Guanxii wrote...
StreetMagic wrote...
Bioware had bits of emergence in their games before though. Like a mix of script and openness that was just great. Not quite open world, but little things made it personal depending on quest order, differing squad banter in quests, consequences of multiple choices, etc.. Not as much anymore though.
I think it's down to a number of factors. Mass Effect 3 and DA2 were obviously rushed out of the gate, their collective priorities have changed under EA and the nature of the plot of ME3 didn't really allow much wiggle-room for deviating too far from the main plot.
I don't think that's the reason why. DAO and
ME1 and ME2 and SWTOR and Jade Empire also severely lacked in emergent gameplay and were linear stories,
in part because they were mostly based on scripted encounters and lacked
the world-type concerns that bring in emergent surprises.
With ME4 bioware are free do whatever they want. They can either revert back to the original premise and promise of the series or they can continue their current trajectory and make another bland frostbite 3 corridor shooter. BioWare should play to their strengths and let go of the idea of trying to be everything to all people.
This begs the question of what the original premise and promise of the series was. ME1 and ME2 were pretty bland and linear corridor shooters if you want to look at level design. ME3 did the favor of introducing far more tactical variety and flexibility- if anything, it should be praised for bringing more RPG elements and tradeoffs back into combat, and seriously helping the combat of the game.
If you're talking tone, I'd argue that ME1 and ME3 were closer in narrative style than ME1 and ME2. ME3 was, if anything, a return back to the premise of sci fi soap opera with nations and great powers at play, confronting and overcoming unavoidable defeats, and generally not letting everything be resolved in an ideal fashion by going pure Paragon while ignorring the main plot for 80% of the game's content.