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Post by colfoley on Jun 5, 2017 22:52:12 GMT
As I am sure many are aware I rather enjoyed the Role Playing opprotunities in Mass Effect Andromeda. The ability to shape your Ryder and their character from the ground up is, quite frankly, unparralled in most of the OT. But, I did not know why I believed this. I had no quantification for this other then the simple reason I felt the Paragon/ Renegade system in the OT was poorly executed. But lately, I have been quantifying exactly why and giving a great deal of thought to this very subject.
In Mass Effect Andromeda: You can define Ryder's Personality with the 'personality wheel': This consisted of two-four options ranging from logical-casual and emotional-professional, with a few of the options mixing and matching IE you have a casual-professional when talking to someone on EOS.
You can define Ryder's morality with the choice wheel/ narrative interupts: Usually two choices but sometimes this does rise to the level of four. You can still roughly chart the difference between paragon and renegade by making choices for Ryder. There is no meter but many of the choices have a similar feel to the trilogy. Do I shoot the unarmed man and save the data, or do I let the unarmed man by sacrifcing the data?
And you can define Ryder's romantic interests: This is a special dialog option but it makes it clear Ryder can attempt to 'flirt' with a perspective mate.
In the OT:..You can define Shepard's morality: This was the dialogue wheel used throughout the entire trilogy. Allowing Shepard to express themselves through paragon, renegade, or neutral options in ME 1 and 2, and just paragon and renegade in ME 3. You could not, however, define Shepard's personality, any funny or romantic dialogue options were tied to Shepard's morality, not neccessarily through their personality and as a result occassional it did come off as being stilted and forced.
It seems to me that ME As options offer the greater amount of flexibility, and choice, in large moments, and in small character defining ones. However, there could always be room for improvement.
Namely one of the main criticisms of MEA is that Ryder could not be...well renegade enough. That Shepard could express themselves with full confidence and was able to do quite a few things which skirted the lines of the law. Whereas Ryder, could not do that and was often snowballed under a skeptical audience be they his crew or his superiors on the Nexus. The most obvious solution, to me, would be to add another two options to the dialogue wheel, specifically the personality, 'assertive' and 'submissive' (word choice needs to be changed later.) but the obvious intention is to mimic the aggressive personality from DA 2. Whereas Ryder, depending on the player preference, can decide if they want to be aggressive in dialogue or not. Whether or not this will simply be added to the exisisting wheel, or just in some circumstances replace the options (instead of getting casual-logical you get assertive-submissive for instance) needs to be determined later...as well as any other ideas people may have, the floor is open.
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Post by Pounce de León on Jun 6, 2017 10:03:03 GMT
I disagree. "Anylizing" is pretty much the opposite of desirable RP mechanics. We need more specific role-playing not just bland Beliebigkeit.
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Post by Deleted on Jun 6, 2017 10:14:13 GMT
Agreed on the Renegade part. Ryder could not be renegade enough. It was fun to be one in ME OT. It's not even the decision but the tone of the dialogue towards the people around me that made that experience fun. I want an option to be more authoritarian and uncompromising. Ryder is way too polite for me even with people that would deserve a boot in the rear.
There are many good things ME:A has but roleplaying wasn't exactly the one I'd say. Renegade and Paragon were indeed too rigid but the system we have here is also too flexible and nuanced. I don't feel like I have an input in shaping the type of person I want to be. Ryder is simply too polite.
I want to believe this was the case because Ryder is green on the field but if we get a sequel, I want more authoritarian/uncompromising option.
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Post by kalasaurus on Jun 6, 2017 10:24:26 GMT
Hmm... well some of the complaints I see stem from Ryder's lack of backbone (i.e. no renegade) and forced friendships.
For the former, while this was essentially a "coming of age" story, perhaps that now Ryder is more confident in their leadership skills, moving forward something similar to renegade/paragon could return. Personally, my main complaint with the renegade/paragon system was how it could lock you out of choices and dialogue, restricting you to one side or the other. The reputation system of ME3 seemed to remedy that to some extent. Maybe Ryder could have some form of "reputation" in the future (beyond Lexi's analysis in the codex)?
(I don't think morality should necessarily be color-coded in the future, though. I did like how its absence left some choices as more ambiguous to your preferred alignment, but as strictly a dialogue/interrupt option, it would work better imo.)
For the latter, while I don't think the approval system of Dragon Age has to happen, more fluidity on the state of their relationships with squad mates could. Let a Ryder who sticks to "professional" responses actually have professional relationships and not be forced to be buddies with some. "Casual" and "emotional" responses lead to friendships, etc.
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Post by zipzap2000 on Jun 6, 2017 10:48:38 GMT
Bring back being renegade.
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Post by Deleted on Jun 6, 2017 11:31:06 GMT
I disagree. "Anylizing" is pretty much the opposite of desirable RP mechanics. We need more specific role-playing not just bland Beliebigkeit. Now you're speaking his langage
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Post by Deleted on Jun 6, 2017 11:32:24 GMT
Also.. Lol. What RP mechanics? You're SAM with a customizable body. Its like playing Geralt but he had better hair
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The path up and down are one and the same.
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Post by kino on Jun 6, 2017 14:15:05 GMT
Actually, I was fine with the dialog options in ME:A. They were more fitting for the story, and the character, than the binary Paragon/Renegade choices Shepard had available. Shepard was a character in a time of conflict whereas the Ryder's are characters who are supposed to be in a place of exploration.
In future Ryder stories there should be a defining of the character, not a wholesale re-write to make him more of a tough guy. Besides, there are options to behave in a fairly ruthless manner in ME:A. Keep those moments, expand on them, but suddenly having Ryder become a borderline sociopath wouldn't fit the character they introduced.
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Post by xassantex on Jun 6, 2017 14:31:48 GMT
i also agree with going towards a more renegade option. We already have plenty of paragon(ish) lines. But as Ryder develops into a pathfinder , he could grow into a more cynical character, or a more stoic one. There are hints of that here and there , but not enough to my taste.
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Post by RageUnderFire on Jun 6, 2017 14:48:53 GMT
Ryder was too feminine with the pleasing nature.
Shepard on the other hand didn't give a fuck. He had one love in his life destroying the Reaps and railing Miranda in the engine room.
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Post by Deleted on Jun 6, 2017 14:49:22 GMT
I would be for condensing Logical/Professional and Casual/Emotional into one option each (because frankly, they are, and the wheel too rarely gives you all 4, so you cannot play consistently enough), adding the Aggressive/Renegade Option, and honestly, I won't mind hybridized voicing system, when Ryder only voices those 'colored' options, but the "query/arrow" ones are just texts and it is implied that what you see is what you get.
I want an option to type back responses to the mails we receive and I want an option to vid-com with characters of note (such as my non-Tempest LI, other PFs and Nexus Leadership) at will.
I also wouldn't mind the ability to emote to a limited degree.
Overall, I really do prefer the idea of Rene/Paragon along with the admittedly cheesy cosmetic options that go with it. I know, thee is no magic in this setting, but maybe we can earn outfits or something for completing enough of the choice points in a consistent way.
In terms of romances RP I'd like the Player-initiated dialogue that no matter what stage your relationship is in allows you to Break-up gently or rudely, and, if the game does track the attraction indexes, if the companion loves Ryder and all other romances are disabled via break-up, allow Ryder the "apologize & rekindle" option once.
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Post by darkway1 on Jun 6, 2017 15:08:39 GMT
I think the "story branching" aspect of Andromeda highlights Bioware's biggest change in direction......usually,player choice will create radically different changes to story,relations,persona and perks etc,hence why people enjoy playing Bioware games multiple times.
Andromeda on the other hand abandons Bioware's own trademark style of story branching,replacing it with multiple options that result in the same outcome,having very little impact on the story,character etc.
IF Bioware didn't care about model clones,animations,character customization etc ,then I suspect they didn't care about story/character branching either.
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Post by alanc9 on Jun 6, 2017 16:00:27 GMT
I think the "story branching" aspect of Andromeda highlights Bioware's biggest change in direction......usually,player choice will create radically different changes to story,relations,persona and perks etc,hence why people enjoy playing Bioware games multiple times. It might be more accurate to say that Bio typically provides an illusion of branching. Take KotOR, where they originated the style. Whether you go LS or DS on a planet doesn't matter much, because after those choices you leave the planet. The only real branch is at the Temple Summit, and even after that most of the final mission plays out the same. The ME trilogy follows this design principle, sometimes successfully and sometimes not. ME3 got a lot of grief for how the rachni were handled, but that was arguably more because the rachni were so present in the game, rather than being shuffled offstage the way Bio usually handles consequences.
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Post by xassantex on Jun 6, 2017 16:05:43 GMT
I think the "story branching" aspect of Andromeda highlights Bioware's biggest change in direction......usually,player choice will create radically different changes to story,relations,persona and perks etc,hence why people enjoy playing Bioware games multiple times. Andromeda on the other hand abandons Bioware's own trademark style of story branching,replacing it with multiple options that result in the same outcome,having very little impact on the story,character etc. IF Bioware didn't care about model clones,animations,character customization etc ,then I suspect they didn't care about story/character branching either. true also. none of Ryder's squad mates will die depending on some of his/her choices. ( as in not choosing Mordin to accompany the Normandy crew in ME2 or how you behave with Miranda in ME3 ). Maybe it's something to come in MEA2 ( if a sequel was ever conceived in the first Place ).
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Post by Cyan_Griffonclaw on Jun 6, 2017 17:18:00 GMT
I disagree. "Anylizing" is pretty much the opposite of desirable RP mechanics. We need more specific role-playing not just bland Beliebigkeit. I agree.
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Post by Cyan_Griffonclaw on Jun 6, 2017 17:20:44 GMT
I would be for condensing Logical/Professional and Casual/Emotional into one option each (because frankly, they are, and the wheel too rarely gives you all 4, so you cannot play consistently enough), adding the Aggressive/Renegade Option, and honestly, I won't mind hybridized voicing system, when Ryder only voices those 'colored' options, but the "query/arrow" ones are just texts and it is implied that what you see is what you get. I want an option to type back responses to the mails we receive and I want an option to vid-com with characters of note (such as my non-Tempest LI, other PFs and Nexus Leadership) at will. I also wouldn't mind the ability to emote to a limited degree. Overall, I really do prefer the idea of Rene/Paragon along with the admittedly cheesy cosmetic options that go with it. I know, thee is no magic in this setting, but maybe we can earn outfits or something for completing enough of the choice points in a consistent way. In terms of romances RP I'd like the Player-initiated dialogue that no matter what stage your relationship is in allows you to Break-up gently or rudely, and, if the game does track the attraction indexes, if the companion loves Ryder and all other romances are disabled via break-up, allow Ryder the "apologize & rekindle" option once. I agree with the suggestions.
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Post by Cyan_Griffonclaw on Jun 6, 2017 17:36:05 GMT
As I am sure many are aware I rather enjoyed the Role Playing opprotunities in Mass Effect Andromeda. The ability to shape your Ryder and their character from the ground up is, quite frankly, unparralled in most of the OT. But, I did not know why I believed this. I had no quantification for this other then the simple reason I felt the Paragon/ Renegade system in the OT was poorly executed. But lately, I have been quantifying exactly why and giving a great deal of thought to this very subject. In Mass Effect Andromeda: You can define Ryder's Personality with the 'personality wheel': This consisted of two-four options ranging from logical-casual and emotional-professional, with a few of the options mixing and matching IE you have a casual-professional when talking to someone on EOS. You can define Ryder's morality with the choice wheel/ narrative interupts: Usually two choices but sometimes this does rise to the level of four. You can still roughly chart the difference between paragon and renegade by making choices for Ryder. There is no meter but many of the choices have a similar feel to the trilogy. Do I shoot the unarmed man and save the data, or do I let the unarmed man by sacrifcing the data? And you can define Ryder's romantic interests: This is a special dialog option but it makes it clear Ryder can attempt to 'flirt' with a perspective mate. In the OT:..You can define Shepard's morality: This was the dialogue wheel used throughout the entire trilogy. Allowing Shepard to express themselves through paragon, renegade, or neutral options in ME 1 and 2, and just paragon and renegade in ME 3. You could not, however, define Shepard's personality, any funny or romantic dialogue options were tied to Shepard's morality, not neccessarily through their personality and as a result occassional it did come off as being stilted and forced. It seems to me that ME As options offer the greater amount of flexibility, and choice, in large moments, and in small character defining ones. However, there could always be room for improvement. Namely one of the main criticisms of MEA is that Ryder could not be...well renegade enough. That Shepard could express themselves with full confidence and was able to do quite a few things which skirted the lines of the law. Whereas Ryder, could not do that and was often snowballed under a skeptical audience be they his crew or his superiors on the Nexus. The most obvious solution, to me, would be to add another two options to the dialogue wheel, specifically the personality, 'assertive' and 'submissive' (word choice needs to be changed later.) but the obvious intention is to mimic the aggressive personality from DA 2. Whereas Ryder, depending on the player preference, can decide if they want to be aggressive in dialogue or not. Whether or not this will simply be added to the exisisting wheel, or just in some circumstances replace the options (instead of getting casual-logical you get assertive-submissive for instance) needs to be determined later...as well as any other ideas people may have, the floor is open. Colfoley, thank you. This is great stuff. So, if I understand you correctly: 1. Allow the conversation wheel to remain the same (except modified to include Paragon/Renegade (P/R) options) except in cases when moral choices have to be made. 2. Personalities of crew members and NPCs would show positive or negative reinforcement of moral actions taken thus not affecting the main story line, but allows some customization. 3. Your dialogue choices should matter. If you're negative to someone, they become less cooperative or motivated (maybe a modified statistic) and possibly become a rival later in the story. 4. Romantic interests shouldn't be always home runs. Sometimes, you're actions go against the moral fabric of the interest and could end the relationship. This was all there (in bits and pieces scattered through the original trilogy) and it was very jarring for me in Andromeda. I felt like I was just going through the motions of dialogue because I saw little to no difference in other dialogue options. It was very hard to make Scott my guy. It took me a long time to get that point (in gaming hours) and once I got it, I accepted it, but I didn't truly embrace it like I did with the original trilogy. Also, I know the coming of age story angle. I'm sorry, but not all of us can accept that. I was 17 when I signed up for the Army as a combat medic. I didn't have the "coming of age" experience that most typical high school students had. I was in Basic Training at Ft. Bliss, Texas the summer between my junior and senior years. I was a completely changed person. I was very confident, very determined to excel and get the hell out of upstate New York. By the time I was 19, I was already a veteran and became very "alpha." Alec (Sorry, Scott) didn't earn that "alpha" status (SAM earned it, ironically) and in my opinion, he was very much a person that needed to grow. I understand the backstory, but it doesn't change my opinion.
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Post by griffith82 on Jun 6, 2017 18:03:37 GMT
Bring back being renegade. Something like this perhaps?
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Post by smilesja on Jun 6, 2017 18:07:09 GMT
Agreed on the Renegade part. Ryder could not be renegade enough. It was fun to be one in ME OT. It's not even the decision but the tone of the dialogue towards the people around me that made that experience fun. I want an option to be more authoritarian and uncompromising. Ryder is way too polite for me even with people that would deserve a boot in the rear. There are many good things ME:A has but roleplaying wasn't exactly the one I'd say. Renegade and Paragon were indeed too rigid but the system we have here is also too flexible and nuanced. I don't feel like I have an input in shaping the type of person I want to be. Ryder is simply too polite. I want to believe this was the case because Ryder is green on the field but if we get a sequel, I want more authoritarian/uncompromising option. I want consequences to this uncompromising personality in the OT you can be very aggressive yet suffer very little concequence
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Post by Deleted on Jun 6, 2017 18:12:10 GMT
I felt like Ryder was really good for roleplaying for who he/she was when the game started. Ryder is green and new. Much as I like having a more evolved character who seems more decisive and less naive, this is who we got. So for that character, Ryder had good range. You could build him/her a myriad of ways. Some people didn't like dialogue options which I think to a degree in that they were spot on. The dialogue was not stellar and sometimes awful, but you could still get the tone of a character mostly.
The choices however for the sake of RPing were lackluster and part of that not having solid renegade type choices but I consider that part of the youth factor. Young and naive and paragon in nature because he/she came from a paragon type upbringing in general. However, to get more renegade options in the future as part of ryder's evolution they really need to create more events that shape ryder that way. Not sure we had enough stuff this time to really bring out the renegade whereas with Shepard (just as a comparison here) in ME2 had a lot of reason to become more renegade. Alliance essentially disgraced him/her indirectly by not standing behind what shepard said. Council did the same. Shepard just wanted to save people and keep something horrible from happening and was mocked for it (you hear this often through omega sound system) and had to team up with someone who was shady as hell and turned on you the first chance that came as well as throwing you to the wolves as it suited him to further the agenda. That can create a very renegade shepard as part of the natural development of the character. We do not have that yet but all that happened in MET specifically in ME2 so we could still have it happen, but they have not set up any situations where it would have a logical flow. They would need to add something to create that element that would trigger that jadedness. But that is only for the organic development of a renegade character. Some want to just start with it like the ruthless version of MET. To just be that hardcore darkness right out of the gate and there was no option for that at all.
Outside of that, the choices were generally lackluster. Krogan vs salarian meh. Kadara really was more about who feels better to you without any truly powerful kind of moral quandary. Romances were flirts which were sort of shameful compared to DAO where you had full conversations that created a feel of getting to know a character in a much more immersive way. Here you couldn't really RP much with them. There was zero complexity to them and zero complexity to their development. I remember in DAO romancing certain characters felt like really seeing things from their POV or at least not being against their POV. At times romancing in DAO through the conversation felt like walking through a minefield if a character said something and you really wanted a certain response that felt true to your character but that response was not the one that would win them over. Here? Flirt and screw. Shameful in design. Ideally, there should have been conversations where if you are not of the same mind with the character you are romancing then that becomes something you have to find some compromise in how you see things. Frankly, if they did that, I think that would make romances far better and develop those characters much more. And it should be conversations you have with all the characters even if you do not romance them. For instance, Cora about her dependence on others expecting sarissa to save them could have made for an amazing set up if you had a discussion about not seeing the need to have her save you then you and then you enter the ark and discover what you discover about sarissa. Liam - discussions about his doing end runs around rules and regs prior to his loyalty would have made that more powerful. PB could have been lack of responsibility and focused only on what she wants prior to her loyalty mission. While having them be part of all the conversations (not just romance limited), seeing how they factor into a developing romance to create some more depth in things would have been interesting. Now you have to decide where you sit in relation to what they believe and if they grown and change or you change in response to that. Conversations that could cause either option would be great or acceptance of divergent beliefs from both parties when fitting. That would be fascinating RPing for romances but I doubt they ever would bother.
I think the biggest renegade/paragon seeming choice was saving moshea and did you save angarans or destroy the base. Yet each of them are more complex and grey because there are short term/long term implications with each. Directly what happens right then would be renegade/paragon but likely aftermath could make the renegade choice seem less renegade. I think instead of renegade/paragon the system I noticed was hardcore pragmatic vs emotional.
Also RPing around the characters was limited to the point of nonexistent. Ideally, kicking PB and Liam off the tempest should have been an option.
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Post by Deleted on Jun 6, 2017 18:32:55 GMT
Also, I know the coming of age story angle. I'm sorry, but not all of us can accept that. I was 17 when I signed up for the Army as a combat medic. I didn't have the "coming of age" experience that most typical high school students had. I was in Basic Training at Ft. Bliss, Texas the summer between my junior and senior years. I was a completely changed person. I was very confident, very determined to excel and get the hell out of upstate New York. By the time I was 19, I was already a veteran and became very "alpha." Alec didn't earn that "alpha" status (SAM earned it, ironically) and in my opinion, he was very much a person that needed to grow. I understand the backstory, but it doesn't change my opinion. This is a very valid point. Though I don't think it's totally that SAM earned it. They could have made it more cooperative seeming where it's not all about SAM doing it. But also, I think Ryder getting out there and doing this stuff does earn him/her a good amount of credit as SAM isn't fighting the battles. SAM isn't in combat. SAM isn't making decisions. SAM is lighting up the vaults. SAM is telling you where to mine (repeatedly) and when you have mail. The final battle was a bit odd. I would have liked to see that be more you and less SAM/Sibling but it is what it is. However, I do think you are very much on point about how being in that situation caused you to grow and there are similarities between you and Ryder where Ryder should have grown up much more over the course of the game and perhaps started with some more skill/training under the belt so to seem less ridiculously green. Ryder didn't have time to do a coming of age story. Ryder's father was killed. Ryder took over a job with huge responsibility and 100k lives in the balance. Ryder has to grow up. Being naive or silly is not an option. That is what always struck me odd. When you are thrown into the deep end, you don't joke. You get your shit together very fast, maybe fuck up a little, but with all that pressure, you rise to it. Sure you can make some jokes along the way, but you are forced to get your shit together fast. I don't feel the game reflected that so much. Most especially in not giving you an option to handle Liam/PB as a much more serious issue.
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Post by Deleted on Jun 6, 2017 18:36:31 GMT
My thoughts: Most of my characters are nice people in games, diplomatic and generally kind-hearted But I like the ability to be mean too. I dont think the conversation styles in MEA gave enough of a difference between them, rather than being able to choose whether you want to be a dark, more anti-hero character or a true hero i felt that 'hero' was just stuck and the dialogue options were there just to change the wording of what Ryder said... I mean, I think KOTORs conversation options were a lot more varied and better and that was released a long time ago As much as I didnt like being restricted to paragon/renegade (especially the points system) I find MEA has even more restrictions about what characters I can make in comparison with that, even, there just isnt enough difference between the options for my taste About the choices in the game... again, not much difference, there arent many different outcomes to make playthroughs vastly different from each other, and the choices dont have any consequences beyond changing a few lines of dialogue... I understand that its the first game in the series and everything, but looking back on games like ME2, DA2, DAO... the choices you made in the games and how you acted (especially when it came to characters in ME2 and DA2) could influence the outcome of the game, even if you didnt take into account actions in previous games Until the next game comes out, im probably not gonna do another playthrough... theres very little point at the moment, there really isnt enough difference in terms of the different Ryders, theres no class system for different gameplay, the choices dont make too much of a difference... theres very little reason to... as much as I love the game, there are some definite problems with the rp mechanics in my opinion, not enough complexity or differences in the decisions I personally think they should have opted for a more DA2 approach with the dialogue options, being able to choose your characters personality AND them being different... I mean, I know not everyone likes DA2 (I love it though) but it had some seriously good ideas, including the friendship/rivalry, the ability to have your interactions with characters decide whether theyll betray you or not... I mean, there are lots of things I wish they had done differently with the rp stuff im sure it will be fine when the next game comes out though!
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RageUnderFire
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Post by RageUnderFire on Jun 6, 2017 18:41:48 GMT
Also, I know the coming of age story angle. I'm sorry, but not all of us can accept that. I was 17 when I signed up for the Army as a combat medic. I didn't have the "coming of age" experience that most typical high school students had. I was in Basic Training at Ft. Bliss, Texas the summer between my junior and senior years. I was a completely changed person. I was very confident, very determined to excel and get the hell out of upstate New York. By the time I was 19, I was already a veteran and became very "alpha." Alec didn't earn that "alpha" status (SAM earned it, ironically) and in my opinion, he was very much a person that needed to grow. I understand the backstory, but it doesn't change my opinion. Ryder clan in general is softer than Shepard. Alec was the dreamy imaginative scientist. Scott looks like a boyband member. Steven Brewis is a pretty boy. Sara is the dorky suburban white girl you made fun of in high school on your way to lunch. Shepard on the other hand looks very militant and rugged. If UFC star George St Pierre was a video game, he'd look like Shepard. Bioware was definitely targeting a softer crowd with this game.
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Post by ozzie on Jun 6, 2017 19:23:44 GMT
I don't get why so many people seem to think the dialogue choices in Mass Effect were binary, there were often 3 or more ways to respond in conversations, it's not the Paragon/Renegade systems fault that some players felt the need to mash red or blue, and the P/R lockouts were simply there to prevent you 'breaking character' too egregiously. In my main play through of the TOT Shepard was a one of the most nuanced characters I ever encountered in an RPG game, in particular the way that you could allow events to shape the character throughout the series. By Mass Effect 3 the game had even picked up on a my characters distrust for Krogan, I don't personally know anybody who got this scene, nor can I find it on Youtube, where Wreave pulls Shepard to one side and asks "Why are you doing this Shepard, everyone knows you despise Krogan" (this was a 60% renegade Shepard)
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Cyan_Griffonclaw
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Cyan_Griffonclaw on Jun 6, 2017 19:39:50 GMT
Also, I know the coming of age story angle. I'm sorry, but not all of us can accept that. I was 17 when I signed up for the Army as a combat medic. I didn't have the "coming of age" experience that most typical high school students had. I was in Basic Training at Ft. Bliss, Texas the summer between my junior and senior years. I was a completely changed person. I was very confident, very determined to excel and get the hell out of upstate New York. By the time I was 19, I was already a veteran and became very "alpha." Alec didn't earn that "alpha" status (SAM earned it, ironically) and in my opinion, he was very much a person that needed to grow. I understand the backstory, but it doesn't change my opinion. This is a very valid point. Though I don't think it's totally that SAM earned it. They could have made it more cooperative seeming where it's not all about SAM doing it. But also, I think Ryder getting out there and doing this stuff does earn him/her a good amount of credit as SAM isn't fighting the battles. SAM isn't in combat. SAM isn't making decisions. SAM is lighting up the vaults. SAM is telling you where to mine (repeatedly) and when you have mail. The final battle was a bit odd. I would have liked to see that be more you and less SAM/Sibling but it is what it is. However, I do think you are very much on point about how being in that situation caused you to grow and there are similarities between you and Ryder where Ryder should have grown up much more over the course of the game and perhaps started with some more skill/training under the belt so to seem less ridiculously green. Ryder didn't have time to do a coming of age story. Ryder's father was killed. Ryder took over a job with huge responsibility and 100k lives in the balance. Ryder has to grow up. Being naive or silly is not an option. That is what always struck me odd. When you are thrown into the deep end, you don't joke. You get your shit together very fast, maybe fuck up a little, but with all that pressure, you rise to it. Sure you can make some jokes along the way, but you are forced to get your shit together fast. I don't feel the game reflected that so much. Most especially in not giving you an option to handle Liam/PB as a much more serious issue. Thank you.
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