Nightwriter wrote...
I would’ve liked it if for each dossier you got TIM would’ve given me a quick rundown of how each recruit had caught his attention and why they were important to the mission, like he did with Mordin. Even if the explanations weren’t all that good.
I felt like the dossiers came out of nowhere. They just showed up in my journal. No explanations.
I think I could’ve come up with some pretty good reasons for why we needed even some of the more random characters: Thane, Jack, Samara…
What woulda really been sweet is if you woulda got sent on a mission to do something useful and you encountered these characters in some plot relavent manner instead of this "supprize we found this dude for you" sort of way. You know like the story had some depth to it.
Really if it was my baby I would have gone a completely different way (mostly because I have a functional imagination\\\\...)
First off Shepard would not have died. He woulda got spaced (but not burnt up in re-entry) Finding Shepard's body preserved by near absolute zero temp would have been 1000000000000 billion times more believable than, "he turned into a comment and we recovered his body and rebuilt him".
Then I woulda made a nuetral entity bring him back out of stasis..
Then I would made the player CHOOSE to work for the council ORRRRR Cerberus.
Then I woulda fleshed out the squad building mechanics through exploration and the completion of missions based on which path the player CHOSE to follow.
Turning ME2 into an action shooter with ZERO depth to story elements and ZERO branching story arcs was like turning if Final Fantasy 7 was turned into a top down vertical aero shooter. Let's not claim FF8 was much improved over that but still same idea.
Bioware took this whole project on the wrong way and I can honestly say as an amature writer and game designer that I would have done a much better job given the resources Bioware has and the existing lore I would have had to build on. I garuntee it.
Modifié par ZennExile, 19 février 2010 - 04:03 .