I think people should really drop that ill informed assumption that no matter what exploration takes away from the overall quality of the story.
After this well needed introduction let's focus on ME shall we? It seems clear for what we can assume so far that BW wants this new game to be a spiritual successor to ME1 with its focus on exploration of uncharted planets and a sense of discovery of large and exotic galaxy. Would the people criticizing this new exploration focus in ME:A define ME1 an MMO too? Would you call the overall plot of ME1 bad or poorly written? I don't think that would be honest especially if you put said plot in comparison with the other two ME games that lacked exploration. Is ME2 plot any better? Is there a plot in ME2? Is that story relevant? How the lack of exploration makes that plot any better? I don't think anyone can in all honesty call ME2 non-plot good at all.
Moving to ME3: Is ME3 plot good too? Would you pick ME1 endings or ME3 endings? How can a plot be good if its ending is flawed and nonsensical. How the lack of exploration made ME3 plot any better? ME3 sidequests were any better than ME1 sidequest? Let's all be honest with each other....I hope we all remember the eavesdropping "sidequests" of ME3....was that lack of quality the fault of exploration too?
In conclusion my point is: A plot is good or bad regardless of the exploration mechanics. ME2 didn't have any exploration and yet it had no meaningful plot whatsoever. ME3 had no exploration too and that didn't help in making ME3 story any better. IMO ME1 with all its flaws still has the most coherent and satisfying plot of all three games or at least the least controversial. ME1 exploration albeit rudimentary in its form greatly enhanced the immersion feeling and provided to the player the illusion of huge galaxy to explore. Also empty spaces is what most of space is made of..it is realistic to have empty spaces in space and there is beauty also in that.
Exploration can't be looked at in a vacuum. Like many things, there are both right and wrong way and times to use it. The first question for exploration is if there is anything to find or experience. I haven't played DAI, but for those that complain about the exploration, the answer has been a resounding "no."
Especially for those of us who like story, setting and tone are also very important. While some may not have liked it, the exploration at least fit perfectly in Mass Effect. First, as the first game in the series, it helped to build the universe and how it works. It showed that this big galaxy is full of planets and people doing things. Many of the things to find weren't ground breaking, but I loved that you find few mining operations or find a bullet riddled skull on a planet whose description notes it as a hunting ground. You even find a few research bases full of husks, connecting those locations to the main plot.
Second, unlike the later games and the war of Inquisition, while you had a goal and an adversary, things were not all that dire. You had time to fly around the galaxy and license to do whatever you wanted. Saren might get closer to the Conduit while you went and got Wrex's armor, but Reapers weren't killing millions of people.
Third, it gave us a cool space ship that could go places others couldn't and instantaneous travel between Mass Relays. You'd be a fool to not let players utilize that. While it's not a reason to not have it, a setting like Dragon Age where you have to get around on foot or by horse does not demand it as much as sci-fi does.
I didn't think the exploration part of ME1 worked that well at all. They got away with it because the central story was so compelling.
ME2 did a very good job in terms of its wider story content, though it very much completely threw the exploration element out the window as part of the process.
I really hope they aren't pinning this game as a spiritual successor to ME1 but as a gestalt entity of all 3.
I disagree on ME1 for reasons I explain above. ME2 did a terrible job in terms of wider story content. The main plot was crap, though the character stories were mostly good.
Personally it wasn't that ME2 lacked open world content - it's that the story went so randomly off track from how it was setup at the end of ME1, for the sake of making it accessible to new players - instead of being a planned coherent narrative spanning the trilogy.
There's so many different ways it could have gone, merging/condensing some of the characters and hooking them into the core reaper plot (rather than a bunch of unrelated loyalty quests), ultimately taking the pressure off ME3 to have to tie up so many loose ends in one game.
Sure BW may have wanted to explore characters in the universe - however the scope of the reaper plot was already too vast to fill 3 games and then they go and waste one of them on nothing - so in essence they had to do it in two games (ME1 and ME3).
That's why I hope MEA is a standalone, self contained game with no direct sequel.
The problem with ME2 wasn't that the character stories were disconnected from the main plot. It was a shift to a character focus from a plot or event focus, much like Star Wars is. The war with the Empire is merely the backdrop for the stories of Luke, Han, and Leia. Now I'm not sure if that was intentional or from how bad the ME2 plot was. The scope of the Reaper plot wasn't to big to have smaller character stories, it was too big to not advance in the least bit through an entire chapter of the trilogy.
Well, you see, it's hard to see the legitimate complaints through the forest of people who will continue to complain purely because of the fact that Bioware is published by EA.
It's especially hard when you just lump them together. There were plenty of complaints dealing directly with the content of the game.




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