Like, they made the entire supporting cast of Mass Effect 2 killable while deliberately ignoring the ramifications it would have on constructing Mass Effect 3. Literally "oh we didn't think about the future, just did it cos it was awesome". And it was awesome. But goddamn. Goddamn. Plan your shit at least beyond this week's whim.
I certainly think it's a valid complaint to lodge against ME3 specifically. It is true that there are open in the sense that some N7 missions contain recycled MP maps and integrated them into a suitable mission structure, but in the end it's mostly the same sort of missions you get in that game, only with arena-style encounters.
Otherwise, I'd say the overwhelming majority of missions are very linearly charted corridor runs.
I made this image in the months after ME3 came out, but I still think it's valid today.
Great write-up, by the way.
Looking back, the strangest thing about this series was their insistence that it was a trilogy from the very beginning despite the games showing just the opposite, with each game feeling wildly different.
Were they just bullshitting? Did they just put it off and not give a shit about the obviously dire consequences to the quality of the narrative?
How did you feel about the ME3 ending, EatChildren?
The way the council is handled is pretty bad, too.i can understand them not putting in all the options ME1 suggested (all human council if you were renegade for example), But they could have at least had an in game scene where Anderson steps down, instead of just putting it in the codex. I'm sure most people chose Anderaon over Udina too, making the decision even more questionable.
Looking back, the strangest thing about this series was their insistence that it was a trilogy from the very beginning despite the games showing just the opposite, with each game feeling wildly different.
Were they just bullshitting? Did they just put it off and not give a shit about the obviously dire consequences to the quality of the narrative?
Probably this one.
http://www.neogaf.com/forum/showthread.php?t=241367
I do still believe that they blew their load pretty hard with Mass Effect 1 simply because they weren't sure if they'd be in a position to make more. This isn't like you're working on three films adapted from a three books, of which are immensely popular. For all BioWare and Microsoft knew Mass Effect could have tanked fucking hard. Then what? Who knows what publisher would pick it up, or if anyone would at all. Who is going to want to complete two more games, especially if they're planned, when the original game failed?
The series was definitely defined for the worse by Bioware trying to do way too much and having no idea how to do it all. I felt like 1 was an amazing starting point as it established the universe really well, had a nice story with an interesting villain which also ended with one of the best endings in recent history, and it had some decent but flawed exploration. The building blocks were all there for the sequels and yet they ruined everything except the combat. They flat out stripped away most of the RPG elements and exploration in favor of a more generic AAA action shooter. Hell in 3 they took away a lot of dialog options too.
I know real space exploration is damn near impossible in the AAA space due to budget and time issues but I really wanted to see ME1's attempt at exploration improved. Also would have been nice for them to not have as much focus on humans being the all important super race despite being the newest race in the galaxy.
I certainly think it's a valid complaint to lodge against ME3 specifically. It is true that there are open in the sense that some N7 missions contain recycled MP maps and integrated them into a suitable mission structure, but in the end it's mostly the same sort of missions you get in that game, only with arena-style encounters.
Otherwise, I'd say the overwhelming majority of missions are very linearly charted corridor runs.
I made this image in the months after ME3 came out, but I still think it's valid today.
Great write-up, by the way.
Actually... ME3 level desing (and gameplay design) was the best one in the trilogy. ME1 was not very good during the TPS sections (OK, it was pretty lame indeed), which was partially fixed in ME2. But ME2 was also excessively simplified in some aspects, and Shepard still had a lack of agility in his/her movements. ME3 is the best one as a TPS, and far better than ME2 as an RPG. And guys.. yes, ME1 had the deepest RPG elements, but they weren't that good, with that lame inventory and weapon system, just created to make thinks look more complex than what they already were.
Anyway, my favourite one is ME2, because gameplay was already acceptable for a TPS, the cinematic direction was a lot better than what we saw in the first part, and this game had the most intelligent writing of the series. I'm not talking about the main plot obviously, but about the characters, something that I find quite more important to make a story look serious. Specially if it's yet another story about saving the world...
Mass Effect 3's gunplay and fight-to-fight level design was the best in the series.
You could be equally reductive for Mass Effect 1 level design if you want to represent everything with boxes. And even if Me1 had great level design, it would have all been wasted to players pointing and clicking on enemies to kill them while you walked around as an immortal super soldier.
It's almost as bad as what happens to Thane, but at least there's still a touching moment there. But damn, Jacob just got fucked hard by the writers.This is why Jacob never survives the Suicide Mission any more on my playthroughs. I can't stand what they did to him in ME3.
Yeah, unfortunately they didn't think through the implications of having a story that carried over a trilogy. Even something small like The Walking Dead really falls apart once you actually see all the possible choices and realize that you are being funneled to a specific ending and to specific character arcs. That's not to say that the middle parts aren't divergent, but when everyone sees the same cutscene - with a different colour light show - you can't help but feel disappointed by the failure of their story design.I think there's definitely more Bioware could have done, I recently played the Witcher and CDPR did a pretty decent job with divergent choices. It was never going to be what Bioware marketed the trilogy as nor what fans wanted it to be. That said, Bioware also has to commit to allowing significant divergences. They need to accept there were be exclusive content to certain playthroughs and that this will mean shorter playthroughs.
I do think though that nobody is going to be trying something like this,a continuing save state trilogy, because it's just too draining and it locks both the writers and game designers in. The only ones who I think might be able to pull it off would be Bethesda or Rockstar. Bethesda would almost certainly fuck it up and I don't think Rockstar would like being locked into a trilogy.
BioWare is just really, really fucking shitty at knowing what narrative divergences and twists are going to conflict with this method of story telling. They take the Witcher 2 approach of inserting really dramatic, significant twists/events that can go one way or the other, yet said events are totally at odds with the company's policy of making everything playable.
Like, they made the entire supporting cast of Mass Effect 2 killable while deliberately ignoring the ramifications it would have on constructing Mass Effect 3. Literally "oh we didn't think about the future, just did it cos it was awesome". And it was awesome. But goddamn. Goddamn. Plan your shit at least beyond this week's whim.
I'd say ME2's was sloppier, but that's mainly because ME2 barely had one. ME2 is a collection of short character stories that do nothing to advance the plot. It's effective and a very smart idea on their part because it plays to bioware's strengths, but as far as actual plot goes the game is severely lacking.
Mass effect 3, on the other hand, managed to wrap up the big subplots in a decent enough fashion while tying them into the overarcing narrative. So I'd say that mass effect 3 wins this particular cripple fight
I dont really like that list. Far too many of those complaints can be applied to ME1 and ME2.
Did anyone else feel like humanity having a council seat felt more like a formality rather than having any REAL semblance of being on there? Like every time you talk to the council it was ALWAYS just Tevos, Valern, and Sparatus. Udina and Anderson was pretty much their side bitch with no "real" power.
And furthermore...why were these fuckers back when you could let them die in the first game?! ME1 implied that without the Council humanity could slowly but surely take over the galaxy in the next game.
What happens in ME2? LOLNOPE, Council returns, lulz.
so true
I love the series. As much as I try to hate it because they're pretty mediocre games IMO, it's the other things like the characters that made me enjoy the series. I even read the books/comics. I think EatChildren is the only other person that's done that
I want to play an ME1 mission with ME3's combat system and AI.
Hell, in the case of DA:O to DA2, they just told fans to fuck off and made one specific ending canon because it served their purposes.
The first ME had by far and away the best plot, I really wish they kept the writers on board. They anticipated the game was a trilogy, right? The next two games were like fanfic.
How I wrote Legion (and EDI) came from sitting down and thinking about how a "real" machine intelligence free of glandular distractions, subjective perceptions / mental blocks, and philosophical angst (fear of death, "why am I here?") would view the world. Star Trek was a minor inspiration, though in the negative -- I didn't want the geth to be either the Borg ("You are different, so we will absorb/destroy you") or Data ("I am different, so I want to be you").
My broad approach with the geth was that they observed and judged (Legion used that word a lot), but always accepted. "You hate and fear us? Very well. We will go over there so we don't bother you. If you want to talk, come over whenever you want."
I believe emotions in "life as we know it" are largely a product of chemical processes in the meat brain; hormones, phermones, adrenaline, etc.
So from my perspective, while organic life may evolve without responses akin to emotions, electronic life cannot evolve with responses akin to emotions.
Note I said "evolve." The geth are a "ground up" AI that evolved from non-sentient code. EDI and the other AIs in the IP are "top down" models designed and coded specifically to gain sapience. If they're programmed to have responses akin to emotions, they will. EDI has a sense of humor, for example, but she doesn't have the capability to get mad. You don't want your starship OS getting mad at you.
Like, they made the entire supporting cast of Mass Effect 2 killable while deliberately ignoring the ramifications it would have on constructing Mass Effect 3. Literally "oh we didn't think about the future, just did it cos it was awesome". And it was awesome. But goddamn. Goddamn. Plan your shit at least beyond this week's whim.
The EA buyout probably had a significant impact on the development of the games.
I also want this, but I do consider a lot of Mass Effect reflection to be rose tinted. Many of these missions, Virmire included, had their own more or less totally linear corridor grinding. The Mako section is basically this to a T.
What Mass Effect did better than the other two games is do a better job of hiding transition from one section to another and had you covering a wider spread of terrain. You'd go from driving the Mako to stopping, getting out to check something. Then back in the Mako off to some other location with a few NPCs, having a chat, then a shootout in a building, etc. It was still often very linear in structure, but had a lot less compartmentalising.
Mass Effect 3's combat encounters are often very good, combined with the more polished combat mechanics themselves. But of the three games it's by far the worst at hiding the compartmentalising to the point where it outright doesn't bother and makes entire levels linear shootbang. It's decent-to-great shootbang, but the lack of diversity in the level structures themselves and action pacing makes them feel more like something from Gears.
If anything, that's something BioWare needs to take away from Mass Effect 4. They need to go back to blending multiple scenarios and gameplay components into single levels and blur the lines between them. It benefits the pacing tremendously.
What I hate is how BioWare is trying to rewrite history in regards to Shepard's sexual orientation. In ME1, s/he was straightstraightstraight. They held this line on ME2 as well. Then suddenly, they are the champions of Queer rights in videogames and ME3 is all about "choice" and player freedom. It's just a bit absurd..
More or less my exact processing to a T.
The trilogy really had a lot of problems keeping the same writers on board. Chris l'Etoile who did Legion and EDI in ME2, didn't work on ME3 for example. Here's a couple of posts he did, describing his viewpoints on some ME stuff.
http://www.holdtheline.com/threads/...le-on-the-ai-characters-and-the-reapers.4229/
This really stands in contrast to EDI in ME3.
Funny you mention that.
I'm sure the failure of Advent Rising was fresh on their minds. For people that don't know, AR was ME before ME came out. AR crashing and burning at the starting line was almost certainly mentioned many times in the planning meetings for Mass Effect.
Damn, that was some straightstraightstraight naked action Femshep and Liara had going on in Mass Effect 1.What I hate is how BioWare is trying to rewrite history in regards to Shepard's sexual orientation. In ME1, s/he was straightstraightstraight. They held this line on ME2 as well. Then suddenly, they are the champions of Queer rights in videogames and ME3 is all about "choice" and player freedom. It's just a bit absurd.
Damn, that was some straightstraightstraight naked action Femshep and Liara had going on in Mass Effect 1.
Immersion as a whole-
ME1 was key. Despite all the bitching about how slow the elevators were(and they were slow), they really added to the immersion of the world in that it seemingly never took you out of the game. The small banter with your crew as you go slowly down was nice and it also helped add to the vistas and initial wow factor.
Um, no. Despite what Bioware claims, FemShep/Liara is obviously a lesbian relationship. The codex flat-out calls them an all-female race. There's also FemShep and Kelly Chambers in ME2. They only allowed male/male when the media (rightfully) called them out on their double standard.
Damn, that was some straightstraightstraight naked action Femshep and Liara had going on in Mass Effect 1.
That's fine, just don't promise choice at all at that point. I'm fine with a guided experience - and in fact, I almost prefer it - but don't sell the whole idea of your decisions mattering if they, in fact, don't matter.Sometimes its the right thing to do, even if it upsets some people. It's what I'm hoping for the next game.
That's fine, just don't promise choice at all at that point. I'm fine with a guided experience - and in fact, I almost prefer it - but don't sell the whole idea of your decisions mattering if they, in fact, don't matter.
They're already talking about importing choices into DA3, even though they're switching to new gen and all that. And even though I couldn't bare to finish DA2, my understanding is that it had a fairly divergent choice in terms of who you could side with, DA3 is either going to have to have two separate storylines or just tell everyone to fuck off and merge the events of DA2 into one canon story.They just need to distance themselves from promising choices that will matter across multiple games. You can do meaningful and interesting things with choice and consequences within one game without needing it to span across some trilogy, which is CDPR does. And to be fair, with Dragon Age Bioware didn't make the same sort of commitment they did with Mass Effect, the break from the first game with DA2 was completely fine.
QFTI had zero problem with Bioware simplifying the RPG elements, because many of them were redundant in terms of the general class gameplay and weren't appropriate for the characters. It didn't hurt that most of the RPG stuff that was cut was abstract number stuff that he average player couldn't even perceive.
LMAO That's great.My (completely unfounded) theory was Mass Effect 2 was an allegory.
That really shouldn't have stopped them from firmly establishing all the important details about the Reapers, like their motivation and how to stop them. Even if ME1 had been a flop, it wouldn't have been a waste of tons of time or anything. Shit, I've done vague outlines for stories in like half an hour - even if they got all the writers in on a "figure out the Reapers" story session, it shouldn't take a day or more to figure this stuff out.Funny you mention that.
I'm sure the failure of Advent Rising was fresh on their minds. For people that don't know, AR was ME before ME came out. AR crashing and burning at the starting line was almost certainly mentioned many times in the planning meetings for Mass Effect.
That really shouldn't have stopped them from firmly establishing all the important details about the Reapers, like their motivation and how to stop them. Even if ME1 had been a flop, it wouldn't have been a waste of tons of time or anything. Shit, I've done vague outlines for stories in like half an hour - even if they got all the writers in on a "figure out the Reapers" story session, it shouldn't take a day or more to figure this stuff out.
janky moment-to-moment combat
ME3 = Poorest story and world execution, but by far and away the best 'game' of the three, even with options streamlined from 1 but bolstered from 2. Combat is tight and solid.
I'd say in the case of ME1's RPG elements, more certainly does not equal better.