[quote]Orchomene wrote...
[quote]Casey Hudson wrote...
Mass Effect 2 has an untraditional structure, "building the team" as your narrative thrust rather than just being relegated to the first act like in many games. Was there a worry that people wouldn't get it or would be waiting for the "real game" to start?We knew it was a risk and something different. You're right, the story of
Mass Effect 2 is very much about how you get ready for a mission by building a team and understanding who they are, and about learning the magnitude of what you're facing. The funny thing is that people will say "other than gathering your crew and building your team and getting ready for this mission, there's not much story there." But that is the story. In other
media, you find stories that are about so many different kinds of things, different structures. In movies you find there are stories about how someone gathers a team and makes them well equipped and well trained.
Part of what's great about a role playing game is that you have the choice of going off and doing other side stories, but that can be a problem, and that was one of the pieces of feedback we had about Mass Effect 1, that because the core story had so much intensity and pressure around it, when you would go off and do a side mission, it didn't have that kind of intensity and it wasn't directly linked as part of the story. That's where that Dirty Dozen team building structure addressed a lot of that on a fundamental level. If much of what you're doing in the game is recruiting a team and making them loyal to you and getting them equipped, then you have lots of missions, but every one of them will change whether or not someone's loyal to you in the end, or if they're even there or not. So something like helping Miranda find her sister, which is more emotional, kind of atouchy-feely story, ties back into this suicide mission in a way that makes sense because her mind is clear and she's totally loyal to you.[/quote]
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This part is pretty funny. It can be said differently : ME1 was a game with an interesting main story and side quests that where too poor and too little linked to the main story. Thus, they corrected it in ME2 with a poor, flat and uninteresting story. Then, the side quests would be at the same level.
Now, Mr Hudson use the twisted communication trick consisting on dismissing the counter arguments saying that would be the arguments of those that didn't understand. How brilliant. Yeah, sorry, I must be some kind of retarded to not see that the game was all about recruiting and daddy issues. I've seen it and I can appreciate the concept. But only if this is consistent and interesting. In ME2, recruiting and loyalty missions where deconnected from the story. It's just an accumulation of quests. Discontinuity, lack of originality in most of those quests, pityful and snivelling psychological traits, caricatural personnalities.
About dialogues and NPC/NPC or NPC/PC interactions. I'm currently replaying for the nth time Kotor2 (this time with the restored content mod, happy to see that the Kotor 2 fanbase is still active after five years). In this game, ,the interactions are very natural, appear following the story. Kreia has a very high number of lines just only in the spaceship. Even the brutal Hanharr has a lot of lines and a very special personnality. Yet, there are 12 potential NPCs (only ten at most in a single playthrough, choice depending on sex and light/dark). Some pretty weak, but some having interesting personalities. You could influence the NPC and change their point of view. And this game is five year old. So don't say that they couldn't do it in ME2. No, they just didn't want to do it and rather focus on "pew pew" and earning money.
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So they finally finished the restoration mod? Excellent. Too bad I don't have KotOR 2 on PC but on XBox.
Modifié par Mister Mida, 18 juin 2010 - 07:45 .