kino
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The path up and down are one and the same.
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Post by kino on Jun 17, 2017 4:47:55 GMT
Don't forget Task: What He Would Have Wanted Anything but snark or sass in that one either. Damn...that quest, man. Agree wholeheartedly. Just encountered another Fact or Fiction Oh, definitely that one. Without a doubt.
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Post by mugwump v1 on Jun 17, 2017 6:03:24 GMT
That's fair Redux, though i'll say again that - on aggregate - the tone of the writing in Andromeda is much closer to what suikoden is suggesting than you give him credit for. How? The only thing I'm saying is that it's not an absolute thing. That exaggerating it into an absolute is a good part of the problem here. Now let's delve deeper. His premise is that, because the game isn't serious, it's bad. Do all RPGs have to be serious? I don't think so. This one's not... and I like it. I'm sorry Redux, but we're going to have to agree to disagree in that I just don't understand 'almost always' to mean absolute and agree with suikoden in that I found the writing in that game to be largely empty-headed . As for your question, the answer is of course no. And i'm glad you enjoyed the game. Genuinely.
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Post by Deleted on Jun 17, 2017 7:41:01 GMT
How? The only thing I'm saying is that it's not an absolute thing. That exaggerating it into an absolute is a good part of the problem here. Now let's delve deeper. His premise is that, because the game isn't serious, it's bad. Do all RPGs have to be serious? I don't think so. This one's not... and I like it. I'm sorry Redux, but we're going to have to agree to disagree in that I just don't understand 'almost always' to mean absolute and agree with suikoden in that I found the writing in that game to be largely empty-headed . As for your question, the answer is of course no. And i'm glad you enjoyed the game. Genuinely. I've just played through a 4th consecutive side quest on Voeld that had not a single sassy line in it... The Lost Scout... Found an Angaran scout who hadn't reported back to base. She was torturing a kett to try to find out where the kett had taken her family after they had been abducted. Ryder's choices were to leave her there to continuing torturing the kett for information (which would probably result in both her and the kett dying from exposure) or shoot the kett to basically force her to give up on the torture and return to base). No humor at all and the quest left me feeling quite "gut punched." So, yeah, we'll just have to agree to disagree. I also don't think that the definition of "sassy" is "empty-headed." So, now all of a sudden, you're actually throwing in something else entirely into the discussion.
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Post by mugwump v1 on Jun 17, 2017 8:29:52 GMT
Empty-headed can be understood to mean frivolous and flippant Redux, though perhaps I could have picked a better word. My bad.
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Post by abaris on Jun 17, 2017 9:09:56 GMT
i agree. But the overall thrust of the OP that started this conversation was no one on this crew was as accomplished as papa Ryder. A renowned explorer, soldier, and scientist. Under that lense the only characters which comes close to that level of competence or accomplishment is lexi and drack. And no problem with that. In "reality" a project like that would take mostly young people. As accomplished as people in there mid twens can be, but still young folks, being able to start a new civilization by procreation. The premisse never bothered me at all, since it seems logical.
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Post by unwanted on Jun 17, 2017 9:18:35 GMT
Try playing it again without any patches. Yeah, try playing again without expiring from pure undiluted boredom.
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Elfen Lied
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Fatebinder
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Post by Elfen Lied on Jun 17, 2017 9:28:19 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. Here is why nowadays many AAA titles like TW3 and Bioware games since ME1 force you to play characters with shaped personalities and if you happen to not like at least one of the 2-3 available options you'll have to deal with one of them. You are not playing your character anymore, but one of the characters they have created. Indeed the range of available options with mute character wasn't limitless too, but you had enough to be able to play more or less the character that could suite your tastes better.
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Post by colfoley on Jun 17, 2017 10:08:25 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. Here is why nowadays many AAA titles like TW3 and Bioware games since ME1 force you to play characters with shaped personalities and if you happen to not like at least one of the 2-3 available options you'll have to deal with one of them. You are not playing your character anymore, but one of the characters they have created. Indeed the range of available options with mute character wasn't limitless too, but you had enough to be able to play more or less the character that could suite your tastes better. it really is the same for non voiced characters. Just you have more options...sometimes.
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Post by abaris on Jun 17, 2017 10:11:20 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. The real problem with voiced characters is that it costs time and money to record the lines. That's what brought us the dialogue wheel instead of the many reply options of old. I have mixed feeling over fully voiced games. While I still play old school RPGs by Obsidian that aren't fully voiced, I do enjoy voiced characters as long as you can determine who and what they are. I'm not the least bit interested in playing a game where the company decides who you are. What gender, race, class, the lot. That's but one of the reasons why I never could immerse myself in the GTA series, although the modern days street thug setting appeals to me in principle. I had more fun playing Saints Row 2 and 3. As for Andromeda, from where I am standing, the limitations of the dialogue wheel are really showing. There often only a couple of options to respond. One's the "humorous" one, the other one the serious option. Sometimes there's logical too. That pretty much puts you on rails when deciding for how you want to come over. It seriously limits individual character development.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by jaegerbane on Jun 17, 2017 10:14:42 GMT
i agree. But the overall thrust of the OP that started this conversation was no one on this crew was as accomplished as papa Ryder. A renowned explorer, soldier, and scientist. Under that lense the only characters which comes close to that level of competence or accomplishment is lexi and drack. And no problem with that. In "reality" a project like that would take mostly young people. As accomplished as people in there mid twens can be, but still young folks, being able to start a new civilization by procreation. The premisse never bothered me at all, since it seems logical. I agree. You'd still need older, more experienced types (not to mention that culturally, pretty much every species on the Initiative except maybe the Salarians would struggle to function without a range of ages in their ranks) considering the task at hand is essentially settling a blank slate.
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Fatebinder
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Post by Elfen Lied on Jun 17, 2017 11:25:38 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. Here is why nowadays many AAA titles like TW3 and Bioware games since ME1 force you to play characters with shaped personalities and if you happen to not like at least one of the 2-3 available options you'll have to deal with one of them. You are not playing your character anymore, but one of the characters they have created. Indeed the range of available options with mute character wasn't limitless too, but you had enough to be able to play more or less the character that could suite your tastes better. it really is the same for non voiced characters. Just you have more options...sometimes. Of course. It's a videogame, therefore there will always be a limit to what you can do. But if you have 6 options you'll still have more chances to find at least one that you like than when you have a couple at best. Whatever, I won't bring up again the old debate "Voiced character vs Mute Character" because AAA market won't never go back to silenced character. Even Bethesda gave up on it.
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Post by Deleted on Jun 17, 2017 12:56:36 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. The real problem with voiced characters is that it costs time and money to record the lines. That's what brought us the dialogue wheel instead of the many reply options of old. I have mixed feeling over fully voiced games. While I still play old school RPGs by Obsidian that aren't fully voiced, I do enjoy voiced characters as long as you can determine who and what they are. I'm not the least bit interested in playing a game where the company decides who you are. What gender, race, class, the lot. That's but one of the reasons why I never could immerse myself in the GTA series, although the modern days street thug setting appeals to me in principle. I had more fun playing Saints Row 2 and 3. As for Andromeda, from where I am standing, the limitations of the dialogue wheel are really showing. There often only a couple of options to respond. One's the "humorous" one, the other one the serious option. Sometimes there's logical too. That pretty much puts you on rails when deciding for how you want to come over. It seriously limits individual character development. It's not just the voicing, IMO, it's the amount of story branching that takes place and the computing resources it would take to keep track of all those diverging options and then bring them to life in a cinematic way... and one thing we want from Bioware is more "alive-ness" to their sets. Honestly, I can't even get into a non-voiced, non-cinematic game anymore. I'm very critical of TW3 and can't get into that story, but one thing I will give that game hands down over and above even the Trilogy is their use of cinematics and the life the environments have. I'm confident though that, in time, players will have more choice, more cinematics and voices... the tech just has to catch up to our desires yet. For example, they could dump the open-world concept, shorten the overall length of the game by half and give people 2X the dialogue options in each conversation while keeping the same voicing budget... but that wouldn't necessarily make them more popular with the fans either.
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Post by abaris on Jun 17, 2017 13:40:03 GMT
I'm very critical of TW3 and can't get into that story, but one thing I will give that game hands down over and above even the Trilogy is their use of cinematics and the life the environments have. Having played Bethesda games since Morrowind, I can say, they are also masters of the open world concept. With every new game they built on the concept. Rule of thumb, if you create open spaces to explore, make them interesting, challenging and most of all changing. I'm not a fan of FO4s story, but the open world more than makes up for that. I always find myself returning, for the single reason of exploring. What's that new group down there up to? Are they enemies or harmless? Better look through the scope to make sure before approaching. Who's that character travelling the road? Oh, he's a trader, doctor, mercenary, you can recruit for one of your settlements. Caravans moving about, delivering goods, the lot, down to seeing your own settlers being at work at their assigned posts. If you see these kinds of games, you really come to notice how empty and lifeless the open spaces in Bioware games are. Everything that moves is only there to be shot. Everything that doesn't move is a friendly NPC. That's about all. I have to say, as compared to this, I prefer their linear adventures. The open worlds (although they refuse to call it that) are only fillers to grind for some extra EPs.
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Post by Deleted on Jun 17, 2017 14:50:54 GMT
I'm very critical of TW3 and can't get into that story, but one thing I will give that game hands down over and above even the Trilogy is their use of cinematics and the life the environments have. Having played Bethesda games since Morrowind, I can say, they are also masters of the open world concept. With every new game they built on the concept. Rule of thumb, if you create open spaces to explore, make them interesting, challenging and most of all changing. I'm not a fan of FO4s story, but the open world more than makes up for that. I always find myself returning, for the single reason of exploring. What's that new group down there up to? Are they enemies or harmless? Better look through the scope to make sure before approaching. Who's that character travelling the road? Oh, he's a trader, doctor, mercenary, you can recruit for one of your settlements. Caravans moving about, delivering goods, the lot, down to seeing your own settlers being at work at their assigned posts. If you see these kinds of games, you really come to notice how empty and lifeless the open spaces in Bioware games are. Everything that moves is only there to be shot. Everything that doesn't move is a friendly NPC. That's about all. I have to say, as compared to this, I prefer their linear adventures. The open worlds (although they refuse to call it that) are only fillers to grind for some extra EPs. ... and I'll never be a fan of the open-world concept. I'd rather have the developer tell me the story and be able to shape my character's personality within that framework than sacrifice continuity, pacing, and depth of plot just to be able to "explore" vast areas of pixel repetitiveness... even if it is alive. TW3's scenery is very redundant... you've seen one forest, you've seen them all... and in the meantime, the entire pacing of the main story just gets lost chasing down those locations. Sure the people are alive and there's weather, but there is more story in the Trilogy... which is a more linear/modular game with smaller sets. Unfortunately, the trend is now "go big with the world or go home"; so I don't really see any great plot-driven stories with great character development opportunities emerging soon. I'm enjoying this game very much... but it would have been a much better story with less "space" involved with it.
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Post by abaris on Jun 17, 2017 15:17:12 GMT
Unfortunately, the trend is now "go big with the world or go home"; so I don't really see any great plot-driven stories with great character development opportunities emerging soon. But if someone chooses that approach, they should at least get it right. There are lots of people enjoying open world concepts. If they are presented with a poorly done open space, it will automatically diminish their enjoyment. Me included. I can enjoy both approaches, but in the case of Bioware I enjoyed their linear adventures more. DAI being the exception, going by my impression. They regressed from there, as far as their presentation of open spaces to explore goes. Which is something I never would have expected. I would have expected them building on what they already had in place with DAI, if they wanted to take that approach.
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Post by griffith82 on Jun 17, 2017 15:20:16 GMT
Having played Bethesda games since Morrowind, I can say, they are also masters of the open world concept. With every new game they built on the concept. Rule of thumb, if you create open spaces to explore, make them interesting, challenging and most of all changing. I'm not a fan of FO4s story, but the open world more than makes up for that. I always find myself returning, for the single reason of exploring. What's that new group down there up to? Are they enemies or harmless? Better look through the scope to make sure before approaching. Who's that character travelling the road? Oh, he's a trader, doctor, mercenary, you can recruit for one of your settlements. Caravans moving about, delivering goods, the lot, down to seeing your own settlers being at work at their assigned posts. If you see these kinds of games, you really come to notice how empty and lifeless the open spaces in Bioware games are. Everything that moves is only there to be shot. Everything that doesn't move is a friendly NPC. That's about all. I have to say, as compared to this, I prefer their linear adventures. The open worlds (although they refuse to call it that) are only fillers to grind for some extra EPs. ... and I'll never be a fan of the open-world concept. I'd rather have the developer tell me the story and be able to shape my character's personality within that framework than sacrifice continuity, pacing, and depth of plot just to be able to "explore" vast areas of pixel repetitiveness... even if it is alive. TW3's scenery is very redundant... you've seen one forest, you've seen them all... and in the meantime, the entire pacing of the main story just gets lost chasing down those locations. Sure the people are alive and there's weather, but there is more story in the Trilogy... which is a more linear/modular game with smaller sets. Unfortunately, the trend is now "go big with the world or go home"; so I don't really see any great plot-driven stories with great character development opportunities emerging soon. I'm enjoying this game very much... but it would have been a much better story with less "space" involved with it. Open world can be good or bad. A Bad example is NMS just too much emptiness. Elder Scrolls is a good example, and while Andromeda isn't a perfect open world I hope they stick with that concept as it can only be improved on.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by jaegerbane on Jun 17, 2017 15:28:38 GMT
Having played Bethesda games since Morrowind, I can say, they are also masters of the open world concept. With every new game they built on the concept. Rule of thumb, if you create open spaces to explore, make them interesting, challenging and most of all changing. I'm not a fan of FO4s story, but the open world more than makes up for that. I always find myself returning, for the single reason of exploring. What's that new group down there up to? Are they enemies or harmless? Better look through the scope to make sure before approaching. Who's that character travelling the road? Oh, he's a trader, doctor, mercenary, you can recruit for one of your settlements. Caravans moving about, delivering goods, the lot, down to seeing your own settlers being at work at their assigned posts. If you see these kinds of games, you really come to notice how empty and lifeless the open spaces in Bioware games are. Everything that moves is only there to be shot. Everything that doesn't move is a friendly NPC. That's about all. I have to say, as compared to this, I prefer their linear adventures. The open worlds (although they refuse to call it that) are only fillers to grind for some extra EPs. While I'd agree in general, it sounds like you're giving Bethesda a little too much credit. Morrowind was well ahead of its time but tbh it needed a better engine to realise what the devs were trying to do. Oblivion was actually a significant step backward in terms of being an open-world game, it was it's questlines that saved it. I'd probably say that Skyrim was the first Beth title that properly managed to create a full open world with a decent set of quests to match. I'm also not really sure that's a fair appraisal of Bioware open worlds, either. They're definitely behind Bethesda when it comes to open world design but their chief problem is they stretch themselves too thin on quest design and try to compensate with fetch quests. When they actually *do* nail quest design, they go way ahead of Bethesda. DAI's Still Ruins quest, for example, was light years ahead of anything I came across during my playthroughs of Morrowind/Oblivion/Skyrim. As for whether their worlds are 'lifeless' - I guess that depends on what you mean but I certainly felt that it was a vastly lesser issue than the number of fetch quests. I certainly didn't feel stuff like DAI's Storm Coast or MEA's Kadara were 'lifeless'.
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Post by abaris on Jun 17, 2017 15:49:08 GMT
When they actually *do* nail quest design, they go way ahead of Bethesda. DAI's Still Ruins quest, for example, was light years ahead of anything I came across during my playthroughs of Morrowind/Oblivion/Skyrim. As for whether their worlds are 'lifeless' - I guess that depends on what you mean but I certainly felt that it was a vastly lesser issue than the number of fetch quests. I certainly didn't feel stuff like DAI's Storm Coast or MEA's Kadara were 'lifeless'. I didn't speak about quest design but only about open worlds. If you read my second post on the matter, you will see that I said, they regressed from DAIs design. The maps in DAI didn't feel nearly as empty and lifeless as the ones in MEA.
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Post by Deleted on Jun 17, 2017 16:01:16 GMT
... and I'll never be a fan of the open-world concept. I'd rather have the developer tell me the story and be able to shape my character's personality within that framework than sacrifice continuity, pacing, and depth of plot just to be able to "explore" vast areas of pixel repetitiveness... even if it is alive. TW3's scenery is very redundant... you've seen one forest, you've seen them all... and in the meantime, the entire pacing of the main story just gets lost chasing down those locations. Sure the people are alive and there's weather, but there is more story in the Trilogy... which is a more linear/modular game with smaller sets. Unfortunately, the trend is now "go big with the world or go home"; so I don't really see any great plot-driven stories with great character development opportunities emerging soon. I'm enjoying this game very much... but it would have been a much better story with less "space" involved with it. Open world can be good or bad. A Bad example is NMS just too much emptiness. Elder Scrolls is a good example, and while Andromeda isn't a perfect open world I hope they stick with that concept as it can only be improved on. It's not really about it being "empty" for me; it's about how it sacrifices the continuity of the story to accommodate the player going willy nilly all over the place in any order. As a result, the story can only be made in little blocks that can be shuffled. They also largely forfeit any references to time elapsing because the developer has no idea whether or not the player will spend an equivalent of 1 in-game day in this or that spot or the equivalent of an in-game month there and whether or not the player will clear an area of everything and then move on or bop back and forth among multiple areas. I'd rather have the writer tell me the basic story in the logical progression they first envisioned it and then let me play around with the character's personality within it that framework rather than vice verse. As I said, TW3 had a very alive environment... it certainly was not "empty" but my experience with it was that the story become such a jumbled mess of little details that I just could not connect with it... lost track of it completely... and then lost interest in it completely. ME:A is going a little better... probably because I'm more interested in sci-fi than magic and witchcraft and I also know the Tirlogy. Therefore, even though we're in a knew galaxy I do have some familiarity with it to at least connect to the little easter eggs they plant throughout the world; whereas with TW3 (because I had no background with the previous games), even all those easter eggs were meaningless to me. Still, if the story in TW3 had been told in a less disrupted manner (disrupted by side quests and massive travelling between locations), I might have been able to connect to it and stick with the game. Big just for the sake of being big just doesn't do it for me... regardless of whether it's big and full of "stuff" really unnecessary to the main story or just big and empty. By default, side quests are unnecessary to the main story... or they would be main story quests. People say to ignore the side quests then. Sure, that can be done... but then I don't want to have to travel through a huge environment by-passing everything that pops up either. I think one solution is to tighten the area of the main story to a central location only and add the other stuff on the perimeters... give the player a pre-game toggle that enables those outer areas and quests. That way, I could decide ahead of time to play a shorter game in a smaller area with a real focus on the main story and you could decide ahead of time that you want to go out of your way to play a bunch of side quests. Win-win.
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Post by griffith82 on Jun 17, 2017 16:46:15 GMT
Open world can be good or bad. A Bad example is NMS just too much emptiness. Elder Scrolls is a good example, and while Andromeda isn't a perfect open world I hope they stick with that concept as it can only be improved on. It's not really about it being "empty" for me; it's about how it sacrifices the continuity of the story to accommodate the player going willy nilly all over the place in any order. As a result, the story can only be made in little blocks that can be shuffled. They also largely forfeit any references to time elapsing because the developer has no idea whether or not the player will spend an equivalent of 1 in-game day in this or that spot or the equivalent of an in-game month there and whether or not the player will clear an area of everything and then move on or bop back and forth among multiple areas. I'd rather have the writer tell me the basic story in the logical progression they first envisioned it and then let me play around with the character's personality within it that framework rather than vice verse. As I said, TW3 had a very alive environment... it certainly was not "empty" but my experience with it was that the story become such a jumbled mess of little details that I just could not connect with it... lost track of it completely... and then lost interest in it completely. ME:A is going a little better... probably because I'm more interested in sci-fi than magic and witchcraft and I also know the Tirlogy. Therefore, even though we're in a knew galaxy I do have some familiarity with it to at least connect to the little easter eggs they plant throughout the world; whereas with TW3 (because I had no background with the previous games), even all those easter eggs were meaningless to me. Still, if the story in TW3 had been told in a less disrupted manner (disrupted by side quests and massive travelling between locations), I might have been able to connect to it and stick with the game. Big just for the sake of being big just doesn't do it for me... regardless of whether it's big and full of "stuff" really unnecessary to the main story or just big and empty. By default, side quests are unnecessary to the main story... or they would be main story quests. People say to ignore the side quests then. Sure, that can be done... but then I don't want to have to travel through a huge environment by-passing everything that pops up either. I think one solution is to tighten the area of the main story to a central location only and add the other stuff on the perimeters... give the player a pre-game toggle that enables those outer areas and quests. That way, I could decide ahead of time to play a shorter game in a smaller area with a real focus on the main story and you could decide ahead of time that you want to go out of your way to play a bunch of side quests. Win-win. I've played games where that continuity can be an issue but I didn't really run into it here. I thought it flowed nicely.
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Post by Deleted on Jun 17, 2017 17:57:11 GMT
It's not really about it being "empty" for me; it's about how it sacrifices the continuity of the story to accommodate the player going willy nilly all over the place in any order. As a result, the story can only be made in little blocks that can be shuffled. They also largely forfeit any references to time elapsing because the developer has no idea whether or not the player will spend an equivalent of 1 in-game day in this or that spot or the equivalent of an in-game month there and whether or not the player will clear an area of everything and then move on or bop back and forth among multiple areas. I'd rather have the writer tell me the basic story in the logical progression they first envisioned it and then let me play around with the character's personality within it that framework rather than vice verse. As I said, TW3 had a very alive environment... it certainly was not "empty" but my experience with it was that the story become such a jumbled mess of little details that I just could not connect with it... lost track of it completely... and then lost interest in it completely. ME:A is going a little better... probably because I'm more interested in sci-fi than magic and witchcraft and I also know the Tirlogy. Therefore, even though we're in a knew galaxy I do have some familiarity with it to at least connect to the little easter eggs they plant throughout the world; whereas with TW3 (because I had no background with the previous games), even all those easter eggs were meaningless to me. Still, if the story in TW3 had been told in a less disrupted manner (disrupted by side quests and massive travelling between locations), I might have been able to connect to it and stick with the game. Big just for the sake of being big just doesn't do it for me... regardless of whether it's big and full of "stuff" really unnecessary to the main story or just big and empty. By default, side quests are unnecessary to the main story... or they would be main story quests. People say to ignore the side quests then. Sure, that can be done... but then I don't want to have to travel through a huge environment by-passing everything that pops up either. I think one solution is to tighten the area of the main story to a central location only and add the other stuff on the perimeters... give the player a pre-game toggle that enables those outer areas and quests. That way, I could decide ahead of time to play a shorter game in a smaller area with a real focus on the main story and you could decide ahead of time that you want to go out of your way to play a bunch of side quests. Win-win. I've played games where that continuity can be an issue but I didn't really run into it here. I thought it flowed nicely. Perhaps it's just the cold freezing my brain; but my playthrough story is starting to get a little muddled on Voeld. I'm sure there are ways to organize it so that it seems a little more "timely" and less scattered; but without playing through once first, I certainly don't know how I would be able to pick and choose the quests so that they make more sense.
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Post by griffith82 on Jun 17, 2017 18:00:55 GMT
I've played games where that continuity can be an issue but I didn't really run into it here. I thought it flowed nicely. Perhaps it's just the cold freezing my brain; but my playthrough story is starting to get a little muddled on Voeld. I'm sure there are ways to organize it so that it seems a little more "timely" and less scattered; but without playing through once first, I certainly don't know how I would be able to pick and choose the quests so that they make more sense. What doesn't make sense? I'm curious because I can't think of a quest that seem out of place.
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Post by Deleted on Jun 17, 2017 18:10:19 GMT
Perhaps it's just the cold freezing my brain; but my playthrough story is starting to get a little muddled on Voeld. I'm sure there are ways to organize it so that it seems a little more "timely" and less scattered; but without playing through once first, I certainly don't know how I would be able to pick and choose the quests so that they make more sense. What doesn't make sense? I'm curious because I can't think of a quest that seem out of place. Well, right off the bat, I met some sort of pilot that whisked me off on a mission before I had actually met the resistance leader... when I realized that I was supposed to go into the facility to meet someone by a different name (which Jaal had said, but I did not catch), I back-tracked to an earlier save and did the proper meet-up and then followed that leader's instructions to stage a rescue of some troops, and then somehow go waylaid again trying to get to that place and found myself looking for the Asari Ark... and I still didn't know what's with the pilot at the beginning who wanted to whisk me away immediately on that other mission... so I decided to go back and do that one... then my son cuts in to tell me I should have cleared the monoliths on the planet before undertaking the mission that pilot wanted to give me... so now I've back-tracked again and am just trying to get into the vault... stumbling into innumerable side quests just trying to drive from location to location and lay down the forward stations. Now, after all that, I have a save file error and several of the most recent autosaves won't load... so I'll be backtracking again (at least I hope an earlier manual save will load). Meanwhile, I've unplugged the Xbox (again) and am clearing my cache... just in case.
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Post by alanc9 on Jun 17, 2017 18:11:58 GMT
It's the same old story. This is what we had to deal with when they introduced voiced characters. Voice acting doesn't allow the option to set several available personalities, because you should have to record a lot of different dialogue lines and there are technical, economical and time constraints. The real problem with voiced characters is that it costs time and money to record the lines. That's what brought us the dialogue wheel instead of the many reply options of old. . Of coyrse, we didn't actually average that many more responses in the old days.
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Post by Deleted on Jun 17, 2017 18:12:29 GMT
What doesn't make sense? I'm curious because I can't think of a quest that seem out of place. Well, right off the bat, I met some sort of pilot that whisked me off on a mission before I had actually met the resistance leader... when I realized that I was supposed to go into the facility to meet someone by a different name (which Jaal had said, but I did not catch), I back-tracked to an earlier save and did the proper meet-up and then followed that leader's instructions to stage a rescue of some troops, and then somehow go waylaid again trying to get to that place and found myself looking for the Asari Ark... and I still didn't know what's with the pilot at the beginning who wanted to whisk me away immediately on that other mission... so I decided to go back and do that one... then my son cuts in to tell me I should have cleared the monoliths on the planet before undertaking the mission that pilot wanted to give me... so now I've back-tracked again and am just trying to get into the vault... stumbling into innumerable side quests just trying to drive from location to location and lay down the forward stations. Now, after all that, I have a save file error and several of the most recent autosaves won't load... so I'll be backtracking again (at least I hope an earlier manual save will load). Meanwhile, I've unplugged the Xbox (again) and am clearing my cache... just in case. If you go to Havarl first, and earn Evfra's trust, the Moshae mission is on Voled (shuttle scene). You can do the Resistance stuff later, or go to Voled first, meet the commander, do the main mission there, earn Evfra's trust, do the Moshae mission, then go to Havarl.
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