TNO said:
The issue is interesting, but the point is wrong. Bioware almost always messes up the sense of urgency by giving you some urgent save the world and find the mcguffin or everyone dies plot arc and then add in a load of stupid shit as sidequests.
I agree with you: gameplay wise we're talking here about a game with zero urgency, events develope driven on triggers based on game facts and not simply the passing of time, and the triggers are centered on your figure. Though to tell you the truth I do not like time restrictions much. However what I said is thatthe setting was designed for this adventure in particular imposes a sense of urgency (wheter it has any substance or not) and therefore sidequests and tourism should be kept to a minimum.
That's one of the reasons I didn't like the postboard quests, they're were uninspired quests made only for what you would call "experience point grinding", they didn't made much sense in the context of the adventure.
Mass effect (...). Why on earth are you going to fuck around going to all the other systems and doing some crap like flagging <5t mineral deposits?
Yes, I regreted a lot doing those pointless side quests and planet exploring.
I believe Bioware is always driven by the desire of two primary goals:
* Make the game epic (a thing or two at least of which coming generations will sing songs about.)
* Provide tons of content (even if that content has nothing to do with the more urgent matter.)
They also struggle to provide always a point of view from which the character, whichever his loyalties and desires, cannot ignore for his own sake (i.e. the world will be destroyed, and wheter you care or not you'll also die in that destruction.)
I believe that here we face something that deserves its own topic, but has also been discussed to death and back: quantity over quality.
Contrast a game which does sprawling exploration right: Fallout.
Fallout was the only RPG I played in which quest design was spot on in my opinion. There were not tons of side quests that had nothing to do with your main goal, and you always (as far as I recall) had a choice on how you would complete them.
But today we are in the days of the "fat generation", they've got to always get more for their money's worth, and more means much more things to do, loot to collect and achievements to get, in a more general sense of the term: distract yourself from substance by doing what Sisyphus does and grow fat of satisfaction thinking you have done something meaningful. What you do in games is always meaningless, but I think that what a person looks for in virtual worlds is the same thing they aim for in real life.
I think that the fact that they provide all the facts in your face so you can't miss them, as you go on on the next paragraphs, responds also to the same phenomenom I outlined above.