Cross-Game Continuity
Mass Effect 2, Mass Effect 3, Dragon Age 2
Cross-game continuity, the direct continuation of a game from its last installment, is nothing new; the Mass Effect (2007-2013) saga essentially started development under the idea that, no, this story has to be told across three games, and they’re all going to be connected. The same principle applies between Dragon Age: Origins (2009) and Dragon Age II (2011). Stretching the narrative over multiple games does not necessarily make a game better, just more expansive; in the case of Mass Effect, it truly helps to tie the galaxy together.
Each Mass Effect game, assuming Commander Shepard is imported from the previous game, begins with a recap of the choices made: whether the Council lived or died, the aftermath of the fateful Virmire mission, and so on, all factoring directly into its sequel, giving a sense of continuity and connectedness in the gameworld. Smaller choices made throughout the first game, like minor missions and conversations, can pop up in follow-up conversations or in simple emails, but it still gives a sense of impact to the actions taken in the last game.
As the saga rolls on, the sheer number of individual possibilities for a playthrough becomes staggering, and that’s the power of effective cross-game continuity: it draws players in, making them feel connected, truly connected, to the world they’re experiencing, and keeps them engaged long after part one’s credits roll. It takes a lot of forethought, planning, and creative storytelling, but it can be done, and it can be done very well.
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