As I promissed, here is a post about the quest design (or lack of it) in Mass Effect: Andromeda, translated from my other blog. I have been playing ME: Andromeda for about 20 days now. It is a long game, and mostly a boring one, I have to say. Each location has a dozen of small secondary quests that forces the player to move from one point of the map to the other. Other span through several locations, those are the worse because we have to move through all the galaxy. Nothing new so far, it is a known trick to inflate the playing time. The big problem with ME: Andromeda is that almost all those tasks are variation of the same. For example, the monoliths quest: in every planet you must activate 3 monoliths, and the visit the chamber. After doing that in two planets, you start to hate the monoliths, the chambers and the stupid task of jump from one place to another to find a console to open a door in the other corner of a hughe scene. This is unavoidable, as it is part of the m...