Hello, welcome to another of my wordy threads. Please direct all complaints to my brain that won't let me rest despite a sleep deficit of 18 hours. "Post your idea! It's interesting! Do it now or you'll have forgotten it in the morning!" ... **** you, brain.
We know only very little of the next Mass Effect game and I don't want to get bogged down in details in this thread anyway. I'd like to discuss the story itself. Just the story, not the gameplay or any other element.
BioWare usually doesn't write a great story but more often than not they are very good at telling it. They have found a working recipe that, among other things, consists of surrounding the PC with memorable characters who make the world feel alive through their interactions.
The stories are good but they aren't outstanding or surprising (exceptions exist). In fact, they are predictable.
I wish for a better story than what we had in the past. Use less clichés. Tropes are good but use them properly and don't be heavy handed about it. Don't assume the players are too dumb to understand subtlety and stop hitting us with plot developments like bricks. Not everything needs to be explained over and over again, that just talks the plot to death.
We deserve a story that's a level or two above, "That's the bad guy, defeat him to win the game." or "You are the chosen one, accept your destiny and lead us to glory!" which summarize almost all BioWare games. Jade Empire handled it differently, it had a very good story and wasn't predictable despite giving hints about the surprises in advance.
Please don't repeat your usual MO, like introducing the villain in the beginning of the game and then let the PC hunt them until it ends in a final fight. It can be done much better, if one is less obvious about it. Best example:
Saren/Sovereign were shown in the first mission, which ruined any possible surprise. Imagine how much better the reveal at Virmire would have been if Saren had never been shown fully. Just a voice we hear, just an indistinct form in the shadow. Then he finally shows up personally and is more machine than man. Boom.
Please allow us to discover the plot piece by piece, give it time to develop properly. Don't rush us through it, don't restrict yourself to simple elements that can not be misunderstood. Be less obvious.
If Space Magic™ was used to set up the story, then it needs to be available to solve it, too... or there needs to be a good explanation why it can't.
Speaking of Space Magic™... please, no time travel for the main plot. It never works out, it is always messy and it can never be presented properly in a medium that is experienced in linear.
The PC doesn't have to succeed all the time. Allow defeats and setbacks, make us struggle, make it difficult. The victory will feel that much sweeter for it. The road to greatness isn't an easy one. Just this time, no Kai Leng. Thessia was handled badly and that's all I'll say about it here.
Tell the entire story in the game, don't distribute it over several mediums (no death on Twitter, no novels that explain what you need to know in the game etc). You can't just drop characters from a novel into your game and expect the player to know them. Please consider this as you write quests, we can not be expected to make a decision on information we don't have unless we read the comics, novels or blogs.
If there's a romance, then give it some influence or importance regarding the main story please. Have the game reflect that you're in a relationship (or not). It doesn't have to be much but there should be a noticable change.
Give us an exciting, new story. Don't rehash old stories. No chosen one, no prophecies, no deus ex machina.
Try to go for a grey morality or offer several choices of which we don't know the outcome because they are color coded. Ideally, avoid a black and white morality, it makes everything so ... generic and simple.
Last but not least: Be funny. Don't take yourself or ME too seriously. If you can make your audience laugh, you have almost won. Look at Portal 1+2. It has all elements of a horror story but it avoids being grim survival horror by using humor to lighten the mood. It keeps an excellent balance and the players are having fun while at the same time acknowledging that there is a serious story with mortal danger, too.





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