Dean_the_Young wrote...
I don't think that's the reason why. DAO andGuanxii 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.
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.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.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.
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.
In terms of combat gameplay the series has improved in some ways and regressed in others. Weapon design, gunplay, power usage and levelling is much better amongst other things. Level design while never stellar to begin with was more ambitious back then imo. Remember the wide the open spaces and vehicle sequences on virmire ilos, etc? Puzzles, having an inventory system... the verticality of feros, the non-combat paths, different quest paths in noveria and virmire? Cover mechanics were crap but at least they were optional. Remember mini-games? All the interesting rough edges have been stripped out and were never allaborated upon in future installments.
Combat has improved overall but but the non combat stuff is practically non-existent. Sure Mass Effect had it’s fare share of fetch quests to the same old bunker over and over but this was back in 2007 and it’s arguably regressed since then. Mass Effect 1 was more than the some of it's parts... there was a lot of potential there that might broaden it's appeal to a wider audience that was never realized. Bioware were too busy courting a different user-base that never materialized.
Modifié par Guanxii, 02 décembre 2013 - 08:06 .




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