Allan Schumacher wrote...
Using them is one thing, but it plonked them on the screen in front of you in lieu of providing a visual or textual interpretaion of the effect of the numbers.
If I am understanding you correctly, then, your issue isn't actually with the EMS itself, it's that the other types of reactivity you wanted to see weren't there?
I have a conceptual issue with the EMS (in the sense that decisions and their outcomes are abstracted to numbers) but what turned the system from a frustration into something I totally couldn't stand was that reactivity was mostly scrapped. London could've been something more akin to the Battle of Denerim in Origins (ordering armies around) or with as much complexity as ME2's Suicide Mission, but what the game actually had was a dull, linear level and then a final choice governed by a War Assets system that made *no sense*. Why does a higher EMS affect the ending choice? Why is a cruiser worth 8.7 Samaras? The whole thing was an abstraction to paper over a lack of actual reactivity, and seeing choices reflected in the world.
I remember in the Game Informer article Mike Laidlaw mentioned that critpath missions in Inquisition would only be unlocked when the player had done a sufficient amount of "other things" in the world, whether that be interacting with companions, exploration or sidequests. As in, building the Inquisition's power was necessary to proceed with the story.
Just... don't give this mechanic numbers. It's artificial and incredibly stupid. Have it work behind the scenes, and notify us when a new main-arc mission is ready to be done. Having some sort of "progress bar" or numerical value for the Inquisition's power is immensely annoying - the similar system basically broke ME3's tone and momentum for me.
I don't want to have to find ten ancient artifacts worth 5 Inquisition power points each in order to advance to the next quest, or recruit a new elf faction in Orlais worth 100 power.





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