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I see articles about ex-devs standing up studios and then they never have anything to show for it, even years later there’s nothing to show. This has been happening for years and the first game I’ve seen from any ex-dev team is stormgate from ex-starcraft devs.
At the same, does “painting our selfs into a corner” loose having true ending to stories?
Constraints and limitations drive creativity, but you have accept a final product at some point and move to another universe/story.
Yeah this sounds like modern serials, end everything on a cliffhanger and never commit to anything. Which was basically their problem already.
They couldn’t accept that 3 games in, some people would be locked out due to their choices in 1 or 2. Who cares? We have our lives to play them. Lock 'em out. Thats why 1 & 2 were cool, your choices came with you.
Blue, green or red. Please no more of that.
Agreed. Drew Karpyshyn was the Lead writer for ME 1 & 2. When Mac Walters took there was a quality drop.
Example: the Dark Matter plot line was dropped and, I seem to recall, this was meant to be the motivation behind the reapers. Creating a psychic species that could control dark matter.
ME books story series also crashed once Drew Karpyshyn left.
To be fair, it can’t be easy finishing off someone else’s work.
This is exactly what I’ve wanted. Anytime we get a plot point that fits in the following lists, I feel like it severely handicaps the writing potential of any other stories you could tell.
To write yourself into a corner you should be writing in the first place.
What Walters does hardly qualifies.
This sounds like it could work well, just hope they aren’t given short or unrealistic deadlines by NetEase. The people he’s assembled thus far have released amazing material during their careers when they were given enough time.