I guess my problem is that I have a different definition of "consequences" than is commonly used on these boards.
For instance, having a side quest, or a Codex entry, or a character cameo, etc. is a REFERENCE to a past choice. "Hey, you cured the werewolves, so here's a random encounter with a Dalish trying to kill a former wolf." Or "hey, you picked Bhelen, so here's a side quest with a random relative of Harrowmont you've never heard of." Or "your Warden sacrificed themselves to end the Blight, so Allistair says one line differently and there's a few Codex entries about it."
Those are all references, but they aren't real consequences or developments in these stories.
As I mentioned earlier, having the Anvil of the Void, or the Urn of Sacred Ashes, or an Old God Reborn should affect the world in pretty incredible ways. Who is king should matter significantly when the whole world is on the precipice of war. Having beings like a Sominari from DA2, that can bend reality with their mere thoughts, should be a big game changer.
I'd like these stories CONTINUED, not just mentioned. And, frankly, unless they ditch the vast majority of choices in favor of one or two big ones, I can't see that level of reactivity being possible.
Some point to ME3 as an example of doing it right, but I disagree. There is no reason to destroy the Genophage Cure in ME2. There is no reason to Destroy the Geth. There is no reason to let the Council die. Or to save the Collector Base, other than simply making the Destroy/Control optimal endings easier to receive.
There is reason to do anything but metagame these choices. Even if you want to fo the Krogan, keeping Eve alive is worth the EMS points to not destroy the cure. Even if you side with the Quarians over the Geth, saving them or destroying them in ME2 doesn't matter a lick. And even when these things DO matter, it isn't in some larger, bigger narrative scope... it is a slight tick up or down in your EMS score.
Inequitable recognition of choices is a real problem, as is any real level of consequence outside of the goofy EMS system.
So even in Bioware's best endeavor to address the import system, it has proven too difficult to do well. But just imagine, instead, the stories that could be told without the imports, where Bioware can control events and make the game world truly react to the events of the game, rather than leaving everything open and nebulous or railroading decisions into the game.
Modifié par Fast Jimmy, 13 août 2013 - 12:59 .