Focus on making the "important" parts of the game truly groundbreaking. Note that I put "important" in quotes because I realize there are finite resources in game design and the game can't be totally new and everything to everyone.
- Keep refining this hybrid genre you've spearheaded with the first two games. In ME1 I felt like I was slowly exploring the universe; sometimes clunkily but usually with a sense of wonder. In ME2 it is now with more purpose, punctuated by truly visceral combat and still keeping a sense of wonder! The sense of scale and otherwordiness in some of the levels are inspiring. Even some of the side missions feel like they play into the main storylines. This series feels so unique that it cannot be easily classified as "action" or "RPG". It's not going to please purists, or every casual gamer, but please stay your course and make brave decisions. If ME3 can up the ante further that would be truly amazing.
- Forget the usual "RPG" trappings if you can. ME2 did away with inventory system so we now have a lot less items to 'loot'. But the tremendous upside is that I am more focused on the story and exploring the world instead of looking for the next best item. Get rid of "grind" type RPG traditions (to a large extent ME2 has done it and it's pretty gewd). I would welcome an increase in the number of upgrades/customizations but not at the expense of character development, world design or any of that truly important stuff.
- Forget the usual "Action Game" traditions if you must. I'll take end-game boss fights as an example. Almost all action games have an end-game boss fight because it's a tradition in gaming and the easiest way to make a player work for the victory and presumably feel the thrill of success at the end. It also often feels terribly artificial due to the superhuman/supertough abilities of the "boss". These boss fights tend to devolve into spam fests where the player must complete N number of cycles of increasingly damaging stages to kill the boss. Most recently I played the generally excellent Uncharted 2, but felt so cheated at the end exactly because of the uncreative and irritating bullet-sponge superhuman end-boss. Mass Effect 1 and 2 have end-bosses too but they were not as irritating as some of these games. The end-boss in Mass Effect 2 nearly felt cheezy due to its appearance though. Please do not go overboard with a ridiculous end-game boss. Implement something more groundbreaking instead, like a large chess-piece of a battle or something. It's not gonna be easy that's for sure.
- Improve the persuasion-levelling system. I like how your decisions in ME2 affects how your team performs, and how it's not immediately apparent how they will play out (at least the first time), but it would be nice in repeated playthroughs that we know how to 'work the system' at least for small/minor/fun choices. I was trying to recruit a certain optional member in a certain loyalty mission for my 2nd playthrough but I couldn't because of some weird persuasion levelling issues. I feel that this character is probably a minor one in the overall universe and as such shouldn't be this difficult to recruit; perhaps I am wrong. I think these potentially very fun options such as the aforementioned should be made more obvious to encourage experimentation in different playthroughs. That said...
- Make our decisions throughout the games truly matter without us knowing we are going to get the full rainbow or the purgatory ending. What I'm saying is, being a full paragon may mean your utter compassion may come back to bite you in the ass in some places thus complicating certain scenarios. Or, being a full renegade might mean that some of your potential allies etc may have been lost thus making parts of the game harder. For the gray areas, a mix of the two between depending on your decisions. Some of that time-based consequences in ME2 were a real surprise to me; keep it up and expand on it without limiting experimentation too much!
- Keep up the great work with voice acting and dramatic direction. So many games fail to engage because characters in the game speak unnaturally, or with stupid dialogue. I couldn't finish the Heavy Rain demo because the voice actors and script were so bad; maybe because I tried the HR demo in between my ME2 sessions but still it goes to show how important this is.
I really want to see Mass Effect 3 succeed and continue to break the mold and further the action-RPG-??? genre. Good luck!
Modifié par Meistr_Chef, 09 mars 2010 - 08:12 .




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