It means that the game basically consists of a intro act, a middle act which is "open ended", where you go solve everybody's problems in whatever order you choose so that they can help you, and then just click on the "finale" destination. This "end game button" is usually available pretty early on, but the epilogue will be worse if click on it too early.
As i said, its not the end of the world, because this framework still is unspecific enough that games can share it and still be unique and vastly different from one another, but that doesnt mean that overusing it is a good thing because there is still a lot you can predict about a game as soon as you see its using this specific structure.
Four of Bioware's last five games are using this formula to some degree. DA:O, ME2 and ME3 are doing it straight up and DA2 is just taking elements of it. ME1 is the only one which doesnt, and it is coincidentally the oldest game of the bunch. Now it seems DA:I will be using it as well, and i cant help but shake my head a bit if thats how it turns out. I realize that its a very good structure to have if you want an open ended game with player choices where you can tackle objectives as you see fit, cause you can make neat, isolated choices througout different missions and then just have one big finale which is dedicated to playing all the consequences out. Its very convenient.
However, as i said, it does bring along some predictability about what will happen and how certain elements will play out, not to mention that doing the same thing over and over again will eventually get repetative to some degree.
Modifié par BeauRoger, 14 août 2013 - 09:56 .





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