Last time I said that Mass Effect 1 missions feel like television episodes. I’m not saying these adventures would work as television scripts as we find them in the game. Some would be far too shortThe plot of Therum barely qualifies as a skit. and others would be far too longEven if you trimmed all the combat down to the essentials, Noveria is probably still movie-sized. but they still fit the overall pattern of American television where a cast of regular characters visit a new location, meet some locals, and have an adventure with one or more complete arcs. This is distinct from (say) something like Witcher 3, where the various arcs are all tangled together, nested, branching, meandering, and criss-crossing, and where the audience is dazzled with an ever-shifting cast of charactersEven the protagonist POV character shifts from time to time!. This is also different from something like Arkham City, where a half dozen (mostly unrelated, or barely related) plot threads are opened in the first hour or so, and then the player gradually closes them one at a time.
I really enjoy the Classic BioWare episodic style, and I’m not sure why it isn’t more popular. It seems like a good way to compartmentalize game development. It must be insane trying to coordinate something interconnected like Witcher 3, but in a game with lots of discrete locations you can probably hand each episode off to its own small team and let them work without worrying the teams will get in each other’s way. And as others have pointed out, it makes for a better safety net if you start to run out of time or budget. It’s easier to cut a location from the game and patch over the hole if the locations aren’t deeply interconnected.
Continue reading 〉〉 “Mass Effect Retrospective 3: Eden Prime”
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