I don't think the best stories were actually made with unlimited resources. That's an illusion. It's an excuse to ask for more. The first Star Wars trilogy was quite good; the second had a more unlimited budget, and wasn't as good. It wasn't as unique; but it was higher budget and they did more things with it.
In short, I suspect this maybe what you're thinking. This is, anyway, what I'm thinking: They focused so much on interactivity, they didn't have the resources to make it truly believable at the next level. If they just made a story, we could've bought into it, it would've motivated the game play.
I hope the next installment of Mass Effect is better motivated, and has a richer context for the world; I feel like the world itself was given less weight than the PC's ego as the central player. As a result... the central character died with the world he was a part of.
They focused on making an interactive story, the player being the central character, instead of making an interesting world and putting players in it. I also feel they went a little far in changing the story and background in order to adjust the balance in the gameplay. That would seem to be done for the sake of efficiently using resources. As well, the War Asset system to account for choices.
What destroyed the War Asset system for me was the multiplayer. If you play enough, it won't matter what choices you make in the end, save for a small choice with TIM where you might be able to convince him to off himself.
Sure, you can get by without it. But if you play multiplayer, your choices literally have no meaning. If they'd put something in for all those choices, they would be exponentially increasing the expense and time to make the game. So it's also a resource management thing.
Big part of what was wrong with DA 2 was resource management, but they seemed to still have richer dialogue than mass effect. Dialogue that felt like conversation, rather than trappings for an action movie.
Modifié par Alocormin, 07 février 2014 - 08:05 .