
Originally Posted by
MulletBen
I really felt that, though there were indeed many problems, one was definitely the pacing. IN SCI and BW, You played a mission, then went either to an epic cinematic or straight back into discussing the results of the mission and planning the next mission, and then, suddenly, it was the next mission.
SCII, you play a mission, and then you are on the bridge of the Hyperion. You can walk around and talk to people, some of whom will talk about the last mission. Then you spend points for upgrades, etc., and then you go out to the mission tab, where you get to select from multiple missions, causing each one to have less meaning. The simple ability to sit around without doing a mission removes some urgency from what should be an urgent situation; the fact that you can play entire missions while Dr. Ariel sits on Agria and defends the community against the zerg indefinitely not only removes urgency from the story, but removes the player as well. If there were a time limit to how long you could spend doing a mission before you the time would run out and the mission would be impossible to complete would put back this urgency. Putting an arbitrary time on how long it takes until the Agria colony can hold ut no longer is better than letting them hold out forever, which doesn't make any sense for colonists who are apparently trying to evacuate ASAP. You could even put in mutually exclusive missions, where you could not finish one and have time for another. Some missions could have an indefinite period of time for which to accomplish them, like the first Tosh mission, and some would be necessary to propel the story, such as all the story missions. You would have to prioritize in order to figure out how to get everything done, and it would encourage the player to not laze around in the cantina watching terrible newscasts and listening to crappy covers on the jukebox. But without a time limit, you have to come up with another way to decide when and what mission to do next. I made sure I listened to what everyone had to say so I didn't miss an achievement before I would move on. Choosing missions, at least for me, came down to what unit I would be getting next, followed by whether I needed Zerg or Protoss points at that time.
Occasionally, the units unlocked by the mission were tied back to the story, as the Reaper and BCs, showed, but other than that, it was just Swan either mysteriously acquiring or re-uploading some plans, and BAM. Storywise, you got the units because you needed them for the mission, where in reality, you did the mission to get the units.
Motivation is definitely a big factor in making the story more important. In SCI, and BW especially, there were countless alliances and betrayals, involving discussions between characters from different races. In SCI, we were just an observer, watching the real leaders make the decisions. Being Jim Raynor in SCII, which we were told would feature a branching story, one could imagine making decisions of who to ally with to get a mission done, and whether or not to betray them when it came time. Instead, there is a single choice to ally or battle with the Protoss in a mission, and allying with Valerian, a tough decision that breeds intense dislike among the crew, is made by Jim, but not the player. The player could actually make decisions of who they would ally with: An old ally who is able to offer some, but not much, assistance, or a untrustworthy person like Mengsk, who can offer ships like BCs, or perhaps valuable information pertaining to the artifacts, but you get the feeling will betray you eventually. This combined with time limits on when you can begin a mission would involve the player more in decision making, and add more weight to each of the missions, thus bringing the player deeper into the story.
Then you'd just have to make SCII have a good story, and you're done!