@Fabricant451 Yeah, I get repetition, if it's being used properly. In
Planescape you hear, "What can change the nature of a man?" probably fifteen times before you're given the opportunity to propose to Ravel an actual answer to that question. The difference is that the writing in that game is, like...good? And subtle? Whereas in
Mass Effect the philosophy was clearly, "We need to say it again just in case someone in the audience doesn't
get it yet. We don't want to
alienate anyone, we need to be inclusive," blah blah blah. You water down your product by appealing to the lowest common denominator, which includes the polarized morality system (Paragon vs. Renegade, black vs. white, good vs. evil), and the dialogue wheel which results in simplified, cartoonish, downright
childish "conversations."
I'm already biased against
ME because it's basically pop-SciFi with the
palette-swap alien design, the horrible art direction of the ships and tech, and of course, the
illusion of grandiosity and significance to the story, where in reality the player is on rails throughout. But
ME has no excuse because skilled developers can force you to conform to their design choices without you even realizing it. The evidence I would offer to corrobate this is from the
Thief series: the difference between
Thief II and
THI4F. In the bad game, there are circumstantial pop-up prompts which allow you to shoot your rope arrow only at certain lampposts, ledges, etc. Whereas in the smartly designed game, you're also limited in where you can shoot rope arrows, but the developers did it by placing wood where they want you to be able to shoot, and metal or stone in areas they wish to be off-limits. (Since arrows can only embed themselves into softer materials, bouncing off otherwise.) There are natural and "organic" ways to incorporate your gameplay mechanics seamlessly into the story itself, and
Mass Effect's people simply do not know how to do this.
Is this because BioWare hires purple-haired hippopotamuses who screech about not enough women in gaming instead of actually going to a tech school and
becoming a skilled female developer? I personally think so. CD Projekt more or less tell women and brown people to go fuck themselves if they don't have the talent to make a good game, and their priorities show in the quality of their product. It's not racism or sexism or transdolphinkinmisogyny, it's employing the most talented people at hand to make the best product possible. Almost everything in
Andromeda meanwhile is poorly designed and
bafflingly incompetent, and staff choices will certainly contribute to that. The bad writing is a microcosm of the game's problems at large, and the developers' design philosophies certainly played a significant part in this failure whether OP likes it or not.
TL;DR Worrying about how many brown vaginas there are in your game fundamentally means you're spending less time worrying about things which will actually make the game good.