I can't speak to why you missed what I found obvious.
If it was so obvious, kindly explain how you knew. Map out your reasoning.
That's just saying "anything is possible", which is meaningless. You need evidence to support as plausible a situation which is counter to all previous experience.
It's not meaningless. The in-game reality is a fictional world that exists just for me. Yours exists just for you. And they can be different; they're like bubble universes.
I can resolve the ambiguity however I like, and I choose to do it in the way that makes the game better for me. But I'm not the one making positive claims, so I'm not the one who needs evidence.
Until proven otherwise, all things are possible. Without conclusive evidence otherwise, I'll happily play with thise possibilities.
I don't care what they marketed it as. The story doesn't work the same way. I noticed you didn't provide any examples.
For two reasons. One, I don't find examples informative. I can't generalize from examples, but I can instantiate from universals, so I prefer to deal in universals.
Two, I reject your premise. The game is different without knowledge of the previous games, but I deny that it is nonsensical. Shepard doesn't need to understand the Reapers or their cycle in order to recognize them as a threat. The game still works; it's just different.
But so is DAI different without knowledge of the details of DA2 (I was keenly aware of my ignorance there, as I had at one point known those things about DA2, but they hadn't stayed with me, so I could see the holes).
I think you're making the mistake of viewing the story as a single piece. I would argue that there is no story except the one that arises as you play. A playthrough can have a story, but the game doesn't. The game contains merely events. To describe that combination of events as a story is to invent structure where it doesn't exist.
Well you highlight why the previous games were important. Mass Effect is a character driven story. The characters were the focus. Look at ME2. That main plot was terrible but the game was carried by it's characters and their stories. The characters we are discussing aren't mere NPCs. They are former teammates. Without that emotional connection, the decisions have no weight. There is no reason to care one way or the other.
There isn't. I hated ME2. That's why I skipped ME3 until now.
I'm all for not having something merely for the emotional response because that's only melodrama or sensationalism, but media is constantly trying to make you feel a certain way with a scene.
The media's intent is irrelevant. Death of author.
If that's the case then we need to get rid of dialogue wheels and interrupts because those are player inputs.
The player needs some way to direct his character in a manner that is consistent with that character's design. Until we can define the character in advance with sufficient detail as to capture every nuance, we need player inputs.
Moreover, player inputs aren't the game acknowledging me. They're the means by which I acknowledge the game.
And I suppose I neant in-game events, as opposed to UI elements.
Mass Effect really isn't that great for Roleplay in the sense that Shepard is a largely defined character as opposed to the more blank slate of characters like The Warden or the characters from the Fallout games.
A defined character whom I think makes terrible decisions, and one I don't particularly enjoy playing.