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Post by colfoley on Aug 8, 2017 4:01:16 GMT
Well, as usual, colfoley, you have expressed yourself excellently and I agree with much of what you have said. I think I'll do a point-by-point analysis and add some of my opinion since I, unlike some of the people chiming in, actually played the game. 1. Trickle Down Quest DesignI agree with your assessment of TW3 vs MEA's side-quest design. One of the reasons TW3 seems like a real living world is that the things you do in the world make an impact places. People talk about it, some missions change a bit, etc. Having something like that in MEA, where decisions would more aggressively change the "living" world, would pull players in more and make things more interesting, as well as making players feel like their choices matter. I would say all-in-all many of the tasks/side quests were too fetchy, but that is assuredly true of TW3 quests, as much as people don't like to admit it. I think the reason TW3 quests feel less fetchy is because of what you've said: they change with the world as the player acts. Great point. In the future, I would like less "fetch-quest" designed quests and more quests like in KOTOR on Dantooine I think (?) where there is a murder and you have to collect evidence and then make the decision as to who was guilty. Lair of the Shadow Broker had a similar quest when finding who the informant was. More expansive writing and varied ways to complete side quests is a necessity. 2. Improved Dialogue WheelI'll agree that MEA had the most roleplay elements in making Ryder sound how you wanted them to sound. I wholly agree with those who say they needed more aggressive, renegade choices. I also think one of the issues was that while you could choose how Ryder said something, you couldn't often choose what they said. Most dialogue choices were variants of the same choice, and in many dialogues where there was a choice to make there were only the two options. I did appreciate the "tones" that they used for MEA instead of just "Blue or Red" like the OT, but I would say overall I felt I could alter my Shep more than Ryder. I'm playing a Scott playthrough right now, and while I want him to sound distant, cold, and unsure, he still always sounds a bit too casual in his professional and logical comments. 3. Bold Story DesignI'll have to disagree here with that MEA had Bioware's best story to date. KOTOR had a phenomenal story, and there were elements of the OT story that were fantastic. The story in ME1 was pretty fantastic, but I suppose a lot of that was based on the Lovecraftian existential horror of a race of super-AI older than thousands of cycles of civilizations that were unending and unfathomable. MEA did have a better story than ME2, for sure. ME2 was an amazing game. I love it and it's probably my favorite game in the franchise (I honestly love ME3, though. Endings and all). But the story was pretty lacking. The interplay with squadmates was amazing, however. I agree that MEA's story might have been a little too basic and that going with a more unknowable threat might have made a better launching platform for a new trilogy, but I did like the twist on who the Kett were. I think that given some additional time and fleshing out, the Kett, mixed with the Jardaan, could make for some truly amazing storylines. 4. Be mean to your characters/ Create a compelling antagonistI think the OT did a great thing with the Virmire choice in ME1. It set a good tone. Sacrifice and big decisions. MEA didn't quite have that, although it had some pretty great choices to make. I think the fact that there weren't really negative consequences (that I could see, anyway) for squadmates and the crew made the choices made feel like they didn't matter. I like the more Joss Whedon-ish writing and tone (I didn't need another ME3 cry-fest), but having some more dark moments "shine" through could have helped. Assuredly the whole game didn't need to be darker, but some darker moments could have helped. 5. Stick to your gunsI think the best thing Bioware can do with Mass Effect is say "eff you!" to the fans. The fans are obviously bipolar, at this point. They don't really know what they want. I think they just need to go off and be creative, but be creative with story. Their "No Man's Effect" idea was interesting and creative, but not in the way we want Bioware to be creative. We want Bioware to be creative in story, in writing, in companions and romances and lore. We don't really want them to be creative in gameplay mechanics or gimmicks like an almost infinite galaxy to explore. That's my opinion, anyway. I want a story that excites, makes me feel, laugh, cry, rage, etc. I got moments of that from MEA, for sure. I was super giddy in those last missions leading up to the finale, and the finale was freaking awesome. And I know that it was just the start of something, and all the feels from the OT came from the 100+ hours of gameplay across 3 different games and many different characters, but MEA is fairly expansive and had room for more than it contained. My advice to Bioware is focus on the story and the characters. Make them real, and make the world feel lived in. ...really? I found the professional and logical lines to be...well straight forward no nonsense professionalism. A lot like a junior Shepard or star trek captain barking orders in the middle of a situation. Suffice it to say i played two very different Ryders.
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Post by maximusarael020 on Aug 8, 2017 4:13:04 GMT
...really? I found the professional and logical lines to be...well straight forward no nonsense professionalism. A lot like a junior Shepard or star trek captain barking orders in the middle of a situation. Suffice it to say i played two very different Ryders. Yeah. It might be Tom Taylorson's tone of voice. He's just not quite as... brooding... as I want him to be. But that could just be me. I know that you can't make a video game character into exactly who you want them to be. There's always limits. I always have a little more issue when I play as a male protagonist anyway. I always loved playing FemShep way more than BroShep.
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Post by colfoley on Aug 8, 2017 4:15:36 GMT
...really? I found the professional and logical lines to be...well straight forward no nonsense professionalism. A lot like a junior Shepard or star trek captain barking orders in the middle of a situation. Suffice it to say i played two very different Ryders. Yeah. It might be Tom Taylorson's tone of voice. He's just not quite as... brooding... as I want him to be. But that could just be me. I know that you can't make a video game character into exactly who you want them to be. There's always limits. I always have a little more issue when I play as a male protagonist anyway. I always loved playing FemShep way more than BroShep. ah that could be it. Never worried about Ryder 'brooding'
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Post by KaiserShep on Aug 8, 2017 4:15:55 GMT
I think it's self explanatory. There's not much to disprove here either, you stated your opinion, I stated mine.
I think that while ME:A wasn't as terrible as some people may claim, calling it "BioWare's best story to date" is outright laughable.
To each theie own I guess. I personally see DA2 as Bioware's best story. When I finished DA:O, I went around various forums looking to see what the general consensus was, only to find a lot of hate for it, but because I loved Origins so much I went for it anyway. Putting aside the immense copypasta of its backdrop, it probably did have my favorite BioWare story, not to mention what was probably my favorite ensemble of characters. The third act is easily the weakest point, but these days I don't even care since I pad that out with Mark of the Assassin and Legacy. Inquisition/Trespasser does make me feel better about its ending though.
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Post by Sanunes on Aug 8, 2017 4:49:49 GMT
One of my biggest complaints about the game is more at a system level then what you are describing, for a lot of the things I didn't like about the game see to revolve around the open world design of the game. It felt a lot like I was reading a really good book for a chapter and then after completing that chapter I got stuck reading the Yellow Pages for NYC and when I finished that I went back and could only complete another chapter of the book I was enjoying before needed to revisit those Yellow Pages.
I am not sure what happened, but I think the dialogue wheel for me is better then just have Paragon/Renegade system and at the same time it is not even close to being the same as the one in Dragon Age 2. I really don't understand why either, but it just seems they were missing a key feature of what they were using with Dragon Age and it didn't work without it.
One of the beefs I have with BioWare right now is the "most dialogue" style boasts they have. I think at lot of those boast deal more with ambient dialogue over dialogue the protagonist has with the characters themselves so it never feels like we have all that dialogue they were boasting about for when we get it we aren't paying as much attention as when we are actively engaging in dialogue.
Romances are something I have been personally wondering about since Dragon Age 2 and the community reaction to what it describes as "playersexual" design. Combine that with some comments I have seen about Andromeda I am wondering if it might be an idea instead of working on a relationship that ends with a sexual encounter, change it up to being more of a friendship. I am thinking of the Garrus designed friendship across the three games that ends with the shooting contest. To me that has had more of an impact on me then having pixels rub together.
Now I am of the belief that the Archon really wasn't that important to the story of Andromeda at the end they just needed his item so he could get into the areas he wouldn't have been able to normally. To me the last mission felt a lot like they were trying for the suicide mission, but without the risk of having to kill off characters and not really having enough to split them to different tasks. I think it could have worked if they went more along the lines of sending troops from choices you made in the game like Dragon Age: Origins and that impacted what you were fighting on the final planet. Such as if you rescued the Krogan scouts they would hold back a boss level Fiend and if you didn't save them you had to fight it yourself.
I am not exactly sure what you mean by "stick to your guns", but for me I think they need to design and develop the game that those developers want to make and not make a game that is dictated by what fans have said they liked. Andromeda shows to me that they had too many things they wanted to put into the game and overall the game suffered. At the end of the day Andromeda was a "Jack of all Trades, but a master of none".
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Post by linksocarina on Aug 8, 2017 5:47:41 GMT
It has some good writing in it. But it also has a lot of derivativeness to it. Isn't that true of most things? I guess I tend to believe that there are only so many different stories to be told, and they've all been done before. If yet another derivative can draw me in with characters I care about, and maybe toss in something unique or unexpected, I'm in. Yes, but we're also a bit more forgiving in some instances. I think the reason Andromeda falls flat, for example, is due to it being safe. The writing is a part of that push, and the sort of gushy nature of the game shines through heavily and accents the more clichéd parts. Take, for example, all of the loyalty missions. Half of them simply are boring from a story standpoint because it provides very little in terms of surprises, growth, or even ideas while the other half rely on the cliches to attempt a compelling narrative moment. The derivitatve nature of it all is the fact that it's all predictable and really devoid of doing anything new, they are less character studies like previous loyalty missions, more hollow moments that don't really grow characters further. Other games had that too, mass effect 2 missions were also cliches. But what set them apart was stronger characterizations and growth, effectively each character in 2 had internal conflicts to contend with or at least had a playful mission accompanying their story.
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Post by colfoley on Aug 8, 2017 5:54:54 GMT
Isn't that true of most things? I guess I tend to believe that there are only so many different stories to be told, and they've all been done before. If yet another derivative can draw me in with characters I care about, and maybe toss in something unique or unexpected, I'm in. Yes, but we're also a bit more forgiving in some instances. I think the reason Andromeda falls flat, for example, is due to it being safe. The writing is a part of that push, and the sort of gushy nature of the game shines through heavily and accents the more clichéd parts. Take, for example, all of the loyalty missions. Half of them simply are boring from a story standpoint because it provides very little in terms of surprises, growth, or even ideas while the other half rely on the cliches to attempt a compelling narrative moment. The derivitatve nature of it all is the fact that it's all predictable and really devoid of doing anything new, they are less character studies like previous loyalty missions, more hollow moments that don't really grow characters further. i wonder if the problem was the loyalty missions were all climaxes of the companions individual arcs. Because i disagree with your assessment on the loyalty missions and this is all I've got as to why. For the most part anyways Liam and maybe Peebees was pretty derivative...but i found Dracks, Coras and especially Jaals to be really stellar.
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Post by RoboticWater on Aug 8, 2017 5:57:00 GMT
I haven't posted in a while, but having read a number of these critiques, I still can't agree with the basis for many of your points. I can can barely even consider the validity of these critiques because they so consistently glorify the average. I feel like you often just say things like "Andromeda has sidequests with narratives that cover topics, therefore it is good," without really justifying whether or not the narratives or topics are especially complex or, more importantly, insightful. BioWare isn't a highschool student: we don't need to shower them in accolades because the managed to craft a story that simply "has a climax that actually functions as a climax" or "has characters with a backstory and a personality that changes a bit." It shouldn't be enough that sidequests have dialog and a perceivable narrative arc; just about every action adventure game has this now. BioWare is only providing more of the same exact experiences with new (though not necessarily improved) faces and their games are suffering for it.
Within the five years between ME3 and Andromeda I've delved further into science fiction literature and discovered that Mass Effect, though Andromeda more than the rest, is retreading Pulp and Golden Age SF concepts that have been expounded upon nearly to the point of exhaustion, and they've not often provided any emotionally or ethically challenging concepts that haven't been more acutely portrayed in short stories. Maybe start by making story with a moral center that pushes beyond "work together and don't be a racist." Aye, and Gomorrah... was written in 67 and has a more nuanced and compelling portrayal of gender and sexuality than anything BioWare has likely ever conceived. With the rest of the games industry setting a pretty decent baseline for narrative, that short story is the kind of narrative I'd hope for in my RPG. The genre isn't as unique as it used to be, its games need to work harder to stay above the crowd.
To be more pointed with my argument: yes Ryder has more personality options, but, as Pearl noted, this change evidently resulted in a protagonist with even less functional agency than Shepard. Moreover, the increased number of personality options isn't even much of a benefit in and of itself when the "character study" you create via these options isn't that much more compelling than any other bland videogame protagonist. By contrast, even though Geralt is fairly tropey as a protagonist, the choices you made with him could easily cast him as anyone from a flawed father figure to a smug, disinterested nihilist. Point is, the game leveraged its lack of strong character choice to strengthen the types of characters you could be.
Andromeda is painfully and almost meticulously average, so unfortunately, The lesson to learn here is not so simple as tightening some screws. I suppose that could work with the combat mechanics (though, for Mass Effect I think I would prefer a game with more interesting combat mechanics than merely fluid), but the creative core just needs more people with vision. BioWare have been treading water with "characters that have backstories and a personality that changes a bit" for a while now. That's not enough. People get the climactic battle, and the quest structure, and the talking with crew members, and that whole dynamic. They need to either disrupt it or apply it to a scenario we've not yet seen.
I thought that game was going to be Andromeda. How many RPG actually deal with first contact or BSG-style politics? How many of those could even dream of having that "BioWare production value?" We see how that turned out. So I guess I agree about the "be bold" of your argument, but bigger? More species? More planets? No. That's not bold, that's more. Bold means different, and I don't think the Mass Effect team is creatively capable of that right now.
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Post by linksocarina on Aug 8, 2017 6:07:04 GMT
Yes, but we're also a bit more forgiving in some instances. I think the reason Andromeda falls flat, for example, is due to it being safe. The writing is a part of that push, and the sort of gushy nature of the game shines through heavily and accents the more clichéd parts. Take, for example, all of the loyalty missions. Half of them simply are boring from a story standpoint because it provides very little in terms of surprises, growth, or even ideas while the other half rely on the cliches to attempt a compelling narrative moment. The derivitatve nature of it all is the fact that it's all predictable and really devoid of doing anything new, they are less character studies like previous loyalty missions, more hollow moments that don't really grow characters further. i wonder if the problem was the loyalty missions were all climaxes of the companions individual arcs. Because i disagree with your assessment on the loyalty missions and this is all I've got as to why. For the most part anyways Liam and maybe Peebees was pretty derivative...but i found Dracks, Coras and especially Jaals to be really stellar. You'd be wrong about that, it's mostly because the conflicts were external I'd wager. Jaal, for example, has no conflict other than proving his trust in you right at a moment of need. The players involvement in that moment doesn't change the outcome too much, outside of the Aksuul and his strength. Jaal doesn't change much from it despite the mission itself being pretty good. Dracks conflict is external because he finds himself to be a fish out of water due to his more nerdy grand nephew. Vetra was about her sister with no real change to her character, Peebee has a moment baked in for the wrong reasons, which makes it more comical vs anything else and just as cliche in the same way the holy grail was in The Last Crusade. The only two loyalty missions that may be internalized conflict would be Liam and Cora, but they suffer from a lot of issues too.Cora mission is a problem of her being wrapped up in the Asari Ark stuff. If the ark wasn't involved I'd wager it would have been a bit more impactful. Liam arguably has the best loyalty mission in the game due to the pacing and the level design, and the fact that his character does go through some changes during the mission. His more devil may care attitude mellows finally. It's weird, the characters are well written and dynamic, but at the same time predictable and boorish. They have the building blocks in place but not enough of a hook to really get them to where they need to be.BioWare went back to the more flat characters with dynamic personalities, similar to the Baldurs Gate games in a lot of ways. Can't say it worked perfectly.
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Post by warrior on Aug 8, 2017 6:21:04 GMT
Make a more diverse cast of characters. Your crew in this game were all pretty much laid back. I can't think of any squad member that had some kind of devout belief in something that I either agreed or disagreed with. Suvi had more than most of your squad. You didn't have an Ashley who you couldn't tell if she was a nationalist or a xenophobe, you didn't have a Vivienne, who if you were pro mage you vehemently disagreed with and probably didn't like. You didn't have a Mordin who could be singing one moment, and another you're arguing with him about the genophage to the point where you can literally call him a murderer. This this this. It did not seem to me that these characters believed in anything with any conviction. Not as much inner life. Some nice moments but so much small talk.
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Post by Pounce de León on Aug 8, 2017 8:42:17 GMT
The "open world" and the story telling are out of sync. Running on the planets after story missions is kinda disconnecting. The world doesn't really support the setting. If you want to see how to build a proper open world go play a Bethesda game. They aren't good for story but they know how to build interesting places. Spreading markers and designing little mazes doesn't cut it.
The atmosphere is too gay and happy - it might just be the graphics and lighting.
The story missions were quite OK, the story itself wasn't the top cream, but I can live with it.
The best side mission was Eos water drilling when you can activate an Architect. That was unexpected.
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Post by colfoley on Aug 8, 2017 9:59:21 GMT
i wonder if the problem was the loyalty missions were all climaxes of the companions individual arcs. Because i disagree with your assessment on the loyalty missions and this is all I've got as to why. For the most part anyways Liam and maybe Peebees was pretty derivative...but i found Dracks, Coras and especially Jaals to be really stellar. You'd be wrong about that, it's mostly because the conflicts were external I'd wager. Jaal, for example, has no conflict other than proving his trust in you right at a moment of need. The players involvement in that moment doesn't change the outcome too much, outside of the Aksuul and his strength. Jaal doesn't change much from it despite the mission itself being pretty good. Dracks conflict is external because he finds himself to be a fish out of water due to his more nerdy grand nephew. Vetra was about her sister with no real change to her character, Peebee has a moment baked in for the wrong reasons, which makes it more comical vs anything else and just as cliche in the same way the holy grail was in The Last Crusade. The only two loyalty missions that may be internalized conflict would be Liam and Cora, but they suffer from a lot of issues too.Cora mission is a problem of her being wrapped up in the Asari Ark stuff. If the ark wasn't involved I'd wager it would have been a bit more impactful. Liam arguably has the best loyalty mission in the game due to the pacing and the level design, and the fact that his character does go through some changes during the mission. His more devil may care attitude mellows finally. It's weird, the characters are well written and dynamic, but at the same time predictable and boorish. They have the building blocks in place but not enough of a hook to really get them to where they need to be.BioWare went back to the more flat characters with dynamic personalities, similar to the Baldurs Gate games in a lot of ways. Can't say it worked perfectly. i think you are onto something but i still disagree. As i mentioned above the loyalty missions are only a small part of the overall story of each character. Heck.it.might have worked better had they done the.missions in DA 2 but they didn't. And each character had internal conflicts they had to get over which they learned through their loyalty missions...and beyond. Drack didn't think he was worth anything to the Krogan...his loyalty mission, Vorn, and his arc proved him wrong. Vetra thought her sister wasn't mature enough to handle what she did for a living and didn't want her to grow up too fast. Through her arc she learned to trust her and they grew closer. Jaal felt like he wasn't fulfilled in.life and believed that a promotion would fulfill him. He realized that his place in the universe wasn't defined by titles but by his personal self worth. Cora always looked to others for leadership and was generally listless, she realized even her idols could fail her and she needed to start finding her own way...her garden. Liam...since Andromeda was a shit show...believed the best way to fix it was force both parties to play nice. He learned he didn't have to and could just let things happen. Peebee felt that it was better to keep people at a distance because of a betrayal but then learned she could rely on Ryder and co. Also it is worth pointing out none of these characters were out for revenge and only one had family issues.
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Post by Croatsky on Aug 8, 2017 11:34:35 GMT
5. Stick to your gunsI think the best thing Bioware can do with Mass Effect is say "eff you!" to the fans. The fans are obviously bipolar, at this point. They don't really know what they want. I think they just need to go off and be creative, but be creative with story. Their "No Man's Effect" idea was interesting and creative, but not in the way we want Bioware to be creative. We want Bioware to be creative in story, in writing, in companions and romances and lore. We don't really want them to be creative in gameplay mechanics or gimmicks like an almost infinite galaxy to explore. That's my opinion, anyway. I want a story that excites, makes me feel, laugh, cry, rage, etc. I got moments of that from MEA, for sure. I was super giddy in those last missions leading up to the finale, and the finale was freaking awesome. And I know that it was just the start of something, and all the feels from the OT came from the 100+ hours of gameplay across 3 different games and many different characters, but MEA is fairly expansive and had room for more than it contained. My advice to Bioware is focus on the story and the characters. Make them real, and make the world feel lived in. So much of this. Mass Effect Andromeda was basically a love letter to Mass Effect 1, implemented plenty of feedback from fans across entire trilogy and yet game heavily rejected by those same people. BioWare simply has to give up on listening fan feedback over non-technical issues and just do what they want to do, within the respect of Mass Effect IP and it's lore which they had set up.
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Post by aslightjump on Aug 8, 2017 11:58:39 GMT
Yeah, I'm going to have to disagree on the dialogue wheel. MEA managed to be some hyper-combo monstrosity of ME1's lack of real choice and DA2's tone thing. Ryder to me is both the game's biggest asset and its biggest failing. Very engaging character as long as you're prepared to not be able to really do anything. I remember I used to read complaints about Shepard going 'My Shepard would never' or 'I wish my Shepard could' and think most of it just sounded silly or implausible, and then I played Ryder, who was always laid back, fairly genial, and I got it. Ryder's got more personality than Shepard, I loved her but she was a brick, but he's also not as substantial and I'm not making any sense.
The whole game is like that. It's just glossy. Everything slides off of it. Your crewmates are mostly chill people, your questline re: the Archon is just you win-win-winning no matter what until the very end. Terrible things happen, I die like three times, and things just keep on keeping on. It's weird, and I fear this isn't constructive because I have no idea how to fix it. It's like, there were only highs. And that's nice, but not exactly what I want or expect in my Mass Effect. I need for the bad things to hurt. ME3, for all its faults, let you hurt Shepard. (Sometimes too much. I'm not that broken up over Thessia, game.) Ryder, his companions - they're untouchable.
(I feel compelled to point out to myself that Mass Effect 1 was largely the same, so I suppose I can't be too harsh on MEA for it. DAO was saved from this, though largely because it's dialogue choices were far superior. First games can be rough.)
On the other hand, when I was supposed to feel rewarded, I did genuinely feel like I put the work in. I was proud of those outposts. I was excited to get my viability up. The exploration and colonization parts I felt were very good. In terms of squadmates, I probably like them the least of any Bioware crew but they aren't terrible and some of their LMs were a ton of fun. Most were just logical conclusions of character arcs like Cora's, some caused change like Liam's. I liked that not every one altered your companion forever or solved their deep seeded issues.
I'm not ever going to be the one to argue mechanics. I'm not good at gaming, so game mechanics could be particularly terrible and I'd think it was me.
The quests - I actually thought the Tasks were good idea, they just needed to be given to you as soon as they could possibly be given to you. They were great for exploration so if it was your first time in an area you weren't just driving around in the Nomad for minutes at a time, but if you had a whole planet cleared of all major tasks, what was the point? Side quests were standard issue Bioware side quests, I don't have a strong opinion on those.
The main questline is horribly paced once the mission for the Archon's ship opens up. After that it feels rushed. Or like it's rushing you. ME2 put in actual timers in the structure of the game to hold you back, and ME3 and DAI you could argue that building up forces was just as important as moving the story along. MEA's is...create outposts. On the one hand, yes the outposts and gaining allies are helpful, on the other hand getting Meridian is hyped up so much that I felt unsettled wandering around. It's a delicate balance, and MEA didn't land right.
I am going to come back to this post sometime when I'm not dead tired and wonder what the hell I was thinking.
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Post by Deleted on Aug 8, 2017 12:09:01 GMT
Now a while ago someone on these boards started 'Constructive Criticism of Mass Effect Andromeda'...and the first line was something to the effect of 'we all know MEA was the worse game BioWare has ever done.' Now that is not exactly constructive criticsm, constructive criticism actually starts by one praising the thing you are criticising in the first place. Praise, then you find an aspect to be critical of, then you adress a possible fix. That is what constructive criticism is. And its something few people want to do. But, in the wake of that thread it doubled my own interest in creating a thread such as this. My own bit of Constructive Criticism. Because as much as I do love the game (see what I'm doing?) its not perfect, and the fixes should be relatively easy. Now this thread is done specifically with Mass Effect Andromeda 2 in mind, but this advice could just as easily apply to Anthem or Dragon Age 4. So here we go, five things in which I think they could approve upon in the future. 1. Trickle Down Quest DesignAs I've said recently I have been playing Witcher 3. And as I also noticed I had trouble getting into it, primarily because the amazing side quests I remembered from my first PT didn't seem to exisist...quite the opposite in fact. That was until I got to Novigrad, and I realized something... Now for the most part I, and I think most people and game developers, have assumed that quest design generally is bottom up and its design. The side quests support and expand upon the main quests, not vice versa. But, in Witcher 3, first noticed in 'Return to Crookback Bog' I noticed that Witcher 3 tended to do the opposite. Main quests, the decisions made, and the people met during them, trickled down to the side quests and effected them. Because the game focused on finding Ciri anything out of that purview went right into the Side Quests. And quest after quest bore this out, you met a character on the main quest, made a decision, and it came up later in a side quest. Now Andromeda did do this at times, the decision on whether or not to make Prodromos Military or Civilian did come back later on in the game during a side objective. But for the most part I have to wonder if BioWare didn't look at this kind of thing and expand upon it if it might not actually make the next game feel a lot tighter. However, I am still pretty amateur at this so I do not know if BioWare did something like this it wouldn't effect something else down the road. 2. Improved Dialogue WheelNow, for me MEAs dialogue and RP was the best in the Mass Effect series to date, by far and away. Ryder was a great character and for the most part BioWare did a great job taking into account a great deal of player choice. But on the other hand it still is weaker then any of the three Dragon Age games. Especially DA 2 and DA I. The most common complaint on this affair is that Ryder could not be 'aggressive' enough. Angry enough. Bad ass enough. Etc. The problem is all tied up in the emotional option. Casual, Professional, and Logical are all well defined in game and in real life. And for the most part they work. But emotional, well there are a lot of emotions for one dialogue option on a wheel to convey. Pride. Anger. Joy. Sadness. Etc. I can see two possible solutions. Either divide up the emotional wheel, so for me the four options would be 'diplomatic' 'aggressive' 'casual' 'profesional.' Or to put a sub symbol in the emotional to give it a little more range. Like a heart-exclamation point for aggression...etc. 3. Bold Story DesignMass Effect Andromeda was BioWare's best story to date. Its peaks and valleys, its building of tension till it exploded in its final mission, all the lessons learned which expanded on the lore...and indeed even the side quessts...all were pretty well written. It came together in a nice climax and had a nice ending which was not overshadowed by any of its previous content. However, it came off as a little too basic. Granted it was wonderfully executed so sometimes its better to have a well written basic story then a complex one which fails. But, at times, it honestly feels like an ad lib of a story. Just inserting the neccessary but moments here and there to increase narrative tension, and then pay it off later. Granted, it did succeed at this better then the trilogy...so... What I want to see them is be bolder, more complex, with higher stakes and an overall larger canvas. Maybe more aliens, more unique species, and something that takes us out of Heleus and across the Andromeda Galaxy. Now that the basic storylines have been established, and the AI is in the Andromeda Galaxy, now is the time to expand that story outwards. Take a risk. Take a chance. 4. Be mean to your characters/ Create a compelling antagonistThisis the advice I feel is the most on dubious footing. Afterall the cast of Andromeda went through a lot in its time through the narrative. Hell Ryder died...twice. And Jaal had his entire world view shattered...twice. But I get the feeling this is one of the complaints about the game. Some nebulous idea out there. And no this does not mean one should kill off characters willy nilly, but make them go through pain, make them uncomfortable. Part and parcel with this is the Archon, who was a weaker Antagonist as I have outlined. Create someone who is more compelling. Someone who actively challenges Ryder and crew not just for the end mission (one of the reasons I still like the Archon) but for the entire game. Someone we get to know and can make the crew hurt. 5. Stick to your gunsNot exactly advice on what Andromeda did wrong, but just general advice. BioWare has something unique going. Something few game companies can do successfully. And Andromeda did continue this tradition. Whatever BioWare does they should not lose who and what they are. Learn from the compeition, don't try and copy them, expand on what you are good at, don't throw it out with the bathwater, Andromeda could be close to being something truly special...you should let it. My addition is: if indeed Andromeda only took 2 years to make, please, please, please make more games like that in those short timeframes! Iwant to play the "flawed" games like JE, ME2, DA2 and Andromeda way more than the "critically acclaimed" and universally loved ones like Inquisition or W3. I have a different taste, what can I do.
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Post by Sanunes on Aug 8, 2017 13:36:50 GMT
5. Stick to your gunsI think the best thing Bioware can do with Mass Effect is say "eff you!" to the fans. The fans are obviously bipolar, at this point. They don't really know what they want. I think they just need to go off and be creative, but be creative with story. Their "No Man's Effect" idea was interesting and creative, but not in the way we want Bioware to be creative. We want Bioware to be creative in story, in writing, in companions and romances and lore. We don't really want them to be creative in gameplay mechanics or gimmicks like an almost infinite galaxy to explore. That's my opinion, anyway. I want a story that excites, makes me feel, laugh, cry, rage, etc. I got moments of that from MEA, for sure. I was super giddy in those last missions leading up to the finale, and the finale was freaking awesome. And I know that it was just the start of something, and all the feels from the OT came from the 100+ hours of gameplay across 3 different games and many different characters, but MEA is fairly expansive and had room for more than it contained. My advice to Bioware is focus on the story and the characters. Make them real, and make the world feel lived in. So much of this. Mass Effect Andromeda was basically a love letter to Mass Effect 1, implemented plenty of feedback from fans across entire trilogy and yet game heavily rejected by those same people. BioWare simply has to give up on listening fan feedback over non-technical issues and just do what they want to do, within the respect of Mass Effect IP and it's lore which they had set up. Yep, speaking only for myself as always I have always enjoyed BioWare's first releases for after that it feels they become apologists and will do anything to make the critics happy. I think that is why I am looking forwards to Anthem the most is because I won't have to deal with that behavior of BioWare's. If anything the things I have always disliked about BioWare games are the things they have done to try and make the fanatics happy which will never happen. Looking at Andromeda I always had the feeling that it would not be received well, only because they tried to take the best parts of the first three games and replicate that with no areas they could reduce to make the game better. Mass Effect 1 was more exploration focused and the companions were barely part of the game and the combat was not enjoyable for me. Mass Effect 2 was more companion based, but they completely removed exploration and the combat was slightly better then Mass Effect 1. Mass Effect 3 again they basically ignored exploration and improved combat and lessened the focus on companions. So when Andromeda comes along they are trying to focus on making a really big exploration game with indepth companions and overhauling the combat/skills system it became problematic. As I posted earlier and I think it fits Andromeda was a jack of all trades, but a master of none, while the other games had a strong focus on one area and the others were less important.
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Post by ShadowAngel on Aug 8, 2017 14:03:04 GMT
My perspective on what lessons are to be learned:
1.dont rehash a story that's already been done, you're playing it safe that way rather than being creative and trying something different. That's my #1 gripe with the story, so much of it easily reminds me of the OT and I don't want the OT.
2.go back to the older combat system, combat wheel and all cause the profiles played out awfully and give me no incentive to even bother switching, not to mention it makes classes pointless if you're given the ability to play them all through one go, make classes matter.
3.get a real character creator, I don't want a preset system.
4.either go back to paragon/renegade or truly work out the new dialogue system, its potential is huge if they can get it to work, but it's also a complicated thing they may not be able to master like the open world push they've been doing lately. It's hard to "role play" if I'm saying things I didn't want said that way or if I'm saying yes but in 4 different ways. Oh, and the sarcasm is obnoxious in the game too.
5.make the inventory system an actual inventory system. It's a pointless addition if you can't change gear on the fly
6.a working MP at launch, it's not exactly a MP that will pull in large numbers of people so I don't see why stability issues are a thing here.
7. A MP that improves over its predecessor, Andromeda MP is bombing cause it's nothing new and is just a rehashed lesser version of ME3MP, not to mention ME3 had more support to it.
The game was alright overall, it's the closest to a ME1 and what ME was originally meant to be, but it came short of that goal. It's why I say it took a step forward but two steps back. There's to much playing it safe going on and then they're doing things wrong that they were trying to achieve by going back to the OT feedback. People wanted an inventory system back, but they also wanted to actually use it. People wanted crafting, but they didn't want it to be convoluted. They wanted exploration, but they didn't want it to be a chore or the worlds being so similar to each other.
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Post by Croatsky on Aug 8, 2017 14:04:13 GMT
So much of this. Mass Effect Andromeda was basically a love letter to Mass Effect 1, implemented plenty of feedback from fans across entire trilogy and yet game heavily rejected by those same people. BioWare simply has to give up on listening fan feedback over non-technical issues and just do what they want to do, within the respect of Mass Effect IP and it's lore which they had set up. Yep, speaking only for myself as always I have always enjoyed BioWare's first releases for after that it feels they become apologists and will do anything to make the critics happy. I think that is why I am looking forwards to Anthem the most is because I won't have to deal with that behavior of BioWare's. If anything the things I have always disliked about BioWare games are the things they have done to try and make the fanatics happy which will never happen. Looking at Andromeda I always had the feeling that it would not be received well, only because they tried to take the best parts of the first three games and replicate that with no areas they could reduce to make the game better. Mass Effect 1 was more exploration focused and the companions were barely part of the game and the combat was not enjoyable for me. Mass Effect 2 was more companion based, but they completely removed exploration and the combat was slightly better then Mass Effect 1. Mass Effect 3 again they basically ignored exploration and improved combat and lessened the focus on companions. So when Andromeda comes along they are trying to focus on making a really big exploration game with indepth companions and overhauling the combat/skills system it became problematic. As I posted earlier and I think it fits Andromeda was a jack of all trades, but a master of none, while the other games had a strong focus on one area and the others were less important. I disagree on that bolded point. ME:A has the best combat mechanic of all ME games, one of better ones from all games in general imho, while it's characters are written extremely well, well in depth and tons of interesting dialogues. What characters lacked is that they were all brand new, lacking trilogy long fanbase. That part was just simply unavoidable. It is exploration part where BioWare dropped the ball and it had suffered from the most, even though it is vastly superior to what ME1 offered in every way. As well that part had dragged the whole game down, as combat mechanics were not complimented with great level design outside of main plot missions, loyalty missions and Havarl. As well plenty of party banter was stuck behind Nomad driving sequence. As well side quests quality are not on same level as ME trilogy side quests, due to exploration part of ME:A. Really, entire exploration concept made the game suffer overall. This is also very true for ME1, however many fans refuse to admit that.
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Post by abaris on Aug 8, 2017 14:05:54 GMT
So much of this. Mass Effect Andromeda was basically a love letter to Mass Effect 1, implemented plenty of feedback from fans across entire trilogy and yet game heavily rejected by those same people. BioWare simply has to give up on listening fan feedback over non-technical issues and just do what they want to do, within the respect of Mass Effect IP and it's lore which they had set up. I don't think they do listen to fan feedback. Crowdfunded and kickstarted games do. With them, there's hardly any disconnect between game magazines and user feedback on sites like metacritic. Just check out Larian's Divinity Original Sin or Obsidian's Pillars of Eternity. Both of these games have been developed in close relationship to the fanbase. That doesn't happen with any AAA title. They may say they're listening to fans and somtimes they may even pick up one idea or the other, if they think it's a good one, but never to the extent independent developers do with their kickstarter projects.
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Post by Croatsky on Aug 8, 2017 14:08:45 GMT
I'm sorry abaris but what you just said is a complete and utter nonsense. And you utterly contradict yourself in your final sentence.
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Post by abaris on Aug 8, 2017 14:13:40 GMT
I'm sorry abaris but what you just said is a complete and utter nonsense. And you utterly contradict yourself in your final sentence. Look up the scores of kickstarted games on metacritic. It's 87 to 87 for Dvitinity and 87 to 83 for Pillars. Both of these games have been developed with fan input in mind. Now please explain to me how the disconnect comes to be with MEA if it was indeed created in the way the fans asked for. Again, which is not a contradiction. They may pick up one idea or the other, but they don't develop a game together with the fanbase as other developers do. If they did, there would be no reason for the disconnect. I certainly hope that you don't come back with the image of the evil fanbase being out for blood one way or the other. That simply doesn't stick in comparison to other games. On the same review site.
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Post by force58 on Aug 8, 2017 14:23:15 GMT
I agree with what you said, but sadly, I'm not sure we'll see another ME game based on all the news about Bioware and EA. However, that's not the point of this thread, thankfully.
Firstly, I've played the ME series and I guess I could be called a fanboy. I loved all the games. Andromeda was a worthy next step for the series. I play on Xbox so I'm not sure if that matters at all.
The graphics were top notch and I constantly caught myself just admiring the sights and 2 sec's later I'd get nuked. Anybody that says otherwise didn't play the game. I wasn't a fan of the frame rate issues though. Again, I'm not sure if that's because I played on Xbox or it had to do with the servers themselves. I would check my network and it was always Open NAT with no errors, and yes, I do play wired on cable. I tend to lean toward the game servers as last week I played the game on vacation while not online and didn't notice any lag issues.
I do hope they change the way the Tempest is accessed, meaning, I don't like it that the damn thing takes off into orbit every time I access it. Why does this happen? Sometimes I want to stay on the planet but just need to do something on the ship. Why can't we.
I had nearly finished the main campaign before I realized I had special ammo, or the ability to target my AI team to a location or enemy. Yes, yes I know I should have known these things, but they are just a few that I found out about by watching vids or reading about the game. The same was true wrt research and development. I didn't fully grasp the concept until the game was 2/3 complete. They need to do a better job of at least alerting us to certain in-game abilities or functions.
I don't agree with your comment on the dialogue options. But that's said with a bit of assuming Bioware/EA didn't want Ryder to be too much of either a pacifist or brute. Ryder was thrust into the role he played, he hadn't planned on it, and is making the most of his new skills. Unlike Shepherd who was a grizzled vet who you sort of expected to be a bad ass. I guess its open for debate.
I loved the story. Sort of like a futuristic Noah's Ark. I know there are lots of you that didn't like it, but to me, it was a perfect story for a person like Ryder to have. I hope and pray for a sequel for reason's I'm not mentioning here in case some haven't completed the game yet.
Oh, and while we're on the topic of story, the side mission Ryder Family Secrets was simply amazing. Anybody who hasn't completed that is missing out on one of the best missions in the game, at least from the aspect of tying a nice bow on the end game.
I hope if there's a new ME that they adjust the markers in the game. Too often I'd be trying to get to a location, would spend an hour on it, and be no closer to getting to the marker in the end. I'm only talking about 6-8 of the missions, but that was 6-8 more than I wanted to wrack my brain trying to figure out where to go. Most times I'd go off the game grid and only have precious few seconds to turn around, but could not.
A lot of you were disappointed in the cast of AI in the game. I felt the same early on, wondering if the characters would affect me like Wrex or Ashley did. In the end I was glad that they did. I became particularly fond of Jaal and Drack and loved every minute I spent with them. I also heard some people wanted Shepherd and the original cast to return. Nope, I liked the Andromeda cast. It would have been nice to have a more relate-able protagonist as I didn't feel like I actually hated any of the races or main enemies, not like past ME games.
Overall the game was excellent. I told my friend that its one of the top 5 of all time for me. I'm old, have played a lot of games, and this one was special.
Cheers
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Post by Croatsky on Aug 8, 2017 14:26:04 GMT
First of all abaris, what does metacritic score has to do with "taking fan feedback"? Also taking fan feedback DOES NOT MEAN fans develop the game with developers. That's now what it means! Also most crowdfunded games, as in 99% of them, are NOT developed along with people who paid for the game's development. It's usually very independent and those same indie devs only listen to fan feedback, just like major studios that develop AAA titles. You're mixing up terms here.
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Post by abaris on Aug 8, 2017 14:30:56 GMT
First of all abaris , what does metacritic score has to do with "taking fan feedback"? Because the fanbase obviously liked the game? The same base that over years of development was exchanging ideas with the devs with them actively taking part in the discussions and telling the users what's doable and what's not. If the fanbase likes a game, they rate it accordingly.
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Post by Croatsky on Aug 8, 2017 14:36:54 GMT
First of all abaris , what does metacritic score has to do with "taking fan feedback"? Because the fanbase obviously liked the game? The same base that over years of development was exchanging ideas with the devs with them actively taking part in the discussions and telling the users what's doable and what's not. If the fanbase likes a game, they rate it accordingly. You really went off the rails of original discussion I brought up.
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