BioWare Asks Gamers if They Want a Mass Effect Prequel

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HKFortyRevan

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dancinginfernal said:
First Contact War.

First Contact War.

God damn it, why is nobody realizing it could be about the First Contact War?

Yes, I want a prequel. Wrex is the only character that would be alive at this point, and he'd be systems away - and we'd get to explore the first interaction with a race that has never seen another Alien race before.

Plus no more fucking Husks.
I think you've gotten a few facts mixed up here. The First Contact War was only 26 years before the first game. Shepard (who is probably one of the youngest characters in the entire trilogy) was 29 in the first game. I think you'd be hard pressed to find a main character in the series who wasn't alive during the First Contact War.
 

Paradoxrifts

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Hitchmeister said:
How about getting really science-fictive and exploring an alternate timeline where the galaxy is almost exactly like the one of Mass Effect 1-3, except there's no Shepard, the Reapers (if they exist) are not an immediate threat, and there's no TIM or Cerberus. Most importantly, the universe of this alternate timeline remains consistent from Mass Effect 4 until the end of the story begun there.
That's a good idea. Although I reckon it'd be a downright waste if they introduce the concept without letting you play with it by visiting multiple alternate realities. Like a timeline wherein the Leviathans never lost dominance, or multiple lines wherein one ancient species or another had managed to defeat the Reapers. It could even take place concurrently with the original Mass Effect trilogy. The events of the new game carefully weaving in and out of the events of first three games so that while Shepard is trying to save the original universe your new guy is trying to thwart some other strange new menace.
 

Nopenahnuhuh

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I don't really want a mass effect anything, the series is done, move on. If anything do something new with it, don't give us more of the same, give us a new game from a new perspective but not in the past, do something in the future with our save files affecting the overall history.
 

x EvilErmine x

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I think I might be the only one but I want a prequel, but with a bit of a twist. Instead of having it set in the first contact war or Rchni wars etc.. I want it to be set during the fall of the protean empire.

Think about it. We know how it ends sure, but other than that we have no idea what actually happens during the centuries it took to wipe out the last (almost) of the Protheans. The galaxy was full of different races that we have never seen, new events and battles. New guns and ships. New antagonist forces, because there would be non of the contemporary races to use as raw material to make troops for the reapers.

The story could span the entire conflict. We know the protheans used memory shards to share memories between them selves. so instead of focusing on one central character we could spread it across multiple characters[footnote]So when you play and the story switchs to a new character the memory shard will get passed on so that all the experience and skills you have levelled pass over too so you can continue to build your stats up just as if you were levelling the one character.[/footnote] and time periods to form a cohesive story of the conflict. We could watch the fall and then the desperation and finally the renewed hope as the protheans fight the reapers, realise they cant win and then come up with the ultimate plan to stop the cycle.

I think that would be the best way to go about it.
 

jab136

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dancinginfernal said:
jab136 said:
I don't want a prequel, what is the point if the outcome is known? but a sequel wouldn't work either unless they did a complete overhaul of the endings. so my answer is fix the endings and then do a sequel.
By that logic, why did they make Deus Ex Human Revolution? Or Dead Space: Extraction? Or any other prequel ever?

We know what happened, sure, but the game taken by a character during whatever even they would choose (First Contact War!) would provide a new, and interesting perspective in order to give you an idea of what happened in more detail than you would have otherwise derived.
my problem is that, there is no room to maneuver (your choices can't matter) and for a series where your choices are supposed to matter, then what is the point. the only way it would work is if they made it into a shooter with no choices, but then that wouldn't be Mass Effect.
 

Kair

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I think the fans want a prequel to Mass Effect 3, which takes place in the exact time period with exactly the same characters but without Electronic Arts.
 

craftomega

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Lets do the math here:

ME1
Story- 10/10
Rpging- 9/10
Combat- 7/10
Depth- 9/10

ME2
Story- 9/10
Rpging- 7/10
Combat- 9/10
Depth- 6/10

ME3
Story- 8/10
Rpging- 6/10
Combat- 9/10
Depth- 6/10

Also

DA:O

Story- 8/10
Rpging- 10/10
Combat- 8/10
Depth- 9/10

DA2

Story- 4/10
Rpging- 6/10
Combat- 10/10
Depth- 7/10


These are opinions, I don?t care if you agree or disagree, but sadly few RPG fans could make any strong augments against those numbers. Looking at the time line, and the math, the next single player game Bioware is going to make, WILL suck, the people at Bioware know it, I know it, there dogs know it. EA has killed the company and is slowly turning them into D.I.C.E.

PS: I live in Edmonton and just like them dudes at Bioware and I like to LARP, so guess who knows who. If you like crappy games with bad RPG choices and no depth then the next piece of crap that gets made will be for you. But if you are an RPG fan.... I guess we are just fucked.
 

Eclectic Dreck

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Both have predictable problems I'd say. Going before leads you to the obvious question of just what sort of game are they going to make. It couldn't have Shepard as the main character given he wasn't given significant freedom of operation until the events of the first game. There's probably lots of stories you could tell during this period but the best bet is to stay as far away from anything having to do with reapers as possible. We all know how that story plays out and anything that wasn't in the game was likely in one of those books they seem to keep publishing.

Going after results in a worse problem: determining which ending is canonical. While choice of some sort ought to remain an important part of the franchise, starting off another game with one of three highly divergent storylines (and lots of significant variations beyond that) is a recipe for disaster. And picking a canonical story to start anew with generates more frothing rage for the people who don't want to see their decision undermined.

As far as I can tell, the only option is to go before and simply avoid talking about ancient eldrich evils dwelling in dark space and waiting to consume us all. There are 3,000 years of history to play with in the current space age segment of the cycle and three decades of it with people. If you want to go an action heavy route, you could set it in the First Contact War or the Skyllian Blitz. If you wanted to maintain some connection to the RPG roots of the series, just follow some other spectre around. They wouldn't be human but that's not so bad.
 

Tsun Tzu

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I'm going to have to vote "No" on the prequel idea.

I want to see these guys write their way out of 3's endings.
 

ChaosDemon

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fix-the-spade said:
After!

A prequel would be awful, I can already see teenage versions of Mordin and Garrus being trotted out with LOL ISN'T THIS AWESOME music and writing for their appearance.
I admit this is nitpicking, but a game with a teenage Mordin wouldn't be set that far in the past. He's a Salarian.

Now a teenage version of WREX...
 

ChaosDemon

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craftomega said:
DA2

Story- 4/10
Rpging- 6/10
Combat- 10/10
Depth- 7/10
Really? 4/10 for Story and 10/10 for combat? Did we play a different game? I would switch those scores!
 

fix-the-spade

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ChaosDemon said:
I admit this is nitpicking, but a game with a teenage Mordin wouldn't be set that far in the past. He's a Salarian.

Now a teenage version of WREX...
I know, hence why teenage Garrus and Mordin could appear in one game together (I always put them down as about the same age in numbers terms), where as Liara would still be... Liara, but no doubt she'd make an appearance too.

Teenage Wrex would be great, Objective: Eat Thresher Maw.
 

ChaosDemon

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fix-the-spade said:
ChaosDemon said:
I admit this is nitpicking, but a game with a teenage Mordin wouldn't be set that far in the past. He's a Salarian.

Now a teenage version of WREX...
I know, hence why teenage Garrus and Mordin could appear in one game together (I always put them down as about the same age in numbers terms), where as Liara would still be... Liara, but no doubt she'd make an appearance too.

Teenage Wrex would be great, Objective: Eat Thresher Maw.
Wrex's backstory would make a pretty damn good game all on it's own, in my opinion. Being betrayed by his father, setting out on his own as a merc, seeing Saren on the freighter, his rivalry with the Asari commander (who may or may not possibly be Aria, depending on whether you believe the theory or not...)
 

chikusho

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crazyrabbits said:
No, I'm saying that if you're trying to build a franchise, you shouldn't automatically start with the biggest, largest threat you can find, then immediately dial it back to nothing and think people should care. Thanks for twisting my words around, though.

The ME franchise is the story of Shepard and the Reapers - the biggest event in the history of that universe, probably ever. As I said, going from that to the story of some random agent or person is going to feel like a step downwards.
Plain wrong. This has been done numerous times in books before, and an example that immediately comes to mind is the Ender's Game universe, all with excellent installments starting with the biggest conflict in human history, continuing with philosophical analysis of it's aftermath and extra terrestrial life in general and defining the very essence of being in the last part of the trilogy.
Then they scaled back and followed a new team that was introduced in the first installment, telling a very different story even though _life itself_ had already been defined in the franchise. If it works in literature, it can work in games.


crazyrabbits said:
Several things wrong with that.

1) Bioware's stories have always worked best when they focus on grand, country- or universe-spanning conflicts. They have a very standard plot (random protagonist comes from nothing to become the hero of the world/galaxy, recruits a ton of quirky squadmates with their own issues/personal missions, and there's a huge plot twist midway through the narrative). I don't trust Bioware to do something like "Taken in space", because they haven't shown that they're capable of writing anything but the same standard plot they've always done for the last decade-and-a-half.
Wait, are you saying that BioWare's highest budget titles created by their top developers and writers have always worked best? Huh, who woulda thunk it.
Also, just because something hasn't been done does not mean it can't ever be done. BioWare is a brand, staff can be exchanged and work can be outsourced to accomodate. Before Mass Effect 2 BioWare had never made a really competent action game before. Besides, perhaps, MDK2.

crazyrabbits said:
2) They already tried telling more "personal" stories with ME2: Galaxies (which was supposed to be the launch of a spinoff franchise for Jacob, the "common soldier" in the group), and with Infiltrator, and they were both met with a resounding "meh". Like your latter remark, they had little to do with the Reapers (the former was about Jacob and the various terrorist groups in the galaxy, the latter was about a soldier investigating Cerberus testing facilities), and they were barely worth mentioning. Not to mention that the other planned ME spinoff, Paragon Lost (Vega), has already been met with derision and laughter.
Wait, are you saying that BioWare's lower budget off-shoot iPhone games does not equal in quality to their main franchise high budget titles?
Huh, who woulda thunk it.


crazyrabbits said:
3) If you do create a prequel story, you can't focus it on almost any of the existing squadmates, considering that most of them have the potential of dying during the course of the trilogy. No company is going to devote resources to developing characters who may not be around as of the third game.
Which is exactly why I'm advocating a story that is unrelated to the main trilogy, outside of maybe a few cameos.


crazyrabbits said:
4) The ideas you put forward sound like "Shepard-lite". I don't care about another admiral saving the galaxy, because s/he is just going to be compared to Shepard. I don't care if some random C-Sec agent has some great journey behind the scenes, because it really doesn't matter in the long run. If I wanted to watch "Taken in space", I'd just watch Taken. There are certain franchises that are a specific character's story through and through, and ME is one of those.
I'd like to think of it as Anti-Shepard. Also, this is why my suggestion is not focused on saving the galaxy, but a character driven personal goal. The loyalty missions in ME2 holds some of the best moments in the series, and building a game around that involvement in character sounds fantastic to me.

crazyrabbits said:
5) Most of the existing wars/conflicts in the ME universe either have little storytelling potential (as they were foregone conclusions) or they weren't notable enough to warrant a full plot arc in the first place. We already know enough about the First Contact/Rachni/Geth-Quarian Wars that there's little point revisiting it.
Which is why, as I was saying, you should focus on a personal story, unrelated to (or in some way affected by) the existing wars and conflicts. Just because we know how the First Contact/Rachni/Geth-Quarian conflicts are resolved, that does not mean they cannot go on in the sidelines of another story.
 

crazyrabbits

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Wait, it took you a week to mount your defense? Interesting. Flawed, but interesting.

chikusho said:
Plain wrong. This has been done numerous times in books before, and an example that immediately comes to mind is the Ender's Game universe, all with excellent installments starting with the biggest conflict in human history, continuing with philosophical analysis of it's aftermath and extra terrestrial life in general and defining the very essence of being in the last part of the trilogy.
Then they scaled back and followed a new team that was introduced in the first installment, telling a very different story even though _life itself_ had already been defined in the franchise. If it works in literature, it can work in games.
I wouldn't call the first EG trilogy the "biggest conflict in history". I haven't read them (I looked up detailed summaries online), but they focus on battles on one or two planets, and gradually grow in scope and size throughout the following books.

You missed my point entirely. You don't start a franchise by establishing the biggest threat in the entire universe you've created, then opt to suddenly flip it around and dial the threat back to comparatively nothing. It's not about establishing "big concepts", but taking a perfectly capable villain and writing them out in a hamfisted way, then dialing the threat level back to nothing for no reason.

Bioware has already shown, in both their main games and DLC, that they have no idea how to fully utilize the concepts in their universe. Leviathan was a hamfisted retcon to an already-hated ending, and Omega was a snoozer that should have felt epic all the way through. They don't have what it takes to opt for a more "personal" story when they can't even get their flagship series right.

Also, just because something hasn't been done does not mean it can't ever be done. BioWare is a brand, staff can be exchanged and work can be outsourced to accomodate. Before Mass Effect 2 BioWare had never made a really competent action game before. Besides, perhaps, MDK2.
Sure, but their current output over the last few years has not suggested that they're anywhere close to being the development studio they once were. Just because they can make a "competent action game", doesn't mean they should. The Omega DLC, for instance, is more or less a Gears of War clone with robots. That DLC was done by the team who's supposed to be in charge of ME4. Does that sound promising to you?

Wait, are you saying that BioWare's lower budget off-shoot iPhone games does not equal in quality to their main franchise high budget titles?
Huh, who woulda thunk it.
Their product, their IP. Just because it's a tie-in game, doesn't mean it should be exempt from the standards set by its namesake. Honestly, it's like you want to be labeled a shill for Bioware.

The loyalty missions in ME2 holds some of the best moments in the series, and building a game around that involvement in character sounds fantastic to me.
In retrospect, that whole notion of "loyalty" was one of the worst things the franchise did. It had no relevance to the main plot, nor the next game. It made the eventual result in the Suicide Mission an exercise in frustration (unless you know the exact setup of squadmates to use), and seems to be responsible for the ME2 squadmates getting the short shift in 3. The "great moments" could have been handled just as easily in a regular mission, without the whole "loyalty" aspect.

Which is why, as I was saying, you should focus on a personal story, unrelated to (or in some way affected by) the existing wars and conflicts. Just because we know how the First Contact/Rachni/Geth-Quarian conflicts are resolved, that does not mean they cannot go on in the sidelines of another story.
Two of the three wars you mentioned happen thousands of years before the current trilogy, and they'll have no impact on anything. This isn't like Knights of the Old Republic, where the rich mythology results in lots of new twists and spins on massive, galaxy-spanning conflicts. These are setpieces with two or three battles before the resolution of the war - hardly the material I'd focus a spinoff on.

Now, do I have to wait another week for your reply?
 

chikusho

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crazyrabbits said:
Wait, it took you a week to mount your defense? Interesting. Flawed, but interesting.
Sorry, even though I'm recently out of work I've neglected my escapist forum time. No big deal if the discussion is worth having. :)
[/quote]

crazyrabbits said:
I wouldn't call the first EG trilogy the "biggest conflict in history". I haven't read them (I looked up detailed summaries online), but they focus on battles on one or two planets, and gradually grow in scope and size throughout the following books.
They start off in the EG trilogys first book with the very last part of the biggest conflict in human history. The second book deals with the aftermath of that conflict and the third defines life itself.
The fourth book, "Ender's Shadow" takes place at the same time as the first one, only it focuses on a lesser character that Ender meets while training to be a commander, human historys greatest threat still in place. That one starts off as a kind of sci-fi Oliver Twist and moves into his perspective of the same training school in Enders Game.


crazyrabbits said:
You missed my point entirely. You don't start a franchise by establishing the biggest threat in the entire universe you've created, then opt to suddenly flip it around and dial the threat back to comparatively nothing. It's not about establishing "big concepts", but taking a perfectly capable villain and writing them out in a hamfisted way, then dialing the threat level back to nothing for no reason.

Bioware has already shown, in both their main games and DLC, that they have no idea how to fully utilize the concepts in their universe. Leviathan was a hamfisted retcon to an already-hated ending, and Omega was a snoozer that should have felt epic all the way through. They don't have what it takes to opt for a more "personal" story when they can't even get their flagship series right.
This makes me think you don't want a new Mass Effect game for a completely different reason than the scale in narrative, which makes this discussion kind of superfluous.
The "threat level" can still be exceedingly high depending on how they make you care for the goals of your main character. Imagine they create a character that is as heart wrenchingly innocent in a world of madness as Clementine in The Walking Dead as Anti-Shepards daughter. You'd _want_ to save her more than the Galaxy.
Or on that note, if we have to maintain or increase the scale, imagine that they turn the entire plot of ME3 on it's head by _really_ explaining the purpose of the Reapers in a different light, like every entry in the Hyperion Cantos by Dan Simmons. It's a possibility, even if it's not exactly what I hope they end up with.

crazyrabbits said:
Sure, but their current output over the last few years has not suggested that they're anywhere close to being the development studio they once were. Just because they can make a "competent action game", doesn't mean they should. The Omega DLC, for instance, is more or less a Gears of War clone with robots. That DLC was done by the team who's supposed to be in charge of ME4. Does that sound promising to you?

Their product, their IP. Just because it's a tie-in game, doesn't mean it should be exempt from the standards set by its namesake. Honestly, it's like you want to be labeled a shill for Bioware.
I don't play Iphone games, so I wouldn't know. Either way, offshoot titles is just a truth of the industry right now, and I possess the ability to differentiate between what I like and what I don't. I tend to stick to the former.
Also, I haven't played any of the SP DLCs for ME3, and with rumours of another one on the way I might hold off before I go through the game in again.

crazyrabbits said:
In retrospect, that whole notion of "loyalty" was one of the worst things the franchise did. It had no relevance to the main plot, nor the next game. It made the eventual result in the Suicide Mission an exercise in frustration (unless you know the exact setup of squadmates to use), and seems to be responsible for the ME2 squadmates getting the short shift in 3. The "great moments" could have been handled just as easily in a regular mission, without the whole "loyalty" aspect.
Alright, I don't think this exchange is going anywhere. I'm not talking about the _notion of loyalty_. I'm talking about the interactions with the characters on your team and the close relationships that are built to you as a player. Provided you had prioritized your team the suicide mission was pretty simple to get through without any losses provided you took a moment to think about which character you placed in which role.
And I, for one, think that off-setting a responsibility for a while to do a personal favor to a person you care about make the missions more impactful.

crazyrabbits said:
Two of the three wars you mentioned happen thousands of years before the current trilogy, and they'll have no impact on anything. This isn't like Knights of the Old Republic, where the rich mythology results in lots of new twists and spins on massive, galaxy-spanning conflicts. These are setpieces with two or three battles before the resolution of the war - hardly the material I'd focus a spinoff on.
They had impact on the people who were alive at the time. After that it's up to the writers and creators to make you care about those people.
 

crazyrabbits

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chikusho said:
They start off in the EG trilogys first book with the very last part of the biggest conflict in human history. The second book deals with the aftermath of that conflict and the third defines life itself.
The fourth book, "Ender's Shadow" takes place at the same time as the first one, only it focuses on a lesser character that Ender meets while training to be a commander, human historys greatest threat still in place. That one starts off as a kind of sci-fi Oliver Twist and moves into his perspective of the same training school in Enders Game.
So, your argument boils down to semantics. My original point was that it's very difficult to establish a threat that, by the laws of the world and the universe they created, is the largest/single-most defining conflict in what is and will ever be the entirety of the canon, and then try to push the idea that following games will comparatively dial that back to a single character focusing on a conflict that is nowhere near as important (and if it is, it will come out of left field).

Judging from what the games themselves say, the only possible antagonist they can have in a future ME game is the "tech singularity", the deity that the Reapers are trying to save the galaxy from. That said, that whole story thread isn't planned to happen for centuries according to the in-game remarks that we get from them (and the original story outline by Drew Karpyshyn).

The only thing you proved in your response was that one sci-fi series started with a big battle and got much bigger. That's fine. There are all sorts of ways to grow. My point with the ME franchise specifically is that they should have built up the the threat (or created newer and bigger threats) over the course of the franchise, instead of pushing one antagonist who is supremely godlike and then decides to take a story that was finished and push on through innumerable sequels.

This makes me think you don't want a new Mass Effect game for a completely different reason than the scale in narrative.
No, I don't want another ME game (or, frankly, another Bioware game) because their writing staff and executives have no idea how to utilize the concepts in their universe, nor do they currently have any idea how to handle their flagship franchise.

The "threat level" can still be exceedingly high depending on how they make you care for the goals of your main character.
For one, TWD did moral choices far, far better than ME, even if both of them run on the same "linearity of choice" concept.

TWD was a comparatively small-scale plot focused on a handful of people. ME (at least, at the beginning) was marketed as a game where all your decisions (and even squadmates) mattered, and it was through that concept that players got to care about their allies. The entire fandom of ME practically worships the moments and conversations between Shepard and said squadmates.

As I said before, you can't just push out a story that has both personal connections and universe-spanning conflicts that define the universe, and then try to dial it back to something like a C-Sec Agent or random civilian, because (a) we already had that "hero's journey" story with Shepard, (b) creating any villain with the same threat level of the Reapers is going to feel, at best, a retcon and at worst an asspull, and (c) everything the ME franchise does from now on - if it even continues - will be defined by its failure to execute the threat level established through the first two games.

I don't play Iphone games, so I wouldn't know. Either way, offshoot titles is just a truth of the industry right now.
So are monetization strategies, day-one DLC, overpriced map packs and pre-order bonus. Doesn't mean they're right or justified.

Again, as I said, it was Bioware's ball to run with in regard to their offshoot games, and they proved that they weren't up to the task of creating breakout characters. I don't see the same thing happening with the ME franchise in regards to future protagonists without going back to the Shepard well.

right, I don't think this exchange is going anywhere.
Considering that none of your points have made any sense, and you're falling back into the same fanboy trap of debating semantics, that much is obvious.

I'm not talking about the _notion of loyalty_.
Then you should clarified the question instead of making a vague blanket statement. Your comment seemed to indicate that a game built around the "loyalty mechanic" in 2 would be great, and I showed you how it was wrong.

I'm talking about the interactions with the characters on your team and the close relationships that are built to you as a player.
...which could all be handled in the course of regular missions, without the "they won't be loyal until I do their mission!" aspect.

That, and the loyalty/possible death concept, as we later found out, doubled the amount of work for the BW team in regards to variables to consider for the following game, and made everything lackluster as a result. 3 was homogenized in the fact that missions played out almost completely the same way almost all the time whether they were/weren't dead, and their sacrifices/loyalty had no real impact on the narrative besides one or two squadmates.

And I, for one, think that off-setting a responsibility for a while to do a personal favor to a person you care about make the missions more impactful.
There's nothing wrong with doing a "personal" mission for someone. It's when the concept is intrinsically tied to gameplay and death scenarios, and the player is told that they'll have "huge ramifications down the line" (when it really doesn't) that the concept - at least, as presented by Bioware - doesn't work.

They had impact on the people who were alive at the time. After that it's up to the writers and creators to make you care about those people.
I have to ask - have you actually read the codex or any in-game conversations about these wars? The First Contact War took three weeks. It consisted of three space battles between battleships, and a momentary occupation of a planet, all over a misunderstanding. It took place decades before the trilogy, and had nothing to do with anything besides being an historical footnote. Why people keep suggesting as some huge story arc is beyond me.

The Rachni War had the opposite problem - it stretched on for 30 years, and was essentially the same battle over and over again.

All this said, I don't want BW to make another ME game. I want them to cut their losses, figure out what the blue hell they did wrong with their company (EA be damned), let ME rest and focus on a new franchise. The only thing they seem to be good for nowadays is being a puppet for flagrantly abusing the corpses of dead franchises and shoveling out repetitive sequels that are far removed from their original installments.

No, I don't have any faith that they'll be able to replicate the same threat level of the Reapers, or create a compelling narrative that isn't either a rehashing of Shepard's story or a lackluster spinoff.
 

chikusho

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crazyrabbits said:
So, your argument boils down to semantics. My original point was that it's very difficult to establish a threat that, by the laws of the world and the universe they created, is the largest/single-most defining conflict in what is and will ever be the entirety of the canon, and then try to push the idea that following games will comparatively dial that back to a single character focusing on a conflict that is nowhere near as important (and if it is, it will come out of left field).
No, my point is that you can do a side story in smaller scale that takes place in a well fleshed out universe.

crazyrabbits said:
Judging from what the games themselves say, the only possible antagonist they can have in a future ME game is the "tech singularity", the deity that the Reapers are trying to save the galaxy from. That said, that whole story thread isn't planned to happen for centuries according to the in-game remarks that we get from them (and the original story outline by Drew Karpyshyn).
Well, you had your experience with the game and I had mine. To me, the most defining moments of the ME franchise were the personal relationships you built with your crew, and the common goal you shared. To me, the fate of the universe was more of a shiny backdrop to the interactions you had along the way.


crazyrabbits said:
The only thing you proved in your response was that one sci-fi series started with a big battle and got much bigger. That's fine. There are all sorts of ways to grow. My point with the ME franchise specifically is that they should have built up the the threat (or created newer and bigger threats) over the course of the franchise, instead of pushing one antagonist who is supremely godlike and then decides to take a story that was finished and push on through innumerable sequels.
What I meant to say was that this book series managed to pull off taking the scale from extreme to ultimate, and then managed to dial it back while still keeping it interesting and worthwhile.


crazyrabbits said:
No, I don't want another ME game (or, frankly, another Bioware game) because their writing staff and executives have no idea how to utilize the concepts in their universe, nor do they currently have any idea how to handle their flagship franchise.
In that case, whatever comes next in the ME franchise or from BioWare is not for you, and you shouldn't care about whatever they make of it. :)

crazyrabbits said:
For one, TWD did moral choices far, far better than ME, even if both of them run on the same "linearity of choice" concept.

TWD was a comparatively small-scale plot focused on a handful of people. ME (at least, at the beginning) was marketed as a game where all your decisions (and even squadmates) mattered, and it was through that concept that players got to care about their allies. The entire fandom of ME practically worships the moments and conversations between Shepard and said squadmates.

As I said before, you can't just push out a story that has both personal connections and universe-spanning conflicts that define the universe, and then try to dial it back to something like a C-Sec Agent or random civilian, because (a) we already had that "hero's journey" story with Shepard, (b) creating any villain with the same threat level of the Reapers is going to feel, at best, a retcon and at worst an asspull, and (c) everything the ME franchise does from now on - if it even continues - will be defined by its failure to execute the threat level established through the first two games.
My point is that a universe is just that. A place in which shit happens. Whether or not that shit is interesting or not does not need to be _the fate of all life_. It can just as easily be _the fate of one or a few people_. Which, in essence, is what made ME interesting to me. The people you are sharing the adventure with.


crazyrabbits said:
So are monetization strategies, day-one DLC, overpriced map packs and pre-order bonus. Doesn't mean they're right or justified.

Again, as I said, it was Bioware's ball to run with in regard to their offshoot games, and they proved that they weren't up to the task of creating breakout characters. I don't see the same thing happening with the ME franchise in regards to future protagonists without going back to the Shepard well.
No, it means that BioWare is a brand, and that Mass Effect is a franchise, which in turn means that they are going to sell crappy toys around it. If you choose not to partake, more power to you. I choose to engage in things I enjoy, and leave the rest alone.

crazyrabbits said:
Considering that none of your points have made any sense, and you're falling back into the same fanboy trap of debating semantics, that much is obvious.
Considering that you seem to dislike ME and BioWare in general, naturally anything I say will seem weird to you. All I am saying is that it's possible to have a great Mass Effect experience without the threat of galaxy-wide extinction, and that the universe is interesting enough to warrant more stories than the possible end of life itself. If you're not interested, fine. It'll apparently happen with or without you. :)

crazyrabbits said:
Then you should clarified the question instead of making a vague blanket statement. Your comment seemed to indicate that a game built around the "loyalty mechanic" in 2 would be great, and I showed you how it was wrong.
My comment was intended to point out that the best moments were the interactions you had with your crew, in their personal desperate situation. Whether or not that actually changed anything in the end game didn't factor in. The missions, the relationships and the stories in themselves were so enjoyable that a big budget game with the same involvement and focus seems fantastic to me.


crazyrabbits said:
...which could all be handled in the course of regular missions, without the "they won't be loyal until I do their mission!" aspect.

That, and the loyalty/possible death concept, as we later found out, doubled the amount of work for the BW team in regards to variables to consider for the following game, and made everything lackluster as a result. 3 was homogenized in the fact that missions played out almost completely the same way almost all the time whether they were/weren't dead, and their sacrifices/loyalty had no real impact on the narrative besides one or two squadmates.
The mechanic didn't go as deep as it could have, I'll give you that. But when it's a matter of prioritizing between an overarching issue, and maintaining focus in your crew, just making the choice meant something to you as a player.


crazyrabbits said:
There's nothing wrong with doing a "personal" mission for someone. It's when the concept is intrinsically tied to gameplay and death scenarios, and the player is told that they'll have "huge ramifications down the line" (when it really doesn't) that the concept - at least, as presented by Bioware - doesn't work.
I disagree. The first time playing through, you made a choice and then the result is defined by your own logic when it took place. Whether or not you will get the same conclusion every time is really irrelevant, considering how you reacted to the situations leading up to it.

crazyrabbits said:
I have to ask - have you actually read the codex or any in-game conversations about these wars? The First Contact War took three weeks. It consisted of three space battles between battleships, and a momentary occupation of a planet, all over a misunderstanding. It took place decades before the trilogy, and had nothing to do with anything besides being an historical footnote. Why people keep suggesting as some huge story arc is beyond me.
I'm not suggesting anything. All I'm saying that during those three weeks, a lot more could have happened completely unrelated to the actual war.

crazyrabbits said:
The Rachni War had the opposite problem - it stretched on for 30 years, and was essentially the same battle over and over again.
And during those 30 years, I'm sure someone comepletely outside of the conflict happened to be in the crossfire.

crazyrabbits said:
All this said, I don't want BW to make another ME game. I want them to cut their losses, figure out what the blue hell they did wrong with their company (EA be damned), let ME rest and focus on a new franchise. The only thing they seem to be good for nowadays is being a puppet for flagrantly abusing the corpses of dead franchises and shoveling out repetitive sequels that are far removed from their original installments.

No, I don't have any faith that they'll be able to replicate the same threat level of the Reapers, or create a compelling narrative that isn't either a rehashing of Shepard's story or a lackluster spinoff.
And maybe you're right. Until the next ME we won't know. All I'm saying is that there's enormous potential. Granted, potential can be easily squandered, but I had such a good time with the ME series that I'll give them the benefit of the doubt. :)