I'm going out on a limb here and assuming you mean me. If not, you can disregard this post.Bigeyez said:I'm pretty sure you don't know about everything in our galaxy. Why would you know everything about Mass Effects? With a game that literally spans the galaxy it would be wierd to NOT find new species/things/planets/etc.
I actually, kinda do, sorry to burst your bubble there.Edit: As per the whole "ME 2 was made up on the spot argument" certain people are making in this thread, frankly you don't know what you're talking about.
Given that Bioware was incredibly vocal about this, yeah, more or less. Obviously they didn't show their hand to what their grand plan was... until now...Mass Effect was designed as a trilogy from the get go and the main story arcs were set in place before the first game was even finished.
Bibles are actually an increddibly common technique in large franchises. ANY large franchise. I've read parts of the Fallout and Escape Velocity Bibles for one reason or another over the years. In point of fact the existence of a bible doesn't prove that a sequel was even intended (which, they were). For example, the Fallout bible was initially written by Tim Cain while the game was still in early development.Like most developers do with large stories and big titles, Bioware has a "Mass Effect Bible" that contains the direction for all their main story arcs and which they refer back to constantly to make sure the story makes sense and fits it's intended direction.
I'm going to loop back to a previous bit of snark. David Lynch, Chris Carter and J.J. Abrahms all "had a plan" for their respective metaplots. Their plans didn't exist. You can see this in the way these plots start to fall apart over time. What you can see in Mass 2 is the early stages of this kind of metaplot deterioration.In other words, Bioware already knew the direciton the story is going to head in ME 3 before ME 1 was even complete.
Contrast this to Strazinsky's Babylon 5, where the plot becomes more coherant over time, and most of the minor story points are revealed to have a major role in the metaplot.
By the way: I'm using TV examples because, to their credit, there isn't a good comparison in videogames. If you consider that a slight based on the poor level of American TV, I invite you to review the quality of Bioware's writing.
Depending on how vague you want to go this is basically an unassailable assertion. If the bible entry for Mass Effect 2 was "The reapers try messing with the galaxy through agents. Shepard fucks their shit up." Then they're on target. The issue is how much material was already articulated before 1 went to press. And I can't tell with absolute certainty, but if pressed, I'd wager that the plot for ME2 was a loose in June 2007.It, of course, doesn't contain exact specific details for every little thing, but the gist of main story is completely there.
I know I'm being hard on you, but, more or less, yes. I do. The problem is I don't believe what Bioware says.Don't believe me?
I'd love to. Except: two problems. 1, I'm a PC gamer. I didn't get Mass Effect until six months after the 360 version hit the street, and 2, I missed out on a CE entirely.Go back and watch the extras that came in the special edition ME 1's and hear all that directly from the devs.
Now, what I will say is, Bioware has gotten exceptionally good at being full of shit, especially in the last 3 years or so. I can't hold up KOTOR as a paragon of what a RPG should be, but it was a very good game, on par with, if not better than anything else released to date in the SW franchise. Jade Empire is also a damn fine RPG, with often hillarious dialog, it's campy, but it fits what it's supposed to be, and the plot holds up to a fairly detailed analysis (there's some issues with the closed fist route, but whatever). Mass Effect 1 is actually quite good, it's campy 1970s Battlestar Galactica/Star Wars Space Opera, and it's fun, hell it's hillarious at times.
And then Dragon Age and Mass Effect 2. Bioware were talking about how great narrative was, but the story just didn't live up to it. It's not as dark as Lord of the Rings, the standard bearer for the genre. It's not as dark as Mass Effect. What it is is bloody, and even then in a very PG sort of way.
I'm going to break format for a moment, and explain how in one fell swoop I realized Dragon Age wasn't dark. I was playing Fallout 3. I shot a supermutant in the head, his head goes flying off spinning in slow motion, painting a spray of blood across the ceiling, and somehow, in a very Fallout kind of way, it was all hillarious. This is dark. Deciding if you're going to kill a woman (whose ego has just cost the lives of hundreds of people) or her child, or taking a third option, isn't dark. If you could kill her son, and then tell her that you did it to punish her? That might be dark.
In the runup to Mass Effect 2, one of the devs in an interview was going on about how progressive their material was, and all I could do was laugh at them. Someplace in the last 10 years, Bioware's writing has degraded (maybe only slightly), but their opinion of themselves has inflated massivly.
What I'm saying here is simply this. I trust you, but, Bioware's developers aren't an impartial source. (Sorry about rabbit tracking here.)
And then Dragon Age and Mass Effect 2. Bioware were talking about how great narrative was, but the story just didn't live up to it. It's not as dark as Lord of the Rings, the standard bearer for the genre. It's not as dark as Mass Effect. What it is is bloody, and even then in a very PG sort of way.
I'm going to break format for a moment, and explain how in one fell swoop I realized Dragon Age wasn't dark. I was playing Fallout 3. I shot a supermutant in the head, his head goes flying off spinning in slow motion, painting a spray of blood across the ceiling, and somehow, in a very Fallout kind of way, it was all hillarious. This is dark. Deciding if you're going to kill a woman (whose ego has just cost the lives of hundreds of people) or her child, or taking a third option, isn't dark. If you could kill her son, and then tell her that you did it to punish her? That might be dark.
In the runup to Mass Effect 2, one of the devs in an interview was going on about how progressive their material was, and all I could do was laugh at them. Someplace in the last 10 years, Bioware's writing has degraded (maybe only slightly), but their opinion of themselves has inflated massivly.
What I'm saying here is simply this. I trust you, but, Bioware's developers aren't an impartial source. (Sorry about rabbit tracking here.)
Some of this simply comes out of necessity. Bioware started work on Mass Effect back in, what? 2003 or so. So planning out a sequel then is a briliant idea. Mass Effect would theoretically stand as a single game, but, given it's sales they can afford to go on and do the other two (and now they're saying more). What's strange is how clunky the shift between 1 and 2 is.It's pretty common for developers to plan all that stuff years in advance. It helps to ensure sequels make sense and have continuity.
I can kinda guess what's going on here though. But, this is a guess. Basically there was an original plan for ME2, probably something along the lines of an unknown race, (maybe genetically modified keepers) abducting human colonies, and Shepard going in the SSV Normandy to investigate. I'm guessing that beyond this the actual gameplay wouldn't have changed at all, you probably would have started someplace around level 40-60, and added new skills, and new levels, the way you get new skills when you become a council spectre. (The other thing is ME1 scales it's encounters really well, so a level 60 character won't usually blow through an area unless the difficulty's been turned down. So this does make sense.)
Now, and this is the big guess. Somewhere around the time Bioware started getting the hell praised out of them in the press for ME1, they decided to tinker with the format. This included tinkering with the plot, and moving it in dirrections they hadn't anticipated. Blowing up the SSV Normandy at the begining of the game, for instance, is ONLY there so that you can recieve the upgraded and upgradable Normandy from Cerberus. And by recasting Cerberus to fit their new needs, they started mucking up the story.
I don't know when the collectors got added, but, this can't have been part of the original plan, or there would have been hints at it in the beacon vision in 1. Come to think of it, the beacon vision shows synthetics killing people, was this the original plan for the collectors?
Now, and this is the big guess. Somewhere around the time Bioware started getting the hell praised out of them in the press for ME1, they decided to tinker with the format. This included tinkering with the plot, and moving it in dirrections they hadn't anticipated. Blowing up the SSV Normandy at the begining of the game, for instance, is ONLY there so that you can recieve the upgraded and upgradable Normandy from Cerberus. And by recasting Cerberus to fit their new needs, they started mucking up the story.
I don't know when the collectors got added, but, this can't have been part of the original plan, or there would have been hints at it in the beacon vision in 1. Come to think of it, the beacon vision shows synthetics killing people, was this the original plan for the collectors?
Anyway, I'm not trying to be hard on you, I'm being hard on Bioware. I don't hate ME2, I'm trying to critique exactly what worked and what didn't, and answer the original post.