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Post by griffith82 on Apr 28, 2018 13:32:59 GMT
I don't disagree with the bolded, but it isn't something that attracts my interest - at least not in gaming. If I'm going to role-play a character, I need to actively participate in constructing the narrative - and in order to do that, I need the PC to be someone of interest to me. Nothing about Geralt or that world appeals to me. If I want to be told a good story, I'll read a novel or watch some film. I'll start by saying I don't dislike TW3. Saying that, I've never actually gotten through a complete PT. I hated TW1. TW2 was okay. TW3 was best but, like you, I don't really get to RP Geralt. In contrast, my Shepard can be so different depending on my choices. The galaxy itself can be different, even if you get to more or less the same point at the ending. Even there, though, depending on your choices you may have more or fewer choices when getting to the Catalyst. That’s because Geralt is a set protagonist. He’s not meant to be rp’d. It’s still an rpg but you can’t alter who he is and as far as that series goes I wouldn’t want to.
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Post by warden on Apr 28, 2018 14:04:49 GMT
Well, while it's true that you can "customize" Ryder in appearance and name, imo Ryder is pretty much also a set protagonist, the default appearances stands out and with default names you also get mentioned by them, and as far as personality goes more of the same there isn't big differences, so I don't see the point of having a customized one, they could just left the default ones and add more customization in another aspects, but well I guess maybe it's just me.
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Post by Element Zero on Apr 28, 2018 14:09:33 GMT
I'll start by saying I don't dislike TW3. Saying that, I've never actually gotten through a complete PT. I hated TW1. TW2 was okay. TW3 was best but, like you, I don't really get to RP Geralt. In contrast, my Shepard can be so different depending on my choices. The galaxy itself can be different, even if you get to more or less the same point at the ending. Even there, though, depending on your choices you may have more or fewer choices when getting to the Catalyst. That’s because Geralt is a set protagonist. He’s not meant to be rp’d. It’s still an rpg but you can’t alter who he is and as far as that series goes I wouldn’t want to. Yeah, “Geralt simulator” is a pretty good description of TW series. If someone doesn’t like Geralt, there’s not much for it. I have always liked him, so I really like the games I played (TW2 and 3.) There is still quite a bit of RP within the bounds of the Geralt-simulator. It absolutely is an RPG, just one with a set protagonist. I get annoyed when I see HZD (or even ACO!) called an RPG. HZD is a phenomenal game; but a handful of dialogue options and a skill tree do not make an RPG. It’s a beautiful, open-world action game. There is nearly zero RP. If they decide to make it into an actual RPG in subsequent games, cool. If not, cool.
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Post by Element Zero on Apr 28, 2018 14:12:52 GMT
Well, while it's true that you can "customize" Ryder in appearance and name, imo Ryder is pretty much also a set protagonist, the default appearances stands out and with default names you also get mentioned by them, and as far as personality goes more of the same there isn't big differences, so I don't see the point of having a customized one, they could just left the default ones and add more customization in another aspects, but well I guess maybe it's just me. Agreed. MEA has only slightly more real RP opportunities than HZD, an action game. For me, a dialogue wheel and skill trees alone don’t make a game a deep “roleplaying” game. Every Ryder is nearly the same, separated only by fans’ individual imaginations and “head canons” (how I hate that phrase 😆 ).
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Post by warden on Apr 28, 2018 14:33:27 GMT
Well, while it's true that you can "customize" Ryder in appearance and name, imo Ryder is pretty much also a set protagonist, the default appearances stands out and with default names you also get mentioned by them, and as far as personality goes more of the same there isn't big differences, so I don't see the point of having a customized one, they could just left the default ones and add more customization in another aspects, but well I guess maybe it's just me. Agreed. MEA has only slightly more real RP opportunities than HZD, an action game. For me, a dialogue wheel and skill trees alone don’t make a game a deep “roleplaying” game. Every Ryder is nearly the same, separated only by fans’ individual imaginations and “head canons” (how I hate that phrase 😆 ). Yeah I agree. It's not a bad thing though, by any means, what I dislike is that false pretension (I don't know how to call or explain it exactly) that this is true roleplay while it's not, but aside of that, i'm fine with it, I play a lot of different RPG games, but don't try to sell me a completely different thing than the thing you were advertising in the first place.
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Post by Deleted on Apr 30, 2018 22:33:28 GMT
Agreed. MEA has only slightly more real RP opportunities than HZD, an action game. For me, a dialogue wheel and skill trees alone don’t make a game a deep “roleplaying” game. Every Ryder is nearly the same, separated only by fans’ individual imaginations and “head canons” (how I hate that phrase 😆 ). Yeah I agree. It's not a bad thing though, by any means, what I dislike is that false pretension (I don't know how to call or explain it exactly) that this is true roleplay while it's not, but aside of that, i'm fine with it, I play a lot of different RPG games, but don't try to sell me a completely different thing than the thing you were advertising in the first place. Well - as soon as you add a PC voice and cinematics, you've narrowed the limits of character definition - or at least personality. One RP "tool" (for lack of a better word) that I think is often overlooked is quest choice/prioritization. Of course, the more on rails a game storyline is, the less play you have with that - but it can be a useful part of character expression where you have some leeway. For example: is your character laser-focused on a specific goal, or does s/he get sidetracked? Do you do everything available the first time you visit some place, or come back multiple times? Would Ryder visit the comatose twin in the cryo bay regularly, or only when summoned there? Do you stop for a drink when you visit a hub with a bar? Converse with crew members every time you see them? Loot everything everywhere or pass some of it? Would you tour a new settlement and go around talking to people just to see how they're doing, or move on to something you deem more important? When you have a lot of quests in the journal, how do you decide which ones to do when? I'm suggesting that all of these decisions are part of the narrative you're creating, and can be part of what differentiates one playthrough's PC from another.
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Star-Lord, man, legendary outlaw?
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by starlord on May 1, 2018 20:54:31 GMT
Silent RPG protagonists on some occasions are not purely for RP, and just kinda say nothing.
I love the Persona series, to the point in which I frequently spread the gospel to those who’ve never seen nor liked the “anime” style. Seriously, it’s one of the best game franchises out right now, I highly reccomend you dive in headfirst, like I did with 4.
However, the protagonist literally has a very miminal backstory, no spoken lines, and, I shit you not, 4 or 5 dialogue options on occasion that range from: .... Mblerg, I’m a dick, so I’m going to say this rude thing and it’s not going to be acknowleged lol life is a simulation anyway I don’t give a fuck And (sometimes) reasonable response.
With Mass Effect entries, I’m completely chill with the characters appearance being window dressing with a more “set” character (I really enjoyed the set bios of the OT, though)- I just feel like in general, the thing that bugs me is this lazy thing that games do nowadays “psuedo RPG.” I found someone online describe Masters of None as a show that has good shots, great music, and a design that makes it look like a good, successful show. But, to them, it isn’t funny, but the way it’s shot is decepts audiences into not seeing some of the flaws. I haven’t seen the show, but this notion of creators fooling audiences, really got me thinking-
Games are doing something similar where they add “RPG” stuff (collectibles, meaningless dialogue options, etc.) and sell it as an RPG.
I feel like I’m always waiting for a game that’s not afraid to get my imaginative juices flowing, while not 100% completely relying on me connecting to the protagonist through assumption and creative liberties- while also giving me the space and freedom to “go a bit crazy” I think the last one I played that really cinched that feeling was Vampire The Masquerade.
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Post by abaris on May 2, 2018 20:41:17 GMT
I'm suggesting that all of these decisions are part of the narrative you're creating, and can be part of what differentiates one playthrough's PC from another. Only if the writers allow for these instances to actually be different. That's hardly the case with MEA. Twin only has something to say if you're summoned, the bars offer little in terms of being different to your last visit and the conversations with the squadmates are exhausted rather quickly. They may have recorded more lines than in previous games but the gut feeling of DA:I being deeper in many aspects remains. After 900+ hours I still go back to DA:I occasionally while MEA isn't even on my hard drive anymore.
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Post by Deleted on May 2, 2018 21:48:09 GMT
I'm suggesting that all of these decisions are part of the narrative you're creating, and can be part of what differentiates one playthrough's PC from another. Only if the writers allow for these instances to actually be different. That's hardly the case with MEA. Twin only has something to say if you're summoned, the bars offer little in terms of being different to your last visit and the conversations with the squadmates are exhausted rather quickly. They may have recorded more lines than in previous games but the gut feeling of DA:I being deeper in many aspects remains. After 900+ hours I still go back to DA:I occasionally while MEA isn't even on my hard drive anymore. Not really relevant for my RP purposes. I don't expect game developers to supply infinite conversation options. The very act of stopping by to check on the comatose sibling says something about the PC and relationship with the twin - even if you get the same answer from the doc every time you inquire about the twin's condition - or just stand there. You can also ask SAM in SAM node about the twin. Stopping by the bar for a drink (or 10) at every opportunity (or not) might say something about the PC's drinking habits, might shed some light on how stressed/time pressured the PC is feeling, whether s/he feels the need for some down time - whatever you want it to mean. Whether Ryder stops to speak to crew mates standing around at ports, whether s/he makes the effort to check in with all of them between missions, etc. - all of these things help to define what kind of leader the PC is, and how s/he relates to colleagues. Repeating conversations is an actual real thing that sometimes happens IRL, too. All of it is part of the narrative you are creating via your playthrough. ETA: I happen to be playing MEA atm - have placed outposts on Eos and Voeld, got the vault working and Initiative scientists placed on Havarl. Cora wants to go to Eos to talk to some asari about their ark, Jaal wants Ryder to seek out Aksuul and deal with the Roekkar, and a trip to Kadara looks to be the next step in finding Meridian. Meanwhile, I'd found some kett messages on Voeld that sounds like they're trying to plan an invasion of Eos. We went to Eos to talk with the asari, and picked up some quest about missing supplies. It doesn't sound terribly important on the surface, but consistently bleeding needed supplies also threatens the future of our outpost - plus Ryder got some Spender vibes - pursued that, and found and took out some major kett facilities still on Eos. Part of what's going on here is that Ryder needs to decide whether to continue to increase the security of existing outposts, try to place more, find the other arks, or... ? MEA provides a great deal of opportunity for RP via task prioritization.
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Biotic Booty
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, Mass Effect Legendary Edition
Origin: ferroboy
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Post by dmc1001 on May 3, 2018 3:13:08 GMT
Only if the writers allow for these instances to actually be different. That's hardly the case with MEA. Twin only has something to say if you're summoned, the bars offer little in terms of being different to your last visit and the conversations with the squadmates are exhausted rather quickly. You want to know how many times I've wandered around the Normandy and got these two replies: "Shepard" or "Commander"? I can't even keep count. I think people forget. Also, with the twin awake it's not so far-fetched that they'd interact more in a second game.
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Post by clips7 on May 3, 2018 4:44:57 GMT
Well, while it's true that you can "customize" Ryder in appearance and name, imo Ryder is pretty much also a set protagonist, the default appearances stands out and with default names you also get mentioned by them, and as far as personality goes more of the same there isn't big differences, so I don't see the point of having a customized one, they could just left the default ones and add more customization in another aspects, but well I guess maybe it's just me. Agreed. MEA has only slightly more real RP opportunities than HZD, an action game. For me, a dialogue wheel and skill trees alone don’t make a game a deep “roleplaying” game. Every Ryder is nearly the same, separated only by fans’ individual imaginations and “head canons” (how I hate that phrase 😆 ). I agree...the choices Ryder made in the game really didn't make a difference personality wise. He was still the same laid back Ryder with the non-chalant attitude....I just finished playing ME2 and currently playing ME3 and while not the greatest, that Paragon/Renegade system works amazingly well in developing two very distinct Sheperd's with options to have bit of both mixed in....he can be a complete a$$hole or a guy with integrity and respect or a Sheperd with something in-between....and decisions mattered.... Now if they do continue this series i would like to see these options return as the options we had in Andromeda was too laxed.....now i don't want Sheperd 2.0, but have some options that will really impact the game and challenge the player morals/ethics and difficult decision making....
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Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on May 3, 2018 6:07:02 GMT
Agreed. MEA has only slightly more real RP opportunities than HZD, an action game. For me, a dialogue wheel and skill trees alone don’t make a game a deep “roleplaying” game. Every Ryder is nearly the same, separated only by fans’ individual imaginations and “head canons” (how I hate that phrase 😆 ). I agree...the choices Ryder made in the game really didn't make a difference personality wise. He was still the same laid back Ryder with the non-chalant attitude....I just finished playing ME2 and currently playing ME3 and while not the greatest, that Paragon/Renegade system works amazingly well in developing two very distinct Sheperd's with options to have bit of both mixed in....he can be a complete a$$hole or a guy with integrity and respect or a Sheperd with something in-between....and decisions mattered.... Now if they do continue this series i would like to see these options return as the options we had in Andromeda was too laxed.....now i don't want Sheperd 2.0, but have some options that will really impact the game and challenge the player morals/ethics and difficult decision making.... I get that you don't like what they did with Andromeda, but completely going back to the way it was done in the first games could be a negative for people. I know for me I liked the system in Andromeda more then Mass Effect 2 and 3 because I felt I could make different types of responses and never really feel like it was the wrong choice. Andromeda did make it bland, but I think that was more to do with the implementation then the design. The best approach that I have encountered in a BioWare game is Dragon Age: Inquisition and I am wondering why Andromeda felt to be lesser not only to that system, but also to Dragon Age 2. Not only that I always felt the game never properly reacted to Shepard and how extreme they became, which to me was always the problem because of the vastness between the different choices.
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Post by Element Zero on May 3, 2018 6:18:13 GMT
I agree...the choices Ryder made in the game really didn't make a difference personality wise. He was still the same laid back Ryder with the non-chalant attitude....I just finished playing ME2 and currently playing ME3 and while not the greatest, that Paragon/Renegade system works amazingly well in developing two very distinct Sheperd's with options to have bit of both mixed in....he can be a complete a$$hole or a guy with integrity and respect or a Sheperd with something in-between....and decisions mattered.... Now if they do continue this series i would like to see these options return as the options we had in Andromeda was too laxed.....now i don't want Sheperd 2.0, but have some options that will really impact the game and challenge the player morals/ethics and difficult decision making.... I get that you don't like what they did with Andromeda, but completely going back to the way it was done in the first games could be a negative for people. I know for me I liked the system in Andromeda more then Mass Effect 2 and 3 because I felt I could make different types of responses and never really feel like it was the wrong choice. Andromeda did make it bland, but I think that was more to do with the implementation then the design. The best approach that I have encountered in a BioWare game is Dragon Age: Inquisition and I am wondering why Andromeda felt to be lesser not only to that system, but also to Dragon Age 2. Not only that I always felt the game never properly reacted to Shepard and how extreme they became, which to me was always the problem because of the vastness between the different choices. It's true that DA has always been better in this way (and many others, to be honest). I agree that the P/R system need not return. They definitely need to do something to diversify dialogue options. DA would be a great place to look for inspiration. MEA typically felt like I had choices between Nice, Nicer and Doormat. There was generally no take-charge, confident leader choice. I know this was a conscious design choice, but I strongly disliked it. Ryder doesn't feel like my character anymore than Aloy of HZD, and less so than even Geralt of Rivia. (And the twins are less appealing as protagonists than either, in my opinion.) They went way overboard with the goofy, newb commander and newb crew vibe.
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Post by abaris on May 3, 2018 7:44:07 GMT
The best approach that I have encountered in a BioWare game is Dragon Age: Inquisition and I am wondering why Andromeda felt to be lesser not only to that system, but also to Dragon Age 2. That's the thing. I always considered DA2 to be a bad game, based on the demo I played. I only got around to buy it after I played MEA. And I was amazed at how it could feel so much better in terms of roleplaying than MEA did. Same with DAI, although I never considered that to be bad. As I said, I'm still playing it and I'm still trying out different character and companion combos, and it doesn't get old on me.
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Post by griffith82 on May 3, 2018 14:50:12 GMT
I get that you don't like what they did with Andromeda, but completely going back to the way it was done in the first games could be a negative for people. I know for me I liked the system in Andromeda more then Mass Effect 2 and 3 because I felt I could make different types of responses and never really feel like it was the wrong choice. Andromeda did make it bland, but I think that was more to do with the implementation then the design. The best approach that I have encountered in a BioWare game is Dragon Age: Inquisition and I am wondering why Andromeda felt to be lesser not only to that system, but also to Dragon Age 2. Not only that I always felt the game never properly reacted to Shepard and how extreme they became, which to me was always the problem because of the vastness between the different choices. It's true that DA has always been better in this way (and many others, to be honest). I agree that the P/R system need not return. They definitely need to do something to diversify dialogue options. DA would be a great place to look for inspiration. MEA typically felt like I had choices between Nice, Nicer and Doormat. There was generally no take-charge, confident leader choice. I know this was a conscious design choice, but I strongly disliked it. Ryder doesn't feel like my character anymore than Aloy of HZD, and less so than even Geralt of Rivia. (And the twins are less appealing as protagonists than either, in my opinion.) They went way overboard with the goofy, newb commander and newb crew vibe. I don’t agree with that. I felt I could mold Ryder into my own in fact way more than I could with Shepard. I do agree that the P/R system need not return.
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Post by Deleted on May 3, 2018 15:11:44 GMT
I get that you don't like what they did with Andromeda, but completely going back to the way it was done in the first games could be a negative for people. I know for me I liked the system in Andromeda more then Mass Effect 2 and 3 because I felt I could make different types of responses and never really feel like it was the wrong choice. Andromeda did make it bland, but I think that was more to do with the implementation then the design. The best approach that I have encountered in a BioWare game is Dragon Age: Inquisition and I am wondering why Andromeda felt to be lesser not only to that system, but also to Dragon Age 2. Not only that I always felt the game never properly reacted to Shepard and how extreme they became, which to me was always the problem because of the vastness between the different choices. It's true that DA has always been better in this way (and many others, to be honest). I agree that the P/R system need not return. They definitely need to do something to diversify dialogue options. DA would be a great place to look for inspiration. MEA typically felt like I had choices between Nice, Nicer and Doormat. There was generally no take-charge, confident leader choice. I know this was a conscious design choice, but I strongly disliked it. Ryder doesn't feel like my character anymore than Aloy of HZD, and less so than even Geralt of Rivia. (And the twins are less appealing as protagonists than either, in my opinion.) They went way overboard with the goofy, newb commander and newb crew vibe. I fail to see how the range of dialogue options is a "console design choice." They could have easily written more Renegadish, take charge lines into the current (four-descriptor) dialogue framework, the y just selected four descriptors that were not really conducive to writing those sorts of lines. That is, nothing about casual, professional, logical, or emotional says "renegade." They probably would have been better served substituting two more specific descriptors for the "casual" and "emotional" ones... say, "Rebellious" and "Friendly." Both categories could have then been used for "emotional" sorts of responses, but with more opposite tones. The writers, then, would have been more inclined to include more "renegade-like" lines (even with the "new" vibes) and the "range" of different Ryders that could be developed would have been broadened.
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Post by Element Zero on May 3, 2018 15:30:20 GMT
It's true that DA has always been better in this way (and many others, to be honest). I agree that the P/R system need not return. They definitely need to do something to diversify dialogue options. DA would be a great place to look for inspiration. MEA typically felt like I had choices between Nice, Nicer and Doormat. There was generally no take-charge, confident leader choice. I know this was a conscious design choice, but I strongly disliked it. Ryder doesn't feel like my character anymore than Aloy of HZD, and less so than even Geralt of Rivia. (And the twins are less appealing as protagonists than either, in my opinion.) They went way overboard with the goofy, newb commander and newb crew vibe. I fail to see how the range of dialogue options is a "console design choice." They could have easily written more Renegadish, take charge lines into the current (four-descriptor) dialogue framework, the y just selected four descriptors that were not really conducive to writing those sorts of lines. That is, nothing about casual, professional, logical, or emotional says "renegade." They probably would have been better served substituting two more specific descriptors for the "casual" and "emotional" ones... say, "Rebellious" and "Friendly." Both categories could have then been used for "emotional" sorts of responses, but with more opposite tones. The writers, then, would have been more inclined to include more "renegade-like" lines (even with the "new" vibes) and the "range" of different Ryders that could be developed would have been broadened. I’m not sure if you misread or got victimized by autocorrect. Your comment makes sense, so I’ll assume the latter. I say it’s a conscious design choice in that the entire tone of the game reflects the same approach. Pre-release, they repeatedly talked about how this crew is younger and less experienced. The tone of the story would be less dour and dire. That’s exactly what we got. My problem with it is that it frequently produces dissonance. The constant glib, jaunty chatter is often at odds with the seriousness of what is happening on screen. There are non-stop jokes. (One VA tames them with wry delivery, the other screeches them full-throatedly.) The crew sometimes feels more like teens on vacation than a team of professionals trying to save 100K from death. The desire to create the “inexperienced leader” is often on display in the dialogue choices. It is on display in the cut-scenes. It honestly grates my nerves each time I play. The “aw-shucks”, “good meeting everybody” doormat is simply not enjoyable for me. Maybe I’d have floundered a bit at 22. I’m not sure. I doubt I’d have been so uncertain, though; especially with SAM in my head and god-like combat abilities in my tool kit. I don’t get to RP the confident leader I want to RP in MEA. I get to RP BioWare’s character. I feel like I have about the same level of influence over Ryder that I have over Aloy, and less than I have over Geralt. Sure, I get to make a few decisions, but I cannot avoid BioWare’s awkward, coming of age story since it was a conscious design choice. I don't need Ryder pushing people out of windows via Renegade interrupts, though I'm fine if they included such. I just wanted more control over the character. Ryder is very much on rails. We get little control over his/her general personality. We generally get to address problems in four flavors of "X" rather than in "X, Y or Z".
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Post by Deleted on May 3, 2018 15:56:44 GMT
I fail to see how the range of dialogue options is a "console design choice." They could have easily written more Renegadish, take charge lines into the current (four-descriptor) dialogue framework, the y just selected four descriptors that were not really conducive to writing those sorts of lines. That is, nothing about casual, professional, logical, or emotional says "renegade." They probably would have been better served substituting two more specific descriptors for the "casual" and "emotional" ones... say, "Rebellious" and "Friendly." Both categories could have then been used for "emotional" sorts of responses, but with more opposite tones. The writers, then, would have been more inclined to include more "renegade-like" lines (even with the "new" vibes) and the "range" of different Ryders that could be developed would have been broadened. I’m not sure if you misread or got victimized by autocorrect. Your comment makes sense, so I’ll assume the latter. I say it’s a conscious design choice in that the entire tone of the game reflects the same approach. Pre-release, they repeatedly talked about how this crew is younger and less experienced. The tone of the story would be less dour and dire. That’s exactly what we got. My problem with it is that it frequently produces dissonance. The constant glib, jaunty chatter is often at odds with the seriousness of what is happening on screen. There are non-stop jokes. (One VA tames them with wry delivery, the other screeches them full-throatedly.) The crew sometimes feels more like teens on vacation than a team of professionals trying to save 100K from death. The desire to create the “inexperienced leader” is often on display in the dialogue choices. It is on display in the cut-scenes. It honestly grates my nerves each time I play. The “aw-shucks”, “good meeting everybody” doormat is simply not enjoyable for me. Maybe I’d have floundered a bit at 22. I’m not sure. I doubt I’d have been so uncertain, though; especially with SAM in my head and god-like combat abilities in my tool kit. I don’t get to RP the confident leader I want to RP in MEA. I get to RP BioWare’s character. I feel like I have about the same level of influence over Ryder that I have over Aloy, and less than I have over Geralt. Sure, I get to make a few decisions, but I cannot avoid BioWare’s awkward, coming of age story since it was a conscious design choice. I apologize for my vision issues - I'm having a lot of trouble proofreading my stuff (and even reading other posts is a chore). I should be enlarging my type every time, but I hate scrolling right and left at every line. (Most frustrating for me is when I've missed typing in a "not"... leaving some of my points saying exactly the opposite was what I meant to say.) I think some of it was not all that conscious though. As I explained, I think their selection of terms in the dialogue framework worked against their achieving a wider range of tones. "Emotional" is too broad a category, so to prevent the player from being continually surprised by their PC being happy one minute, angry the next, crying in the next, etc., they wound up writing lines towards just one "emotional" state... and it wasn't all that emotional. The "renegade" and dark humor in the OT was almost universally loved, so I don't think that the problem is that there is too many "joke" lines in this game... There's not enough "renegade" humor to suit the sort of player who was attracted to that in the OT. As far as really sombre moments on the scale of ME3... we are simply not involved in a war that is on that level of sombreness. We weren't seeing Angaran cities destroyed before our eyes or mounds of dead bodies lying in the streets. If you look back at ME2, there are very few sombre moments in that game. There is some stand-off tension and it's a more "military" environment despite Cerberus being a civilian organization (because of Shepard's background), but the difference is not as great as you're making it out to be. Imagine now if they wrote ME2's interrupts to just one generic "emotional interrupt" symbol and you really couldn't tell if Shepard was about to shoot someone or prevent someone from shooting someone else. That's what Bioware did to themselves in ME:A. They couldn't put emotional range into the "emotional" category because the player needed to know what sort of emotion was going to be conveyed. Finally, not everyone can get into roleplaying a "teenager"; but I personally don't see anything wrong with it. I enjoyed it, in fact. There were lots of moments, I thought, where there was no joking... E.G. After Jaal finds out what it is the kett are doing to his people through to the end of the Mosae's mission. When talking with Lexi and Jaal about the kett DNA. When talking with Drack during the "How to Act Tough Quest" When talking with Cora after her LM about Sarissa. When talking with SAM after each memory.
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Post by Element Zero on May 3, 2018 16:16:58 GMT
I’m not sure if you misread or got victimized by autocorrect. Your comment makes sense, so I’ll assume the latter. I say it’s a conscious design choice in that the entire tone of the game reflects the same approach. Pre-release, they repeatedly talked about how this crew is younger and less experienced. The tone of the story would be less dour and dire. That’s exactly what we got. My problem with it is that it frequently produces dissonance. The constant glib, jaunty chatter is often at odds with the seriousness of what is happening on screen. There are non-stop jokes. (One VA tames them with wry delivery, the other screeches them full-throatedly.) The crew sometimes feels more like teens on vacation than a team of professionals trying to save 100K from death. The desire to create the “inexperienced leader” is often on display in the dialogue choices. It is on display in the cut-scenes. It honestly grates my nerves each time I play. The “aw-shucks”, “good meeting everybody” doormat is simply not enjoyable for me. Maybe I’d have floundered a bit at 22. I’m not sure. I doubt I’d have been so uncertain, though; especially with SAM in my head and god-like combat abilities in my tool kit. I don’t get to RP the confident leader I want to RP in MEA. I get to RP BioWare’s character. I feel like I have about the same level of influence over Ryder that I have over Aloy, and less than I have over Geralt. Sure, I get to make a few decisions, but I cannot avoid BioWare’s awkward, coming of age story since it was a conscious design choice. I apologize for my vision issues - I'm having a lot of trouble proofreading my stuff (and even reading other posts is a chore). I should be enlarging my type every time, but I hate scrolling right and left at every line. I think some of it was not all that conscious though. As I explained, I think their selection of terms in the dialogue framework worked against their achieving a wider range of tones. "Emotional" is too broad a category, so to prevent the player from being continually surprised by their PC being happy one minute, angry the next, crying in the next, etc., they wound up writing lines towards just one "emotional" state... and it wasn't all that emotional. The "renegade" and dark humor in the OT was almost universally loved, so I don't think that the problem is that there is too many "joke" lines in this game... There's not enough "renegade" humor to suit the sort of player who was attracted to that in the OT. As far as really sombre moments on the scale of ME3... we are simply not involved in a war that is on that level of sombreness. We weren't seeing Angaran cities destroyed before our eyes or mounds of dead bodies lying in the streets. If you look back at ME2, there are very few sombre moments in that game. There is some stand-off tension and it's a more "military" environment despite Cerberus being a civilian organization (because of Shepard's background), but the difference is not as great as you're making it out to be. No worries about the typos. I have to correct about 20 per post. I'd look illiterate if I couldn't edit posts. I think Shepard and his team feeling more military makes a huge difference. It's hard to imagine Shepard allowing lax discipline, yelling "Speedbump" after running over foes, allowing Liam's reckless actions, etc... Same for his team. They were simply a different, generally (but not universally) older, more serious group. I actually looked forward to maybe playing a non-military protagonist in the "next Mass Effect". In the end, though, the Pathfinder team probably should be run as a military operation. It has life or death stakes at every turn. Order and discipline are paramount. We see some stuff in MEA that's every bit as bad ass in ME2 or even ME3. We find kett labs and torture as early as Eos. We investigate murder scenes; fight terrorists; and find a criminal cannibal slaughterhouse. The onscreen stuff gets pretty dark, at times. My problem is that the characters' tone rarely matches this serious stuff. The jokes resume before the terrible situation has been fully resolved. I think they just went too far with the light-hearted, "youthful" atmosphere. I didn't want to play Shepard 2.0 with Normandy crew 2.0, but neither did I want to adventure with children. With MEA, I sometimes feel like I'm with kids who don't appreciate or can't handle the seriousness of their predicament. I could deal with that, actually, if it were written evenly. My real complaint is that the game tries to be serious momentarily, at times, only to too quickly back into "speed bump" tone. If we ever get an Andromeda sequel, I hope it advances the timeline many years. A decade would allow the characters to mature and the cluster to grow a little. Decades would allow the cluster to transform and for the kett to send a new expedition. (It's possible such was already on the way, since Archon wasn't answering his texts.) Either way, I hope we have far less glib nonsense in the sequel.
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Post by Deleted on May 3, 2018 16:29:55 GMT
I apologize for my vision issues - I'm having a lot of trouble proofreading my stuff (and even reading other posts is a chore). I should be enlarging my type every time, but I hate scrolling right and left at every line. I think some of it was not all that conscious though. As I explained, I think their selection of terms in the dialogue framework worked against their achieving a wider range of tones. "Emotional" is too broad a category, so to prevent the player from being continually surprised by their PC being happy one minute, angry the next, crying in the next, etc., they wound up writing lines towards just one "emotional" state... and it wasn't all that emotional. The "renegade" and dark humor in the OT was almost universally loved, so I don't think that the problem is that there is too many "joke" lines in this game... There's not enough "renegade" humor to suit the sort of player who was attracted to that in the OT. As far as really sombre moments on the scale of ME3... we are simply not involved in a war that is on that level of sombreness. We weren't seeing Angaran cities destroyed before our eyes or mounds of dead bodies lying in the streets. If you look back at ME2, there are very few sombre moments in that game. There is some stand-off tension and it's a more "military" environment despite Cerberus being a civilian organization (because of Shepard's background), but the difference is not as great as you're making it out to be. No worries about the typos. I have to correct about 20 per post. I'd look illiterate if I couldn't edit posts. I think Shepard and his team feeling more military makes a huge difference. It's hard to imagine Shepard allowing lax discipline, yelling "Speedbump" after running over foes, allowing Liam's reckless actions, etc... Same for his team. They were simply a different, generally (but not universally) older, more serious group. I actually looked forward to maybe playing a non-military protagonist in the "next Mass Effect". In the end, though, the Pathfinder team probably should be run as a military operation. It has life or death stakes at every turn. Order and discipline are paramount. We see some stuff in MEA that's every bit as bad ass in ME2 or even ME3. We find kett labs and torture as early as Eos. We investigate murder scenes; fight terrorists; and find a criminal cannibal slaughterhouse. The onscreen stuff gets pretty dark, at times. My problem is that the characters' tone rarely matches this serious stuff. The jokes resume before the terrible situation has been fully resolved. I think they just went too far with the light-hearted, "youthful" atmosphere. I didn't want to play Shepard 2.0 with Normandy crew 2.0, but neither did I want to adventure with children. With MEA, I sometimes feel like I'm with kids who don't appreciate or can't handle the seriousness of their predicament. I could deal with that, actually, if it were written evenly. My real complaint is that the game tries to be serious momentarily, at times, only to too quickly back into "speed bump" tone. If we ever get an Andromeda sequel, I hope it advances the timeline many years. A decade would allow the characters to mature and the cluster to grow a little. Decades would allow the cluster to transform and for the kett to send a new expedition. (It's possible such was already on the way, since Archon wasn't answering his texts.) Either way, I hope we have far less glib nonsense in the sequel. Well, 'speedbump" is easy to avoid since you have to run over stuff AND kill it to get the quip. I would hop out and use a weapon, so I've only gotten it once or twice in 8 playthroughs... hardly an issue. I rank it right up there with Shepard's "We've been spotted." line in the middle of a fight. In the cannibal house, Drack can make a joke, but Ryder instantly chastizes him for it. Other squadmates don't joke at all in that scenario. No one I've taken on the quest where the Angara is torturing the Kett has made a joke at all about it. We never had "mako" banter in the OT. We had a little combat banter in ME3. I'm just guessing that maybe it's the "nomad" banter you're objecting to. The game doesn't know whether you're coming from X quest or Y, so the banter can become disjointed with the mood of whatever quest you're doing. In my mind, that's all just a pitfall of an open-world game... and you know, I'm not really a fan of those.
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Post by Element Zero on May 3, 2018 16:45:17 GMT
No worries about the typos. I have to correct about 20 per post. I'd look illiterate if I couldn't edit posts. I think Shepard and his team feeling more military makes a huge difference. It's hard to imagine Shepard allowing lax discipline, yelling "Speedbump" after running over foes, allowing Liam's reckless actions, etc... Same for his team. They were simply a different, generally (but not universally) older, more serious group. I actually looked forward to maybe playing a non-military protagonist in the "next Mass Effect". In the end, though, the Pathfinder team probably should be run as a military operation. It has life or death stakes at every turn. Order and discipline are paramount. We see some stuff in MEA that's every bit as bad ass in ME2 or even ME3. We find kett labs and torture as early as Eos. We investigate murder scenes; fight terrorists; and find a criminal cannibal slaughterhouse. The onscreen stuff gets pretty dark, at times. My problem is that the characters' tone rarely matches this serious stuff. The jokes resume before the terrible situation has been fully resolved. I think they just went too far with the light-hearted, "youthful" atmosphere. I didn't want to play Shepard 2.0 with Normandy crew 2.0, but neither did I want to adventure with children. With MEA, I sometimes feel like I'm with kids who don't appreciate or can't handle the seriousness of their predicament. I could deal with that, actually, if it were written evenly. My real complaint is that the game tries to be serious momentarily, at times, only to too quickly back into "speed bump" tone. If we ever get an Andromeda sequel, I hope it advances the timeline many years. A decade would allow the characters to mature and the cluster to grow a little. Decades would allow the cluster to transform and for the kett to send a new expedition. (It's possible such was already on the way, since Archon wasn't answering his texts.) Either way, I hope we have far less glib nonsense in the sequel. Well, 'speedbump" is easy to avoid since you have to run over stuff AND kill it to get the quip. I would hop out and use a weapon, so I've only gotten it once or twice in 8 playthroughs... hardly an issue. I rank it right up there with Shepard's "We've been spotted." line in the middle of a fight. In the cannibal house, Drack can make a joke, but Ryder instantly chastizes him for it. Other squadmates don't joke at all in that scenario. No one I've taken on the quest where the Angara is torturing the Kett has made a joke at all about it. We never had "mako" banter in the OT. We had a little combat banter in ME3. I'm just guessing that maybe it's the "nomad" banter you're objecting to. The game doesn't know whether you're coming from X quest or Y, so the banter can become disjointed with the mood of whatever quest you're doing. In my mind, that's all just a pitfall of an open-world game... and you know, I'm not really a fan of those. I think a lot of it is the light-hearted banter. Many of the objectionable/annoying lines and dissonance come from the banter. They do a good job of setting a sad or dark scene, and then we get back into the Nomad and someone starts the wise-cracking. I think there's just too much of it. It feels relentless. DAI has a lot of banter, and is maybe comparable in many ways. I never recall being pulled out of the story by party banter. Quite the opposite, I generally felt more immersed. As with many "polish" issues, this part of MEA could've been better implemented at the very least.
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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, Mass Effect Legendary Edition
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Post by dmc1001 on May 3, 2018 17:51:41 GMT
Now if they do continue this series i would like to see these options return as the options we had in Andromeda was too laxed.....now i don't want Sheperd 2.0, but have some options that will really impact the game and challenge the player morals/ethics and difficult decision making.... I still think this is great lead-in to MEA2. A more experienced Ryder has to make some harder choices, might be rougher around the edges but not entirely losing his laid back attitude. Ryder would know when it's appropriate to chill while also know when to get tough. Also, more options to make decisions. For the VERY inexperienced 22-year old Ryder this made some sense. Ryder was thrust into a role with no preparation (it was supposed to be Cora, who is more experienced) and didn't really know how to handle. Ryder also had to earn the respect of others. Now that it's been done, the doors are open for a potentially tougher Ryder.
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Post by Hanako Ikezawa on May 3, 2018 18:27:53 GMT
It's true that DA has always been better in this way (and many others, to be honest). I agree that the P/R system need not return. They definitely need to do something to diversify dialogue options. DA would be a great place to look for inspiration. MEA typically felt like I had choices between Nice, Nicer and Doormat. There was generally no take-charge, confident leader choice. I know this was a conscious design choice, but I strongly disliked it. Ryder doesn't feel like my character anymore than Aloy of HZD, and less so than even Geralt of Rivia. (And the twins are less appealing as protagonists than either, in my opinion.) They went way overboard with the goofy, newb commander and newb crew vibe. I don’t agree with that. I felt I could mold Ryder into my own in fact way more than I could with Shepard. I do agree that the P/R system need not return. Yeah. Ryder felt a lot more my character than Shepard ever did.
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Post by Hanako Ikezawa on May 3, 2018 18:29:12 GMT
Now if they do continue this series i would like to see these options return as the options we had in Andromeda was too laxed.....now i don't want Sheperd 2.0, but have some options that will really impact the game and challenge the player morals/ethics and difficult decision making.... I still think this is great lead-in to MEA2. A more experienced Ryder has to make some harder choices, might be rougher around the edges but not entirely losing his laid back attitude. Ryder would know when it's appropriate to chill while also know when to get tough. Also, more options to make decisions. For the VERY inexperienced 22-year old Ryder this made some sense. Ryder was thrust into a role with no preparation (it was supposed to be Cora, who is more experienced) and didn't really know how to handle. Ryder also had to earn the respect of others. Now that it's been done, the doors are open for a potentially tougher Ryder. If they do that, I hope it is not forced on us. I really like Ryder's personality in MEA so don't want to be forced to accept a more hardened personality.
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Post by themikefest on May 3, 2018 18:29:44 GMT
Yeah. Shepard felt more like my character, minus a few moments in ME3, than Ryder ever did
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