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Post by river82 on Sept 17, 2017 23:49:52 GMT
Your biggest issue however is you went in expecting and maybe even wanting it to suck. Personally I prefer not having to pause and tell my AI teammates what to do. I do see what you and others say about the Turians. They maybe aren't as varied in appearance but far from terrible. Please explain what you mean by on the rails conversation?I'm guessing they mean not masny options on the dialogue wheel which I've got to admit there isn't as many this time round but the game's still interesting enough for me to keep playing it Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda.
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Post by sjsharp2010 on Sept 17, 2017 23:55:23 GMT
I'm guessing they mean not masny options on the dialogue wheel which I've got to admit there isn't as many this time round but the game's still interesting enough for me to keep playing it Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda. I think that's more down to the fact that the ME series has always had a voiced protagonist though whereas DAO did not. the more lines you add the more they have to reccord and of course the more they add the more complicated it is to program as well.
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Post by smilesja on Sept 17, 2017 23:57:24 GMT
Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda. I think that's more down to the fact that the ME series has always had a voiced protagonist though whereas DAO did not. the more lines you add the more they have to reccord and of course the more they add the more complicated it is to program as well. And it's expensive as well.
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Post by sjsharp2010 on Sept 18, 2017 0:06:02 GMT
I think that's more down to the fact that the ME series has always had a voiced protagonist though whereas DAO did not. the more lines you add the more they have to reccord and of course the more they add the more complicated it is to program as well. And it's expensive as well. That too.
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Post by colfoley on Sept 18, 2017 0:37:52 GMT
I'm guessing they mean not masny options on the dialogue wheel which I've got to admit there isn't as many this time round but the game's still interesting enough for me to keep playing it Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda. and yet Andromeda has more dialogue options then any game in the series.
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Post by alanc9 on Sept 18, 2017 0:47:08 GMT
Let's test the hypothesis. How far are you, what's bad about it, and are these things which could conceivably get better later in the game? on Eos. The gunplay is good, but instead of the omnibutton that did all these things,they introduced the autocover/autograpple element which I find worse. Thanks. FWIW, I didn't actually notice that cover was working differently from ME3 until I came here. Not sure what that proves. Half? Usually it's 1/3. Most dialogue nodes have two of the tones available; it there's a heart option, it's added on top of that. It averages out to be just about where ME3 was, where you typically got just Paragon or Renagade. Although my impression is that MEA averages somewhat fewer investigate options than ME3.
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Post by Deleted on Sept 18, 2017 1:25:21 GMT
Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda. and yet Andromeda has more dialogue options then any game in the series. What I've noticed is that the game is sometimes putting up different options in conversation depending on what you've done previously in the game... In essense, acknowledging the player's previous pattern. Some lines of dialogue, therefore, are buried... hidden because the player did things differently that what would trigger that option to appear. With an open world, that buries a lot of lines because there are more paths "out there" that the player didn't take to get to that point than the one path they did. In addition, the game is long... longer overall than previous games. So, even though the amount of dialogue overall is considerably more, it has to be spread thinner over the longer game.
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Post by alanc9 on Sept 18, 2017 1:43:55 GMT
After reading the "little things" thread on the spoilers board, I'm coming around to the idea that one of ME:A's design problems is too much reactivity.. There's a ton of wordcount and conditionals being burned on subtle things which a lot of players will probably never notice.
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Post by colfoley on Sept 18, 2017 1:48:25 GMT
After reading the "little things" thread on the spoilers board, I'm coming around to the idea that one of ME:A's design problems is too much reactivity.. There's a ton of wordcount and conditionals being burned on subtle things which a lot of players will probably never notice. dai had the same problem.
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Post by Deleted on Sept 18, 2017 2:13:54 GMT
After reading the "little things" thread on the spoilers board, I'm coming around to the idea that one of ME:A's design problems is too much reactivity.. There's a ton of wordcount and conditionals being burned on subtle things which a lot of players will probably never notice. It certainly opened up a lot of doors for dialogue bugs in the game.
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Post by river82 on Sept 18, 2017 2:24:40 GMT
Although my impression is that MEA averages somewhat fewer investigate options than ME3. Which is what makes it noticeable. Not stellar for a series that was already criticised for limiting dialogue options/choices.
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Post by river82 on Sept 18, 2017 2:30:42 GMT
and yet Andromeda has more dialogue options then any game in the series. What I've noticed is that the game is sometimes putting up different options in conversation depending on what you've done previously in the game... In essense, acknowledging the player's previous pattern. Some lines of dialogue, therefore, are buried... hidden because the player did things differently that what would trigger that option to appear. With an open world, that buries a lot of lines because there are more paths "out there" that the player didn't take to get to that point than the one path they did. The original ME trilogy had that also. It also had different dialogue depending on your background. For example, Mordin's farewell speech in ME3 was different for my sister's playthrough than my playthrough. I suspect because my Shepard was ruthless and hers was not. EDIT: I think he sang in my sister's playthrough and not in mine.
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Post by rapscallioness on Sept 18, 2017 3:02:20 GMT
What is it about Liam that gets to people, anyway? For me, the voice acting is terrible. I just cannot get over it. Also, I find the character obnoxious as hell. Oftentimes, good voice acting can carry the obnoxious character, but those two things together just kill it for me.
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Post by alanc9 on Sept 18, 2017 3:14:45 GMT
Mordin's singing is based on the number of ME2 interactions, IIRC.
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Post by Andrew Lucas on Sept 18, 2017 3:22:59 GMT
It's because the majority of Biodrones considers a good BioWare game when they can fuck just about every fictional character in these games, and get madly butthurt whenever they can't. That is not one of the things that really attract me to Bioware games...like...at all. I don't think I said "like Colfoley" in the post...?
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Post by Andrew Lucas on Sept 18, 2017 3:30:09 GMT
Yup. Whenever anybody talks about anything "on rails" they're referring to linearity. It's a problem with Bioware when talking about dialogue because going back to Origins there were tons of dialogue options. To be fair though, people have been talking about declining dialogue options throughout the entire mass effect series, it's just become more noticeable with Andromeda. and yet Andromeda has more dialogue options then any game in the series. Probably because it's a bigger game...? He's talking about the linearity in dialogue. Just like when many of you complained about Shepard in ME3 having less player input and the game taking the control from you in many scenes. Again in the franchise, I can't even play a Ryder that gets deeply affected by his father's death because when it happens he gets over it after a single cutscene, back to business, I guess. Doesn't matter if you have more dialogue wheel appearances if it's so scarce throughout the many scenes.
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Post by alanc9 on Sept 18, 2017 4:16:59 GMT
More precisely, you can't play a Ryder who emotes a lot over Alec's death. How Ryder actually feels is not controlled by dialogue.
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Post by colfoley on Sept 18, 2017 7:01:35 GMT
That is not one of the things that really attract me to Bioware games...like...at all. I don't think I said "like Colfoley" in the post...? Well I am a Biodrone, or at the very least, probably what you would call one. I love BioWare, they are my favorite game company and I think they usually create video games that are at least really fun, or transformative in some way. My life is much better for having BioWare in my life then not, and this includes from Andromeda. I have learned a lot from the game and think its really good, though not their best. And again, as someone who loves BioWare games and someone who really loved Andromeda your post was directed specifically at me, or at least so I thought which is why I commented. And while I find romances in BioWare games to be a delightful addition to the games, but they aren't the main point in BioWare games, they aren't the main point in why I love BioWare games, and I find the comment that 'BioWare has focused on romances to the exclusion of gameplay (maybe even story?)' to be vague and unhelpful to the point of uselessness. I mean sure, that is clearly an opinion people have, but its one that is so far out of my experience and that no one has yet explained why they feel this way (at least I have not seen a post like this) that I do not understand the point. Its just a point made in the wind. My reaction when someone just makes an opinion, like that, without giving reasons, is 'annnnddd'?. I can understand a lot of the criticisms of Andromeda even if I disagree with it, like the weakness of the game as an RPG, but that...anyways... and yet Andromeda has more dialogue options then any game in the series. Probably because it's a bigger game...? He's talking about the linearity in dialogue. Just like when many of you complained about Shepard in ME3 having less player input and the game taking the control from you in many scenes. Again in the franchise, I can't even play a Ryder that gets deeply affected by his father's death because when it happens he gets over it after a single cutscene, back to business, I guess. Doesn't matter if you have more dialogue wheel appearances if it's so scarce throughout the many scenes. I actually wasn't talking about this or at least as my main point. My main point was thus: In the MET Shepard had three RP dialog options at the most (not counting investigative options). Paragon, Renegade, and neutral. Which is a morality system. We had zero control over Sheard's personality. Whereas Ryder gets at least 7 dialogue options in the game, and maybe what 8? 9? There are a few instances where they do throw in more choices. But we get mainly 7 dialogue options throughout the game. The tone wheel, where we effect Ryder's personality: Casual, Emotional, Logical, and professional. We get a choice wheel where Ryder makes large to small flavor choices that effect the narrative: Just two of them. And then we get the romance and flirt option. And like I said the occasional rare friendship dialogue...but again we have 7 options as a baseline, and five of them deal with Ryder's personality. These are pretty much facts. And because of these facts I feel I have far more control over Ryder's character then I ever did with Shepard. And don't get me wrong when I was playing Shepard I thought I had a lot of control over their character, but Ryder represents, for me, such a quantum leap in the concept elevating the ME series to the very high RP standards found in the Dragon Age series. So much so that what you say that you could not do, make Ryder care about their father's death, its a classic I hear a lot. But I was. I was able to not only make my Ryder care about their father's death, someone who did not like their father btw, but it was central to my Ryder's character arc. They grew as a character when they realized that Alec actually did care about them.
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Post by Andrew Lucas on Sept 18, 2017 14:09:50 GMT
I don't think I said "like Colfoley" in the post...? Well I am a Biodrone, or at the very least, probably what you would call one. I love BioWare, they are my favorite game company and I think they usually create video games that are at least really fun, or transformative in some way. My life is much better for having BioWare in my life then not, and this includes from Andromeda. I have learned a lot from the game and think its really good, though not their best. And again, as someone who loves BioWare games and someone who really loved Andromeda your post was directed specifically at me, or at least so I thought which is why I commented. And while I find romances in BioWare games to be a delightful addition to the games, but they aren't the main point in BioWare games, they aren't the main point in why I love BioWare games, and I find the comment that 'BioWare has focused on romances to the exclusion of gameplay (maybe even story?)' to be vague and unhelpful to the point of uselessness. I mean sure, that is clearly an opinion people have, but its one that is so far out of my experience and that no one has yet explained why they feel this way (at least I have not seen a post like this) that I do not understand the point. Its just a point made in the wind. My reaction when someone just makes an opinion, like that, without giving reasons, is 'annnnddd'?. I can understand a lot of the criticisms of Andromeda even if I disagree with it, like the weakness of the game as an RPG, but that...anyways... If you consider yourself as one, then fine by me, you said it yourself. Oh, yes, it definitely is the thing people are most worried about. "Who can I romance?" "How many?" "That one looks like I can romance." "Waifu already." "I can't fuck him?" "BioWare is misogynistic!" "BioWare is SJW!", Jaal's thread was the most popular one before people even knew if he had any relevance or even a name, filled with people who were basically licking a screenshot of him. This part of the base is the most loud, I mean - they got the whole romance section of the original BSN closed before for months and had the guys launching a patch so that one character could be fuckable more? How much deep in denial you live? That's your explanation. If you think MEA is really God's gift, then maybe you won't be able to understand it after all. Probably because it's a bigger game...? He's talking about the linearity in dialogue. Just like when many of you complained about Shepard in ME3 having less player input and the game taking the control from you in many scenes. Again in the franchise, I can't even play a Ryder that gets deeply affected by his father's death because when it happens he gets over it after a single cutscene, back to business, I guess. Doesn't matter if you have more dialogue wheel appearances if it's so scarce throughout the many scenes. I actually wasn't talking about this or at least as my main point. My main point was thus: In the MET Shepard had three RP dialog options at the most (not counting investigative options). Paragon, Renegade, and neutral. Which is a morality system. We had zero control over Sheard's personality. Whereas Ryder gets at least 7 dialogue options in the game, and maybe what 8? 9? There are a few instances where they do throw in more choices. But we get mainly 7 dialogue options throughout the game. The tone wheel, where we effect Ryder's personality: Casual, Emotional, Logical, and professional. We get a choice wheel where Ryder makes large to small flavor choices that effect the narrative: Just two of them. And then we get the romance and flirt option. And like I said the occasional rare friendship dialogue...but again we have 7 options as a baseline, and five of them deal with Ryder's personality. These are pretty much facts. And because of these facts I feel I have far more control over Ryder's character then I ever did with Shepard. And don't get me wrong when I was playing Shepard I thought I had a lot of control over their character, but Ryder represents, for me, such a quantum leap in the concept elevating the ME series to the very high RP standards found in the Dragon Age series. So much so that what you say that you could not do, make Ryder care about their father's death, its a classic I hear a lot. But I was. I was able to not only make my Ryder care about their father's death, someone who did not like their father btw, but it was central to my Ryder's character arc. They grew as a character when they realized that Alec actually did care about them. Ryder is less of your character than Shepard was, I think that's not up debate. If you had no problems with him, good for you, but others did, and that's no reason to shut your eye to criticism like I see many of you do. I'm not even comparing the games just because one didn't have this issue or that one has the same issue therefore nothing has to be said about it. The dialogue wheel in MEA barely helps you build a character, there's a reason people keep saying Ryder was too good or they couldn't really insert the personality you wanted for him.
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Post by Deleted on Sept 18, 2017 14:55:01 GMT
Although my impression is that MEA averages somewhat fewer investigate options than ME3. Which is what makes it noticeable. Not stellar for a series that was already criticised for limiting dialogue options/choices. Investigate options don't offer choices... they are the info dumps. Having to click on repeated "investigate" option tags just to get an assignment or backstory is just an annoyance... not great design. I'm glad they're being relegated to the autodialogue.
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Post by Iakus on Sept 18, 2017 15:28:26 GMT
More precisely, you can't play a Ryder who emotes a lot over Alec's death. How Ryder actually feels is not controlled by dialogue. But how Ryder expressing those feelings is. And without an option to express grief (aside form just saying "I feel sad") kinda hurts roleplaying a reaction to what, for most people, would be a hugely traumatic event whcih should have a lot of options available, given people react to trauma in different ways. It's Shepard's ME2 death all over again.
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Post by Iakus on Sept 18, 2017 15:29:16 GMT
Well I am a Biodrone, or at the very least, probably what you would call one. I love BioWare, they are my favorite game company and I think they usually create video games that are at least really fun, or transformative in some way. My life is much better for having BioWare in my life then not, and this includes from Andromeda. I have learned a lot from the game and think its really good, though not their best. And again, as someone who loves BioWare games and someone who really loved Andromeda your post was directed specifically at me, or at least so I thought which is why I commented. And while I find romances in BioWare games to be a delightful addition to the games, but they aren't the main point in BioWare games, they aren't the main point in why I love BioWare games, and I find the comment that 'BioWare has focused on romances to the exclusion of gameplay (maybe even story?)' to be vague and unhelpful to the point of uselessness. I mean sure, that is clearly an opinion people have, but its one that is so far out of my experience and that no one has yet explained why they feel this way (at least I have not seen a post like this) that I do not understand the point. Its just a point made in the wind. My reaction when someone just makes an opinion, like that, without giving reasons, is 'annnnddd'?. I can understand a lot of the criticisms of Andromeda even if I disagree with it, like the weakness of the game as an RPG, but that...anyways... I used to be like you.
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Post by Deleted on Sept 18, 2017 15:41:55 GMT
More precisely, you can't play a Ryder who emotes a lot over Alec's death. How Ryder actually feels is not controlled by dialogue. But how Ryder expressing those feelings is. And without an option to express grief (aside form just saying "I feel sad") kinda hurts roleplaying a reaction to what, for most people, would be a hugely traumatic event whcih should have a lot of options available, given people react to trauma in different ways. It's Shepard's ME2 death all over again. I dunno, Liara, Joker, and Garrus seem pretty deeply affected. So much so that their characters change drastically.
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Post by alanc9 on Sept 18, 2017 15:50:30 GMT
Which is what makes it noticeable. Not stellar for a series that was already criticised for limiting dialogue options/choices. Investigate options don't offer choices... they are the info dumps. Having to click on repeated "investigate" option tags just to get an assignment or backstory is just an annoyance... not great design. I'm glad they're being relegated to the autodialogue. Agreed, with a couple of caveats. First, some investigate options have genuine RP value. A question deliberately not asked is a role-playing action in the same sense that a deliberately skipped sidequest is a role-playing action. Second, investigate options are a good place to hide dopey questions that the PC shouldn't really be asking, but a new player might need to hear the answers to.
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Post by alanc9 on Sept 18, 2017 15:58:23 GMT
More precisely, you can't play a Ryder who emotes a lot over Alec's death. How Ryder actually feels is not controlled by dialogue. But how Ryder expressing those feelings is. And without an option to express grief (aside form just saying "I feel sad") kinda hurts roleplaying a reaction to what, for most people, would be a hugely traumatic event whcih should have a lot of options available, given people react to trauma in different ways. It's Shepard's ME2 death all over again. Sure. I'm just pointing out that the problem isn't with Ryder's emotional state per se, but with playing a Ryder who would emote a lot about that emotional state. And emote about it to random people; we've seen plenty of complaints about the conversation with Addison, but a large majority of Ryders I might theoretically play would go with cool professionalism there even if other options were available. We're not directing a play here. I don't need to sell Ryder's grief to people sitting in the upper balconies.
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