ROUGE_BLOCK
Member
This is (in my totally subjective opinion) the major artistic flaw of ME:A. The commentariat is obsessed with the occasionally off-key dialogue and flawed animations, but to my mind that's a footnote. Bioware made an apparently conscious decision to bloat the size of the game with tedious waypoint navigation, and I cannot for the life of me figure out why. The game is huge. It would be huge even if you chopped out all the pointless padding that exists in so many quests.
I've seen posters say, basically, "well, if you don't want MMO drudgery, just skip all the tasks" - but the tasks aren't really the issue, although they aren't a highlight of the game (and I did a lot of them in my playthrough). The issue is that a lot of really good story content requires similar fetch-questy investment before it pays out. The "family secrets" quest is a perfect example, in which some of the best character work in the game is only revealed to the player after a pointless collectathon, but it's hardly the only example of bloat. Why does the lighthearted "movie night" questline require a solid hour-plus of travel, item pickup, and dull conversations to trigger? Why does every planetary vault require the activation of three monoliths at different corners of the map before it will open? Why do the generally high-quality loyalty missions often require several fetch quests before the "real" mission triggers (Peebee's in particular was so bad that I just gave up on the mission)?
I just don't understand the design decisions behind ME:A quest structure. It seems like Bioware was worried that the quest chains weren't long enough, or something - but again, the game is massive. Totally baffling. I still liked the game, on balance, but I think I would have been genuinely enthusiastic about it if they'd just chopped out about 40% of its content before release.
You've hit the nail on the head on what I also find to be the major problem with the game bloat spread to far out. Nothing can just be a simple, Hey Ryder do this for this narrative reason and Ryder is like okay! No it's got to back split into fucking three and halted by the progression of the main story so you get all these "on-hold" type scenarios and almost none of them are worth the wait.