I am not going to deny that Bioware is a great studio. They made my favorite Star Wars game ever, and that places them high on my list of priority developers.
But that doesn't mean that I am not concerned with a few of their recent design choices.
In particular, I want to talk about some of the shortcomings in the Mass Effect and Dragon Age games.
Warning, this could be a little long.
1. Lack of a Clear Villain
Mass Effect 1 steers clear of this with the excellent Saren, but Mass Effect 2 and Dragon Age both suffer from this to an extent. Like the Shamus Young article, Mass Effect 2's story goes sideways instead of forwards. The threat of the Reapers and the Collectors is barely evident, except when the game decides to push the story forward.
The Collectors, being the main enemy of the game, should get more screen time, and a much larger presence. If you were to put someone into a random area of ME2 without giving them any indication of the plot, they would assume that the main enemy was some sort of gang syndicate. The huge emphasis on the characters over the plot itself leaves the main goal of the game seriously disjointed. The side plots only advance the story for your companions, but gameplay wise give you nothing other than a boost to their survivability.
Dragon Age also suffers from this. With the threat of the Blight bearing down on the land, you'd think that the Darkspawn would be a bit more omnipotent than what you actually get. I know that the game's focus is on uniting the alliances against the Darkspawn, but each of the groups is dealing with an issue entirely independent of the invasion. This leaves the Darkspawn on the short end of the stick villain wise, since they get little screen time as genuine threats as a whole compared to the other issues plaguing your targets.
The strength of Knights of the Old Republic came from the Sith being the major enemy, in plain sight, and actively working against you. They were everywhere in the game, and even the simple random encounters with Dark Jedi hit squads made it seem like they were gunning for you, giving a sense of threat and urgency to the plot. Darth Malak was front and center, either as the evil overlord or as an enemy combatant. His presence gave the Sith a weight.
2. Lazy Story Structure
This is a holdover from Knights of the Old Republic. You get your tutorial world, your jumping off point, and then three or so locations to head to and complete in any order. After one or two main plots, story bump. Back when KOTOR did this, it was a nice and fresh take on the genre, replacing the linear progression with a more open feel. But then it has been replicated in every single Bioware game since. It is easy to draw comparisons with KOTOR for a few of the games.
Mass Effect 1: Eden Prime (Endar Spire), Citadel (Taris + Dantooine), Therum+Noveria+Feros+ Virmire (Tatooine Manaan Kashyyyk Korriban) Locked down on Citadel (Leviathan capture), Ilos (Rakata Prime), Citadel Attack (Star Forge)
Dragon Age: Origins: Origin Sotry (Endar Spire + Taris), Ostagar + Wilds (Dantooine), Orzammar+Brecillian Forest+Redcliffe+Circle Mages (Tatooine+Kashyyyk+Manaan+Korriban), Landsmeet (Leviathan) Redcliffe+Denerim (Rakata Prime+Star Forge)
Mass Effect 2 averts this by going sideways, and ignoring basic plot structure, but there are still a few elements. Every two or three recruitments, a story event pops up, and these can each be applied in the same method as the above two examples.
While it isn't inherently a bad formula, it is getting rather boring. Every one of their games is just rehashing the basic plot structure of KOTOR, but none of them are pulling it off quite as well. First time's the charm I guess.
3. Dialogue Limitations
Both Mass Effect games have made stutters with their dialogue systems, as well as Dragon Age.
The first Mass Effect suffered from limiting choices based off of your charm stat, which limited your options to an extent. It was sort of like the persuade option from KOTOR, except that instead of offering new dialogue like the persuade stat, it instead limited your available stats.
Mass Effect 2 removed this, but went too far in the other direction. In a game where choice is such a major factor, the new system is actually pretty limited. Dialogue options are now linked to Paragon and Renegade scores. This might work in theory, but not always in gameplay. First off, if you want everyone to survive, you are pretty much forced to choose one or the other, leaving no room for middle ground. Second, a player's perspective on Paragon or Renegade choices don't always match up with the developers ideas. Renegade play emphasizes badassery, but a number of choices that it offers are just stupid. Killing people for the fun of it, instead of exploiting them for a net gain is one of the limitations of this.
The other problem is that, with emphasis on Paragon or Renegade scores affecting your dialogue, this leaves the middle ground very uninteresting. There is no incentive to go for the neutral route, because it will just hamper you in the long run. Why even bother making these options available if you get nothing out of them?
Dragon Age takes a better approach. Paragon and Renegade are gone, and replaced with Approval. This system allows for far more options to choose from during missions and quests. You can play pretty much however you want to. Until you get to your companions at camp, where it all falls apart.
If you choose to disagree with your companions, it hinders you. You don't get their stat bonuses, side missions remain locked, and you run the risk of them abandoning you, leaving your party short. So, in order to keep people happy, you pretty much have to throw out all that earlier freedom, and choose the dialogue options that make them the most happy.
These are my three main criticisms of Bioware's games at the moment. I'm sorry it was long, but if I went any longer, I'd be doing a college presentation.
But that doesn't mean that I am not concerned with a few of their recent design choices.
In particular, I want to talk about some of the shortcomings in the Mass Effect and Dragon Age games.
Warning, this could be a little long.
1. Lack of a Clear Villain
Mass Effect 1 steers clear of this with the excellent Saren, but Mass Effect 2 and Dragon Age both suffer from this to an extent. Like the Shamus Young article, Mass Effect 2's story goes sideways instead of forwards. The threat of the Reapers and the Collectors is barely evident, except when the game decides to push the story forward.
The Collectors, being the main enemy of the game, should get more screen time, and a much larger presence. If you were to put someone into a random area of ME2 without giving them any indication of the plot, they would assume that the main enemy was some sort of gang syndicate. The huge emphasis on the characters over the plot itself leaves the main goal of the game seriously disjointed. The side plots only advance the story for your companions, but gameplay wise give you nothing other than a boost to their survivability.
Dragon Age also suffers from this. With the threat of the Blight bearing down on the land, you'd think that the Darkspawn would be a bit more omnipotent than what you actually get. I know that the game's focus is on uniting the alliances against the Darkspawn, but each of the groups is dealing with an issue entirely independent of the invasion. This leaves the Darkspawn on the short end of the stick villain wise, since they get little screen time as genuine threats as a whole compared to the other issues plaguing your targets.
The strength of Knights of the Old Republic came from the Sith being the major enemy, in plain sight, and actively working against you. They were everywhere in the game, and even the simple random encounters with Dark Jedi hit squads made it seem like they were gunning for you, giving a sense of threat and urgency to the plot. Darth Malak was front and center, either as the evil overlord or as an enemy combatant. His presence gave the Sith a weight.
2. Lazy Story Structure
This is a holdover from Knights of the Old Republic. You get your tutorial world, your jumping off point, and then three or so locations to head to and complete in any order. After one or two main plots, story bump. Back when KOTOR did this, it was a nice and fresh take on the genre, replacing the linear progression with a more open feel. But then it has been replicated in every single Bioware game since. It is easy to draw comparisons with KOTOR for a few of the games.
Mass Effect 1: Eden Prime (Endar Spire), Citadel (Taris + Dantooine), Therum+Noveria+Feros+ Virmire (Tatooine Manaan Kashyyyk Korriban) Locked down on Citadel (Leviathan capture), Ilos (Rakata Prime), Citadel Attack (Star Forge)
Dragon Age: Origins: Origin Sotry (Endar Spire + Taris), Ostagar + Wilds (Dantooine), Orzammar+Brecillian Forest+Redcliffe+Circle Mages (Tatooine+Kashyyyk+Manaan+Korriban), Landsmeet (Leviathan) Redcliffe+Denerim (Rakata Prime+Star Forge)
Mass Effect 2 averts this by going sideways, and ignoring basic plot structure, but there are still a few elements. Every two or three recruitments, a story event pops up, and these can each be applied in the same method as the above two examples.
While it isn't inherently a bad formula, it is getting rather boring. Every one of their games is just rehashing the basic plot structure of KOTOR, but none of them are pulling it off quite as well. First time's the charm I guess.
3. Dialogue Limitations
Both Mass Effect games have made stutters with their dialogue systems, as well as Dragon Age.
The first Mass Effect suffered from limiting choices based off of your charm stat, which limited your options to an extent. It was sort of like the persuade option from KOTOR, except that instead of offering new dialogue like the persuade stat, it instead limited your available stats.
Mass Effect 2 removed this, but went too far in the other direction. In a game where choice is such a major factor, the new system is actually pretty limited. Dialogue options are now linked to Paragon and Renegade scores. This might work in theory, but not always in gameplay. First off, if you want everyone to survive, you are pretty much forced to choose one or the other, leaving no room for middle ground. Second, a player's perspective on Paragon or Renegade choices don't always match up with the developers ideas. Renegade play emphasizes badassery, but a number of choices that it offers are just stupid. Killing people for the fun of it, instead of exploiting them for a net gain is one of the limitations of this.
The other problem is that, with emphasis on Paragon or Renegade scores affecting your dialogue, this leaves the middle ground very uninteresting. There is no incentive to go for the neutral route, because it will just hamper you in the long run. Why even bother making these options available if you get nothing out of them?
Dragon Age takes a better approach. Paragon and Renegade are gone, and replaced with Approval. This system allows for far more options to choose from during missions and quests. You can play pretty much however you want to. Until you get to your companions at camp, where it all falls apart.
If you choose to disagree with your companions, it hinders you. You don't get their stat bonuses, side missions remain locked, and you run the risk of them abandoning you, leaving your party short. So, in order to keep people happy, you pretty much have to throw out all that earlier freedom, and choose the dialogue options that make them the most happy.
These are my three main criticisms of Bioware's games at the moment. I'm sorry it was long, but if I went any longer, I'd be doing a college presentation.