I'm such a big BioWare-fan, that for years I even refused to play The Witcher II because people on this forum started pointing out that it was a game in which player choices really mattered. Now I have played all three of The Witcher-games and have to admit that The Witcher III: Wild Hunt is by far the best game ever made. Nonetheless, BioWare is still the best company ever and I think that the people of CD Project RED got a lot of inspiration from BioWare-games.
That was sort of a disclaimer, because this post is about what Mass Effect should and shouldn't learn from other rpg's.
Character
BioWare lets gamers choose gender, appearance and nowadays even sexual preference. But other aspects that identify you are set in stone, like your last name or job.
How do others do it? Hardcore rpg's like Pillars of Eternity give you way more options, so many that throughout the game there are hundreds of options only available to very specific choices you could make in character customization. Even with a flashier engine this world of customization makes it very uneconomical to make each and every possible character combination come to life beyond text (with voice acting, facial expressions and lively animations).
The Witcher on the other hand, gives you no choice at all because it tells the story of a character that already existed in books and a horrible television show. Because of that, every encounter in the game, every NPC or event, is hand tailored for that specific character. You get comments on hair color, eye color, background history, country of origin. Pretty immersive.
I know a lot of fans would've liked to be able to play Krogan or Asari, more or less like The Elder Scrolls lets you choose between quite a lot of different races. But the way BioWare handles the limits of character customization, you can implement more immersive dialogue. Something Bethesda games don't offer. Therefore it's (within all reason, budget wise) a pretty good choice BioWare sticks with a protagonist that's always human and has a preset last name. (It could be cool to reintroduce the KOTOR battle system in which you can switch to and control squadmates, so still fight as a Krogan or Asari, this was also the original idea for the first Mass Effect).
Choices
It's true, in The Witcher II you get one specific choice that makes a giant difference. But in truth that's also a pretty simple intersection, not an effect based upon a cumulative of several choices. While playing the trilogy of Geralt I noticed some nice changes that alter outcomes within the specific game you play, but they don't cary over in any significant way to the next game.
Should choices matter in the short run, or the long run? To be honest, the further you delay the effects of choices, the more difficult (and ambitious) it becomes for a game developer to really make them count. How are you ever going to make Mass Effect games set after part three, while staying in our own milky way and not make one of the three 'color endings' canon, or deal with the situation on Rannoch or the fertility of the Korgan? It's nice Dragon Age II acknowledged your choice in who became the ruler of Ferelden, but it doesn't matter for the story at hand. Perhaps the focus on short term choices and consequences are more satisfying.
Choices are also one of two things in which The Witcher proofs to be more 'mature' than BioWare games. It's like cable television versus public-access. The choices are often about what's the lesser of two evils. It's nuanced. Not boy scout versus evil bastard.
Romance
The second thing that makes The Witcher more mature is romance and sexuality. Graphical of course, which might be too graphical for lots of (commercial) reasons. But also the way the game handles sexuality is more grownup than in BioWare games. Compared to The Witcher romances in Mass Effect and Dragon Age feels like a dating simulator that – if you press the right buttons – gives you a sexy scene as a prize in the end. While in The Witcher sex isn't the thing you work up to, but woven trough the relationships from early on, making them about more than getting someone out of their clothes and on a stuffed unicorn.
Story
All rpg's overdo the 'god complex' thing, and probably they should to make your journey feel epic and glorious. Almost all are about saving the world, or even the entire universe. I wish for once they'd give you a more modest role. If Star Citizen doesn't end up being the most sophisticated scam in history, that game might actually let players just wander around an amazing universe without the constant urge of saving it. As I said, all rpg's overdo it. In Bethesda games for example, you will not only end being the hero of the main story, but also the big star of several smaller guilds and brotherhoods. Even in The Elder Scrolls: Online, which could've given players a more modest part, you immediately meet a ghost in your dungeon that tells you you're the 'chosen one'.
Open world
The world of The Witcher III is huge, gorgeous, with little loading screens and great music. Too many smuggler's caches, but still. You can go around, explore and find quests everywhere. Because Geralt is a witcher that travels around working for money, all little quests feel pretty natural. The fact that the stories take place in the 'normal world' and not specific locations designed as a level, is pretty cool. It also has a downside. Sometimes exploring too much is discouraged because you will end up finding places and killing targets that were actually part of quest you didn't pick up yet. This is also the case in the sandboxes by Bethesda. Some sequencing to streamline questing fits a game like Mass Effect and has it's own benefits and downsides.
Now the next point might cause some flaming, but again: I'm a big BioWare-fan. I'm not out to bash. But it's important that with open worlds bigger is not always better. For example: the hubs in Mass Effect (Omega in part 2, the Citadel in part 3) were pretty small but made you feel like you're in a big and amazing place. If an actual physical world is too big, there's the chance the quests to fill it might end up being MMO-like fetch quests. Like in Dragon Age: Inquisition. I have played SWTOR and many of the side quests there feel less MMO-fetchy than the ones in Inquisition, while they actually are.
Cool story, bro
So, these are some thoughts I'd like to throw out here. Why this wall of text? Because I hope this game will be the best ever and the Mass Effect franchise will live a long and prosperous life, with many more games, novels and comics. Even with games like Star Citizen and Cyberpunk 2077 coming up.





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