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Post by Lady Artifice on Oct 2, 2016 18:31:43 GMT
I haven't been in this section in a while, so I apologize if I'm bringing up a topic that's already circulating enough as it is, but I've been thinking about the pathfinder role and the confirmation that the protagonist isn't the only one--which also starts me thinking about the nature of their influence, and how "special" they are. Whether they're given any special attention over a fluke occurrence, as is the case with Shepard with the beacon and the The Inquisitor with the mark.
I know some people oppose the concept the protagonist being treated as special, and therefore inexplicably influential, to the point of eliminating it entirely. I think I would prefer more of a balance. The protagonist potentially earns significant influence through action and charisma, and not by the virtue of being somehow marked.
How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from?
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Post by shechinah on Oct 2, 2016 18:44:40 GMT
Interesting question. I'm going to come back to this. Need to formulate first.
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Post by Deleted on Oct 2, 2016 18:57:25 GMT
Maybe what BioWare is trying to do is build on the Ryder character in a way that we get to play Ryder at a level that was presented as a given with Shepard in ME. As you say, not marked, not special in any galactic sense, but making a difference in small, noticeable ways, becoming more influential over time as small successes outweigh small failures and the success/failure ratio of other pathfinders. So Ryder evolves ... semi-competent at the start of ME:A, gaining capability/competence over time, through the game and DLCs ... becoming a legitimate hero by the end of MEA.
Paving the way for a more capable Ryder in MEA2 ... so what we see in MEA2 is a Ryder starting out where we found Shepard in ME ... a hero on the local level. Ryder goes from small ball hero to major league hero in MEA2, without needing the whole resurrection thing ... what that storyline is ... no idea. But whatever it is, the stakes will be higher, victories and defeats more consequential.
Leading to MEA3, where we get the epic conclusion to the Ryder story. Given the size of the galaxy ... that still leaves a whole lotta space for other stories, other Ark ships, in any subsequent ME storyline.
Of course, all this assumes MEA is a success and the franchise is continued. Here's hoping.
Edit add ... sorta off topic, but maybe not:
If you want to make Ryder special in a realistic way ...
Why not differentiate between the male and female Ryders, as to physical capabilities/characteristics? Different classes already have differences in weight carrying capacity ... so why not extend it to gender?
Let's assume for a moment that each Ryder, in each character class (adept, soldier, engineer, infiltrator, vanguard, sentinel) has physical differences between genders. Because each Ryder falls at the same point on the spectrum, for physical makeup, for their respective gender. So ... for a given class, a male Ryder is going to be larger, faster, have higher weight carrying capacity than the female Ryder. A female Ryder soldier might be bigger, faster, have greater weight carrying capacity than a male Ryder adept, but smaller than her male soldier counterpart. And if she's physically smaller, her hit box should be smaller than her male counterpart. So she might be somewhat more survivable, if you adapt her playing style to her capabilities.
A female Ryder, carrying the same weapon, would have a longer cool down than her male counterpart in the same character class. You play the two Ryders differently ... equipping different weapons and modifying play styles to better suit the male Ryder or female Ryder. Not just differences in dialog or LI, but actual differences in game play. This doesn't make the female Ryder weak, just different. Do you play your vanguard the same as your soldier? Well, some do ... but in general, we adapt play style to each character class, to take advantage of the strengths of that class and mitigate the weaknesses of that class ... so why not the same for gender?
Am I saying the female Ryder is just a weaker version of the male Ryder ... maybe physically, but as a whole, no. Different. What are the female Ryder's strengths? Maybe her negotiation skills are better than her male counterpart. Maybe she bonds better with her squadmates. Pick out areas where females are superior to males and boost the female Ryder's abilities compared to the male Ryder. These would be baseline capabilities, so percentage increases on various skill trees would amplify the differences and benefit the player who differentiates between male and female Ryder attributes, within the same character class.
It's too late at this point for something like this to appear in MEA, unless BioWare already went there. If we really do want to play both genders, make it something more than just adding hips and breasts to character design and swapping out voice actors. To me, that would be special.
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Post by goishen on Oct 2, 2016 19:03:33 GMT
Well, meh. Shepard was marked by the beacon, but only he/she had those visions. Team mates are one thing, but unless somebody else had those visions, meh. I don't really get the whole 'space jesus' thing. I mean, I understand it, I just don't believe it.
The Inquisitor, I don't really like being marked with any sort of religious thing at all. But I can put up with it through a game.
I would prefer that influence came from deep down, heart, family. I'm thinking that somebody else may be marked, and they're sticking with us because of... reasons. That really does seem to go with the entire "building a hero" theme.
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Post by Spooch on Oct 2, 2016 19:27:30 GMT
I'd like for Ryder to be important because they are capable, not because they are "the chosen one." That's what I liked about Fallout New Vegas. The Courier was just a normal person who people started taking notice of because they could get stuff done. Don't make us the hero, let us become the hero.
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Post by Hanako Ikezawa on Oct 2, 2016 19:40:22 GMT
I don't think they are going to make Ryder special because of a single event marking them like Shepard or the Inquisitor. From how they have described it, this game will be the story that makes Ryder a hero, like how one of the three events in Shepard's backstory did for them.
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Post by KirkyX on Oct 2, 2016 19:46:04 GMT
I think I'd rather our influence remained, on the whole, middling. We've command of a ship, and our position as Pathfinder - going by the leak, anyway - gives us the authority to decide which planets are worth establishing a greater presence on, and which are not. That's a lot of power, right there, but it's couched entirely within our role as a scout for the expedition, and so we're ultimately beholden to a greater authority, whether that's the expedition's scientific, military or political leadership.
With that, I think I'd rather we felt somewhat powerless when it comes to anything outside of our direct influence as a Pathfinder. As in, the player should have agency over Ryder - what she says, does and thinks about a given situation, at least to a greater extent than, say, Mass Effect 3 - but Ryder herself - and therefor the player - should feel that her ability to influence things in the wider world is limited, by both the forces arrayed against her - the Khet, I suppose - and more powerful individuals within the expedition, whether they be political leaders or her military commanders.
I just find that, when my power as the player character is limited, the world tends to feel substantially larger and more significant, simply by virtue of it not revolving entirely around me. Dragon Age II is a flawed, but still good, example of the sort of thing I'm talking about, as is The Witcher 3.
In such a world, whenever you do actually manage to change something, even if it's something 'small' in the grand scheme of things, like improving the life of a single individual, that change tends to feel more significant - well, provided it's done well; say, the individual in question is actually a well-established character who you've come to care about, as opposed to simply 'NPC #22' - than you'd think. Or, at least, that's been my experience. It lends itself to a more personal form of storytelling in games, where smaller stakes can feel every bit as meaningful as the fate of entire galaxies.
EDIT: Rereading it, my answer has more to do with the character's level of influence than the source of that influence, which was more the spirit of the original question. So, I'll say that I'd definitely prefer that what influence Ryder does have is more derived from her own personal prestige - her accomplishments and, more specifically, how she went about achieving them/who they most benefited (I'd like a quasi-reputation system) - her relationships - just as an example, you do a favour for/befriend an up-and-coming politician, and later they're in a position to help you out - and her rank/position as Pathfinder. BioWare protagonists are almost always 'marked by fate', somehow, and while I don't have any particular problem with that kind of protagonist, I've played as so many of them by now that I find it refreshing when the concept is avoided/subverted, as it was with Hawke in DA2, and Geralt in TW3.
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Post by shechinah on Oct 2, 2016 19:53:06 GMT
I'm in favor of no special thingamabob that makes Ryder special in some way. We've just had Shepard (and the Inquisitor) so I'd like the variety. I like the journey to becoming a hero and I'd much that Ryder gains positive notice because they're good at their job or becomes good at it. Ryder goes from getting the occasional good job to getting pats on the back to getting noted and so forth. Basically, Ryder climbs the ladder because of competence and is not propelled into attention and promotion because of special something.
I should note that I don't mind negative notice like from their father going rogue or something and people suspecting Ryder. That would actually be a neat kind of thing. Like, Ryder is starting to become noticed but then the thing with their father happens which leads to some of the crew and the leadership treating Ryder differently because they're not sure if Ryder is involved in some way. Basically, Ryder has to deal with the fall-out.
Since the N7 is Ryder's father, I admit I'm kind of curious to whether or not we'll have people who thinks Ryder is getting it easy because of their father or credits Ryder's accomplishment to being in the blood. I expect the latter but I'm hoping for both because I would love the roleplaying oppertunities this could present like the following:
In the case of the former scenario, Ryder has options like swinging a punch, getting upset, snarking back or being fine with the idea.
In the case of the latter scenario, Ryder has options like being proud of comparisons, snarky or being angry because they feel like something else is getting credit for their hard work.
I'd also like to see Ryder having to earn the respect and confidence of their squadmates which it being easier with some but more difficult with others. It'd be interesting if some of them start out with an attitude towards Ryder similar to the ones I've mentioned above but change their minds for better or worse the more they work with Ryder. I'd like to see them criticize and question Ryder's decisions and not putting up with all of them if the decisions go too much against their character. I'd also like to see Ryder having to learn to handle a team especially a team that is inexperienced like Ryder is. Some might even disrespect or question Ryder's leadership.
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Post by PapaCharlie9 on Oct 2, 2016 22:13:13 GMT
Shepard was double special: the Beacon and then, you know, resurrected by Cerberus. Pretty hard to top that. Another vote for balance: not Captain Kirk, but not a red shirt either. Maybe a bit like Cyrano Jones?
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Post by shechinah on Oct 2, 2016 23:10:06 GMT
I'd also like to see Ryder beholden to their superiors with moments such as debriefings after storyline missions.
On the old forums, I mentioned that I'd like to see Ryder be able to be defiant but also face consequences sometimes for said defiance:
Ryder has orders but is sometimes given the option to defy said orders and go about things differently. Afterwards, Ryder has the option of trying to lie to their superiors or flat-out admit their disobedience. The successfulness of the lie can depend on different things that happened during the mission like whether or not there were witnesses present, whether or not Ryder hid what they did or how they went about doing that.
Example: Ryder is ordered to kill someone or perform a questionable action. Ryder can choose to let the someone get away with the additional option of providing them advise on how to do so or giving them a weapon. If Ryder does not give the someone advise then the someone is captured and Ryder's disobedience is discovered. If Ryder does give the someone a weapon then the someone is found but is killed because they pulled the weapon and things escalates into a firefight with the someone and some people on our side being killed. Ryder's disobedience is not discovered if Ryder lies and claims the someone got away with one of Ryder's weapons.
Example: Ryder is ordered to do a questionable act but on this mission, there is also a choice in which Ryder can choose the option of helping out a fellow squad survive something but choosing that outcome leads to them being present as witnesses in the questionable act choice where some of them will report Ryder if Ryder defies the order.
If Ryder is caught defying orders enough times then Ryder is locked out of certain options later on. One such option could involve Ryder needing their superiors to believe Ryder but because of Ryder's previous disobedience, they don't. A non-story consequence could be that something is detracted like credits if Ryder disobeys an order and is found out.
I don't expect this, of course, I just very much liked the idea and wanted to share it as an example. Although, we apparently have developers hanging out on the forums so maybe...
Basically, I just want there to be some sense of consequences to the player character disrespecting and disobeying their superiors because I felt that was sorely lacking in the trilogy and actually made the authority figures look illogically powerless.
As fun as disconnecting the Council was, it did not make much sense that Shepard was able to repeatedly get away with: when it was clear that Shepard was disregarding their authority, the Council should have done something like threaten to pull Shepard from the mission or threaten to remove Shepard's status and note how bad that would look for humanity.
It didn't make sense they'd let someone with so much off-the-books power as a Spectre run around especially on an important mission if said someone seemed to be considering themselves answerable to no one and able to do as they pleased.
There is also Shepard punching an unarmed and defenseless person on camera and nobody acknowledging this despite Shepard being a member of not only the military but working for the Council. That should have warranted a word.
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Post by KirkyX on Oct 2, 2016 23:52:32 GMT
I'd also like to see Ryder beholden to their superiors with moments such as debriefings after storyline missions.
On the old forums, I mentioned that I'd like to see Ryder be able to be defiant but also face consequences sometimes for said defiance:
Ryder has orders but is sometimes given the option to defy said orders and go about things differently. Afterwards, Ryder has the option of trying to lie to their superiors or flat-out admit their disobedience. The successfulness of the lie can depend on different things that happened during the mission like whether or not there were witnesses present, whether or not Ryder hid what they did or how they went about doing that.
Example: Ryder is ordered to kill someone or perform a questionable action. Ryder can choose to let the someone get away with the additional option of providing them advise on how to do so or giving them a weapon. If Ryder does not give the someone advise then the someone is captured and Ryder's disobedience is discovered. If Ryder does give the someone a weapon then the someone is found but is killed because they pulled the weapon and things escalates into a firefight with the someone and some people on our side being killed. Ryder's disobedience is not discovered if Ryder lies and claims the someone got away with one of Ryder's weapons.
Example: Ryder is ordered to do a questionable act but on this mission, there is also a choice in which Ryder can choose the option of helping out a fellow squad survive something but choosing that outcome leads to them being present as witnesses in the questionable act choice where some of them will report Ryder if Ryder defies the order.
If Ryder is caught defying orders enough times then Ryder is locked out of certain options later on. One such option could involve Ryder needing their superiors to believe Ryder but because of Ryder's previous disobedience, they don't. A non-story consequence could be that something is detracted like credits if Ryder disobeys an order and is found out.
I don't expect this, of course, I just very much liked the idea and wanted to share it as an example. Although, we apparently have developers hanging out on the forums so maybe...
Basically, I just want there to be some sense of consequences to the player character disrespecting and disobeying their superiors because I felt that was sorely lacking in the trilogy and actually made the authority figures look illogically powerless.
As fun as disconnecting the Council was, it did not make much sense that Shepard was able to repeatedly get away with: when it was clear that Shepard was disregarding their authority, the Council should have done something like threaten to pull Shepard from the mission or threaten to remove Shepard's status and note how bad that would look for humanity.
It didn't make sense they'd let someone with so much off-the-books power as a Spectre run around especially on an important mission if said someone seemed to be considering themselves answerable to no one and able to do as they pleased.
There is also Shepard punching an unarmed and defenseless person on camera and nobody acknowledging this despite Shepard being a member of not only the military but working for the Council. That should have warranted a word. This - particularly the bit about being faced with tough choices on obeying/disobeying orders on missions, with a follow-up in the debrief - sounds great, and that's speaking as someone who loved snarking the Council, and who loves playing snarky arseholes in general. Facing consequences for our actions is a massive part of making the world feel alive, and like it's reacting to the player. That said, not all of these consequences should be negative; each potential attitude you can adopt should come with it's own advantages and drawbacks. For example: "If Ryder is caught defying orders enough times then Ryder is locked out of certain options later on. One such option could involve Ryder needing their superiors to believe Ryder but because of Ryder's previous disobedience, they don't. A non-story consequence could be that something is detracted like credits if Ryder disobeys an order and is found out." This should definitely happen. But, as some options are locked out, others ought to open up. Say, one of Ryder's superiors needs help with a project they're running on the sly; if Ryder's been a by-the-books soldier the whole game, there's no chance this superior would let her in on it, 'cause she'd know Ryder would just report her to the others. However, if Ryder's demonstrated a certain... Flexibility when it comes to the rules, said superior might be willing to take a chance on trusting her. That's just an example, of course, but you get the basic idea. Discouraging specific styles of roleplaying should be, well, discouraged, but that doesn't mean we should all simply be treated the same, no matter how we play. Instead, different paths should open and close based on the kind of person we roleplay. Also, and this is partly a concession to resource constraints, not all consequences should be severe--in plenty of cases, a simple change in dialogue will suffice. For example, if Ryder's generally good at following orders, but is also kind of a sarky prick, I think it'd be fine if she just had a somewhat less congenial relationship with her superiors - they're exasperated by her; she sometimes takes the piss out of them - than a more polite Ryder, but with a similar level of trust/respect.
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Post by colfoley on Oct 3, 2016 0:19:36 GMT
I haven't been in this section in a while, so I apologize if I'm bringing up a topic that's already circulating enough as it is, but I've been thinking about the pathfinder role and the confirmation that the protagonist isn't the only one--which also starts me thinking about the nature of their influence, and how "special" they are. Whether they're given any special attention over a fluke occurrence, as is the case with Shepard with the beacon and the The Inquisitor with the mark. I know some people oppose the concept the protagonist being treated as special, and therefore inexplicably influential, to the point of eliminating it entirely. I think I would prefer more of a balance. The protagonist potentially earns significant influence through action and charisma, and not by the virtue of being somehow marked. How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from? Given the two Ryders are children of a much older Ryder this suggests they are pretty young and inexperienced. Granted you could roleplay your previous BioWare characters to be any age you want but the mere fact that they made this story decision for the Ryder Family will mean that decision will have some influence on how you play the game.
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Post by BansheeOwnage on Oct 3, 2016 0:49:14 GMT
How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from? Like many posters here, I'd like to have a break from more "special by circumstance" protagonists in favour of someone who is normal and achieves their reputation through their own character and actions. I don't have anything against those stories, but I'd like a change. Personally, I never found Shepard as special as some did, simply because the Cypher only came up a couple of times, mostly in the first game, the resurrection barely enhanced them, and they were already famous when ME1 started. I'm not saying those things weren't there, but I always thought Shep's charisma, willpower, and natural leadership were more important in-story. Like Hawke. The Inquisitor was a bit much with the awesome power of the Anchor and being a religious icon to boot. Sure, Shepard has been called Space Jesus, but Quizzy was literally Fantasy Jesus. So next round, let's take one of DA2's more interesting aspects and expand on that. Let's have someone who starts small (whose father had some degree of notoriety, and who has a sibling), then slowly gains reputation and influence as the story progresses over the first game and beyond. Sometime through the game, possibly after the first act, they might be instrumental in doing something heroic (whether they have a heroic personality or not), like saving a colony from a Khet assault. "Ryder, saviour of Eden Prime [something], hero of The Citadel [insert planet name]!" So then they'll be about on par with how Shep was perceived before the Prothean Beacon or stopping Saren. By the end of the first game, they'll be equivalent to Shepard after ME1. Et cetera. But I want them to do it not because of luck, but because of skill, whether than means intelligence, combat-proficiency, negotiating skills, whatever. Something about them, not a fluke occurrence that could have happened to anyone, like getting the Cypher or the Mark. Maybe they'll even acquire something "special" in a subsequent game, and if they establish themselves before that, I won't even mind. Which, again, is partly why I didn't mind Shep's Cypher: they already did noteworthy things themselves before getting it, already proved themselves.
Why not differentiate between the male and female Ryders, as to physical capabilities/characteristics? Different classes already have differences in weight carrying capacity ... so why not extend it to gender? Let's not go there. Different classes have differences in carrying capacity because of tech, not inherent strength. Okay, even ignoring the sexist overtones that would cause (sorry, I don't buy the "not weaker, just different" thing), I don't think that would make sense within the lore. I'm not calling you sexist, by the way, I just think that if they did that, the game would appear that way. Every Alliance soldier goes through mandatory genetic augmentation, the extent of which is not clear. These soldiers also wear power armour, which augments their abilities as well, even more if ME fields are used (though it's not confirmed exactly how). Carrying around 5 small-arms and a heavy weapon was never even something close to an issue for female Shepard before, nor was carrying 5 weapons for any other character in ME1, so why should it be for female Ryder? The weight mechanic makes no sense anyway, it's just a gameplay thing. Guns should be very light in ME, but that's ignoring the ME fields every gun has and uses to operate, which could easily negate the entire mass of the weapon, and thus the difficulty of carrying it. With strength coming from many factors that don't include the body itself (armour, strength enhancers, biotics, mass effect fields [indirectly] etc.), I can't imagine the difference between a fit male and a fit female making any substantial difference in combat in the ME verse. I've never seen an example of a smaller character with a smaller hitbox actually working well. And the size difference isn't very large anyway, so female Ryder would be at quite a disadvantage there. Regardless, I don't want to have any gameplay changes depending on which gender I want my character to be. The only thing that should change is itself. It should be about roleplaying, not gameplay. Aside from the fact that that wouldn't make sense, that type of thing would only possibly be good in a dual-protagonist game where you alternate between people. It's not the same in a roleplaying game where you make a single character. It limits choices. And actually, it does sort of make her look weak, yes. "Why not do the same for gender?" It's not at all comparable to picking a class, because each gender can pick any class. It isn't comparable because it shouldn't make any significant difference anyway. It's not comparable because class is mostly a gameplay choice, while gender is an RP choice. As much as I wouldn't like gameplay changes based on gender-selection, roleplaying depending on that would be infinitely worse. Not to mention that I think having things like diplomacy and bonding be worse for a male protagonist, for no other reason than because he's male, is a huge problem. I'll leave it at that for now. Further, it's a crime against roleplaying. A player shouldn't have to choose between playing a character as the gender they want to and... well, anything. It should be its own choice, separated from any other choices. Each should have equal opportunity and skills, as it currently is. Having things be this different doesn't do anyone any good, for roleplaying or for being progressive, which, like it or not, is something Bioware tries to be. At that point, you might as well have set personalities - no, you already do. It's no longer an RPG, it's a shooter with RPG elements. That's not what ME started as, and it's not what I'd like it to end up as. Uh... It already is more than "adding hips and breasts to character design and swapping out voice actors" (and I'll ignore the androcentrism there - wait, I technically failed), it's choosing gender. Choosing the gender of your character is its own meaningful RP choice, it doesn't need to be anything more than it currently is. It shouldn't influence personality, just as choosing class shouldn't. Class/gender recognition is a separate discussion entirely. Luckily, I doubt Bioware is going to do this, though, so it's academic.
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Post by goishen on Oct 3, 2016 1:11:09 GMT
Example: Ryder is ordered to kill someone or perform a questionable action. Ryder can choose to let the someone get away with the additional option of providing them advise on how to do so or giving them a weapon. If Ryder does not give the someone advise then the someone is captured and Ryder's disobedience is discovered. If Ryder does give the someone a weapon then the someone is found but is killed because they pulled the weapon and things escalates into a firefight with the someone and some people on our side being killed. Ryder's disobedience is not discovered if Ryder lies and claims the someone got away with one of Ryder's weapons.
Example: Ryder is ordered to do a questionable act but on this mission, there is also a choice in which Ryder can choose the option of helping out a fellow squad survive something but choosing that outcome leads to them being present as witnesses in the questionable act choice where some of them will report Ryder if Ryder defies the order.
If Ryder is caught defying orders enough times then Ryder is locked out of certain options later on. One such option could involve Ryder needing their superiors to believe Ryder but because of Ryder's previous disobedience, they don't. A non-story consequence could be that something is detracted like credits if Ryder disobeys an order and is found out. The problem with this approach is that it leads to "one right way to play", which many here have derided.
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Post by dalinne on Oct 3, 2016 1:22:44 GMT
How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from? Like many posters here, I'd like to have a break from more "special by circumstance" protagonists in favour of someone who is normal and achieves their reputation through their own character and actions. I don't have anything against those stories, but I'd like a change. Personally, I never found Shepard as special as some did, simply because the Cypher only came up a couple of times, mostly in the first game, the resurrection barely enhanced them, and they were already famous when ME1 started. I'm not saying those things weren't there, but I always thought Shep's charisma, willpower, and natural leadership where more important in-story. Like Hawke. The Inquisitor was a bit much with the awesome power of the Anchor and being a religious icon to boot. Sure, Shepard has been called Space Jesus, but Quizzy was literally Fantasy Jesus. So next round, let's take one of DA2's more interesting aspects and expand on that. Let's have someone who starts small (whose father had some degree of notoriety, and who has a sibling), then slowly gains reputation and influence as the story progresses over the first game and beyond. Sometime through the game, possibly after the first act, they might be instrumental in doing something heroic (whether they have a heroic personality or not), like saving a colony from a Khet assault. "Ryder, savior of Eden Prime [something], hero of The Citadel [insert planet name]!" So then they'll be about on par with how Shep was perceived before the Prothean Beacon or stopping Saren. By the end of the first game, they'll be equivalent to Shepard after ME1. Et cetera. OMG. I just realized... Notorius father... a sibling from the other gender... a mother which we (as the players) know very little about... ... Are we going to play as the Human version of The Vakarians?
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Post by goishen on Oct 3, 2016 1:52:15 GMT
Why did I just have a show with a horrible laugh track just pop into my head and a bit of vomit in my mouth?
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Post by KaiserShep on Oct 3, 2016 6:39:04 GMT
If you want to make Ryder special in a realistic way ...
Why not differentiate between the male and female Ryders, as to physical capabilities/characteristics? Different classes already have differences in weight carrying capacity ... so why not extend it to gender?
Let's assume for a moment that each Ryder, in each character class (adept, soldier, engineer, infiltrator, vanguard, sentinel) has physical differences between genders. Because each Ryder falls at the same point on the spectrum, for physical makeup, for their respective gender. So ... for a given class, a male Ryder is going to be larger, faster, have higher weight carrying capacity than the female Ryder. A female Ryder soldier might be bigger, faster, have greater weight carrying capacity than a male Ryder adept, but smaller than her male soldier counterpart. And if she's physically smaller, her hit box should be smaller than her male counterpart. So she might be somewhat more survivable, if you adapt her playing style to her capabilities.
A female Ryder, carrying the same weapon, would have a longer cool down than her male counterpart in the same character class. You play the two Ryders differently ... equipping different weapons and modifying play styles to better suit the male Ryder or female Ryder. Not just differences in dialog or LI, but actual differences in game play. This doesn't make the female Ryder weak, just different. Do you play your vanguard the same as your soldier? Well, some do ... but in general, we adapt play style to each character class, to take advantage of the strengths of that class and mitigate the weaknesses of that class ... so why not the same for gender?
Am I saying the female Ryder is just a weaker version of the male Ryder ... maybe physically, but as a whole, no. Different. What are the female Ryder's strengths? Maybe her negotiation skills are better than her male counterpart. Maybe she bonds better with her squadmates. Pick out areas where females are superior to males and boost the female Ryder's abilities compared to the male Ryder. These would be baseline capabilities, so percentage increases on various skill trees would amplify the differences and benefit the player who differentiates between male and female Ryder attributes, within the same character class.
Having gender account for a wide variety of differences in stats wouldn't improve the game mechanics in any way; it would just create needless complication that just feels arbitrary, especially when you get to stuff like non-combat stats like the ability to pass certain persuasion checks, and considering that this is a futuristic backdrop with augmentation, advanced body armor and weapons and "space magic" powers.
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wright1978
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Post by wright1978 on Oct 3, 2016 7:42:00 GMT
I haven't been in this section in a while, so I apologize if I'm bringing up a topic that's already circulating enough as it is, but I've been thinking about the pathfinder role and the confirmation that the protagonist isn't the only one--which also starts me thinking about the nature of their influence, and how "special" they are. Whether they're given any special attention over a fluke occurrence, as is the case with Shepard with the beacon and the The Inquisitor with the mark. I know some people oppose the concept the protagonist being treated as special, and therefore inexplicably influential, to the point of eliminating it entirely. I think I would prefer more of a balance. The protagonist potentially earns significant influence through action and charisma, and not by the virtue of being somehow marked. How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from? I think that the protagonist needs a degree of specialness in order that we as them have the freedom to make the range of choices we want and not feel like we a puppet who's string's are being pulled by some higher up. So yeah i want that independence, lots of influence in small choices in individual missions to exert on the world as frequently as possible. Something akin to SPECTRE status for Pathfinder captains would probably work meaning that there would be a few others with the broad objective of supporting colonisation using their best judgement. As to whether we will get marked, giving up a boost up to that role.. I liked the prothean visions in ME1 as a concept but equally disliked DAI's glowing hand specialness. The only reason it might be necessary is that they've made a big thing about how Protag is inexperienced. So we might need a reason 'special knowledge of the Khet or of Daddy if he's an antagonist'. Basically while i'd probably prefer not to be marked i'll likely be accepting of any specialness as long as it means i avoid feeling like the pawn of someone else, constantly getting told what to do.
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Post by nonstop on Oct 3, 2016 7:49:34 GMT
I think the most likely scenario, given what we already know about the game, is that Ryder will be fairly young and inexperienced compared to someone like Shepard. I'd like it if there was nothing to set them apart from anybody else at the start of the game, but as it progresses, your actions gain you more recognition and respect. It could be making a discovery, it could be saving somebody/something important, but it should be as a result of the things you do as opposed to being "chosen" for something (i.e: the mark in DAI, the cipher in ME1).
I've also been thinking about the relationship between Ryder and her father for a while now (I don't think the sibling will have a huge part to play). It would be interesting if, as some have suggested, the father has gone rogue or gone missing and people react to Ryder in different ways because of it. Ryder might be out to prove herself and show she's not gone bad like her father, or she might be defensive of him and insist he's done nothing wrong or was justified etc. This could maybe lead to some of the authority figures treating Ryder in different ways, depending on your choices.
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Post by shechinah on Oct 3, 2016 11:11:38 GMT
Example: Ryder is ordered to kill someone or perform a questionable action. Ryder can choose to let the someone get away with the additional option of providing them advise on how to do so or giving them a weapon. If Ryder does not give the someone advise then the someone is captured and Ryder's disobedience is discovered. If Ryder does give the someone a weapon then the someone is found but is killed because they pulled the weapon and things escalates into a firefight with the someone and some people on our side being killed. Ryder's disobedience is not discovered if Ryder lies and claims the someone got away with one of Ryder's weapons.
Example: Ryder is ordered to do a questionable act but on this mission, there is also a choice in which Ryder can choose the option of helping out a fellow squad survive something but choosing that outcome leads to them being present as witnesses in the questionable act choice where some of them will report Ryder if Ryder defies the order.
If Ryder is caught defying orders enough times then Ryder is locked out of certain options later on. One such option could involve Ryder needing their superiors to believe Ryder but because of Ryder's previous disobedience, they don't. A non-story consequence could be that something is detracted like credits if Ryder disobeys an order and is found out. The problem with this approach is that it leads to "one right way to play", which many here have derided. As KirkyX mentions, other pathways would ideally open up as a result. Example: Ryder has orders to do something that would as a side effect, say, ruin a water supply. If Ryder chooses to defy this order then Ryder might be locked out on the loop on something by their superiors but later on, some aliens bring the act up as a point in Ryder's favor and they consider Ryder to have been acting true so they are more inclined to help Ryder or trust Ryder with information. This could come further into play like in the last example I mention. Example: Ryder has orders to find someone who, say, has done something bad and is unrepentent about it but said someone would be granted protection in exchange for something. If Ryder chooses to kill said someone then Ryder is reprimanded by their superiors but would recieve a reward like from the families of the someone's victims and might for another mission later on be able to gather information freely from these people as an option instead of having to do it another way or trying to force it out of them. Example: Ryder has orders to do something but is offered a bribe to do something else. If Ryder chooses to disobey the order in order to do what they were bribed to then Ryder recieves the bribe which can be monetary, weapon or help later down the line. It may also open up a side missionline wherein Ryder helps the briber. If Ryder chooses to obey the order and reveal the bribe then Ryder does not recieve the bribe but they do recieve a side missionline wherein Ryder is send to dismantle the briber and his operations. I should note that Ryder would not necessarily be locked out of a "good" ending in the aforementioned scenario where their superiors disbelieves them: they'd have options of attaining a good ending in a different way. Example: Let's say that during the game, there is a moment where Ryder and their squad thinks they might have found something but the forces guarding it are tough. If Ryder is able to convince their superiors to trust them on this then Ryder is able to secure reinforcements from them but that may fail and Ryder is instead ordered to stand down. If it fails, however, Ryder may also have aliens that come to Ryder's aid because the aliens believe in Ryder's character. Ryder also has the option to go into the battle without reinforcements which will make the battle harder but still doable. I should note that Ryder is not reprimanded for not standing down by their superiors since what they find is significant enough to have been worth the risk. Basically, it would not be about a right way to play but about different ways to play. I should note that I would not expect this to change the whole storyline but rather that it would be more about changing details such as the one mentioned in the last example.
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Post by wright1978 on Oct 3, 2016 12:32:53 GMT
I really hope the words ‘Ryder has orders to’ and 'superiors reprimanding' are few and far between. In frontier setting I really hope main objectives given by the Pathfinder division are more general(find out what's going on with Khet etc)and the means flexible, rather than rigid sets of specific mission by mission directives, after which we are patted on head or scolded.
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Post by shechinah on Oct 3, 2016 12:50:17 GMT
I really hope the words ‘Ryder has orders to’ and 'superiors reprimanding' are few and far between. In frontier setting I really hope main objectives given by the Pathfinder division are more general(find out what's going on with Khet etc)and the means flexible, rather than rigid sets of specific mission by mission directives, after which we are patted on head or scolded. The order or disobedience would not be present in every mission, only for some. In most missions, Ryder would have an objective like the ones you mentioned and there'd still be choices, some with consequences, but not the obey or disobey superiors' order choice. This is also because I'm in favor of choices that have no consequences or well, to better explain, I'll repost something i wrote over in the Twitter thread: Sartoz: "With such a huge galaxy, there are endless Mass Effect stories that Bio writers and game designers can give us, if they avoid galaxy wide apocalyptic themes."
Which is what I'm hoping for and I especially don't think they should be putting in big stakes at what might the beginning of a new series. I don't need big stakes to get interested and invested in a story. I'm very fond of variety so not every story needs to be the save the world type of story. Let's take the premise of settling on a new frontier: it dosen't need to be about how one of the Milky Way races might go extinct if you didn't make these decisions or other stakes of similar size. It can just be about exploring what it is like to leave everything familiar behind to explore and live in the complete unknown. Basically, it can be about putting the audience in that experience and letting them explore the thoughts and feelings they might have about it and what decisions they might make. Invoke a sense of wonder, curiousity, anxiety, tension, fear and so forth and try to see if those emotions influence the player and their decisions. That's actually one of the major things I personally like about Telltale's games. I know the impact of my decisions in Telltale's the Walking Dead are very limited and so although the stakes might seem high, my decisions are not necessarily going to matter in that regard but I don't mind that because the decisions matter to me and I cherish the conflicted feelings I experience when it comes to certain decisions. I get to experience what kind of decisions I'd make in those kind of situations and the justifications I'd use for having made said decisions. It is immensely interesting for me from a psychological perspective to see this and it is also why I like seeing and hearing about the justifications others gave for why they made the decisions they did. Example: there is a scene wherein you witness a young woman being surrounded and bitten by walkers. You are given the option to mercy kill her from a distance so she won't experience being eaten alive but you are also given the option to leave her be so that she can serve as a distraction that will draw out hidden walkers and buy you additional time to collect much-needed supplies. Leaving her be grants the player more time but it is possible to gather many supplies if you leave her alive. The consequences of the decision remain confined to that part of the game so it dosen't impact the game after it has taken place but it does impact the player. It is basically a good example, in my opinion, of how you can invest a player in decision that has no stakes in the longer run. Example: there is a scene wherein you discover a car in the woods. Said car has much-needed supplies but it is not clear whether or not the car is truely abandoned as although the lights in the car is on and the keys are still in the ignition, there is no signs of struggle down to there being no blood. You have no idea why the car is where it is nor how long it has been there. You are left with the decision to take the supplies or advocate leaving them be along with the option to provide a justification for why you choose either of the decisions. Interesting thing is that while you abstain, your group does not and takes the supplies. While there is some consequences that come of this, that is much later so during the moment where the player has to decided, the only stakes are what the player imagines there might be. These are two examples but they were two that very easily came to mind. The first one especially since I felt very conflicted before eventually deciding to mercy kill her. Made out with a lot of supplies. This is not even counting the decisions where the consequences affect how the people around the player character think and feel about the player character which is another good way, in my opinion, of getting players invested in decisions that don't have galaxy-sized stakes. A "low stakes" story can have just as much impact and create just as much Investment for a player as a "high stakes" story. This is especially because when done well, low stakes can seem as big as high stakes for players. I think it has been said by the Mass Effect team that Andromeda is a more personal story which sounds promising. I'll have to check to see if I can find the quote, though. I think it was in an interview. Note: This wound up a lot lengthier than I intended.
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Post by kizanare on Oct 3, 2016 14:30:36 GMT
I haven't been in this section in a while, so I apologize if I'm bringing up a topic that's already circulating enough as it is, but I've been thinking about the pathfinder role and the confirmation that the protagonist isn't the only one--which also starts me thinking about the nature of their influence, and how "special" they are. Whether they're given any special attention over a fluke occurrence, as is the case with Shepard with the beacon and the The Inquisitor with the mark. I know some people oppose the concept the protagonist being treated as special, and therefore inexplicably influential, to the point of eliminating it entirely. I think I would prefer more of a balance. The protagonist potentially earns significant influence through action and charisma, and not by the virtue of being somehow marked. How much influence would you like the protagonist to have? How frequently would you like them to have a chance to exert it, and where would you prefer that credit comes from? I would like the protagonist to have as much influence as they can justly claim to take... that is to say... everyone they can persuade con-sensually the sky is the limit. Well I think that's literally what you just said. The credit to exercise that power, the one of "consensual cooperation" I suppose comes from an even higher power.
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Post by Element Zero on Oct 4, 2016 4:45:35 GMT
If you want to make Ryder special in a realistic way ...
Why not differentiate between the male and female Ryders, as to physical capabilities/characteristics? Different classes already have differences in weight carrying capacity ... so why not extend it to gender?
Let's assume for a moment that each Ryder, in each character class (adept, soldier, engineer, infiltrator, vanguard, sentinel) has physical differences between genders. Because each Ryder falls at the same point on the spectrum, for physical makeup, for their respective gender. So ... for a given class, a male Ryder is going to be larger, faster, have higher weight carrying capacity than the female Ryder. A female Ryder soldier might be bigger, faster, have greater weight carrying capacity than a male Ryder adept, but smaller than her male soldier counterpart. And if she's physically smaller, her hit box should be smaller than her male counterpart. So she might be somewhat more survivable, if you adapt her playing style to her capabilities.
A female Ryder, carrying the same weapon, would have a longer cool down than her male counterpart in the same character class. You play the two Ryders differently ... equipping different weapons and modifying play styles to better suit the male Ryder or female Ryder. Not just differences in dialog or LI, but actual differences in game play. This doesn't make the female Ryder weak, just different. Do you play your vanguard the same as your soldier? Well, some do ... but in general, we adapt play style to each character class, to take advantage of the strengths of that class and mitigate the weaknesses of that class ... so why not the same for gender?
Am I saying the female Ryder is just a weaker version of the male Ryder ... maybe physically, but as a whole, no. Different. What are the female Ryder's strengths? Maybe her negotiation skills are better than her male counterpart. Maybe she bonds better with her squadmates. Pick out areas where females are superior to males and boost the female Ryder's abilities compared to the male Ryder. These would be baseline capabilities, so percentage increases on various skill trees would amplify the differences and benefit the player who differentiates between male and female Ryder attributes, within the same character class.
Having gender account for a wide variety of differences in stats wouldn't improve the game mechanics in any way; it would just create needless complication that just feels arbitrary, especially when you get to stuff like non-combat stats like the ability to pass certain persuasion checks, and considering that this is a futuristic backdrop with augmentation, advanced body armor and weapons and "space magic" powers. This idea is so bad that I'd have assumed ill intent behind it, were we still on the old forums. Our new home has freshened my outlook and expectations. Gender differences make sense if we are discussing real life, average people. These are video game leads with Spec Ops training. It stands to reason that a female lead would be expected to meet the same minimum physical performance expectations as a male lead. Even discounting the PR disaster that would ensue, there is indeed no strong logic to support such a move. I never thought I'd spend even this much time on the topic, and hesitated to do so in this case. Back on the main topic, I'm expecting and looking forward to a slightly more down to earth hero, this time. I'm sure we will still have the typical rise to godlike combat power, but that's not the issue. It does seem the intent is to have our lead begin the tale as a well trained nobody. That's just a backstory, though; that's not influence. I'm not sure how I feel about the influence issue. Does flying around on someone else's ship, getting bossed around for the first 25 hours sound like fun? I'm not sure it does. Maybe it would be more realistic, but it may not be very fun. Some degree of inordinate influence may be needed to allow for player agency. I'd settle for my own command, freedom to select missions within certain parameters, etc... This is stuff we had in Mass Effect. If you avoid the trappings of SPECTRE status, which was ultimately just a few lines of dialogue here and there, I think that ME set a good standard for starting influence. Again, notoriety does not equal influence. Our lead shouldn't be as well know as Shepard was in the opening moments of ME. We will need to acquire similar assets and influence, though-- a command, crew, freedom of choice--in order to have a fun game. I'm sure the devs have gotten it right. They're pretty good at this.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by heathenoxman on Oct 4, 2016 23:21:46 GMT
Generally, I find any "chosen one" nonsense in my fantasy to be rather bland.
I would prefer a fleshed-out character who rises to prominence through their actions and accomplishments, kinda like Hawke. Of course, I know people complained because Hawke wasn't written as some bad-a$$ hero from the get-go, but those people are silly, and we should never listen to silly people.
I seem to remember that the devs said something about Ryder becoming a hero, as opposed to Shepard, who was a hero who became a legend, so, I'm cautiously hopeful.
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