1. Seeing The Ramifications Of Your Individual Actions
While the original games boasted deep and engaging interactivity between recurring characters across numerous games, when it came down to it - and contrary to the developers claims - the big decisions that you made in these titles rarely, if ever, drastically changed the world around you. Sure, you could fall out of favour with certain people and you were given the illusion now and again that you were making large, meaningful choices, but what should have been gigantic defining decisions in each game - like the ability to cure the genophage - never hit as hard as they should have because you were rarely given an insight into how these actions actually changed your own individual gaming experience. It just sucks to be told how much you're supposed to be making a difference in this interconnected universe, yet never actually seeing real impact or change take place in the game. Going back to the genophage business, if you decided to cure the Krogans of their affliction, other than a brief cut-scene showing the delight of the species across the planet (which admittedly was a damn good moment) you never actually got to experience the way this decision effected the world around you in a substantial way. This was despite for three solid games nearly every character you talked to told you how much of an impact this would have on the entire universe. What do you want to see Bioware fix from the past games? Let us know in the comments!
Josh has over 11 years of experience as a published writer, having worked full time as a content producer at WhatCulture for nine years. In that time he has created hundreds of articles, videos and podcast episodes for multiple channels, specialising in subjects such as gaming, horror and film & TV. He now primarily works as a senior content producer and presenter on WhatCulture Gaming where he co-hosts the WhatCulture Gaming Podcast, a top 3 most listened to gaming podcast in the UK that he co-created in 2018. Over the years he has reviewed several high-profile gaming releases, covered industry events with on-site reporting, covered breaking news, and even kicked off his interviewing career by chatting to childhood hero, Tommy Wiseau.