Fanboy said:
So they are making the combat better and adding more rpg elements to please both shooter fans and rpg fans... why is this a problem?
Seriously, that is the only thing it could mean. What could they possibly remove from Mass Effect 2 to make it less of an RPG? It had barely any RPG elements and it was still a great game. They have already stated they are making talent trees more detailed, and weapon mods are coming back. Removing the conversation wheel and paragon/renegade system would be completely changing the game structure. They already got rid of the Mako, planet exploring, and inventory system. The only thing they could possibly remove is...
OH MY GOD THEY ARE REMOVING PLANET SCANNING!!! WHY GOD WHY!?!?!
So how many times do we have to witness the exact same process repeat itself before we're permitted to expect that repeating the same actions will lead to the same outcome?
You're acting like this is the first time that EA has done this. It isn't.
Look at EA's history and the absorption/closure of Origin, Westwood, Bullfrog, Maxis - just to name a few (to get the full list, wikipedia EA acquisitions). Each of those were heavily creative (arguably more so than Bioware) developers at the absolute pinnacle of their markets. On each occasion, EA bought them, then ordered them to produce one game per IP per year (irrespective of time needed to make a quality game), and to widen the target markets of their products. On each occasion, the products changed from being the greatest at what they did, to being utterly dumbed down, generic mass-produced drivel aimed at teenage action fans.
Origin was thrice the rpg studio that Bioware is. Under Garriott and Spector, it was the undisputed king of rpgs during its existence, with the Ultima series repeatedly smashing expectations of what gaming could produce. Even today, Ultima 7 is cited by many developers (e.g. Bethesda's lead Todd Howard) as being the greatest game ever made. Add to that the Wing Commander series, that was legendary in its own right, and the Ultima Underworld games that invented the first-person crpg and the hybrid system that led to Spector's post-Origin masterpieces System Shock 2 and Deus Ex. The concept of Origin - the company whose slogan was 'we create worlds', the 'Luke Skywalkers' of game development compared to EA's Empire - turning into a corporate drone that produced mindless entries in its IP, with platformer and action elements to draw in the kiddie masses, devoid of self-respect or artistic credibility, was utterly inconceivable (unless you took account of EA's history, which even then was pretty ugly).
Yet like every other EA acquisition before and since, the orders came down to produce one game per IP per year, despite the crpg field being one where years can be needed to give the scope/choices/balance/freedom that is required for a great game. And like every other EA acquisition before and since, Origin became 'just another producer of generic EA games'. And like every other EA acquisition before and since, EA milked Origin's IPs by selling them to the lowest common denominator, until eventually they lost all market credibility and the studio was formally dissolved (its actual creatives having already left as the inevitable became the obvious).
EA has done this over and over again, to the point where 'buy a more creative competitor to access their IPs, pump out generic games under those IPs for the lowest common denominator, close the studio and move onto a new one once the IPs are no longer credible' is pretty much their standard operating procedure. It's how they make money.
Given that, don't you think we might be justified in asking what, exactly, is going to make things different this time around?