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Post by colfoley on Sept 19, 2016 0:03:04 GMT
Yet alot of the problem was with how some fans chose to play the game and some of the subtelty was lost on some fans of some of the quests.
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Post by spacev3gan on Sept 19, 2016 0:11:28 GMT
Well it is only natural that they have learned something. Nevertheless, Mass Effect games are not like Dragon Age games and they shouldn't be. Even if Bioware had learned nothing, I would never expect to see something like the Hinterlands in a Mass Effect game.
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Post by colfoley on Sept 19, 2016 0:14:13 GMT
Well it is only natural that they have learned something. Nevertheless, Mass Effect games are not like Dragon Age games and they shouldn't be. Even if Bioware had learned nothing, I would never expect to see something like the Hinterlands in a Mass Effect game. Admittedly this is a bit of a concern for me too. Its a lot easier to do a 'Open World' or Semi Open World game when you are dealing with one continent (or a couple of countries really) then multiple planets. Sure it can be done but the 'stretch the characters/ plot' too thin syndrome is even more likely to happen in such an environment. Though I suppose they could just copy DA Is segregation os tory and exploration zones which then had its own problems. Edit: Stuff like ME 2s and ME 3s linear missions where Shepard just set down on a planet and ran a mission worked ver well. Though on the flip side you are supposed to be an explorer actively exploring and not a soldier running special ops missions too.
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Post by pixiqui on Sept 19, 2016 0:56:43 GMT
Great news. Also OP, love your icon. Thanks!
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Post by colfoley on Sept 19, 2016 1:07:56 GMT
Great news. Also OP, love your icon. Thanks! I did not realize what it was till just now. I do not know whether to salute you as a fellow brother of the Night's Watch or run you through with Longclaw, as an imposter.
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Post by suboof on Sept 19, 2016 2:42:02 GMT
Well this kind of eases some of my worries.
The leaked ME:A questionnaire/poll (which so far has all come true) had a lot of mentions of game ideas that made both Dragon Age: Inquisition and Fallout 4 absolutely tedious chores. A lot of material collecting and settlement building type stuff. Some of the exploration even sounded like No Man's Sky (ugh).
Like ME1-3, I really hope it's light on the sim mechanics and heavy on the rpg, combat, and story mechanics. Building, fetch quests, and exploring can all be very useful and great in a big RPG, but there is a thing as going overboard. It's happened many times this gen with games trying to go open world or "big, resulting in vast but shallow content. A game that doesn't really know what its trying to be, and not too fun to replay.
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Post by Hier0phant on Sept 19, 2016 3:13:38 GMT
Ha! Bioware no fool me.
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Post by Adhin on Sept 19, 2016 5:45:28 GMT
Well it is only natural that they have learned something. Nevertheless, Mass Effect games are not like Dragon Age games and they shouldn't be. Even if Bioware had learned nothing, I would never expect to see something like the Hinterlands in a Mass Effect game. Admittedly this is a bit of a concern for me too. Its a lot easier to do a 'Open World' or Semi Open World game when you are dealing with one continent (or a couple of countries really) then multiple planets. Sure it can be done but the 'stretch the characters/ plot' too thin syndrome is even more likely to happen in such an environment. Though I suppose they could just copy DA Is segregation os tory and exploration zones which then had its own problems. Edit: Stuff like ME 2s and ME 3s linear missions where Shepard just set down on a planet and ran a mission worked ver well. Though on the flip side you are supposed to be an explorer actively exploring and not a soldier running special ops missions too. It's funny because it's the direct opposite of me. Almost every issue with fetch questing or other oddball issues with DAI I have I can see being fixed by just being in space. I realize that's an odd one but to give you some examples look at past mass effect games. Specifically ME1 - how many planets did you land on that 'actually' had life or NPC's? Basically like 80% of them had jack shit on em as far as living people. The 'Shards' for the Magical dungeon? That doesn't work in space either. We've heard of what amounts to space dungeons on planets, moons or astroids that result in us getting some kinda master key we can use to crack the larger space-station like space dungeons. But that's not really the same level of mind numbing bullshit sounding as finding shards via a magical-skull looking glass. Or think of the Hissing Waste. Theres NOTHING there but like 4 mini-rooms with a basic word puzzle. Also one merchant and a dragon somewhere but the place is massive right? Boring as shit in DAI for a few reasons. One the mounts aren't all that enjoyable, they 'feel' slow, mostly becuase they're much larger then they should be. But 'speed' is a general issue in DAI. MP you move slow, your sprint barely moves any faster and the animation stops matching so it just feels slower then it is. Oh and with the slow-ass feeling mounts you get 0 dialog/banter cause your companions disappear. Now pretend the hissing waste is some weird oddball planet (probably no enemies or wildlife) and your in the Mako. Speeding along, jumping over dunes searching for whatever the shit your searching for. You can have banter because everyones 'inside the vehicle' and it wont break immersion hearing them talk. I'm looking forward to that far, far more then I am with how DAI handled it. Now if the Mako drives slow as balls that'll be a problem, so I'm definitely in hopes it has some speed to it. The only thing we have to go off of though is the little mako semi-reveal way back in... 14-15? It seemed to have some speed to it and that little hop over the snowy edge was funny. Either way I got at lest some hope that between the Mako and how sci-fi and space fundamentally changes the kinds of things that 'make sense' in the world will change a lot of the BS in DAI.
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Post by colfoley on Sept 19, 2016 6:36:48 GMT
I really don't see that much of a difference honestly. I mean all the planets in ME 1, for instance, had that Hissing Wastes Feel to it, or at the very least how you felt the Hissing Wastes was since the Hissing Wastes is one of my favorite levels. But I was talking about a matter of space. It seems to be a problem in games, to some sort of by and largeness that the larger the territory covered by the game the more stretched the narrative becomes and various aspects of the gameplay. And space naturally happens over a much larger level then a single planet, especially the space we are talking about in ME A. Though I still think you are likely right and a lot of the things you do mention do sound better.
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Post by SofaJockey on Sept 19, 2016 6:43:44 GMT
...think exploring the wilderness as it were suits the Mass Effect world much better. I loved bouncing that mako over impossible mountain ranges just to find a bunch of rock deposits in ME1. I never got bored of it. DAI's shards don't do it for me quite the same way! You and me both. I enjoyed the original Mako, for what it was... I find it interesting that there is quite a variety of opinion about what's less fun to different people and what is generally acknowledged as 'ok, that could have gone better' content. Mindful that aarynflynn lurks on this forum, I'm going to briefly empathise with the challenge of making any statements at all about the game . Games media is hungry for news and even tweets by devs let alone a studio GM can be big news. You just have to look at the recent experiences of 'No Man's Sky's Sean Murray, to realise that getting carried away with your thoughts on a game, in public, is a dangerous thing. The other thing that I think gets missed is that game development is a staggeringly slow process, so (for example) if aspects of a game get criticised (I'll take Dragon Age 2 as an example) it can literally take years for that feedback to be realised. Some reviewers on the release of Dragon Age Inquisition, thought it was an almost comic over-compensation for the limitations of Dragon Age 2, four years earlier. Inevitably, Mass Effect Andromeda will be BioWare's 'answer' to Mass Effect 3, but that's an answer that has taken 5 years to get to. Tweaking the game's development in the light of Dragon Age Inquisition seems do-able, but where do you draw the line? Can you sneak in some side-content lessons from the Witcher 3? What about settlements, are we all 'bored' of those now after Fallout 4? Will aspects of the game be compared to 'No Man's Sky'? It's tough to have your game compared to 'lessons learned' from games released in 2016, when game features may have been locked in 2013 or 2014, but that's AAA game development, I guess .
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Post by colfoley on Sept 19, 2016 6:51:34 GMT
Only lesson they need to learn from Witcher 3s content is simply to have side content that tell a story yet less of a story then the main campaign. Which can be..difficult. As far as the settlements are concerned I hope they do better then FO 4 did barely touched those and they just seem...weird.
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Post by rapscallioness on Sept 19, 2016 7:06:56 GMT
Hmm, DAI was a good game. Good enough. It's just that for me it lacked intensity. Imo, the combat was problematic and fairly mediocre. The combat did not excite me in DAI, it was boring af. Right down to the audio for it..the sounds, the feel of combat; the ways you could approach it.
The narrative lacked intensity, too. Imo. I play games with a strong narrative and meh combat, or strong combat and meh narrative. Ideally, I want both. DAI was very middle of the road intensity wise in both departments. That's unusual for a BW game. At least in my experience.
So, yeah, fetch quests. And yeah completionism and Lost in the Hinterlands. Even though I did not have a problem with the Hinterlands. I ran around there as long as I wanted and it was fine. But it's more than that, or those are more emblematic of the issues.
It's just.. I want to do some cool shite. I want to feel scared, or threatened, or at least uneasy. I want to feel that in both combat and narrative, as well as general exploration. I want to feel like I'm taking a chance with my life by pushing to explore because that's the way it is. You are under threat being an explorer/pioneer.
I'm not worried about the combat in MEA. The ME franchise has had some solid and fun combat. And apparently there are not!Brutes gallumphing at you. So, that's good. Keep you on your toes. I mean, in DAI, the best fights were the dragons. Only thing was that you had to actively seek them out. They're tucked away minding their business, raising their dragonlings. So, now I get to feel like a bully.
I would have preferred if they had harassed us. Fly by's. Taunting. I wanted to get to the point where everytime a shadow passed on the ground I jumped because I thought it was the dragon coming for us.
The Fade rifts, imo, should have been far, far fewer. But far, far more of a big deal. More of a challenge to close. More of an impact on the surrounding area, which also should have covered a larger space. Its supposed to be a breach, a tear, between "dimensions", or whatever it is; tortured and vicious spirits are flooding through, but the game never shows the intensity of this story line. This is apocalyptic level stuff going on, yet that was never communicated effectively in the game.
That was my issue with DAI. It was very pretty, but had no intensity. So, its not just about shards or completionism. If the story is about the apocalypse, then give me the apocalypse..not little bunnies and foxes and tweeting birds; until; I find a little corner off to the side with a few demons..circling the area. It's almost like they were too in love with how their game was that they didn't want to dirty it.
So, yeah. There are lessons to be learned. I hope the right ones. Many enjoyed DAI, I did, too..overall. My favorite questline was the Adamant/Fade one. But there seems to be a preoccupation with how good MEA looks; and that's a beautiful thing, but it makes me concerned with the possibility that the really interesting, intense and scary stuff will be nudged to the side so that we can safely admire how good everything looks.
At least ME brings the enemies and combat closer to you. Gives them scale and they get in your face. DA--I love the franchise, I really do, but enemies, besides the dragons, were too far away, too small. Now the conversations are too far away.
Did they bring the camera distance in MEA back around to the ME1 cam distance? I remember the cam got much closer to the over the PC shoulder in ME2 and ME3. I wonder if/how they're combining the two approaches?
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Post by Adhin on Sept 19, 2016 7:12:18 GMT
I really don't see that much of a difference honestly. I mean all the planets in ME 1, for instance, had that Hissing Wastes Feel to it, or at the very least how you felt the Hissing Wastes was since the Hissing Wastes is one of my favorite levels. But I was talking about a matter of space. It seems to be a problem in games, to some sort of by and largeness that the larger the territory covered by the game the more stretched the narrative becomes and various aspects of the gameplay. And space naturally happens over a much larger level then a single planet, especially the space we are talking about in ME A. Though I still think you are likely right and a lot of the things you do mention do sound better. Yeah the stretched narrative we get in DAI is definitely kinda an issue. I think most of that has more to do with there being no RP outside of the main missions though. Funnily enough I never had that feeling in ME1 and there was like... nothing outside of the main quest line. Well, except the Citadel. All the side content (outside of a few oddball things) where only on the Citadel so once you where done with that (which I sadly did all immediately before leaving) resulted in a pretty empty feeling universe when I wasn't on a story mission. I do think it being spaced helped that though. In a fantasy world I expect a certain level of ehh, livelyhood? Existence? Like I expect to run into towns filled with people, beasts in the wilds, monsters in dungeons and all that stuff. In space I expect to feel lonely, land on a moon with nothing but the emptiness of space as my skybox and rocky terrain maybe searching for something someone in my crew said they saw on the sensors. Expectations are a big part of settings in just about anything. Playing with those can be good but you go to far and it can get weird quick. If every planet we go to in MEA has animals and NPC's like DAI it'll get old fast. We'll start asking why aren't there any barren planets, why does every moon seem to have a environmentally sealed settlement on it and all that. It's space, emptiness is part of that experience and I'm looking forward to that honestly.
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Post by wright1978 on Sept 19, 2016 9:11:45 GMT
Aaryn Flynn, general manager/vice president of bioware recently said this: "We learned that there were some quests in Dragon Age that didn't resonate and were kind of flat – fetch quests and stuff," "The nice thing is, you take those lessons, you package them all up, and you talk to the Mass Effect team and say, 'These are the things you should do, these are the things you shouldn't do.' And the Mass Effect team get the pencils out and they build all that into it," he continued. "Mass Effect Andromeda" is bringing players to a whole new galaxy as they take on the roles of the Ryder brother and sister, whose father will be featured in the game as revealed a few days ago. "Going to Andromeda is intended to, and will, invoke this incredible sense of wonder and incredible sense that everything right over the horizon is new to me. That's a rare feeling in our lives today, but I think when you look at people, we all crave that feeling. We all want it," Flynn stated. He said that the galaxy that players will have the chance to explore in "Mass Effect Andromeda" proves that nothing is definite, and described it as something that they have never seen before or "back home." I personally disliked the fetch quests in inquistion, so im really glad bioware acknowledged that many fans didnt like them either. I dont mind if theres fetch quests in andromeda, i expect there still will be, but im hoping their done better than how they were done in inquistion. Yeah very glad to hear them acknowledge the grindy fetch nature of inquisition's exploration. I'm still rather nervous about how they are going make exploration come alive that adds to the story rather than detracting from the game experience. Hopefully there will be side story content with interesting choices
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Post by colfoley on Sept 19, 2016 9:23:26 GMT
Its fairly easy on paper. Inquisition's big mistake probably was segregating the plot from the exploration aspects of the game. The game should complement itself, not be at odds.
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Post by Xerxes52 on Sept 19, 2016 9:46:49 GMT
Only lesson they need to learn from Witcher 3s content is simply to have side content that tell a story yet less of a story then the main campaign. Which can be..difficult. As far as the settlements are concerned I hope they do better then FO 4 did barely touched those and they just seem...weird. Honestly with the settlement idea I'd be fine with just throwing down prefab buildings on a grid, then assigning a person to each via menu and let the resources roll in. Hand placing walls, defenses, crops, furniture, etc. is something that works for FO4, but Bioware shouldn't copy it.
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Post by Pearl on Sept 19, 2016 10:00:25 GMT
Sounds like good news, but I'll believe it when I see it.
No offense to Aaryn or anyone else at Bioware intended, but it can be difficult to take developers at their word these days.
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Post by Amirit on Sept 19, 2016 10:08:44 GMT
Why do I have a feeling they got it as wrong as usual and are going to scrap out something good instead of true fillers DAI had?
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Post by our_lady_of_darkness on Sept 19, 2016 10:35:58 GMT
Only lesson they need to learn from Witcher 3s content is simply to have side content that tell a story yet less of a story then the main campaign. Which can be..difficult. As far as the settlements are concerned I hope they do better then FO 4 did barely touched those and they just seem...weird. That's the thing. Anything less thought-out than W3's side quests will be an insult to MEA audience. I hope that Bioware is very much aware of that.
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Post by colfoley on Sept 19, 2016 10:50:45 GMT
Only lesson they need to learn from Witcher 3s content is simply to have side content that tell a story yet less of a story then the main campaign. Which can be..difficult. As far as the settlements are concerned I hope they do better then FO 4 did barely touched those and they just seem...weird. That's the thing. Anything less thought-out than W3's side quests will be an insult to MEA audience. I hope that Bioware is very much aware of that. i wouldn't go that far.
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Post by Ieldra on Sept 19, 2016 11:52:50 GMT
Inevitably, Mass Effect Andromeda will be BioWare's 'answer' to Mass Effect 3, but that's an answer that has taken 5 years to get to. Tweaking the game's development in the light of Dragon Age Inquisition seems do-able, but where do you draw the line? Can you sneak in some side-content lessons from the Witcher 3? What about settlements, are we all 'bored' of those now after Fallout 4? Will aspects of the game be compared to 'No Man's Sky'? It's tough to have your game compared to 'lessons learned' from games released in 2016, when game features may have been locked in 2013 or 2014, but that's AAA game development, I guess . I'm not seeing how what we know of MEA indicates that it will be an answer to ME3. With ME3, the trilogy's main problem became incoherence. Of themes, of lore, of characterization and roleplaying. It was as if roleplaying options were omitted and everything in the bigger picture was open to be ignored or twisted beyond recognition in order to serve the drama of the moment, or a theme that felt forced. I would like to see an "answer" to that, but I have my doubts that they even want to address it. For instance, they'd need to put some work into fitting the Andromeda expedition into the existing ME history and tech lore. It shouldn't be all that hard - I could come up with a few ideas - but they'd really have to drop their "all that matters is emotion and drama" attitude. IIRC, the setup they mentioned a few months back would not fit well into the existing history, so I'm not optimistic. In most other aspects, ME3 was actually quite good. In fact, I'd be more worried that MEA's exploration focus adversely affects the depth of story content, as it was in DAI's sidequests. Learning do to exploration right from where DAI was suboptimal, that seems about right to me. ...if it's sincere, that is. It's a kind of "damned if you do, damned if you don't". If they defend DAI in this, some people will say they're arrogant, if they say they'll learn from it, some people will say they're insincere, and their history of misleading marketing (even TVtropes says so) and overcompensation of problem areas makes people cynical. I have no idea what it is this time, but looking to "answer" DAI and attempting to do the exploration focus right appears more likely to me than answering ME3 and creating a story and a world with better coherence. I would like both, of course...
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Post by Arcian on Sept 19, 2016 11:54:18 GMT
Like they "learned" from the mistakes of ME3's endings?
I'll believe it when I see it.
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Post by legbamel on Sept 19, 2016 12:03:36 GMT
I always felt like The Hinterlands was my Inky doing PR work. She was proving that they were better able to take care of people than the Chantry and were dedicated to ending the mage/Templar war by, erm, killing the lot of them apparently. Besides, she had this title thrust on her but she still didn't feel like she had any role. All those quests gave her something to do while she waited for her advisors to figure things out. Then there was all that glorious loot, ripe for the plucking.
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Post by degs29 on Sept 19, 2016 12:48:17 GMT
“We underestimated, to some degree, the completionist drive,” says Mike Laidlaw, creative director on the Dragon Age series. “It was possible, as a completionist, that you could damage your own pacing. It’s something I look at and go ‘that right there? That’s a lesson.’” Yes, finally! Are devs starting to see this? That adding so much unnecessary padding just kills the pacing of the game? Would you rather have an 80-hour game where 50% is just padding and fetch quests, or a 40-hour game that has deep quests and a cohesive story? I've always preferred the latter, and that preference has become extremely apparent lately as the drive for open-world games has exploded.
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Sylvius the Mad
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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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Jul 17, 2019 20:15:37 GMT
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Sylvius the Mad
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August 2016
sylvius
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 Sylvius the Mad on Sept 19, 2016 13:25:22 GMT
I phrased it wrong, I didn't mean one definite path. Just a guiding hand stopping you from missing out on companion content, or from doing way too much open world etc. ME3 is a great example, they slowly added side quests and the game had a linear progression, but within that you were free to have some choice. I just did the Hissing Wastes for the first time and was very disappointed with the last tomb. Of all the zones it's the only one I won't bother repeating, but I enjoy all the others. I loved the Western Approach for example, yet so many seem to hate it. I just think a little more structure (instead of getting to Skyhold and everything being open) would have helped those players who aren't big into open world games. As long as that structure is optional. I would much rather have everything be open. I didn't enjoy the structure of ME3 at all. The game all seemed to happen in sequence. Yes, there were optional missions (which didn't feel optional, because not doing them was idiotic), but all the mandatory content was made available one mission at a time, so there was only ever one story mission available. If we're to get a less open structure than DAI, I'd much rather see something like BioWare's classic games and ME1 where we're given multiple story missions at once and can do them in any order. And ideally, I'd like the story missions to be indistinguishable from sidequests, so that the plot looks even more open than it is. BioWare has only actually done this once (BG1), but I'd like to see them do it again. In DAI, for example, the quests in the journal were grouped by zone, except the story quests which were filed under Path of the Inquisitor. I don't want that group. I wish the story quests had been filed alongside the others by zone. Identifying story quests explicitly gives us more metagame information than I think we should have.
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