3DandBeyond wrote...
See here is the crux of the issue with assets and EMS. I firmly believe they could have created a system where there were "correct" choices. I'd consider them correct if in total character with the Shepard you were playing and the offsets could have worked based upon that personality as well and not arbitrary numbers given to things that should not have needed to be found. Really, the galaxy is on fire, did Shepard need to tell ANYONE that it was?
Here's how I figured offsets could work in a nutshell. Say a renegade just likes to hurry through things without thinking of the consequences (just like in ME2 where you get the choice to push the guy out of the window). This could negatively impact things that required consideration or deep thinking, but could positively impact something that required swift action. It's just that each such decision would also lead then to a different outcome in some way. Maybe it means that some things didn't get done that needed to be done. Sort of like in ME2 where on the suicide mission it's possible to lose a lot of the crew if you take too long to get to them on the Collector Base.
The whole problem here is that BW decided that nothing should be canon--this freaking statement makes me want to throw up since they did make many things canon. The endings of ME1 and ME2 are full on canon because they have to be. Liara is your friend or stalker or lover, no matter what because that's canon. They could have made certain decisions create different scenarios and a story so that it was your actions and decisions that led to the endings and not a bunch of random numbers. This in my mind could have led to things feeling more like they naturally happen. Endings would evolve from this--Shepard could live and watch as everything s/he loves is destroyed because of something that was not done. Or Shepard could die, the reapers could be destroyed, and everyone could live and end up mourning him/her--without the reapers existing as co-dependents such as in control and synthesis. But BW decided to funnel everyone into the same endings no matter what. You don't even have to play much of ME3, nor do you have to play ME1 or 2 to get the same endings someone who played it all got. To me, that makes it pretty much senseless as they have it.
I firmly believe it would have been much better to see or use the assets at least, but also to make certain successes or failures dependent upon the decisions and actions involved. That's not saying that a renegade action would always be wrong and a paragon always be right-it's just saying that outcomes should have been more related to what you did or didn't do, not ridiculous fetch quests.
I certainly would have preferred some choices throughout the games to matter a great deal, maybe even to the point of some choices meaning defeat in me3 no matter what else you did.
I suppose it was "too late" for that... Ie. the player deserves some way of knowing that the choice he's about to make can loose her/him the game or just big flashing lights that say BIG DECISION! and that just wasn't there in me1 and me2.
The choices would also have to fit the universe and the established races, make literary sense and be balanced between paragon and renegade.
A side effect of the story not being worked out fully in advance (which would also have been a major undertaking) I guess.
PS: I also don't mind there being a complete canon story arc. I'd view that as biowares take on the story, while the other story arcs we create are our interpretations or how we'd have done in the same shoes. A multiverse of sorts
I see the ems system as a necessary compromise, that wasn't well executed.
And... you know I wasn't too happy about the ending(s) either.





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