Why was the collector plot scant?
Anyway, it's okay if you like ME3, but I am perplex as to why you don't think that ME2 (and ME1 too, of course) clearly had a superior narrative design.
As another poster mentioned, the missions that actually tied directly into the Collector plot were few and far between. Most of the game was recruitment and loyalty missions while we waited for the Illusive Man to interrupt us and send us on our way, and Mordin and Tali were really the only ones that had missions that tied to something greater in the setting. What hurt the whole recruitment narrative the most was the fact that aside from Mordin and Okeer, we were never really given a compelling, specific reason for the other characters we're looking to recruit, and then Okeer even turned out to be useless (and dead). To that end, only Legion and Grunt get a pass for being accidental recruits, rather than ones we get based on a dossier. Heck, Jack is a character that we have no really strong reason to take aboard, while having quite a few not to. In a sense, I think of it like the Ocean's 11 type of narrative. You have characters who are specialized in specific tasks, and you gather them based on an operation that you've planned out. The Collector base, being an unknown, throws all of that out of the airlock, so you're just casting a wide net because of reasons. Seems like fun, and it is, but it's also mindless and dumb if you put too much thought into it.
ME2 has many very well written and interesting characters with meaningful character arcs and also numerous great and varied story arcs, which are supported by excellently designed and fleshed out locations and dialogue. Heck, even minor characters were very interesting in ME2.
I have no idea how ME3 could possibly have the better or equal narrative design with boring characters like James Vega and Steve Cortez, Cerberus the evil Sith Empire as a major story arc and fetch quests galore with badly written and boring dialogue, just to name a few things. The genophage story arc in ME3 was good and the conclusion was satisfying, the beginning of the mission on Luna too, that's about it though.
As I said, ME2's parts had quite a lot to them. It's the sum of them all that I take issue with. My favorite mission in the game is Mordin's loyalty mission, because his soul searching and ethical dilemmas regarding the genophage were probably the best-written part of the entire game, better than the whole Collector plot or any other loyalty mission combined.
ME3's level design is just a sequence of corridors without much variety. The levels were also quite obtuse.
But that's exactly what ME2's had, only with greater repetition of the cover elements. Heck even the Citadel was like this. ME3's Citadel wasn't the best thing ever, but the maps were at least larger and more open than the building levels. Omega had a great atmosphere, but it was also too cramped for what is basically a massive city in an asteroid.
Sure, the game could have been harder.
It's not just a matter of difficulty, but also a matter of having the variety of enemies unfold in a pace that ensures that we can face something new throughout the game. It's the reason why our first bout with Cerberus in ME3 doesn't have phantoms and nemeses all over the place, and why we don't have banshees and brutes in the prologue.
Having only one ending with no choice between red/green/blue would have had lasting effects on the galaxy too. ^^
Anyway, there is no real choice in ME3, because no matter what you do in ME3 or the previous games, the outcome is the same, you just choose between red / green / blue. They change a bit depending on your war assets, but that's it.
I'd be the first to criticize the hell out of the war asset system, because I hate it, but I also hate that multiplayer ties into it at all. However, that doesn't have anything to do with the other big choices you make in the game. If you destroy or control or synthesize everything, the effect on the galaxy at large may be affected by arbitrary numbers, but the characters who live to see it are entirely up to you. The krogan don't go extinct because of the war assets; they do so because you betrayed them. The quarians get destroyed over Rannoch because you chose to side with the geth and were unable to get them to stand down. Before the Extended Cut, I would have agreed that cutting the story off so briefly basically created a huge vacuum where the follow-up would be, but that's not true anymore.
The outcome being the same argument is not really a compelling one, because I can name another game that has a single outcome with only a variety of details: Dragon Age: Origins. There is only one outcome: the archdemon dies. But, it doesn't matter, because so many other things can change as a result of your choices prior. That's like saying that it doesn't matter if you wiped out the Dalish and sided with the werewolves, or which king you chose for Orzammar, or whether or not Alistair became king, because the game only has one ending.




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