bjdbwea wrote...
SkullandBonesmember wrote...
SkullandBonesmember wrote...
So Pocket, is there such a thing as too much story and/or character interaction in a game? Is having too much combat in a game ever possible?
I'd also like to extend my question to anybody willing to give their 2 cents.
Too much story? Could be, if it's just uninteresting. Can't say I have encountered that situation any game though. If they have a boring story, it's usually not very long either.
Too much interaction? Impossible.
Too much combat? Easy, many games have it. I wouldn't yet call it too much in ME 2 though, rather too little of the other important things.
Agree, its impossible to have to much story or interaction IN A RPG TITLE!
Now please note, I said a RPG TITLE.
If I bought say Street Fighter, you most definately can have to much story because you playing that to fight fight fight.
Mass Effect 1 and supposably 2 are equal parts RPG and shooter so its impossible for them to have to much story or interaction.
In fact, the more interaction, the better.
ME2 had to little story and way to little interaction. I wrote in my suggestion thread that the proper pacing for ME2 should have allowed me to visit every character after EVERY MISSION and get new communication lines rather then getting "not now im busy" for well over half the game.
When I get a email asking me to pass on good wishes to Garrus and to talk to him to make sure he doesnt blame himself for what happened when he ran his own team, I expect to be able to talk to him about just that, not get "im busy adjusting the weapons, come back later"
When Legion tells me somethinbg that is a huge breakthrough in Geth/Qarian relations, I expect Tali to speak to me about the topic, not ask me if I have a crush on her because im romancing a different character.
List goes on and on with ME2 interaction short comings.
So no, when you have RPG attached to the game discription, you can not have to much story or interaction. More is definately better in this case.
Someone mentioned how the Deep Roads in Dragon Age:Origins felt like filler. I agree to a degree but would also counter that the story and interactiveness and emotional connection is so much stronger in DA:O then it was ME2 that some of that feeling that Deep Roads was padding/filler comes from wanting to finish the current mission to advance the storyline. Learn what was going to happen next.
In ME2, you knew what was going to happen next at all times so there was nothing driving you through the missions unlike ME1 and DA:O. ME2 lacked suspence in the writing and there for the pacing really didnt matter. There was no surprises (beyond Horizon to some extent) so nothing pushing you to finish that mission you were on!
Plus, and I said this before, ME2 missions on general (side missions and loyalty missions) should have been 5 times to 20 times larger. What you got was over so fast it was kinda a let down. Horizon was a decent size mission time wise (first time through) as was the end game mission time and size wise. Other then that, things felt small in scope and over to fast in ME2. In ME1, for better or worse, you had the Mako which dragged out many missions finding the structures and areas needed making those missions at least feel larger then they were (tho all the plot planets were nicely sized in ME1).