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Author biowares RPG cliche chart
MEaholic
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Profile: MEaholicMass Effect


Joined: 16 Jan 2009
Posted: Monday, 09 November 2009 04:31AM
just came across this. you might enjoy it.

Click Here
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javierabegazo
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Profile: javierabegazoMass Effect


Joined: 06 Aug 2009
Posted: Monday, 09 November 2009 04:43AM
Hehe Wow, that's pretty impressive, and really funny when details got to be pretty specific such as 4 locations to visit I'd like to see Devs responses on this
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Les_Carver

Joined: 08 Apr 2009
Posted: Monday, 09 November 2009 05:06AM
XD interesting indeed...
Some of them like the characters around you during the missions etc couldnt really fit into cliché because that has to do with the game mode, how the environments are build and the platform capabilities ... still, its a curious funny thing nicely done
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MajesticMoose

Joined: 08 Nov 2009
From: standing in an Alaskan stream
Posted: Monday, 09 November 2009 05:16AM
Well they were pretty legitiment(sp?) but pretty general and one was like "An evil force is against you" which i wouldn't consider a cliche' since every story has a struggle and would be boring without one.
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javierabegazo
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Joined: 06 Aug 2009
Posted: Monday, 09 November 2009 05:23AM
Quote: Posted 11/09/09 05:16 (GMT) by MajesticMoose

Well they were pretty legitiment(sp?) but pretty general and one was like "An evil force is against you" which i wouldn't consider a cliche' since every story has a struggle and would be boring without one.
I agree, it's too broad. But the Final Fantasy series take the cake when it comes to RPG cliches for me Not that I dislike them mind you
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feliciano182
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Profile: feliciano182Mass Effect


Joined: 22 Dec 2008
Posted: Monday, 09 November 2009 05:55AM
Regardless, those cliches are ***ing awesome.
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Patrick Weekes
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Joined: 13 Apr 2005
Posted: Monday, 09 November 2009 05:58AM
So I'm supposed to believe someone is smart enough to do a big Excel spreadsheet with color coding and stuff but not smart enough to know about Campbellian archetypes?

Yeah, guys, every BioWare game has the same plot! See, things are kind of normal, and then things change and you have to go out and do stuff, and you go to crazy weird places! Aaaaaand so yeah, totally the same story.

That's asinine.

The core idea isn't that bad -- I sense that someone started out with a good concept, like "Hey, you go to four places a lot," and then they just decided to add some more filler rows to try to make a real zinger, except that when you actually read the cells, a lot of them are stretches.

In any event, the "intro, four planets, finale" structure is something we have used often for a few simple reasons:

1) It's easy. It's not as easy as making the player do everything in order, but you can generally just treat each area separately except for a few variables, which makes logic-testing and QA work a ton easier. What happens on Feros stays on Feros. BioWare knows how to make these games, make them solid and workable, and ship them -- and if need be, we can always cut areas, which sucks, but we can do it if need be. Some structures don't allow for that, which is why you end up with games where it's clear that the devs ran out of time or money at some point.

2) Players can understand it. In usability tests on one project, we learned that players with more than four things to do at a time in any given area will feel frustrated -- they get overwhelmed and have no idea what to do first and get the names mixed up. So you don't dump twenty small planets on the player all at once. You hit them with a few big things that they can understand: "Go to Feros." And then once they're there, they unlock several different things to do that don't compete with the rest of the universe, because right now you're on Feros. "Kill Varren." "Get Power Cells." "Turn on Water Valves." "Go to ExoGeni." (And we even cheat a bit by giving you missions, which are big and obvious, and assignments, which we tell you are less important.)

In testing out our missions for ME2, the single biggest lump of story feedback we've gotten has boiled down to Information Flow. When a mission feels clunky, nine times out of ten it's because we either told the player way too much all at once and expected the player to keep it all straight, or we didn't actually tell the player enough and so the player is kind of lost. Dividing up our game into four or five large worlds allows us to control information a bit better.

(And to be clear, that four-worlds-and-out thing is a simplification that ignores major critpath events and makes it sound like you only visit four big areas in KotOR, which flat-out isn't true.)

3) There's nothing wrong with it. It's a structure, like any other. Humorously snarking that our games have a beginning part that is streamlined and introduces you to the game, a middle that allows you the freedom to go to several places and have adventures, and then a tightly focused ending is like riffing on how romance novels generally start out with two people being attracted to each other but having emotional issues, then gradually building trust, then having a complication that splits them up, and then in the end they get together and are happy. People who create fiction in any form use a structure appropriate to that form. They do it because their audience understands and responds on an emotional level to that structure.
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jkstexas2001
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Joined: 20 Mar 2009
Posted: Monday, 09 November 2009 06:12AM
Patrick, just admit you all are slaves to the collective unconscious. Take a deep breath. See, it's not that hard. Find your happy place.
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StillGray
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Joined: 22 Sep 2008
Posted: Monday, 09 November 2009 06:14AM
Oh relax, Patrick. It was done very tongue-in-cheek, and yes, I'm quite aware of the Hero with a Thousand Faces.
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jkstexas2001
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Joined: 20 Mar 2009
Posted: Monday, 09 November 2009 06:16AM
Quote: Posted 11/09/09 06:14 (GMT) by StillGray

Oh relax, Patrick. It was done very tongue-in-cheek, and yes, I'm quite aware of the Hero with a Thousand Faces.

Wasn't that a Twilight Zone episode?
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jkstexas2001
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Joined: 20 Mar 2009
Posted: Monday, 09 November 2009 06:17AM
Quote: Posted 11/09/09 05:55 (GMT) by feliciano182

Regardless, those cliches are ***ing awesome.

Cliches are a dime a dozen.
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IccaRa
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Profile: IccaRaNWN
Mass Effect


Joined: 02 May 2009
From: Thane's hat
Posted: Monday, 09 November 2009 06:26AM
Quote: Posted 11/09/09 05:58 (GMT) by That Guy

See, things are kind of normal, and then things change and you have to go out and do stuff, and you go to crazy weird places!
Wherein the entire plot for Mass Effect 2 is massively spoiled.


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Quote: Posted 10/12/09 05:32 (GMT) by Stanley Woo

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Guaritorr

Joined: 07 Nov 2009
Posted: Monday, 09 November 2009 06:36AM
Crazy weird places confirmed in ME2!!!
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QuantumSponge
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Profile: QuantumSpongeMass Effect


Joined: 30 Mar 2008
Posted: Monday, 09 November 2009 06:37AM
Well, there's a difference between a cliché and a trope.

Also, bear in mind that tropes are not evil.

(PS. My apologies to anyone who hasn't been previously exposed to TVtropes)
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Sleepicub09
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Profile: Sleepicub09Mass Effect


Joined: 16 Jun 2009
Posted: Monday, 09 November 2009 06:37AM
Quote: Posted 11/09/09 06:26 (GMT) by IccaRa

Quote: Posted 11/09/09 05:58 (GMT) by That Guy

See, things are kind of normal, and then things change and you have to go out and do stuff, and you go to crazy weird places!
Wherein the entire plot for Mass Effect 2 is massively spoiled.


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IccaRa you never cease to amaze me
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