In the earlier games I believe there was more of a desire to allow players to have at least the illusion of crafting their own story. In the last episode I believe the dev's didn't care about us as much and wanted to tell the story they wanted thus the reduction in meaningful dialog choice.
It's always seemed to me that ME3 needed at least another year, preferably two of development, and it shows in the script, because that script is at least two drafts away from being final draft worthy. As a result, they have the bare bones of the plot, from the point of view of one particular style of play, and a few basic divergences in dialogue for any other. And, as a result, the dialogue and game is primarily from the viewpoint of a Paragon, Earthborn, Sole Survivor, Soldier, Liaramancing Male Shepard, with only bare bones given to anything not following that particular playstyle. Given the way that there's a lot of assumption that seems to go in that direction - Liara's close emotional ties to Shepard across the board, Shepard's single-minded focus on Earth, the lack of tech/biotic use from Shepard in cutscenes, etc. - it's always made the most sense to me.
Anyway, on the matter of autodialogue, it was REALLY bad in ME3, with a lot more railroading than ever - even when you had an option, there was very little differentiation between them. ME2 had it about right - there were usually three distinct options, occasionally two differing ones, and it was rare that Shepard would speak without player prompting, just to help establish the character. I'm kinda hoping that DA2 and Inquisition using tonal wheels has been trial and error for what comes in MENext, to allow more characterization to the PC.





Retour en haut







