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Post by Deleted on Aug 8, 2017 20:49:05 GMT
I mock the game. Not other posters. I didn't think you were "mocking" the game. I thought your goal was to try to bring truth about the game to the forums, as a service to the Mass Effect franchise you love? That would more entail constructive criticisms of the games than mocking, yes? It's pretty hard to offer genuinely constructive criticism of something you haven't experienced...
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Post by suikoden on Aug 8, 2017 20:51:18 GMT
I mock the game. Not other posters. I didn't think you were "mocking" the game. I thought your goal was to try to bring truth about the game to the forums, as a service to the Mass Effect franchise you love? That would more entail constructive criticisms of the games than mocking, yes? Sometimes a game deserves to mocked. And sometimes that's more constructive than any criticism. Such is the case for Andromeda. In my opinion of course.
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Post by abaris on Aug 8, 2017 20:52:37 GMT
Well, I find that Reyes changes a fair bit depending on PC's choices. And Liam starts doing things that are wiser. You can't "flip" every character you meet like in Kotor2, lol. Reyes is a secondary character. And it's actually damning that he's better written than some of the companions. Granted, he also got less screentime than the crew, so to speak.
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Post by RoboticWater on Aug 8, 2017 20:53:41 GMT
Are you kidding me? The premise for Andromeda could nearly burst from all the conflict is has built into it. As long as BioWare chose to have the arks leave prior to ME3, we would've been living in a setting where everyone's cultural tensions hadn't yet been solved by space Jesus. The very act of choosing to join the Ai would ostensibly require a commitment to break with the past and get over cultural rivalries. They didn't have the luxury of independent home worlds or governments. The Milkies needed to join in a united front to deal with whatever else they would encounter in Andromeda. But we don't have to think in terms of Andromeda Initiative. BioWare could have come up with any number of premises that places far fewer single-minded altruists on the arks. And hell, do think most people will stand on principles of equality and kinship when they're running dangerously low on resources? And a good thing too. Can't have anything interesting happen in the actual game. And what a monumental first contact that was, full of diplomacy, intrigue, and moral debates over imperialism. Oh wait. It wasn't. That's what I'm saying: first contact was a plot point, not a focal point. It was an obligatory thing that needed to happen, but BioWare barely dug into it. It would have been easy to keep the same feuds and make no extra commentary, yes, but if they used the feuds to heighten the tension and then use this infighting to re-contextualize a dubious alliance with a new alien species? That would have been a challenge. But yes, it's much more bold to make mostly bland characters with very few, if any, strong opinions and appear to have very little connection with their home or cultural history. Far more risky to write a tale where the plucky, morally unambiguous heroes save the natives from the space Nazis.
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Post by colfoley on Aug 8, 2017 20:54:53 GMT
the thing is this is pretty much ninety nine percent of game writing outv there these days. Which is why i alluded to...multiple times...that game writing might be finally catching up to tv writing of the nineties with more complicated story and character arcs. Because as you said MEAs writing is fairly basic...but then it is something the trilogy got wrong numerous times. As far as them not dealing with complex issues...again that is something the OT had mixed results in. Other than 'racism is bad' i felt the OT didn't really cover new ground. Whereas Andromeda not only took the time to examine the issues it bought up but also managed to cover new ground with things like SAM and exaltation. But the original trilogy, was, as the name implies, original. It was released a decade ago when most action adventure games that often struggled to maintain a coherent plot let alone a good one, and not many people were making BioWare's brand of RPG. Nowadays Mass Effect has to compete with some fairly competent narratives coming from action games with surprisingly robust RPG systems (be they dialog choices or level progression). Witcher 3, despite all its mechanical mediocrity, structural flaws, and derivative features, is a game that stands out from crowd because of how adeptly they they created their story. But even so, Andromeda manages to be, at best, a pale imitation of Mass Effect. Because of all the things BioWare threw out, the world it sets up simply lacks the same amount of potential as the original. The characters, too, feel more mundane, and yes, lacking any particular opinionated platforms. Like I said: the game is all rounded edges. Not particularly, not for many of the companions, especially the better ones. There were more bland and obvious characters like Miranda and Jacob, but Mordin and Legion? Very strong characters that are surprisingly subtle with their baggage. So much so that I almost completely ignored Mordin my first playthrough. No doubt they were aided by what I said: anecdotes that challenge or deepen moral questions posed by the main game. Their loyalty missions alone pushed the moral center of the series a little beyond "don't be racist" by contextualizing it within the nuances of Geth culture or Mordin's very internal spiritual turmoil. But once again, this is something that I think needs to be improved, not merely persisted. Yet another thing The Witcher 3 actually pushes forward in the genre: the dialog you have with the supporting cast is not nearly so forced. There's rarely the sense that you're mining their backstory like a computerized historian as you do in BioWare games. How many times are you going to judge them like the little league before they can try something complex? How many 3-5 year increments of failure should these professionals get before we hold them accountable for what has been clearly shown to be possible? We get simple, pulpy action stories everywhere now. BioWare can't compete with that anymore, especially if they intend on putting out more technical messes like they have. So we can't keep treating the creative team like plucky teens who just need to get their big break; these are professionals trying to stand out against ever-increasing competition, they need to step it up or they need someone else to do it. you seem to be missing the point entirely. The point is for the medium of video games MEA is pretty much the big leagues. Yes witcher 3 may be the gold standard of games...but the thing is there is only ONE Witcher 3. Besides even then the more i play it the more dubious i get at its writing and think Andromeda has better story and character writing.
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Post by jaegerbane on Aug 8, 2017 20:58:10 GMT
1 - I think related side quests are always good, I don't think you'll find anyone realistically arguing that disjointed side quests are desirable. it was part of the reason why ME2's loyalty quests were so good, it was why Oblivion's Dark Brotherhood line walked all over it's main questline, the list goes on. Tbh I'm not sure it was a question of Andromeda not having 'enough', it felt to me more like it squandered and opportunity with most of its planets to treat them as full blown mini-quest lines. Elaaden was a good example of this, Voeld could have done with a bit more focus, Havarl needed to be longer, Eos just.... it either should have just been a tutorial planet or extended into a quest planet, rather than try doing both.
2 - Tbh the Dialogue Wheel was one of those things I never understood the hate for. I mean, I was pretty happy with Ryder's responses, I guess it could have had more options but... eh. It didn't strike me as hugely different to the OT.
3 - So... look, I say this as someone who genuinely enjoyed the story and just signed off their 200 hour completionist run - Andromeda's story was far from the best story Bioware have ever done. Personally I think they were hamstrung by the need to introduce a whole new setting and new cast - ME1 did well largely because it's story was simple and well written and had no real starting baggage. However, the whole stuff about the Jaardan, the Benefactor and the unresolved situation back in the MW should make for a decent story in any further game. They certainly can't do any worse then ME2. On that matter, I still can't quite believe there are people out there who name DA2 as the best story bioware have ever done... with that Act III? I guess even Alien 3 found its audience too.
4 - This was something else I didn't get the hate for. IIRC the vast majority of people who played the ME series apparently did it as a Paragon and a lot of the Renegade decisions were just Chaotic Stupid. I personally don't see any improvement coming with just having the ability to act like an edgelord.
5 - I think Bioware need to strike a balance between listening to the fans and what works. Sometimes the fans get it right, and sometimes they have no idea what they're talking about. The reason we didn't get planet exploration in ME2 is because of all the nuts screaming about how the Mako made them self-mutilate or whatever the fuck the issue was. Same went for the loss of Heavy Weapons after 2. The community don't seem to be able to make minor criticism - everything is either so bad that all the devs need to be murdered or it's fine.
I had my own issues with the game, but collectively they fall to the lack of darkness. Mass Effect has always been primarily a Space Opera with a darker side to it and I don't think MEA ever really paid enough attention to this. There were flashes of it - mainly in the main quest - but at no stage was Ryder required to handle the stuff like Indoctrination, or Husk Conversion, or Noveria's Hot Labs, or the Collector Ship, any of the other billions of creepy situations Shep and co found themselves in. IMHO you can't seperate that from ME without it hitting the overall game, and I think MEA proved that.
To put it crudely, MEA needed it's own answer to the Flood. If your going to have ancient robots vs space nazis and fill in the rest of the gaps with ME2's mercs, you kind of take any chance to work the horror angle off the table.
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Post by maximusarael020 on Aug 8, 2017 20:58:25 GMT
I didn't think you were "mocking" the game. I thought your goal was to try to bring truth about the game to the forums, as a service to the Mass Effect franchise you love? That would more entail constructive criticisms of the games than mocking, yes? Sometimes a game deserves to mocked. And sometimes that's more constructive than any criticism. Such is the case for Andromeda. In my opinion of course. Mocking is never more constructive than actual constructive criticism. mock·ing adjective making fun of someone or something in a cruel way; derisive. Not useful, just cruel. I mean, you're going to have to pick a lane as to whether you are a beacon of truth and just looking to improve the IP or if you are a common "mocker". I don't really care either way, but I think if you are honest with yourself it will be better for you and everyone you interact with. Trying to play off one ideology whilst obviously supporting another is...problematic.
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Post by Deleted on Aug 8, 2017 21:02:00 GMT
Well, I find that Reyes changes a fair bit depending on PC's choices. And Liam starts doing things that are wiser. You can't "flip" every character you meet like in Kotor2, lol. Reyes is a secondary character. And it's actually damning that he's better written than some of the companions. Granted, he also got less screentime than the crew, so to speak. He was quite prominent in my game, as I intertwined the Kadara arc with the main story. It worked very well. I liked seeing more focus on the protagonist-independent characters like Reyes, Avitus, Sloane, Raeka, Efra, Akksul overall. I hope to see more and more of that tbh.
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Post by smilesja on Aug 8, 2017 21:04:43 GMT
Well, I find that Reyes changes a fair bit depending on PC's choices. And Liam starts doing things that are wiser. You can't "flip" every character you meet like in Kotor2, lol. Reyes is a secondary character. And it's actually damning that he's better written than some of the companions. Granted, he also got less screentime than the crew, so to speak. I don't really like him that much considering that he lies and backstab you.
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Post by Deleted on Aug 8, 2017 21:06:25 GMT
We did experience an official first contact between the Ai and angaran government. And what a monumental first contact that was, full of diplomacy, intrigue, and moral debates over imperialism. Oh wait. It wasn't. That's what I'm saying: first contact was a plot point, not a focal point. It was an obligatory thing that needed to happen, but BioWare barely dug into it. The setting and story is not all contained in cutscenes and codex. Some of those other issues were addressed by sidequests and comments from the crowd. First contact is a process, not just an event. The snark is uncalled for. And since this discussion isn't offering much in the way of constructive criticism, I likely won't respond to you again.
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Post by suikoden on Aug 8, 2017 21:09:11 GMT
Sometimes a game deserves to mocked. And sometimes that's more constructive than any criticism. Such is the case for Andromeda. In my opinion of course. Mocking is never more constructive than actual constructive criticism. mock·ing adjective making fun of someone or something in a cruel way; derisive. Not useful, just cruel. I mean, you're going to have to pick a lane as to whether you are a beacon of truth and just looking to improve the IP or if you are a common "mocker". I don't really care either way, but I think if you are honest with yourself it will be better for you and everyone you interact with. Trying to play off one ideology whilst obviously supporting another is...problematic. The internet meme machine has been very effective to date regarding Andromeda. More effective than any constructive criticism ever could be. Mockery is what this game deserves. In my opinion of course.
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Post by maximusarael020 on Aug 8, 2017 21:18:59 GMT
Mocking is never more constructive than actual constructive criticism. mock·ing adjective making fun of someone or something in a cruel way; derisive. Not useful, just cruel. I mean, you're going to have to pick a lane as to whether you are a beacon of truth and just looking to improve the IP or if you are a common "mocker". I don't really care either way, but I think if you are honest with yourself it will be better for you and everyone you interact with. Trying to play off one ideology whilst obviously supporting another is...problematic. The internet meme machine has been very effective to date regarding Andromeda. More effective than any constructive criticism ever could be. Mockery is what this game deserves. In my opinion of course. Great! So we've established you're just another "mocker" instead of bringing truth and reasonable criticism. Glad we're on the same page!
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Post by maximusarael020 on Aug 8, 2017 21:27:44 GMT
I think for the future of Andromeda, Bioware simply needs to give itself the time and resources it needs to create the game it wants, and to buckle down and focus on story and characters. The whole "No Man's Effect" debacle, changing animation programs part way through (losing hundreds of hours of work because a different color of pen was used), and a lack of direction as to what the story would be is what really brought the game down. It's actually a miracle the game is as good as it is. They had to do dialogue very late, etc. Everything was very last minute. Developers said that instead of working on polishing the game they were just trying to keep it together at the end.
The only real thing that Bioware needs to work on for the next Mass Effect game is a clear vision and very good management. We know that they can write interesting characters, great missions, cool stories, etc. We've seen it before. I know, I know, now they're owned by EA and "all the original people left" and blah blah blah, but that's not really the point. Other people can write just as good of stories, create just as good of characters, etc. They just need focus and direction. There's no magic fix to what MEA was, because all it was was rushed. Pure and simple. Every fault with it came from it being rushed and lack of management. Story suffers, dialogue suffers, animation suffers, etc. So really, all they need for MEA:2 is the time that they were given for MEA (5 years) but with a clear story and direction. Pure and simple. "Make a great 3rd person single player space opera set in the Mass Effect universe with interesting and engaging characters and missions." Boom.
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Post by Deleted on Aug 8, 2017 21:32:49 GMT
^^ With all the personnel (especially lead) changes throughout development, it's pretty amazing that it turned out as cohesive as it did.
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Post by suikoden on Aug 8, 2017 21:36:38 GMT
^^ With all the personnel (especially lead) changes throughout development, it's pretty amazing that it turned out as cohesive as it did. You shouldn't praise them for that... would be like someone wasting all their time, then cramming out an essay the night before it's due. "Good job getting that C+! Way better than you should have gotten given how much time you wasted!"
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Post by geralt on Aug 8, 2017 21:38:50 GMT
I think for the future of Andromeda, Bioware simply needs to give itself the time and resources it needs to create the game it wants, and to buckle down and focus on story and characters. The whole "No Man's Effect" debacle, changing animation programs part way through (losing hundreds of hours of work because a different color of pen was used), and a lack of direction as to what the story would be is what really brought the game down. It's actually a miracle the game is as good as it is. They had to do dialogue very late, etc. Everything was very last minute. Developers said that instead of working on polishing the game they were just trying to keep it together at the end. The only real thing that Bioware needs to work on for the next Mass Effect game is a clear vision and very good management. We know that they can write interesting characters, great missions, cool stories, etc. We've seen it before. I know, I know, now they're owned by EA and "all the original people left" and blah blah blah, but that's not really the point. Other people can write just as good of stories, create just as good of characters, etc. They just need focus and direction. There's no magic fix to what MEA was, because all it was was rushed. Pure and simple. Every fault with it came from it being rushed and lack of management. Story suffers, dialogue suffers, animation suffers, etc. So really, all they need for MEA:2 is the time that they were given for MEA (5 years) but with a clear story and direction. Pure and simple. "Make a great 3rd person single player space opera set in the Mass Effect universe with interesting and engaging characters and missions." Boom. The only problem with that line of thought, is they just had exactly that, and wasted a lot which you detail further in your post. How does the next project get the green light from EA for those time & resources, if the plan b is plan a recycled, except "trust us, we'll really follow it this time"?
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Post by Deleted on Aug 8, 2017 21:41:24 GMT
^^ With all the personnel (especially lead) changes throughout development, it's pretty amazing that it turned out as cohesive as it did. You shouldn't praise them for that... would be like someone wasting all their time, then cramming out an essay the night before it's due. "Good job getting that C+! Way better than you should have gotten given how much time you wasted!" It wasn't praise. Clearly, you haven't a clue what it's like to try to build something that requires hundreds of people many months to complete. Different leads with different visions can bring about constant shifts and changes in directions.
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Post by maximusarael020 on Aug 8, 2017 21:45:42 GMT
I think for the future of Andromeda, Bioware simply needs to give itself the time and resources it needs to create the game it wants, and to buckle down and focus on story and characters. The whole "No Man's Effect" debacle, changing animation programs part way through (losing hundreds of hours of work because a different color of pen was used), and a lack of direction as to what the story would be is what really brought the game down. It's actually a miracle the game is as good as it is. They had to do dialogue very late, etc. Everything was very last minute. Developers said that instead of working on polishing the game they were just trying to keep it together at the end. The only real thing that Bioware needs to work on for the next Mass Effect game is a clear vision and very good management. We know that they can write interesting characters, great missions, cool stories, etc. We've seen it before. I know, I know, now they're owned by EA and "all the original people left" and blah blah blah, but that's not really the point. Other people can write just as good of stories, create just as good of characters, etc. They just need focus and direction. There's no magic fix to what MEA was, because all it was was rushed. Pure and simple. Every fault with it came from it being rushed and lack of management. Story suffers, dialogue suffers, animation suffers, etc. So really, all they need for MEA:2 is the time that they were given for MEA (5 years) but with a clear story and direction. Pure and simple. "Make a great 3rd person single player space opera set in the Mass Effect universe with interesting and engaging characters and missions." Boom. The only problem with that line of thought, is they just had exactly that, and wasted a lot which you detail further in your post. How does the next project get the green light from EA for those time & resources, if the plan b is plan a recycled, except "trust us, we'll really follow it this time"? Well, I think a big part of that will be the change in the General Manager of Bioware (was Aaryn Flynn, now is Casey Hudson) and moving the game to one of the other studios, like Edmonton or Austin. In that case, with a different team and a different project manager, they could make the case for it. The good thing is that to make another Mass Effect game, that group is going to have to show EA in advance a very clear direction and clear timetable to get the green-light. EA won't allow this to happen again, not to a very profitable franchise. You can be sure that the next installment will have everything possible locked into place before the project starts, instead of changing direction on even the basic premise of the game as was done in MEA.
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Post by Deleted on Aug 8, 2017 21:46:47 GMT
Heh, that's why I'd rather they do things on instinct, not trying for endless tweaking and sitting on it and changing stuff, and adding everything and a kitchen sink. Do, release, move on. They are a talented bunch, and the whole over management and fearfulness only results in long gaps between the games and more angst. They'll never please everyone anyhow,it's lost cause.
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Post by maximusarael020 on Aug 8, 2017 21:52:01 GMT
^^ With all the personnel (especially lead) changes throughout development, it's pretty amazing that it turned out as cohesive as it did. You shouldn't praise them for that... would be like someone wasting all their time, then cramming out an essay the night before it's due. "Good job getting that C+! Way better than you should have gotten given how much time you wasted!" Well... yes and no. It shows that they do have the skills if they had started with the current version of Andromeda in Year 1 instead of Year 4. So it's a bit of praise, that "Wow, there's no reason you should have been able to pull that off, but you did!" but also the understanding that, using the essay analogy, if they had started the final essay at the middle of the semester instead of the last 2 days that the essay would have been even better, lacking many of the faults that came with the massive crunch at the end. It's a good analogy, all told. The wasted time is a problem, for sure. Those in charge during that time should be chastised and potentially replaced, because it seems like everyone else was doing everything they could and it simply was almost purely management's fault for the lack of direction and shifting resources. So for everyone else working on Andromeda, it should be praised for how the average developer was able to make a damn decent game with those adverse conditions. For those at the top who allowed it to get that far, they are the ones that are at fault.
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Post by dadithinkimgay on Aug 8, 2017 22:00:18 GMT
The next Andromeda game needs an Antagonist that isn't replaceable- one that stands out and has unique story that we as players. The Archon is just destruction. He's power. He can be replaced by any grimacing bad guy and it'd be the same story. That's disappointing.
I believe your story is only as good as your antagonist, or the relationship between your protag and antag. Since Andromeda lacked in that department, the story took big a hit. I never felt much tension when going against the Archon, only big vs. small, which is essentially what Andromeda established as the relationship between Archon and Ryder, which in my opinion, is as basic as it gets. I believe even Cory is a finer antagonist, because I at least understood his intentions and saw the inner demons that made him become the monster he turned out to be.
For the next game, they should invest in their antagonist as much as their protagonist- set the themes for the protag and what they represent and then create the antagonist based off that. . Less black and white, more nuanced. I have had enough of the big bad. Give me a complex individual that I can analyze for hours on end, Bioware!
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Post by geralt on Aug 8, 2017 22:00:54 GMT
The only problem with that line of thought, is they just had exactly that, and wasted a lot which you detail further in your post. How does the next project get the green light from EA for those time & resources, if the plan b is plan a recycled, except "trust us, we'll really follow it this time"? Well, I think a big part of that will be the change in the General Manager of Bioware (was Aaryn Flynn, now is Casey Hudson) and moving the game to one of the other studios, like Edmonton or Austin. In that case, with a different team and a different project manager, they could make the case for it. The good thing is that to make another Mass Effect game, that group is going to have to show EA in advance a very clear direction and clear timetable to get the green-light. EA won't allow this to happen again, not to a very profitable franchise. You can be sure that the next installment will have everything possible locked into place before the project starts, instead of changing direction on even the basic premise of the game as was done in MEA. I hope you're right, but I guess what grates me most about it all is that the whole post ME3 fallout seemingly wasn't lesson enough for management to keep their focus for the project. I feel I suppose a bit of "fool me once, fool me twice" about it all, now it's had to take another public flogging to get a message through.
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Post by abaris on Aug 8, 2017 22:11:26 GMT
I hope you're right, but I guess what grates me most about it all is that the whole post ME3 fallout seemingly wasn't lesson enough for management to keep their focus for the project. I feel I suppose a bit of "fool me once, fool me twice" about it all, now it's had to take another public flogging to get a message through. The difference being that ME3 only suffered from the endings. The game itself was pretty good and offered a lot in terms of replayability. MEA suffers from playing it too save. There's next to nothing controversial or spicy in there. It's a soup without salt in every department. Story, companions, most of all lead character. The only good lesson they took from ME3 is that you can delegate the Apex missions to strike teams instead of being forced into multiplayer if you wanted to get full galactic readiness.
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Post by Deleted on Aug 8, 2017 23:18:15 GMT
1. Quest Design
One of the issues I had with some of the quests is that there was too much travel involved for too many of them. The player can easily get to the point where they're questing by map marker instead of following the story flow of a quest. I'd like to see more of the sidequests go from start to finish inside a smaller geographical space - they'd certainly have more impact.
Also - some quests became available before they were really accessible. I'd rather not be trying to go someplace to pursue a quest when the area is not survivable due to environmental hazards that have not yet cleared.
There was a pretty big payoff to some of the sidequests we stumbled upon via exploration, others not so much. Players who don't do much exploration or aren't generally interested in sidequests might have missed some worthwhile content - there are always questions about how you separate wheat from chaff wrt side content. Perhaps the simplest solution is to eliminate the chaff.
2. Dialogue Wheel
The wheel is used for multiple purposes, which I'll categorize as these 3: 1- Expressing the character's personality. This is the part where the tones provided more nuanced RP opportunities than some titles have offered. 2- Getting clarification/asking questions. Pretty simple, really, and should be pretty much neutral. 3- Choosing an action with consequences.
The downside of the more nuanced approach with tones is that we ended up with finer control over a smaller space. There weren't many occasions when Ryder had much range, which has been described as having 4 different ways to say yes. A broader range would be very welcome.
One of the issues I've always had with "tone" systems is that response content is often linked to tone. As I mentioned in a previous post, I might want to disagree amicably instead of aggressively. Accuracy in paraphrases is also an issue; I believe BioWare's policy is that they won't include any of the words in the actual dialogue in the paraphrase. I think they'd be more successful in writing accurate paraphrases if they changed that policy.
3. Story Design
I liked the idea of the Pathfinder, and consider the multiple types of content the game offered all within her purview: 1- Improving planetary viability, establishing outposts 2- Investigating the angarans, forming an alliance 3- Securing resources 4- Managing threats, defeating enemies 5- Stabilizing and securing areas
I like the fact that there were minimal content gates. Being able to set Ryder's priorities (instead of having to follow a step-by-step outline) greatly enhances RP for me.
4. Be mean to characters/create compelling antagonist
They introduced a religious fervor with the kett terminology, and presented the idea that exaltation is a gift. I'd like to have known more about kett physiology, perhaps via more info from Lexi's studies. I think there are other threads discussing the antagonist is great detail, though, so I won't go into it here.
While some media goes overboard with the grimdark for my tastes, I think MEA could benefit from more, darker moments.
5. Stick to your guns
For my part, BioWare's biggest draw has traditionally been the characters, worlds, and tactical party-based combat.
I enjoyed MEA's characters. As a new world, Andromeda is off to a good start, with much more to learn and explore. I'm not a fan of the combat changes, however - I liked the class system, the power wheel, the mini-map, and being able to control squadmate's powers, and all of those things were removed for MEA.
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Post by colfoley on Aug 8, 2017 23:19:15 GMT
Another thing i was thinking about a bit was the whole 'four ways to say yes'. And while i still agree the tone wheel needs improvement...just Ryder is not often put in positions where he has to agree or disagree.
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