I really like Mass Effect, despite these - subjective - flaws).
Will they? I don't know but I hope so (I am sure there are people who hope for the opposite).

And you provided specific and helpful examples of what you liked and didn't like. :)

#46
Redbelle

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There is a balance to be struck. And while there are those who feel the ending was good. Would having Shepard not being blasted by Harbinger and walking like a zombie have been so bad?

I simply don't see where the need for having Shepard broken came from. TIM's entrance didn't render a broken Shepard any more impotent, than say Anderson, who was just as helpless as Shepard.

The only reason to have Shepard broken at the end, was, as far as I can see, to have him faint so the platform could whisk him off. Which could have been just as easily accomplished by scripting, TIM have Anderson shoot Shepard, the way Shepard shot Anderson.

And while we are on the subject of Anderson and Shepard being forced to shoot each other, the Renegade and Paragon interupts.

When TIM took over Shepard, he took over everything about him. That should have meant play controls as well. If I'd been shown a Paragon interrupt and found that it made Shepard shoot Anderson, and then TIM had dropped the line, "I control you. More than you think you realise". TIM would have maintained his role in the screen while breaking, without really breaking, the forth wall. And demonstrated to the player, just what indoctrination could do to you.

As well as making you think twice about hitting that interrupt....... or not, the game conditioned me to go for them if they appeared.

The ending just was not that interactive. And it could have been in a way that used the tools of the player in entirely new ways.

The Citadel DLC chin ups and drinking game demonstrated an inkling that BW have begun to recognise that they can use their game design's in more ways than one. To acheive more than one effect.

@Ninja Stan

Give the Citadel DLC guys who explored new ways to develop game play ideas a pat on the back and tell them to keep it up. ME3 lacked these, more so than it's predecessors. So having BW play with its game design to acheive new play potential with existing assets is a good thing.

As much as the Run and Gun gameplay is the meat a gravy of the title. Everyone likes a little nibble of dessert from time to time.

Modifié par Redbelle, 06 juillet 2013 - 08:38 .


#47
Synergizer

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I'd like to think that developers "develop", and that Bioware test out what works and what doesn't through the process of trial and error. However, as Bioware were evolving the game through the trilogy story arc, that process lead to inconsistencies in the game play and story.:blink:
If anyone watched the LOST tv series, you'll know that developing a story without a clear plan of how to end the story can lead to disappointment because that ending either doesn't satisfy the viewer or doesn't quite fit right. :(
I've heard that "Mass Effect: Don't Call It 4" will borrow from Dragon Age, so I think Bioware are using what they learn from all their franchises. In the end, they want to make games, and to continue doing so they need to sell lots too. It's in their best interests to give the customer what they want, but no game can be everything to everyone.

#48
Ninja Stan

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[quote]MassivelyEffective0730 wrote...

[quote]Ninja Stan wrote...

And they'll make decisions that are best for *their* game. 

Not what the fans want. If they keep putting their own interest ahead of the fans, then they're going to lose said fans. And money.
[/quote]
There is a world of difference between "doing something the fans want" and "doing everything the fans want." BioWare cannot afford to listen to everyone and implement each individual's preference/tolerance in the game. And doing so would affect the cohesion of the game. Ultimately, it's BioWare and EA investing all the money and work into the game, so it's their risk.

I doubt any gamer is being reviled as a "people-hating gamer who's going to get fired and lose all his friends" because he didn't heed his friends', family's, and children's advice on what job to take. The kids want him to be a fireman or an astronaut, the friends want him to be a bartender or brewery worker to get perks, and his family wants him to do something monotonous and boring but makes a lot of money. Does this gamer then take three or four different jobs to satisfy everyone's wants? Or does he take that advice into consideration when making the decision that's best for him? And will he actually get fired and lose all his friends just because he didn't take that bartender job? In fact, is anyone in his life going to resent him for choosing the job that's right for him?

[quote]I"ll be sitting with the popcorn when they panic again and again over their games. It will be hilarious watching them fail. Constantly.

There comes a point when, if you want to survive as a company, you have to swallow your pride and do what the fans want. BioWare is nearing that point (if they haven't reached it already). Deny it if you want - It'll be your funeral, so to speak. Their trust is strained. Their credibility is strained. People aren't talking about BW for the great stories they provide anymore. They're talking about the latest way they managed to irk the fans. 
[/quote]
Predictions like this have been made since the Baldur's Gate days. At various times, BioWare was going to lose all its fans because they didn't make another BG game, because they didn't use AD&D 2E rules, because they sold out and made a Star Wars game, because they made a console game, because they made an action RPG, because they made a multiplatform game, because they included gay romances, because they didn't include enough gay romances, because they included romances at all, because they didn't include enough romances, because they were purchased by Elevation Partners, because they got purchased by EA, because Ray and Greg were no longer directly in charge of BioWare Edmonton, because Ray and Greg were still EA executives, because they created a sci-fi franchise, because ME2 was different from ME1, because or DRM, because of DLC, because of microtransactions, because they made ME3 MP, because they  kept improving ME3 MP, because they stopped supporting ME3 MP, because EA hasn't changed, because EA is changing too much, because of things I've said on the forum, because of things Priestly has said on the forums, because of things other developers say on the forums, because developers don't talk on the forums, because EA hates customers, and much more.

If you'll notice some of those things are contradictory, and some are based on acceptance of something previously reviled.

[quote]That's why I think it's absolutely ludicrous that BW is entirely denying mistakes with ME3, saying that it was the fans issue. Maybe not every person who bought the game rose up in discontent, but not every person is a fan. Most don't care about what they buy. They play it, sometimes finish it, and move on. They don't get attached. The fans do, and it seems the fans weren't too keen on BW's story. On their interpretation.

They can either keep the course and risk losing more fans, or they can try to build trust and credibilty again.
[/quote]
"Fans" and "customers" buy the game the same way, and buy the same number of games (usually 1). Given that this is the case, and the alleged "fans" are the most critical, the most demanding, and the loudest--while the supposed "customers" are content with just playing the game and moving on--why would any company cater to "the fans" rather than just "the customers"? Remember that "the fans" are also the ones threatening boycotts if they don't get what they want, threatening to not buy anything from the company again for various reasons, insulting the company and the devs, and being extremely negative about things. I mean, you're kind of arguing my point for me here. ;)

Now, I know not every fan is a certain way and not every customer is a certain way, but my point is that there are better ways of communicating your dislikes than making accusations and insults, and believing that one has the only/best/right opinion about the game and everyone else is bad/wrong. For one thing, dismissing some people as merely "customers" while calling yourself a "fan" isn't that cool. And like I said above, if that "fan" is acting like a jerk towards the game, company, or developers, why would any company want to listen to them, seeing as you've made the case that a "customer" pays the same money but doesn't make the same amount of stink about it? :) Not trying to dissuade you from giving feedback, just trying to improve that communication.

[quote]And there's only one way they can do that, since all the PR and fancy words in the world aren't going to make change my mind. That's to release a game, and the more I hear about this game, the less it sounds good.
[/quote]
I disagree that it's the only way, but you seem to believe that the only way BioWare can show whether they've "learned from their mistakes" is to release the next game. So why keep harping about it, since your mind won't be changed for a couple of years anyway? I mean, it's a little redundant to keep saying "my mind won't be changed" and then arguing with me about it, isn't it? :)

[quote]Because above any mistake that BioWare makes in a video game, or writing, or narrative, or whatever, is the mistake of denying that their is one. To be so arrogant as to look the fans in the eye and say "No. You're wrong. You have the problem, not us, and we're going to continue making the games that we like, not what you like" and expect us to not feel insulted, to not hold resentment.
[/quote]
Some corrections:

BioWare has never said that the fans have a problem if they didn't like the ME3 endings.
BioWare has never claimed that everyone will like everything they do.
BioWare has never forced anyone to purchase anything.
BioWare makes the games they feel fans will enjoy and which will sell.
BioWare does not exclude fans from providing feedback, but also does not promise that feedback will always be implemented.
BioWare is a business that exists to make money. To make that money, they need to sell games to fans/customers.
BioWare can't sell games to fans/customers if they drive those fans/customers away.
BioWare likely has done more research and has more data on what people likely want in their games than someone saying "I know what everyone wants."
BioWare is not magic, and can't accurately predict how fans/customers will respond to the game before release.
There is no magic formula for how to make a great game.

[quote]They sound a lot like the Texas State Senate right now. Or the NRA.

I believe that giving the fans what they want would work perfectly for them.

There's a reason doing that is the best business model in history. It's the best way to endear yourself to the fans. That makes them more willing and open to be accepting of their new games and stories, and of course, more open to the mistakes and misses.
[/quote]
And here I disagree. "The fans" is a general term, and EA/BioWare know some of the things "the fans" want. The problem is that, here in the community, people are arguing for what they, as an individual fan, wants. And individual fans want a variety of things, some of them contradictory. If you want more gay romances in a game and someone else wants fewer gay romances, then BioWare is necessarily going to disappoint someone no matter what they do about gay romances. And that's just with a binary choice. If you want more gay romances, Person A wants fewer gay romances, Person B wants a specific number of gay romances, Person C wants fewer but mandatory gay romances, Person D wants all bi romances, Person E wants an inequal number of gay and straight romances but no bi romances, Person F wants an equal number of gay, straight, and bi romances, Person F wants... blah blah blah... eventually, it's going to be impossible to please anyone!

But if BioWare instead looks at trends and what they want to do with the game, yes, they can "make the game we like, and not what the fans like" because fans/customers might want specific things, but they will accept other things. You might want more gay romances, but you might accept the same number of gay romances. Heck you might even accept fewer gay romances if those romances are especially well written. I believe this is the case with most any of the demands, preferences, desires, and needs being discussed in this community. Because, somehow, you were able to fall in love with the Mass Effect franchise even though you never had one before ME1 and wouldn't have known anything about what you wanted from it.

[quote]BioWare, from this lowly... consumer's (since fan isn't a word I'd use to describe myself at this point) perspective, isn't in a position to really choose the path of artistic integrity.
[/quote]
First of all, "artistice integrity" was never used by BioWare to dismiss or deflect criticism. It was used by Ray Muzyka in a blog post showing his support for the ME3 team and all the work they did. This was done at a time when the team might have been demoralized by all the shouting and screaming over ME3's ending shortly after release, and Ray wanted to stand behind his people, and do so publicly. His kindness and support of his people are major reasons why BioWarians so enjoyed working for him.

And if you'll read the blog post again, Ray never used the term "artistic integrity." I believe he used the term "artistic vision," which is a real thing that all big creative projects aim for. The project lead has a certain vision of how the project will go, and everyone else strives to adhere to the artistic vision so that they don't get off track. It is less "I'm doing what I want despite negative feedback" and more "this is the goal that 100+ people on the project are working toward."

Besides that, many people throwing around that term don't realize that they want BioWare to have artistic integrity. People want BioWare to continue to make good, story-based games and write deep, meaningful characterizations. They want BioWare to keep writing great stories in immersive settings despite everything in the industry telling them to go more casual with less involved storylines. "Artistic integrity," before the internet turned it into an insult, is what you want from creative people. It's what allows creative people to make "what they want" even if it won't sell or is unpopular. It's what allows creative people to take risks and innovate. Think about it. :)

#49
Eryri

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Ninja Stan wrote...

And you provided specific and helpful examples of what you liked and didn't like. :)


As this point was raised, I hope you don't mind if I butt in with some of my own subjective likes and dislikes about ME3 and what I would hope to see in the future:

What I liked:
The combat - far more fluid than previous installments, but a different button for entering cover and activating switches would be appreciated.
Male same sex romances - the one with Kaidan was particularly well handled, Bioware deserve a great deal of praise for adding this to their games, in spite of the considerable opposition they have received from various groups.
Tuchanka - an excellent sequence with a very moving final scene.
Rannoch - the same, (but for Legion's change of heart regarding using Reaper technology - that was a disconcerting change from his ME2 characterisation)
The conclusion to Thane's arc - again very moving.

What I didn't like:
The thematic reversal of the ending. I can't go into too much detail as this is the no-spoilers section, but the theme of the ending basically contradicts that of Rannoch, at least with my outcome. Apparently there are certain sorts of being in the ME universe which can never be fully trusted, no matter how cordial relations with them seem to be. A very negative message.

Requiring the antagonists to behave like idiots. The Reapers essentially let Shepard win, by failing to take quite elementary steps which would have thwarted him entirely. Again, hard to say without spoilers, but suffice to say that the Crucible shouldn't have come anywhere near the Citadel had the Reapers been on the ball.

Confusing "darkness" with profundity. I personally have little interest in stories which celebrate grim futility. Real life is quite full enough of that, thankyou.

Making an enemy into an exposition fairy. That may work in movies where the evil mastermind is expected to indulge in a little monologuing to explain his nefarious scheme, but it's a bad design decision in a choice based RPG. Why should I accept any of the options he offers, when the narrative has led me to suspect that he is either lying to me, or insane, or both?

Not paying attention to the series' own lore. ME1's plot is damaged by the existance of a certain antagonist being on the Citadel the whole time. Also Bioware really should have anticipated our reactions to what happened to the relays, given what Arrival taught us about such events.

Those are all I can think of for now. I hope they are specific enough to be useful.

Modifié par Eryri, 06 juillet 2013 - 09:21 .


#50
Drogonion

Drogonion
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The biggest problem with ME3 imho was the narrative....in particular how the climactic finale to the trilogy destroyed basic narrative rules such as the writer-reader contract.

I have little doubt that a significant majority of professional story-tellers would agree. Narrative construction is not a science and so there was always be many who disagree, but this does not change the fact.

The bottom line is that the ending to the ME3 trilogy would have been a fine ending to a different story, but not the one Bioware spent the previous 2 games in the trilogy telling.

Imo, the new ME4 game mainly needs better narrative talent to make it a success.