Defined by boardnfool86 in this thread here. Its a very good definetion. Each plot hole will have a number. It will also include WHERE it occurs, WHAT it is, its TYPE, WHY its a plot hole and finally a NOTE made in which either a reasoned explanation is put as to why a plot hole is not one (if determine so at a later date) OR whether or not its acceptable.
Lets make some other definetions before we go further in this topic. In defining a plot we need some categories for them to be put into. A Category 1 plot hole is a plot hole that, regardless of when it appears ingame, is always a plot hole. A Category 2 plot hole is a plot hole if certain events occur/do not occur by the time that 'plot hole' comes up. So it is not always a plot hole under all circumstances within a playthrough.
Plot holes can be further categorised as to how they are plot holes. A plot hole can be categorised as being MAGIC WAND for example a needed item is 'suddenly' at hand just when you need even though it was never there before and is never there again afterward. Or it can be an OUTSIDE SOURCE plot hole by which I mean its not explained within the game but a logical fan explanation might be made up though not necessarily one the writers believed was the explanation.
At the end of each plot hole a note will be made as to whether the plot hole is acceptable or not. While plot holes should be avoided there are points in which use of a plot hole - the tutorial phase in particular - illustrates game mechanics and allows play of the game. It could be much harder to display use of things without such a plot hole.
The point of this thread is to bring up all the plot holes people have spotted into one topic and to see how many there are according to the players. If you feel something is not a plot hole then a through explanation is needed. Just stating something is not a plot hole is not good enough. Links to dev posts, wiki articles etc. are encouraged to back up claims something is not a plot hole.
And now onto some plot holes:
(1) WHERE: Tutorial phase just after Shepard's awakening
WHAT: The large number of explodable containers clustered together near the exit to the room you are in.
TYPE: Category 1, MAGIC WAND
WHY: No logical reason as to why such a large number of containers should be stored in your room and by a door. Nor any reason as to why they are about to explode.
NOTE: ACCEPTABLE - used to explain a game mechanic.
(2) WHERE: Meeting up with Wilson and his shooting by Miranda.
WHAT: Wilson is in a room where he declares he was shot by a mech.
TYPE: Category 1, MAGIC WAND
WHY: No evidence of mechs in the room when up to that point it is made clear that mechs would only stop killing someone if they were destroyed before doing so. While this meeting is used to explain a game mechanic it is ignored when Wilson is killed by Miranda where Jacob and Shepard act surprised.
NOTE: NOT ACCEPTABLE - but just barely in that an important game mechanic is explained. It makes Shepard appear stupid when other actions ingame clearly indicate the opposite and on even less clear cut ingame clues.
(3) WHERE: The shuttle flight away from the Lazarus Project base.
WHAT: Miranda, Jacob and Shepard are seated in the same passenger compartment while it travels to another Cerberus base.
TYPE: Explanation found - supplied by TheUnusualSuspect
WHY: N/A
NOTE: N/A
(4) WHERE: Outside picnic table near landing on Freedom's Progress.
WHAT: Remains of meal being eaten outside in a cold climate.
TYPE: Explanation found - supplied by TheUnusualSuspect
WHY: N/A
NOTE: N/A.
(5) WHERE: Meeting Veetor.
WHAT: The security camera footage showing the Collectors.
TYPE: Category 1, MAGIC WAND
WHY: While we do not know much about Freedom's Progress compared to other colonies that have suffered abductions it cannot be assumed that it is any different from those other colonies. So why is there camera footage now and not from any other prior colony abduction?
NOTE: NOT ACCEPTABLE - and clearly not so. It is a major plot point that is thrown in to advance the plot with no explanation as to why suddenly such a thing now exists in an average colony. Also helps create plot hole #9.
(6) WHERE: Talking to TIM.
WHAT: No account of background to call TIM's account of Cerberus.
TYPE: Category 1, MAGIC WAND
WHY: Emphasises the railroading of Shepard down the one path that BioWare writers want us to travel down by ignoring an important aspect of what makes Shepard Shepard.
NOTE: NOT ACCEPTABLE - this basically breaks immersion in the character by showing how much lack of control the player has over the character when a few lines of dialog can easily allow a player to feel that they are more in control even if makes no difference in the end.
(7) WHERE: PURGATORY
WHAT: Being betrayed by the Warden and thus having to fight to leave.
TYPE: Category 1, MAGIC WAND
WHY: Nothing in the game up to this point indicates that a bounty is on Shepard's head which can be excused if an explanation is forthcoming at some point. However nothing is said at any point during the rest of the game as to why this action is taken thus leaving it a mystery.
NOTE: NOT ACCEPTABLE - this comes out of the blue (no pun intended). It appears to be just a plot device to allow some combat and to highlight Jack's abilities without any other justification though it also introduces plot hole #8 by its presence.
(8) WHERE: PURGATORY
WHAT: Jack's biotic abilities.
TYPE: Category 1, MAGIC WAND
WHY: In essence we are shown that Jack can take out 3 YMIR Mechs (perhaps 4 by the wreckage we can see), punch holes through bulkheads and walls and literally lay waste to a high security space station yet her ingame combat abilities never match this in any way, shape or form.
NOTE: NOT ACCEPTABLE - some licence is allowable within cutscenes but the amount taken here is too extreme. It gives an impression of power to Jack which is impossible in combat at any time. Had plot hole #7 not been there by just allowing Shepard and company to walk out two plot holes could have been easily avoided.
(9) WHERE: Councillor Anderson's office on the Citadel
WHAT: Gathered evidence such as security camera footage from Freedom's Progress, DNA evidence from the Collector ship, the attack on Horizon, the derelict Reaper or information from Legion convinces the Council that there is a Reaper threat.
TYPE: Category 2, MAGIC WAND
WHY: This is a plot hole that gets worse the longer you take to visit Anderson on the Citadel. Quite literally the Council is supposed to be stupid but the evidence you can accumulate is beyond belief in it being able to be ignored. Moreover Shepard only needs to go public with that evidence of incompetence and the political fallout for the Council/Alliance should have anyone denying the truth of the threat running for cover because of the political ****storm that would occur.
NOTE: NOT ACCEPTABLE - this is pure bad writing at its finest. It is intended to emphasise that Shepard cannot get support from the Council/Alliance but the way this is handled is amateurish beyond belief. Emily Wong would have a field day if you had the option to bring it to her attention.
(10) WHERE: Garrus' Stronghold on Omega
WHAT: Opening and closing of a door without explanation
TYPE; Category 1, MAGIC WAND
WHY: The one room you find Garrus in has one door. This is apparently a very smart door in so far as it opens and closes and locks at the most dramatic moments regardless of whether or not it makes sense. That is it is closed and locked when you come across the infiltration team trying to get in (makes sense) but then is open for the rest of the mission (makes no sense) until the gunship appears when it suddenly closes and locks by itself (makes no sense).
NOTE: NOT ACCEPTABLE - this is a device to try to inject tension into the combat but could have been avoided by a better level design so that such tricks need not be used.
(11) WHERE: Ventilation area near the fans on Mordin recruit mission.
WHAT: Some Krogan are the enemies who are trying to stop you putting the cure into the ventalation system when even they are supposedly not immune to the plague in the quarantine area.
TYPE: Category 1, MAGIC WAND
WHY: It is explained that the plague affects all races except Vorcha and Humans yet here we have Krogan running around breathing the contaminated air. It invalidates the whole talk with the sick Batarian at the entrance to the area when you try to point out others could be responsible. If they are immune because of having been immunised then that fact plus vorcha should scream Blood Pack. If there are not immune then what the heck are they doing there?
NOTE: NOT ACCEPTABLE - poor planning for the combat in putting in Krogan. The varied amount of vorcha there were already a challenge without then introducing another enemy that invalidates dialog just prior to that point.
Edited: 3 MAR 2010 to add 2 more items and to close 2 items as solved.
MORE TO COME.
Modifié par glacier1701, 03 mars 2010 - 03:07 .





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