It reduces the desire and the capacity to fill the game world with extraneous content. It enables the writers to pace the narrative around several clear choke points, usually mapping the transition between hubs to something like the classic three-act narrative structure. It’s possible to introduce varied locations without having to worry about seamlessly integrating them into each other. The hub world approach offers clear benefits. That is - provide the player with a relatively small hub world that contains a bunch of quest givers, and have the player venture out of that hub into a limited surrounding area to complete the quests before moving on to another hub. BioWare delivered them with unprecedented cinematic flair, largely thanks to Mass Effect’s innovative and now often-imitated dialogue selection wheel, but they still follow a classic approach to RPGs. Rather, I am nostalgic for the main and side quests that occur on the Citadel, Noveria, Feros, and a few other key locations. The game box marketing promised “interplanetary exploration of an epic proportion,” but in reality most planets were just collections of well-written flavor text – they could not be landed on or otherwise explored. ![]() ![]() ![]() Even at the time of release Mass Effect was criticized for its cut-and-paste planet design, exhausting resource collection tasks, and overly long rides in a bouncy surface vehicle (which has been partially fixed in the remaster). This might imply that Mass Effect was a perfectly paced, lean, and tightly structured RPG.
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