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Post by PillarBiter on Jun 30, 2019 19:29:14 GMT
You really have no clue what roleplaying actually is. If that is "roleplaying" then Conan Exiles, Ark, Dead State or any game with freeroam, char customization/creator and some building/crafting mechanic is "rpg". Roleplaying is about making choices and reactivity to it: what your character's background is, your character build and how it affects story, npc interaction and quests, narrative choices, etc.
We live in a time when God of War is considered an RPG, and sports games like FIFA or that Kim Kardashian phone game offers more customisation options than a AAA release from BioWare or Bethesda. Ever since the table top golden age the term has been applied to so many games in different genres that it's been rendered near meaningless. Like the quality of Anthem and Fallout76 upon release, the bar has been set low. Who or what calls gow an rpg?
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Post by Iakus on Jun 30, 2019 20:21:50 GMT
We live in a time when God of War is considered an RPG, and sports games like FIFA or that Kim Kardashian phone game offers more customisation options than a AAA release from BioWare or Bethesda. Ever since the table top golden age the term has been applied to so many games in different genres that it's been rendered near meaningless. Like the quality of Anthem and Fallout76 upon release, the bar has been set low. Who or what calls gow an rpg? The latest one has been plugged as an "action RPG"
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Post by Hier0phant on Jul 1, 2019 5:12:16 GMT
We live in a time when God of War is considered an RPG, and sports games like FIFA or that Kim Kardashian phone game offers more customisation options than a AAA release from BioWare or Bethesda. Ever since the table top golden age the term has been applied to so many games in different genres that it's been rendered near meaningless. Like the quality of Anthem and Fallout76 upon release, the bar has been set low. Who or what calls gow an rpg? Supposedly having a stat system, being allowed to gain experience, craft gear, level said gear and abilities makes Nu-GoW an arpg based on the ever loosening guidelines on classifying what constitutes an RPG. Crazy times we're living in.
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Post by biggydx on Jul 1, 2019 14:43:35 GMT
Who or what calls gow an rpg? The latest one has been plugged as an "action RPG" At this point if it has any semblance of a skill-tree, and some sort of loot system, then it gets slapped with the "RPG" tag.
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Post by Arijon van Goyen on Jul 1, 2019 18:11:24 GMT
Those who take relativist approach to RPG will lose it to those Western ones and JRPGs who take it seriously.
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Post by Pounce de León on Jul 25, 2019 11:58:17 GMT
Looking at Battlefield right now I'm not sure if it just ruined Bioware.
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Post by tatann on Jul 25, 2019 12:30:09 GMT
Looking at Battlefield right now I'm not sure if it just ruined Bioware. If it ruins all EA, it's for the best at least Kinda like Apple is pure evil, but at least it helped getting rid of Flash
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Post by Link"Guess"ski on Jul 28, 2019 15:50:15 GMT
There was a decline before Frostbite. Dragon Age Inquisition is a more polished and "BioWare" experience than both MEA and Anthem. Nobody ruined nothing, BioWare just lost too much of the talent that made it BioWare and which made them do technically good stuff. There's some technical improvements of graphics, VFX and controls in their more recent games but the engine-tech, systems and stability has only gotten simpler and simultaneously worse since ME2. DA2 and ME3 may have been rushed but if you look at it, some designers working across those games started doing one-note fetch-quests without cutscenes in DA2 which then became almost the sole format for side-quests in ME3, which then became the motivation of the game in Dragon Age Inquisition. Mass Effect 3 scrapped the idea of a cause-and-effect series of choices leading to a good or worse climax, replaced it with a score (Power/War Assets) which became the system in DAI.
You can tell there was a talent/focus tradeoff at BioWare over the years and now the talent they have leaked and gotten replaced shows to simply be worse than the BioWare that once was. That's seriously what it is. Frostbite is also shit but they clearly made it do great things with the multiple classes, character sizes, the diversity of class combat, the War Table and more in Dragon Age Inquisition, and MEA had the best mechanics for movement that BioWare has ever done, while sporting some pretty sick audio reverbation systems and stuff.
Frostbite did not ruin BioWare, it's a mixed bag but ultimately BioWare's decline started well before transitioning to Frostbite. ME3 had way more glitches than ME2 as well. It all adds up to me.
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Post by PillarBiter on Jul 30, 2019 6:04:47 GMT
There was a decline before Frostbite. Dragon Age Inquisition is a more polished and "BioWare" experience than both MEA and Anthem. Nobody ruined nothing, BioWare just lost too much of the talent that made it BioWare and which made them do technically good stuff. There's some technical improvements of graphics, VFX and controls in their more recent games but the engine-tech, systems and stability has only gotten simpler and simultaneously worse since ME2. DA2 and ME3 may have been rushed but if you look at it, some designers working across those games started doing one-note fetch-quests without cutscenes in DA2 which then became almost the sole format for side-quests in ME3, which then became the motivation of the game in Dragon Age Inquisition. Mass Effect 3 scrapped the idea of a cause-and-effect series of choices leading to a good or worse climax, replaced it with a score (Power/War Assets) which became the system in DAI. You can tell there was a talent/focus tradeoff at BioWare over the years and now the talent they have leaked and gotten replaced shows to simply be worse than the BioWare that once was. That's seriously what it is. Frostbite is also shit but they clearly made it do great things with the multiple classes, character sizes, the diversity of class combat, the War Table and more in Dragon Age Inquisition, and MEA had the best mechanics for movement that BioWare has ever done, while sporting some pretty sick audio reverbation systems and stuff. Frostbite did not ruin BioWare, it's a mixed bag but ultimately BioWare's decline started well before transitioning to Frostbite. ME3 had way more glitches than ME2 as well. It all adds up to me. I'll simpliy it even further (though, still vague in it's way). The 'vision' is gone. The reason for being Bioware, the reason the company started in the first place. It is no longer there. Or if it is, it has become diluted and forgotten. As long as they don't find that original 'raison d'etre' again, bioware will continue to churn out anthems. Shadows of their original prowess.
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Post by Link"Guess"ski on Jul 30, 2019 12:31:11 GMT
Greg Zeschuck especially championed BioWare's original personality. That of a carefree make it or break it studio with no worries about having incredible ambition. They were a company making unprecedented games with hires that didn't have expertise in game development. I believe they are still a loose canon with the hiring but rather than being the "company founded by doctors, hiring trashmen and zookeepers for programmers" they're now "that EA studio hiring fans from cons and community managers and journalists who suck up to their legacy" and the people in charge also have old grudges against their audience and publications over failures they made themselves. The attitude of BioWare is gone and the focus has shifted. It's just no longer BioWare in spirit.
I think the fundamental change to BioWare's lack of quality is because the people they hired back in the day were creative and discernible people but now they're fanboys probably with passable scores out of comp science and then they've worked at EA and through networking it lands them an easy job at BioWare. There's just a lack of scrutiny to the last 3 games BioWare produced, even 5 if you wanna count DA2 and ME3, and it's as if BioWare lets everything slide until a game releases because they're too shy to tell each other when their game sucks that either EA has to do it or their audience creates an outroar, and then rather than admitting they should've fixed it way back, BioWare takes the stance of "These must be haters!"
And okay, waiwaiwaiwawait. I'm exaggerating now. Clearly there were great artists working on all their recent games too but you can tell there's a more even split of truly talented staff and people who are just collecting paychecks or simply don't know what they're doing now... and contractors.
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Post by alanc9 on Jul 31, 2019 20:53:52 GMT
DA2 and ME3 may have been rushed but if you look at it, some designers working across those games started doing one-note fetch-quests without cutscenes in DA2 which then became almost the sole format for side-quests in ME3, which then became the motivation of the game in Dragon Age Inquisition. This is a bit ridiculous. Even granting that "almost the sole format for side-quests" is supposed to be preposterous hyperbole rather than taken seriously -- well over a quarter of a completionist ME3 run would be spent in traditional sidequests -- adding those "one note fetch quests" couldn't possibly have taken away from conventional sidequests, because the one note fetch quests don't take up enough zots. If you wanted more sidequest content , you'd have to cut stuff from the main plot to pay for it. So it went back to the way ME1 did things? Oh, wait.... ME1 was worse, since the quest resolutions didn't change anything about the endgame.
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Post by Link"Guess"ski on Aug 1, 2019 17:49:58 GMT
well over a quarter of a completionist ME3 run would be spent in traditional sidequests Define "Traditional sidequests". There's maybe a handful of Conversation driven side quests in 3, and for one they're mostly auto-dialogue and interrupt driven and 2 the objective design is completely narrowed down to the point where they don't feel like they have a plot, like, you're just going from one end of the map to the other pushing buttons with ambient dialogue colliding over itself because of how poorly designed it is. The vast majority of side quests in 3 is fetch quests and no, I do not think of the "ME2 squaddie catchup" missions as side quests. Those are basically the Loyalty quests of ME3 and not ironically they also are where the game reflects on your ME2 Loyalty status with characters. Like Loyalty missions in ME2 just being optional I don't count it as side-questing when it feels like they were as directed and level-y as a main mission. I count "Questgiver gies Shepard a job which you must pursue and return to questgiver" as a side-quest, not a mission. ME1 has some where it's sort of loose but they were given by Hackett or anon over the comms before entering a system and given an end dialog back on the ship (the hub) at the end of returning from its quest area. The only side quests I remember from ME3 are these 1. All the one-note fetch "prothean obelisk" type quests that take you to the Reaper-scan galaxy map minigame and back to Citadel 2. Dominic Osoba asking for a specific thing that coincides with an N7 mission 3. Aria's Omega Merc Recruitment questline (the best and only meaty side-quest the entire game) 4. "Speak to Tactus" Medi-gel condenser quest 5. Indoctrinated Hanar and Kasumi quest. 6. Offier Noles stuff with Balak. 7. Some Zaeed quest about Volus, and Vorcha in an apartment. 8. Liara Barla Von quest that ties into a war asset quest. 9. Batarian whatever which I think Conrad showed up in? That's the ones I remember. That's roughly 10 side quests. It's not a lot. ME2 maybe didn't have too many either but the game was chock full of conversation content in cinematics with choices. I didn't care if I was doing a side quest or not half the time. The emergence of encountering new cinematic playable conversations with people reacting to the council choice, store discounts, grudge-bearing asari, Conrad Verner and ME1 reunions and Quarian discrimination on the Citadel, it all felt good in a way where I stopped caring about how it was made. ME3 just has a bunch of seriously half-assed content with minimum player agency in them and cringeworthy writing like the second attempt at the "Big stupid jellyfish" line and also very forced ME2 reunions that always end with "Hey, i can't join you because excuses, excuses."
Bitch, Mass Effect 3 just sucks. End of story.
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Post by SirSourpuss on Aug 1, 2019 17:55:42 GMT
well over a quarter of a completionist ME3 run would be spent in traditional sidequests Define "Traditional sidequests". There's maybe a handful of Conversation driven side quests in 3, and for one they're mostly auto-dialogue and interrupt driven and 2 the objective design is completely narrowed down to the point where they don't feel like they have a plot, like, you're just going from one end of the map to the other pushing buttons with ambient dialogue colliding over itself because of how poorly designed it is. The vast majority of side quests in 3 is fetch quests and no, I do not think of the "ME2 squaddie catchup" missions as side quests. Those are basically the Loyalty quests of ME3 and not ironically they also are where the game reflects on your ME2 Loyalty status with characters. Like Loyalty missions in ME2 just being optional I don't count it as side-questing when it feels like they were as directed and level-y as a main mission. I count "Questgiver gies Shepard a job which you must pursue and return to questgiver" as a side-quest, not a mission. ME1 has some where it's sort of loose but they were given by Hackett or anon over the comms before entering a system and given an end dialog back on the ship (the hub) at the end of returning from its quest area. The only side quests I remember from ME3 are these 1. All the one-note fetch "prothean obelisk" type quests that take you to the Reaper-scan galaxy map minigame and back to Citadel 2. Dominic Osoba asking for a specific thing that coincides with an N7 mission 3. Aria's Omega Merc Recruitment questline (the best and only meaty side-quest the entire game) 4. "Speak to Tactus" Medi-gel condenser quest 5. Indoctrinated Hanar and Kasumi quest. 6. Offier Noles stuff with Balak. 7. Some Zaeed quest about Volus, and Vorcha in an apartment. 8. Liara Barla Von quest that ties into a war asset quest. 9. Batarian whatever which I think Conrad showed up in? That's the ones I remember. That's roughly 10 side quests. It's not a lot. ME2 maybe didn't have too many either but the game was chock full of conversation content in cinematics with choices. I didn't care if I was doing a side quest or not half the time. The emergence of encountering new cinematic playable conversations with people reacting to the council choice, store discounts, grudge-bearing asari, Conrad Verner and ME1 reunions and Quarian discrimination on the Citadel, it all felt good in a way where I stopped caring about how it was made. ME3 just has a bunch of seriously half-assed content with minimum player agency in them and cringeworthy writing like the second attempt at the "Big stupid jellyfish" line and also very forced ME2 reunions that always end with "Hey, i can't join you because excuses, excuses."
Bitch, Mass Effect 3 just sucks. End of story.
Hear hear!
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Post by alanc9 on Aug 1, 2019 18:25:18 GMT
well over a quarter of a completionist ME3 run would be spent in traditional sidequests Define "Traditional sidequests". There's maybe a handful of Conversation driven side quests in 3, and for one they're mostly auto-dialogue and interrupt driven and 2 the objective design is completely narrowed down to the point where they don't feel like they have a plot, like, you're just going from one end of the map to the other pushing buttons with ambient dialogue colliding over itself because of how poorly designed it is. Grissom Academy, Tuchanka: Turian Platoon, Attican Traverse: The Rachni, Rannoch: Admiral Koris... etc. and so forth. I'd throw the N7 missions in there too, although of course they're a bit short. As for whether you liked ME3's overall mission design concepts, that's an unrelated topic. Counting the raw number of missions is a silly, silly metric. You're comparing something that takes 15 seconds to play with something that takes over an hour to play. (15 seconds because finding the mission targets and walknig past the delivery target on the Citadel are things you're going to do anyway -- assuming you're the type who actually walks around the Citadel. Remember, the reason this type of sidequest was invented in the first place was to provide interactivity in the hub areas.) I have no idea why you're trying to make a distinction between "mission" and "side-quest." What's the point of it? By ths definition ME3's N7 missions count too. OK, yeah, if we arbitrarily rule out any missions which includes the ME2 squadmates, and the Rannoch and Tuchanka sidequests, and the N7 missions even though they fit your own criteria, the list gets a bit short. Why are we supposed to rule them out, again? And why didn't you rule out Kasumi's mission? Edit: look, I get that you're just looking to say bad things about ME3 in a fresh way, but making up tendentious distinctions is not the way to go about it.
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Post by Link"Guess"ski on Aug 4, 2019 9:52:55 GMT
You may call it cherry picking but I didn't call Loyalty missions side-quests and never have, and I'm not calling these side-quests either even if they are more optional than Loyalty missions. Quests that are "levels", with bombast and cutsceneathons, are not quests. Period.
Now, picking up items in a level, to deliver to a questgiver? That's a quest. Going to a place on your map and doing a thing, that's a quest, but launching a mission and completing a level does not feel like a "quest" it feels like part of the main campaign, even the optional stuff. I have a different look at what "side-quest" means. I may bend it willingly to call it a side-mission but I still think of it as a level and not on par with the "quests" in the game.
...And Mass Effect 2 has more quests, not missions. Mass Effect 1 is more traditional RPG and thusly had more quests, since main levels were structured like hubs. Mass Effect Andromeda also has more actual quests. Mass Effect 3 is completely railroaded and everything but the fetch quests and few higher-budget side-quests are the only quests in it while the rest of the game is just action and linear corridor levels.
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Post by Space Cowboy on Aug 4, 2019 13:47:15 GMT
You may call it cherry picking but I didn't call Loyalty missions side-quests and never have, and I'm not calling these side-quests either even if they are more optional than Loyalty missions. Quests that are "levels", with bombast and cutsceneathons, are not quests. Period.
Now, picking up items in a level, to deliver to a questgiver? That's a quest. Going to a place on your map and doing a thing, that's a quest, but launching a mission and completing a level does not feel like a "quest" it feels like part of the main campaign, even the optional stuff. I have a different look at what "side-quest" means. I may bend it willingly to call it a side-mission but I still think of it as a level and not on par with the "quests" in the game.
...And Mass Effect 2 has more quests, not missions. Mass Effect 1 is more traditional RPG and thusly had more quests, since main levels were structured like hubs. Mass Effect Andromeda also has more actual quests. Mass Effect 3 is completely railroaded and everything but the fetch quests and few higher-budget side-quests are the only quests in it while the rest of the game is just action and linear corridor levels.
I’d call them main quests, considering they are a majority of the game, and affect the ending so much. In me2 anyway. I’d say te quest is the reason you go to the level. The main quest, find Liara, is the reason you go to Therum. What happens on the way to the quest objective is padding. Entertaining game play padding, but still padding. It isn’t itself a quest.
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Post by Link"Guess"ski on Aug 4, 2019 16:45:12 GMT
You may call it cherry picking but I didn't call Loyalty missions side-quests and never have, and I'm not calling these side-quests either even if they are more optional than Loyalty missions. Quests that are "levels", with bombast and cutsceneathons, are not quests. Period.
Now, picking up items in a level, to deliver to a questgiver? That's a quest. Going to a place on your map and doing a thing, that's a quest, but launching a mission and completing a level does not feel like a "quest" it feels like part of the main campaign, even the optional stuff. I have a different look at what "side-quest" means. I may bend it willingly to call it a side-mission but I still think of it as a level and not on par with the "quests" in the game.
...And Mass Effect 2 has more quests, not missions. Mass Effect 1 is more traditional RPG and thusly had more quests, since main levels were structured like hubs. Mass Effect Andromeda also has more actual quests. Mass Effect 3 is completely railroaded and everything but the fetch quests and few higher-budget side-quests are the only quests in it while the rest of the game is just action and linear corridor levels.
I’d call them main quests, considering they are a majority of the game, and affect the ending so much. In me2 anyway. I’d say te quest is the reason you go to the level. The main quest, find Liara, is the reason you go to Therum. What happens on the way to the quest objective is padding. Entertaining game play padding, but still padding. It isn’t itself a quest. It happens so organically in ME1 that I wouldn't change my language for what it is seperate from the hub that you play before getting to the peaking point of that questline.
In Mass Effect Andromeda they are missions. You go to the hub of a planet, do some errands and once you reach a gate or interactible object it says "Start mission", there's a load screen and it feels like you're on a mission like those in ME3. Structurally that is a very deliberate difference from Mass Effect 1 where you: -Land -Explore -Solve quests -Enter the next section of the map -Find what you're looking for -Questline/mission finished.
The whole Noveria "mission" in Mass Effect 1 is all of Port Hanshan AND Peak 15.
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Post by AnDromedary on Aug 5, 2019 17:06:05 GMT
I’d call them main quests, considering they are a majority of the game, and affect the ending so much. In me2 anyway. I’d say te quest is the reason you go to the level. The main quest, find Liara, is the reason you go to Therum. What happens on the way to the quest objective is padding. Entertaining game play padding, but still padding. It isn’t itself a quest. It happens so organically in ME1 that I wouldn't change my language for what it is seperate from the hub that you play before getting to the peaking point of that questline.
In Mass Effect Andromeda they are missions. You go to the hub of a planet, do some errands and once you reach a gate or interactible object it says "Start mission", there's a load screen and it feels like you're on a mission like those in ME3. Structurally that is a very deliberate difference from Mass Effect 1 where you: -Land -Explore -Solve quests -Enter the next section of the map -Find what you're looking for -Questline/mission finished.
The whole Noveria "mission" in Mass Effect 1 is all of Port Hanshan AND Peak 15.
That is not really true for ME:A.
I'd say the whole "a quest is a mission within one level" fits best to ME2/3.
In ME:A, you have many quests that happen organically from the environment. Take the mission to recover the remanant drive core on Elaaden. You start out at the Tempest landing site (that little outpost with the water merchant) and have some dialogue there. You drive to the krogan colony, have some dialogue there. Then you drive to the ship, you fight your way inside, which is a completely different level basically, but it is without loading screens or anything. In the end, you walk out (another way than you came in btw, which I thought was kinda cool). You follow some leads, go to a cave (still all in the same area), recover the core, drive back to New Tuchanka, watch a hilariously badly choreographed krogan fist fight and end the quest. While you do all of this, you can get distracted and do other quests on the side all the time.
It's very organic. This happens multiple times over on all the major planets for both main and side quests. (The questline on Voeld with the prisoners, then the Kett base, than the excavation and the AI is even longer for example.) Yes, there are also quite a few quests that have specific "levels" to them (like e.g. Liam's LM but i'd argue that in almost all of these cases, it makes sense because you are just flying there with the Tempest and get dropped off (and picked up later) at the mission site.
Honestly, there is a lot you can say about Andromeda but that the missions don't happen organically is not one of them. And arguably, it's done better than in ME1, where - aside from the main quest hubs - all side missions actually work like you discribe above: - fly to planet - get dropped in the MAKO - drive around and find the bunker/prefab house - fight through it - solve quests - get picked up by Normandy
I love ME1 (way more than Andromeda) but that statement, that quest design in ME1 was somehow superior to Andromead is simply not accurate. Dialogues and characters, yes but not the general design.
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Post by Pounce de León on Aug 5, 2019 17:33:51 GMT
Why complicete things? There are main quests and side quests. You can call them missions. It's the same . Main missions and side missions. Main stuff usually advances the story. Side stuff doesnt.
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Post by alanc9 on Aug 12, 2019 3:12:11 GMT
That's a classic definition of the main/side distinction. But a lot of players resisted calling the ME3 LMs "side missions" because they gave an advantage in the endgame. I thought this was a bit silly, but maybe accommodating this intuition via a third category would be useful? OTOH, this would almost erase side missions from ME3 altogether since there are hardly any missions which don't pay off in WA points.
(Honestly, taxonomy is kinda bullshit anyway. We draw bandboxes around stuff and think there's meaning in it, but the stuff is the same stuff wherever we draw the box.)
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Post by alanc9 on Aug 12, 2019 3:18:28 GMT
You may call it cherry picking but I didn't call Loyalty missions side-quests and never have, and I'm not calling these side-quests either even if they are more optional than Loyalty missions. Quests that are "levels", with bombast and cutsceneathons, are not quests. Period.
Now, picking up items in a level, to deliver to a questgiver? That's a quest. Going to a place on your map and doing a thing, that's a quest, but launching a mission and completing a level does not feel like a "quest" it feels like part of the main campaign, even the optional stuff. I have a different look at what "side-quest" means. I may bend it willingly to call it a side-mission but I still think of it as a level and not on par with the "quests" in the game.
...And Mass Effect 2 has more quests, not missions. Mass Effect 1 is more traditional RPG and thusly had more quests, since main levels were structured like hubs. Mass Effect Andromeda also has more actual quests. Mass Effect 3 is completely railroaded and everything but the fetch quests and few higher-budget side-quests are the only quests in it while the rest of the game is just action and linear corridor levels.
Just to be clear, I was accusing you of incoherence rather than inconsistency. Your quest/mission/level distinction doesn't seem to be founded in anything you can rationally describe. But you have been consistently incoherent.
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Post by Link"Guess"ski on Aug 13, 2019 17:46:50 GMT
You may call it cherry picking but I didn't call Loyalty missions side-quests and never have, and I'm not calling these side-quests either even if they are more optional than Loyalty missions. Quests that are "levels", with bombast and cutsceneathons, are not quests. Period.
Now, picking up items in a level, to deliver to a questgiver? That's a quest. Going to a place on your map and doing a thing, that's a quest, but launching a mission and completing a level does not feel like a "quest" it feels like part of the main campaign, even the optional stuff. I have a different look at what "side-quest" means. I may bend it willingly to call it a side-mission but I still think of it as a level and not on par with the "quests" in the game.
...And Mass Effect 2 has more quests, not missions. Mass Effect 1 is more traditional RPG and thusly had more quests, since main levels were structured like hubs. Mass Effect Andromeda also has more actual quests. Mass Effect 3 is completely railroaded and everything but the fetch quests and few higher-budget side-quests are the only quests in it while the rest of the game is just action and linear corridor levels.
Just to be clear, I was accusing you of incoherence rather than inconsistency. Your quest/mission/level distinction doesn't seem to be founded in anything you can rationally describe. But you have been consistently incoherent. Okay. I guess? 
I mean, someone has to see what I wrote and see what I mean, right? I may have contradicted myself by interchanging my language in the nitty gritty but at the end of the day I still think the distinction is clear that there are "levels" and there are "quests" and that I distinguish those as "missions" and "quests", which makes Loyalty Missions missions and quests like Aria: Mercenaries in ME3 a "quest".
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Post by Arijon van Goyen on Aug 15, 2019 13:06:58 GMT
Maybe style matters more than pure technical graphics. 
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Post by cloud9 on Aug 3, 2022 6:45:13 GMT
They should have just stuck with Unreal.... Thank you.
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