Now let's not jump the gun. The MP was a good component of ME3. Buuuut, if I heard that developing the MP was taking away from the SP I'd be the first to say cut the MP.
Let's assume that Bioware are going to take it's time to develop both to the best they can. Here are a few things about the inclusion of MP that affected my SP play through negatively.
Galactic readiness and points - I appreciate that Bioware was flexing it's MP muscles in getting people involved in the first MP experience they provided but to date I wonder where and when that meeting took place where the topic of points for fetch quests was raised. I wonder why it wasn't shot down so that completing quests didn't result in more immersive cinematic conclusions to those quests.... and I wonder if the inclusion of getting points through MP furthered that thinking.
MP maps appearing in SP - I found these missions to be lackluster compared to the main quests. Plus, something I like in my Mass Effect is walking up to an NPC and having the camera switch from behind the head to cinematic camera so you can talk to people. The transition let's me know I'm in a conversation or something I need to pay attention to what is happening. In my first play through when people talked on the Citadel as I ran past them..... left them behind and then got a quest I wondered just what was going on. The MP maps in SP were handy maps to roll out and tack some tasks on but these maps and the way they began treating NPC's within them were quick and easy content to produce that defied Mass Effects character interaction vibe that stands Bioware's efforts out from others.
Reduced player mechanics - Some people just don't like opening doors or cracking safes via the puzzles ala ME1 and 2. But pulling these mechanics resulted in a slimmed down, Mass Effect lite experience. And people noticed to the point that players asked where the mechanics had gone. The result? Hazard missions in MP..... but none in SP? Interaction is key in any game and the only primary mechanic in SP is to shoot or omnitool something. Now, hacking gave the player another kind of challenge. Hazard missions likewise offered new challenge to maps. The next ME game needs to understand that giving the players mechanics to play with and challenges to overcome are the bread and butter of why gamers play games. Yes playing a story based game is about discovering what happens next but the challenge of the opponents and environment and the use of the tools provided to overcome them keep the interest alive between story segments.





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