But before we're so quick to chalk it up to a rushed production schedule, let's ask ourselves this: what were we expecting it to look like going in?
At first glance, it would seem that we weren't expecting anything, as we'd never had a war asset system. Upon further reflection though, we see that the War Asset system is the ME3 iteration of resource gathering, and the apparent failure starts to make more sense.
For two games straight, the fanbase had been complaining about the tediousness of the resource gathering sections. In ME1, once the allure of the uncharted worlds wore off, it became clear that we were essentially landing in the same square over and over again and doing the same 5 things over and over again. In ME2, we were forced to stare at balls for hours on end, which was doubly painful for some of us as it only exemplified how poor the planet models looked in comparison to ME1. None of the resources were really all that unique, and it really was just grinding with as little gameplay as you could possibly have.
That said, we certainly didn't expect a particularly large load of platinum to have any direct effect on the ending cutscene, nor did we expect those Matriarch writings to come up during the end-game. You probably see where I'm going now.
Tasked with making the resource-gathering more interesting, Bioware utterly succeeded at doing so, but in doing so inadvertently created a new desire which could be said to outweigh it.
Imagine if we got a paragraph of lore every time we found a moderately large load of iridium. That is essentially what they did; tied the resource system into the lore in a meaningful enough way that people actually cared about it.
And assuming that similar resources were devoted the resource-gathering sections as in previous games, it seems pretty likely that they never planned to have a massive 10,000-variations fight scene at the end of ME3. As said before, we never would have expected that many variations sprouting from the mining mini-game, and starting with the goal of making resource gathering more interesting, they were probably too far into development to have any hope of developing the system we came to want by the time they realized the potential desire.
Just ask yourself this; if you had gathered no assets during the game, do think the final battle would have been as much of a let down? I think it's pretty clear it wouldn't be. The final fight in ME2 only had changes for the handful combat-related upgrades to the ship, which is comparable to the number of variations based on which fleets you have and EMS in ME3.
In the end, I just think this is an unfortunate instance of more effort actually being perceived as less effort.
Modifié par MyChemicalBromance, 01 janvier 2014 - 08:35 .





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