Han Shot First wrote...
jtav wrote...
Which doesn't excuse some very odd prioritization. Let's take my favorite character. Miranda did not need five conversations to carry out her actual plot role. Cut the second conversation and you lose pretty much nothing. Frees up the word budget for Ash (same writer even) or Jack or for Miranda to talk about a broader range of topics. TIM's Citadel conversation is too long. And so on. And that's just character stuff.
Also Diana Allers. Did we need Diana Allers?
Wouldn't it have been wiser to spend her word budget instead on giving Ashley another conversation aboard the Normandy? And instead of rendering this entirely pointless character, wouldn't it have been better to spend those resources on giving Tali an in-game reveal?
I agree with most of what was said on that blog, but there were certainly a few areas where Bioware made some poor decisions on where to spend resources.
This is what I agree with. The author says that some features might need to be cut out in favor of others, and I accept that, but I think they made some bad choices. Allers is a good example. While I don't hate her, we could have gotten a few extra squadmate/ME2 dialogue here and there.
I think what it came down to was that ME3, and the trilogy in general, just became too ambitious for it's scope. While a 2 year dev cycle is fine for a standard shooter, ME3 needed more to satisfy the hardcore fans, I think they could have made the situation better if they prioritized better and made better design and resource choices, but the main thing that would've helped could've been extra time. It's one thing to give extra time to add extra features for the sake of having them, and it's another to make improvements so that the game's scope and ambition reach it's true potential.
They still did an great job with ME3 (and the trilogy). Like the game dev said, if you want to make a feature/improvement that's only going to satisfy a minority (us hardcore fans), they probably wouldn't put too much time into it. While we might not like it, that's the reality of the games industry (or any industry)