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Post by suikoden on Aug 31, 2017 2:43:58 GMT
More or less I would say yes but it isn't that simple. Nor is it a condemnation of MEA. When Mass Effect comes back it definitely needs to look at the trilogy for inspiration but it also has to evolve. Remember the trilogy evolved over time as well. I remember interviews when BioWare was talking about how Andromeda was them trying to cherry pick what people said were the "best" elements of the first three games while giving people the things they were asking for such as the classless system. So I am not exactly sure what they would take from looking back at the first games to improve Andromeda with since that seems to be what they were trying with Andromeda. There was an interview on gamespot with Mac where he talked about focusing more on companions and their loyalty quests and less on story/plot. That wasn't a good idea.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Just a flip of the coin.
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Post by Sanunes on Aug 31, 2017 3:35:30 GMT
I remember interviews when BioWare was talking about how Andromeda was them trying to cherry pick what people said were the "best" elements of the first three games while giving people the things they were asking for such as the classless system. So I am not exactly sure what they would take from looking back at the first games to improve Andromeda with since that seems to be what they were trying with Andromeda. There was an interview on gamespot with Mac where he talked about focusing more on companions and their loyalty quests and less on story/plot. That wasn't a good idea. I agree it wasn't a good idea, but that is how Mass Effect 2 felt to me. They focused completely on companions and felt they completely ignored the Reapers and just put a throwaway enemy in with The Collectors.
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kino
N4
The path up and down are one and the same.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
Origin: kinom001
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The path up and down are one and the same.
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Post by kino on Aug 31, 2017 3:45:33 GMT
Bring back the ability to direct squad powers and I'd be a happy camper. Otherwise I enjoyed the direction that ME:A took.
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Iakus
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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, SWTOR
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Post by Iakus on Aug 31, 2017 20:30:52 GMT
1) Have a good sense of the lore and history of the setting. This is vital for any narrative-heavy game. Particularly one that's set up to be a franchise.
2) Let players actually role-play their characters. This means letting the protagonist be carefree or stoic, happy, angry, sad, afraid, etc. And, yes, it means allowing the character to be an asshat sometimes as much as it lets them be a knight in shining armor. Heck some people even want to be the villain! Let them. I know it's a resource sink, but it allows greater replayability
3) Make tactics a thing. It was never a particularly strong feature in Mass Effect, but MEA was a travesty. We had virtually no control over our so-called "squadmates" At least let us equip them and command them when to use powers.
4) Worry less about setting up the next game (or book, or MP "story") and more about making THIS game as epic an experience as you can. No not in the "the fate of worlds rests in your hands" sense but in the "my choices shape the narrative" sense If choices matter, they should matter in this game. Ideally, I'd toss save imports out altogether and make every single game a standalone experience. But I suspect I won't be listened to in that regard.
5) related to 4: don't be afraid to create dark endings, IF the player's choice reflects that. While at the same time, don't be afraid to create happy golden endings, again, IF the player's choice reflects that. Don't lump everyone into a single type of ending, regardless of how they play. That is not respecting the player.
6) MOAR power buttons, please! Three is way too few. And the "profiles" system was a cr*ppy substitute.
7) The main story needs to be well thought-out. When all is said and done, we should be able to sit back and know how the pieces all fit together. Villainous motivations should be understandable (unless for some reason they are supposed to be inexplicable, in which case, we should also be aware of that) If we travel into a potentially deadly area without weapons, there should be a logical reason for that. If some miraculous new tech suddenly appears, we should know WHY it's there, and why no one else has ever heard of it, or why it hasn't revolutionized society already. Things don't have to conform to our own RL rules, but the rules should be consistent with its own setting.
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