inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jun 29, 2019 21:38:05 GMT
Summary: Mass Effect 1 and Mass Effect 2 should be switched around.
It would make sense if the first story in the series that introduces us to the setting is a lower stakes conflict compared to what will come later. This way the stakes for the story have room to grow in each game as the scope itself is expanded. The game begins with small human colonies in Attican Traverse vanishing, small pioneer teams of a few hundred or thousand people. The Council and Alliance would at first blame pirates and slavers, quite reasonably, but after a little while the odd lack of any battle damage or appearance of the missing colonists in the slaving markets would reveal that something else is going on. To prevent a panic the Council would want to take covert action and to appease humanity they propose a joint mission between the Alliance and Spectres, with the leader of the Alliance contingent being a Spectre candidate. That is Shepard and his mentor will be Saren, who will offer advice and and observe Shepard, but otherwise let Shepard make all the decisions on the ground. During the course of the investigation, and at its resolution, Saren finds evidence that the Collectors are the mere front for something far larger and more sinister. Rather than sharing this he will hide the information and continue his investigation in secret after the game ends.
Then ME2 opens a few years later with the attack on Eden Prime by Saren. Shocked by this betrayal, Shepard is appointed to take down this former comrade turned traitor since he knows him so well. The story plays out much the same from there, though we might shift around the locations of Feros, Noveria, Virmire, ect, so as to avoid treading the same ground as the first game. It is possible that on Eden Prime Saren murdered somebody who was close to Shepard in the original game, rather than having him kill someone only just introduced to the player. The game ends with Shepard and Co being DEFEATED at the Citadel. Shepard and company escape but the Council may be killed and their fleets are decimated with the Reapers pouring through and capturing the Citadel. However not all hope is lost...
ME3 will open sometime later with the galaxy in serious trouble, every cluster cut off. However the IFF that Shepard acquired for the Normandy in ME1 and scans of the Conduit (and its VI maybe) from ME2 will enable the Normandy to still use the Mass Relay network since the relays are fooled into thinking the Normandy is a Reaper vessel. Thus Shepard can sound the alarm to the isolated clusters, who are in a panic, and begin to rally a counter attack. Of-course one of the first things he'll want to do is to figure out how to replicate the IFF so that it can be shared with the remaining fleets. The Reapers will not expect this and so Shepard can arrange a trap for them, the hunters becoming the hunted when the united forces of the Milky Way begin ambushing the disparate parts of the Reaper armada in each system and defeating them in piece meal. Eventually the Reapers retreat back to the Citadel for a final decisive battle and there Shepard can finally defeat them, perhaps by driving them back into Dark Space or maybe by causing the destruction of the Citadel, and the Mass Relay network. Even if the latter option is taken the damage will be catastrophic but the knowledge of the Conduit means the races of the galaxy can rebuild with time.
|
|
inherit
11243
0
May 28, 2020 22:54:04 GMT
52
operationathena
49
Jun 29, 2019 19:05:00 GMT
June 2019
operationathena
|
Post by operationathena on Jun 29, 2019 21:47:24 GMT
This is an interesting perspective. I've never seen this approach before. I enjoyed reading through your post and this would make a super interesting story if the games were indeed switched around. Well done!
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jun 29, 2019 22:04:05 GMT
This is an interesting perspective. I've never seen this approach before. I enjoyed reading through your post and this would make a super interesting story if the games were indeed switched around. Well done! I'm not the first to suggest it; it's a rather old idea. I've been a promoter of it for a long time. Regarding the third game. I imagine the structure of the game would be more open than in the actual ME3. Shepard can only produce the IFF tech so fast. As such he needs too choose which homeworld/species to help first. Each has different terms and can offer different benefits in a different amount of time. The core Council species have the largest fleets but also have the most colonies they want to protect. Each wants priority in protecting their homeworld and biggest colonies. The turians are going to be slow to be ready but can mobilize a massive force. The salarians can be ready much faster, but their force is not so strong. They are also going to be picky about who else Shepard has or will hep. The asari are not picky about who is helped out first or recruited over all, and don't have a huge military. However they can make it easier to arrange alliances with the other factions. The Elcor, Volus, and Hanar have fewer assets to protect and so could be brought into line faster, but they have less to offer over all. The quarians want an immediate attack on the geth, but it is not clear how quickly this conflict could be resolved or how much damage the Migrant Fleet would take. It's a high risk high reward kind of scenario. If you do badly you will gain little. The factions/species in the Terminus are ready to join up quickly, but only if given valuable technology that the Alliance got from the Collectors. The batarians can offer a lot as their worlds are far from being the Reapers first interest, but the trade off is that they will expand slavery. This has material benefits for the war effort at tremendous moral cost. Obviously helping the Terminus also has long-term consequences in the epilogue. Shepard doesn't really have time to help them all since after enough Allied victories the Reapers will return to the Citadel, while going scorched Earth (no pun intended) on any systems they still occupy. From there an immediate attack on the Citadel is needed else the Reapers will consolidate their strength and devise a proper counter measure against the stolen Reaper IFF. Thus if the player delays too long they get a game-over and an epilogue showing the Reaper counter-attack that picked apart and destroyed the still consolidating allied fleet.
|
|
inherit
♨ Retired
24
0
26,293
themikefest
15,635
August 2016
themikefest
21,655
15,426
|
Post by themikefest on Jun 29, 2019 23:31:40 GMT
It's possible. Just change a few things. As you said, a few others have suggested it before.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 3, 2019 13:10:13 GMT
Summary: Mass Effect 1 and Mass Effect 2 should be switched around. It would make sense if the first story in the series that introduces us to the setting is a lower stakes conflict compared to what will come later. This way the stakes for the story have room to grow in each game as the scope itself is expanded. The game begins with small human colonies in Attican Traverse vanishing, small pioneer teams of a few hundred or thousand people. The Council and Alliance would at first blame pirates and slavers, quite reasonably, but after a little while the odd lack of any battle damage or appearance of the missing colonists in the slaving markets would reveal that something else is going on. To prevent a panic the Council would want to take covert action and to appease humanity they propose a joint mission between the Alliance and Spectres, with the leader of the Alliance contingent being a Spectre candidate. That is Shepard and his mentor will be Saren, who will offer advice and and observe Shepard, but otherwise let Shepard make all the decisions on the ground. During the course of the investigation, and at its resolution, Saren finds evidence that the Collectors are the mere front for something far larger and more sinister. Rather than sharing this he will hide the information and continue his investigation in secret after the game ends. Then ME2 opens a few years later with the attack on Eden Prime by Saren. Shocked by this betrayal, Shepard is appointed to take down this former comrade turned traitor since he knows him so well. The story plays out much the same from there, though we might shift around the locations of Feros, Noveria, Virmire, ect, so as to avoid treading the same ground as the first game. It is possible that on Eden Prime Saren murdered somebody who was close to Shepard in the original game, rather than having him kill someone only just introduced to the player. The game ends with Shepard and Co being DEFEATED at the Citadel. Shepard and company escape but the Council may be killed and their fleets are decimated with the Reapers pouring through and capturing the Citadel. However not all hope is lost... ME3 will open sometime later with the galaxy in serious trouble, every cluster cut off. However the IFF that Shepard acquired for the Normandy in ME1 and scans of the Conduit (and its VI maybe) from ME2 will enable the Normandy to still use the Mass Relay network since the relays are fooled into thinking the Normandy is a Reaper vessel. Thus Shepard can sound the alarm to the isolated clusters, who are in a panic, and begin to rally a counter attack. Of-course one of the first things he'll want to do is to figure out how to replicate the IFF so that it can be shared with the remaining fleets. The Reapers will not expect this and so Shepard can arrange a trap for them, the hunters becoming the hunted when the united forces of the Milky Way begin ambushing the disparate parts of the Reaper armada in each system and defeating them in piece meal. Eventually the Reapers retreat back to the Citadel for a final decisive battle and there Shepard can finally defeat them, perhaps by driving them back into Dark Space or maybe by causing the destruction of the Citadel, and the Mass Relay network. Even if the latter option is taken the damage will be catastrophic but the knowledge of the Conduit means the races of the galaxy can rebuild with time. While that is all well and good, it is also a very superficial rewrite and it looks to me like it leaves a whole lot of things introduced in ME2 completely out, or if it introduces them in ME2 turned ME1, how are they incorporated in ME1 turned ME2? Also without underpowering the Reapers substantially, you cannot defeat them, even in isolated instances, if a single Reaper can decimate 3-4 fleets and all of the Citadel's mounted defenses, plus whatever PMC vessels are around the Citadel at the time with literally no effort. And the added support of the heretic Geth, should they still be helping Sovereign in ME2 and on. Not to mention that you'll need to incorporate space battles into ME3, that there is no gameplay mechanic for and how can you even incorporate that into a game that is supposedly primarily a TPS/RPG hybrid, where you can't find your enemy on foot. Not unless you have them infiltrate a Reaper each time, making a SM-like mission time after time, with little to no access to a main hub, other than the Normandy and ... I have so, so many questions about it that I think it's better to wipe the slate clean and start from scratch. No need to even include Reapers, just start fresh and have Reapers be a myth that you build up and only face once you're like a thousand years later into the timeline and have the Reapers be actual ground troops, former Leviathan drones that were basically AIs that rebelled, built fuck huge technologically advanced warships that BTFO'd their creators and left for dark space, only to find that in the hundreds of thousand of years they came across new organics that they decided to cull and ave since been harvesting for new Reapers or just hunt organics for sport, or some shit. I'd find it hard to care at that point, honestly. The illusion would be too shattered to be realistically re-put together in a convincing, satisfying and engaging way.
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jul 3, 2019 14:41:47 GMT
While that is all well and good, it is also a very superficial rewrite and it looks to me like it leaves a whole lot of things introduced in ME2 completely out, or if it introduces them in ME2 turned ME1, how are they incorporated in ME1 turned ME2? The details aren't important here; the point is just to illustrate how the structure of the trilogy is flawed and how, ironically, it might flow better if some of the games were moved around. A lot of people on release noticed that ME2 felt like a soft reboot of the story. As such, ME2 has all the elements necessary in its premise to actually BE the beginning of the story. Certainly if you want to discuss the details there are lots of little things you'd need to change in each game and you'd also still need to fix a lot ME2's problems. I definitely agree the Reapers would need to be nerfed a bit and that's not a difficult thing to do. Lots of options, just pick one. I don't know that space battles or necessary, but it is fair criticism that the basic premise of ME3 I outlined has not explained why Shepard's three-man squad is needed or what it would be doing. Writing out why Shepard and his crew will be on the ground winning the war with their personal arms is quite the bigger task. You could use lots of ME3's concepts. All that limits you is your creativity. All in all, I think ME3 did a decent job of justifying why Shepard was needed to fight ground battles in ME3, within the confines set by that game anyway. Of-course a bigger problem with the whole Reaper War concept is that it makes little sense that the Reapers would be fighting any ground battles at all rather than bombing planets from interstellar distances. Figuring out that part is much more difficult. I do sympathize with your desire to wipe the slate and start from scratch and it is an option that I generally favor, but that wasn't the purpose of this thread. Think of it as a thought experiment. That said, I don't see why you couldn't incorporate SOME real-time-strategy elements to the galaxy map. Ever play Star Fox 2? I would imagine something like that may work. The galaxy map could be more interactive, as it already is in ME3, with Reaper 'ships' (that might actually represent squadrons) moving about only this time we add friendly fleets to counter them. They meet, perhaps on their own or when Shepard directs them to, and then some numbers are run to determine who wins what battle. Now regarding Sovereign, I want you to keep in mind that Sovereign was probably designed to be very powerful and well equipped. Sovereign needed to survive on its own in a potentially hostile galaxy for tens of thousands of years at a time. It is thus natural to speculate that it might have been one of the most powerful Reapers in existence. As well, it was bigger than any Dreadnaught and at the end it seemed to be picking apart cruisers; we never see it fight a dreadnaught class ship. Another thing to remember is that in this version of the trilogy the Collector technology has already been taken by the Alliance (remember it's not a Cerberus Op) and so that boosts the 5th Fleet in their firepower. The time-gap between the first and second games might be longer than two-years too. Perhaps even the Council fleets have some of the tech (Alliance could share some for political, economic, or other gains). Thus the Council/Alliance fleets ought to be much more powerful than they were in the real ME1. Another idea that occurred to me is that Vigil's data package could serve to wipe the Citadel's memory banks clear of all information. A forceful hard-drive reformat if you will. Thus the Reapers capture the station despite Sovereign's destruction, but are unable to data-mine the station for the locations of settle planets or homeworlds. That buys the rest of the galaxy some time and lets us extend the gap between ME2 and ME3 somewhat. (naturally, we'll need to change where Bekenstein is, but I think it was a weird choice to put it in the Serpent Nebula in the first place)
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 3, 2019 15:38:37 GMT
All that limits you is your creativity. Alongside manpower, technology, budget and time. Unless we are going complete fanfiction/headcanon where no real life constrictions apply. All in all, I think ME3 did a decent job of justifying why Shepard was needed to fight ground battles in ME3 But it doesn't justify the existence of the Reapers in their supposed own game. They are pointless. They are background characters, extras. Much like the Transformers in the Michael bay films. There is a reason for it, of course, but it doesn't make for a good game, relegating their use to another compromise, one of many that ME3 had to do. I've played Star Fox. I don't see how you can change the game's genre in the third part, because you can't incorporate TPS combat in a meaningful way in your game. The galaxy map could be more interactive, as it already is in ME3, with Reaper 'ships' That was a terrible mechanic that served literally no purpose. You reload if you stumble onto Reapers as soon as you enter the map, but you can trick them by exiting the map from one side and entering from the other. And then you still have to do the scanning minigame. They meet, perhaps on their own or when Shepard directs them to, and then some numbers are run to determine who wins what battle. Since the Reapers forces number in the hundreds of thousands, that battle is completely meaningless, if you up the Reaper numbers and nerf their power, that significantly undermines their threat potential and makes Sovereign's victory in the Battle of the Citadel come into question. Which, you know, it can be a compromise, but I'd rather avoid them as much as we could and keep them away from major plot points specifically. And that comes across to me as pretty major. Now regarding Sovereign, I want you to keep in mind that Sovereign was probably designed to be very powerful and well equipped. Sovereign needed to survive on its own in a potentially hostile galaxy for tens of thousands of years at a time. It is thus natural to speculate that it might have been one of the most powerful Reapers in existence. And again that undermines the Reaper threat. Who cares about them, then. I mean, if there's a hundred thousand Reapers and each can be downed a dozen ships, they're not really a threat, or as big a threat. Still not doable to fight in direct combat and would relegate the fight into guerilla tactics, but how long would it take before the Reapers figure out the IFF macguffin and block it off from using the Relays? Not to mention, how many times are you going to use the same mechanic to get into battle, before it gets boring and repetitive for the player? It's going to feel like Anthem, but with even less mission variety. The time-gap between the first and second games might be longer than two-years too If we're going to be using a time gap to justify a jump in military technological prowess that puts us on par with Reaper forces, it's going to take a lot longer than 2 years, especially if we've also not had access to Reaper technology, as we did after Sovereing's defeat in the original ME1. Which also undermines Sovereing's ability to take over the Citadel on his own, unless we are talking about a crazy super Reaper that would probably not need any other Reapers at all, in order to eradicate all life in the galaxy. Which you can do, but it makes no sense to make only one Sovereign, if you're the Reapers. Why not make 10 Sovereigns? or 100 Sovereigns? If they can make ones that powerful, that can have such a devastating role in the battlefield, be as mobile, durable and ferocious, what is the point of smaller Reapers? They have literally no advantage. Sheer numbers? If Sovereign can be this unstoppable WMD, what is the point of smaller, weaker, perfectly destructible Reapers? It's not logistics. Power consumption, perhaps, but his sheer prowess more than makes up for it as well as the fact that he is impervious to all damage. Thus the Reapers capture the station despite Sovereign's destruction Hold on, Sovereign succeeded, but was destroyed? Did he Alahu Akbar the Citadel after he beamed the Reapers in? Did he have to drop his shields again, in order to open the Relay or something? Was he already being killed by the Citadel fleets and only barely managed to open the relay in a suicide attempt? Then he's not really as strong, formidable or threatening. I'm having a hard time gauging all these.
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jul 4, 2019 4:27:40 GMT
But it doesn't justify the existence of the Reapers in their supposed own game. They are pointless. What the hell are you talking about? The Reaper invasion doesn't justify the Reapers being in their own game? Granted, I'm not sure it is their game. It'd argue it is Shepard's game and the plot is about him leading a war for survival, his choice of alliances, his sacrifices, shaping the fate of the galaxy. The Reapers are an obstacle to be overcome. I probably would not explore their origins or their motives since I don't that is terribly important to the story unless their motives/origins somehow lead to defeating them. I don't see how you can change the game's genre in the third part, because you can't incorporate TPS combat in a meaningful way in your game. You are leaping to conclusions. I didn't say to exclude third person shooter gameplay. I did not imply it. In fact, I implied that the goal was to make sure it was included. Please do not put words in my mouth and don't project your own leaps of logic onto me either. Let me put it this way. We want a satisfying conclusion to the Mass Effect trilogy. That means an ending that feels like the natural culmination of the events of the game, events which should be driven and shaped in a logical fashion. The first step in that process is to figure out what that logical progression could be. If you wind up with a premise that is logical but does not permit the gameplay you desire then you must go back to the drawing board and figure something else out. That could very well mean scrapping an idea entirely if it is not workable or might just mean making modifications. What I proposed is fundamentally no different than what ME3 does in its structure, all I suggested was the addition of some light RPG/RTS elements on the galaxy map. Again, I stress, do not leap to conclusions. This is a thought experiment. What you are doing is grabbing one portion of a statement and then carrying out in isolation to an extreme. That is poor thinking on your part. Obviously, in this thought experiment, we would want the mechanic to be fun. Working around save-scumming is one idea. Though I think a better idea is players being encouraged to do battle with their fleets from time to time, rather than trying to avoid it. In fact, avoiding it would be the last thing you'd want to do since it would incur losses in planets, solar systems, and ease of movement. Not to mention political fall out. If players want to load their save any time they lose a battle or take too many losses then that's their decision. I think good game design warrants leaving the option open for players to do whatever they wish that case. Load their save, or just ironman it and live with the consequences. Every play X-COM? Most players of that game do not reload their save when a turn goes badly for them in a mission or even when an entire mission is lost. It's part of the appeal. After all, past decisions could have negative effects in ME3 and so some players might wish to re-do previous games and change what they did. Others will live with it. You seem to be of a similar mindset as the ME2 devs; if a game mechanic had problems then just strip it out entirely rather than try to improve it. Very limited thinking. In reading the rest of your quotes it is becoming clear to me that your reading comprehension is suffering for whatever reason and that your style of quoting me line by line and responding to each sentence before you have finished reading and processing the concept presented is causing you a great deal of misunderstanding. As I said, it is probably necessary to depower the Reapers in some fashion so as to make the stakes more believable. We want the odds long but not insurmountable. I have already given examples of how that might be done and, I will repeat the concept here once more; the idea is that the Reapers think they have won because they have the Citadel. They break up into smaller groups and begin attacking worlds that they think are cut-off. Then Shepard's counter attack singles out these smaller groups and crushes them with overwhelming force. Eventually the Reapers will realize what is going and regroup at the Citadel with all their strength gathered. However much as Sovereign could not stand up to an entire fleet all on his own it is possible that the Reapers, who rely on manipulation, subterfuge, and isolating their enemies into more manageable sizes via' isolation tactics, would themselves not be able to stand up to an entire united galaxy with a population in the trillions. In this version of the story at least that would be the case. how many times are you going to use the same mechanic to get into battle, before it gets boring and repetitive for the player? It's going to feel like Anthem, but with even less mission variety. You are an extremely negative person, more-so than me, and that's pretty impressive. Actually, I think you are just lazy. I would use the mechanic enough to be fun and to fill in the gameplay but not so much as to be boring. Hopefully people would never find it boring. The goal of any game is not to be boring, isn't that obvious? It's not logistics. Power consumption, perhaps, Power consumption is part of logistics. As to the rest of your questions about the Reaper's designs and plans, I suggest you ask the ME1, ME2, and ME3 devs about that. They didn't make every Reaper a Sovereign sized Reaper. The Reapers limitations are whatever they are needed to be for the story to work. Had ME2 been written by a competent writer they'd have written a story that weakened the Reapers either directly or via' providing the protagonist with some information and technology that would uplift them to near the Reaper's level. The biggest takeaway I am getting now from your response is that you think the entire series was always doomed. That there was never at any point any way to resolve it in a satisfying way without pulling deus ex machina out of your ass. If that is the case then it is a failure of creativity on your part. Did he Alahu Akbar the Citadel after he beamed the Reapers in? Did he have to drop his shields again, in order to open the Relay or something? Was he already being killed by the Citadel fleets and only barely managed to open the relay in a suicide attempt? Then he's not really as strong, formidable or threatening. I'm having a hard time gauging all these. Now you ask good questions here, but these are all details that don't really matter in deciding what the premise is. These questions have a multitude of possible answers but answering them isn't really necessary in this thread unless you want collaborate with me on fleshing out this entire premise in total. While I do have some interest in fleshing it out I don't think you have the right mindset for such a task. Though perhaps you're a decent critic.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 4, 2019 13:01:06 GMT
sassafrassaMy point is this; you can't fight the Reapers. Not unless you drastically change the Reapers themselves into something roughly human sized, so that you can fight them. There is no gameplay mechanic that can allow an over the shoulder third person shooter fight kilometer long machines that are impervious to fire even from a dreadnought class warship. Unless you change the game's genre to a shoot 'em up, like R-Type, or something like EvE online, or a space sim, like Star Citizen/Elite Dangerous. You could have, perhaps, your 3 man group go inside a Reaper and sabotage it from the inside, with the added risk of Reaper indoctrination and blow it up, but you could only do it so many times, before it became repetitive and unimaginative. Not to mention it would be pointless, considering the sheer number of Reapers. So if we can't fight the Reapers, in a game about the Reapers, what the hell do we fight? Please don't say Cerberus, I already played that game and I don't want a repeat of that.
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jul 4, 2019 14:43:06 GMT
sassafrassa My point is this; you can't fight the Reapers. You can if you write a story where you can. The Reaper's aren't real. They are a fictional entities invented to serve a purpose in a narrative. They can be written however they need to be to best serve that narrative. You are not making any sense. Are you angry that you aren't shooting Reapers dead with your rifle? Did that piss you off in ME3? I'm not sure I understand you here or that you are actually making any coherent point. The Reapers have servants and we can invent smaller ground units for them if need be. Like you know, husks? As well as indoctrinated victims or other factions or people compelled to do their bidding. I agree that making Cerberus a primary antagonist in ME3 was an ill-conceived move, and there is no reason they would be in this alternate universe ME3 I proposed. In fact, I haven't even mentioned Cerberus.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 4, 2019 15:11:39 GMT
You can if you write a story where you can. The Reaper's aren't real. They are a fictional entities invented to serve a purpose in a narrative. They can be written however they need to be to best serve that narrative. You are not making any sense. I don't think that can be done in a satisfactory way that maintains the threat level of the Reapers, as originally established, without trivializing them. Underpowering them as a threat, undermines their importance and seriously raises disbelief as to how previous cycles fell to them. Even the thousand years that was afforded to MW races should not be enough for them to develop technologically enough, compared to the Reapers that have repeated the fifty thousand year wipe cycle numerous times i.e. have had plenty of time to advance their technology far beyond our comprehension. Not that you can't rewrite all that, in universe, but it certainly trades off significant part of the appeal of the setting. Are you angry that you aren't shooting Reapers dead with your rifle? Did that piss you off in ME3? I'm pissed we were spent two games building up the Reapers and we ended up fighting Cerberus, instead. That was a terrible cop out. I understand the why behind it, I just don't like it. The Reapers have servants and we can invent smaller ground units for them if need be. Like you know, husks? As well as indoctrinated victims or other factions or people compelled to do their bidding Which is nothing new, for the most part, but rather more in line with what we had been doing previously in the first two games. I wanted to fight something truly alien and incomprehensible. Something that wasn't necessarily even physical, per se. I would like a more imaginative foe than a fuckton of huge space robots that we can't even interact with in any meaningful way, other than a ridiculous galaxy map mechanic. I agree that making Cerberus a primary antagonist in ME3 was an ill-conceived move, and there is no reason they would be in this alternate universe ME3 I proposed. In fact, I haven't even mentioned Cerberus. I'm right there with you, on that one, but that's what it all came down to. However, the rewrite we are leading to to, has little to do with the pacing or the development of the story from ME1 to ME2 and more on fundamental principles of the overarching threat of the OT, which is beyond the original scope of this discussion and may conflict with what a lot of people had in mind, going into this thread. My point, I guess, is that no matter what ME2 did in its original rendition, there is nothing that it could have done, without a serious retcon of the Reapers as presented in ME1, that would have helped ME3 from being what it was. If you want to save it, you're going to have to start from scratch. At least on some things.
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jul 4, 2019 17:07:00 GMT
I don't think that can be done in a satisfactory way that maintains the threat level of the Reapers, as originally established, This is not the originally established universe. It's an alternate one. At this point getting bogged down in details. You see the reasoning behind all this is that the stakes in ME2 are not as high as in ME1. The final battle in ME1 is equal to the entirety of ME3 because if you lose in ME1 (i'm speaking the real ME1 here) then the Reapers enter the galaxy and everyone is doomed. In ME2 though I'm not sure why fighting the Collectors so important. I get that it's a good thing to be rid of them but the Reapers are going to arrive in a year's time anyway so what is so critical about it? It's a flaw in ME2's premise that the stakes are not as high among other things. Frankly, I don't think the Reapers are that interesting and I'd be fine if they didn't exist. The Mass Effect universe has more than enough conflict within it to justify many games without ever needing galaxy-harvesting machines. I'm pissed we were spent two games building up the Reapers and we ended up fighting Cerberus, instead. That was a terrible cop out. I understand the why behind it, I just don't like it. We are in agreement. Which is nothing new, for the most part, but rather more in line with what we had been doing previously in the first two games. I wanted to fight something truly alien and incomprehensible. By all means share your ideas with me. I'm right there with you, on that one, but that's what it all came down to. However, the rewrite we are leading to to, has little to do with the pacing or the development of the story from ME1 to ME2 and more on fundamental principles of the overarching threat of the OT, which is beyond the original scope of this discussion and may conflict with what a lot of people had in mind, going into this thread. My point, I guess, is that no matter what ME2 did in its original rendition, there is nothing that it could have done, without a serious retcon of the Reapers as presented in ME1, that would have helped ME3 from being what it was. If you want to save it, you're going to have to start from scratch. At least on some things. That is where you are wrong. A big problem with ME2 and ME3, and thus with the Reapers, is that neither takes any steps weaken them or to empower Shepard and co. Here is something important left out: how did the Reapers ever get back to the Milky Way without the Citadel? If they always had the option of just flying back in a couple of years then why the slow, careful, and finally desperate attack by Sovereign on the Citadel? Mind you it is implied Sovereign was behind the Rachni Wars, which could mean he was attempting to use them to capture the Citadel a few thousand years ago. So here is how I'd have weakened the Reapers in the original trilogy: without the Citadel relay the Reapers must consume themselves to fuel a journey back to the Milky Way through normal space. This means reducing their numbers and weakening their energy reserves. That weakens them. It's not the only thing I'd do, of-course, but it's a start. This is a separate discussion though and isn't relevant to the re-ordered trilogy I proposed. In my re-ordered trilogy I weakened the Reapers by enabling the Alliance (and possibly other species) to gain access to the Collector(Reaper) tech at climax of the first game. Furthermore, when the Reapers do capture the Citadel they do so with a galaxy that they have no information and but otherwise falsely believe they have already beaten and isolated. This gives the organics time to rebuild their strength and to organize, and it also causes the Reapers to commit a strategic error that results in a portion of their numbers being destroyed piece meal after they spread out into smaller groups to harvest worlds they think will be defenseless. Ultimately the strength of the Reapers should be such that no single species could defeat them but a united galaxy would have at least a 50/50 shot at it. That's the philosophy anyway.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 4, 2019 18:19:07 GMT
In ME2 though I'm not sure why fighting the Collectors so important Well, first of all, by that time we don't know how far or close to the MW the Reapers are. Perhaps the Collectors, who we assume are working for the Reapers, because TIM told us so, are plotting something, by kidnapping human colonists. We don't know what their endgame is and part it plays in the Reaper plot to weaken the galaxy. So we deal with them, because it'd be foolish to let them going about doing Reaper work, or at least until we find out what they are trying to do. Only in the end do we find out what it was and while it wasn't as big an issue as ME1's, having a loose Reaper in the galaxy doing who knows what, probably indoctrinating populations would be my guess as they did in Kar'shan, isn't a good option either. By all means share your ideas with me. Reapers are sentient Dark Energy. The giant robot part is nothing but a shell, but also works as an "envirosuit" that sustains them. The reason why we discover the high readings of Dark Energy in Dholen is because the remnants of Sovereign are gobbling it up, in an effort to sustain itself, long enough for the Collectors to build him a new shell, before the sun is depleted and Sovereign himself slowly dissolves. The humans are harvested as well, in order to sustain him, as a last resort, or to afford them more time until the new shell is complete. It also explains why, when Sovereign took over Saren and then defeated, the "shell" lost its shields; Sovereign suffered actual pain, that disrupted the shell's functions. It could also link to a single Reaper operating multiple "avatars" when they try to be thorough in their extinction of enemy ground forces and also explain the "each of us a nation" line in a more literal sense. However, that still doesn't solve the problem of Giant Fucking Robots that can orbital strike any plane to oblivion, but it at least partially solves the ground troops problem ... we'd have to get BTFOd first, though. neither takes any steps weaken them or to empower Shepard and co Why? I mean, to maintain the significance of the Reaper threat, they need to be overpowering, a force to be reckoned with. And how can you empower Shepard and co to fight the reapers? My mind goes straight to a super sentai show and I really don't think it's a viable option. So here is how I'd have weakened the Reapers in the original trilogy: without the Citadel relay the Reapers must consume themselves to fuel a journey back to the Milky Way through normal space. This means reducing their numbers and weakening their energy reserves. That weakens them Then you simply do not advance. That is a gigantic flaw in their design and an unsustainable existence. Do they not need energy to sustain themselves in dark space? How did they get by that long? Furthermore, when the Reapers do capture the Citadel they do so with a galaxy that they have no information and but otherwise falsely believe they have already beaten and isolated There should be huge databanks of information in the Citadel regarding several galactic civilizations that they would be able to tap into, either directly or through the Keepers. Ultimately the strength of the Reapers should be such that no single species could defeat them but a united galaxy would have at least a 50/50 shot at it. That's the philosophy anyway. I'd still like a more uneven playground, at least originally, like a 70/30 or 80/20, until we came across a revelation that swung it 40/60 in our favour.
|
|
inherit
10735
0
Jul 17, 2022 15:59:28 GMT
362
sassafrassa
292
January 2019
sassafrassa
|
Post by sassafrassa on Jul 4, 2019 19:15:22 GMT
Reapers are sentient Dark Energy. The giant robot part is... That is an interesting and radical concept. Did they evolve this way or did they transition into becoming dark energy, ascend beyond the material plane as it were? Why? I mean, to maintain the significance of the Reaper threat, they need to be overpowering, a force to be reckoned with. Yeah, and they also need to be beatable or else the only story you can tell is one of defeat. It stuns me that I should need to point that out to you, frankly. It has been a stimulating a discussion, at least somewhat, but I think you and I are done here.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 5, 2019 12:05:11 GMT
That is an interesting and radical concept. Did they evolve this way or did they transition into becoming dark energy, ascend beyond the material plane as it were? It would probably have to do with the species they originated from experimenting with Eezo to the point that they discovered the potential to ascend. Now, if they went full CHIM is another thing. Yeah, and they also need to be beatable Undoubtedly so, but having yet another plot that gets resolved through the power of friendship, is a very anti-climactic way to resolve this millennia old unconquerable threat. The situation should have been and remained overwhelming, with the races being on the run, until a major breakthrough was reached. Maybe the Biotics could somehow manipulate the Dark Energy through their implants? Maybe tweaking them would resonate with the wavelength of dark energy. Since Turian Biotics aren't as strong as human ones and Asari don't use implants, perhaps the three/four human biotics in the crew could play a more pivotal role in the game as well. It has been a stimulating a discussion, at least somewhat, but I think you and I are done here. I'm just saying, the problems of the OT run much deeper than just twisting things around and while some decisions Bioware made for the direction of the franchise were intriguing, ultimately they failed to realize them in any meaningful way. I like the idea of this seemingly unbeatable, invulnerable alien threat, so far beyond our comprehension that could obliterate us, regardless of how well prepared we are on a militaristic level and then finding that small crack in their armour that evens out the playing field and then we get a real fight. A difficult, but real fight. The idea that this eldritch horror from dark space gets BTFOd by the Council races going full care bears is just ... eh.
|
|
Ascend
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
Posts: 370 Likes: 492
inherit
3282
0
492
Ascend
370
February 2017
ascend
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
|
Post by Ascend on Jul 15, 2019 12:52:17 GMT
That is actually an interesting idea. It is workable, but some things need to be blended together between ME1 and ME2, and I would change a few things. I'd let Nihlus be your mentor for example, with Saren showing up from time to time to help Nihlus. Nihlus and Saren would form a nice duality of Paragon and Renegade. This will make the Saren betrayal of Nihlus a lot more impactful in the second game.
I would never end the second game with a defeat. It's a great way to piss off your fan base, and definitely to piss off the ones that did not play the first game. How I know? Look how many people hate the mission on Thessia in ME3, and that was one very well put together mission within a game. If you make people wait a year or two after such an ending, they will bail out on you. Gamers are still too immature to appreciate that content. The second game should end like the current ME1, and have the final scene of the reaper armada of ME2 closing in on the galaxy.
I'd change very little of ME3.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 15, 2019 13:07:50 GMT
I'd change very little of ME3. I would change a hell of a lot of ME3.
|
|
Ascend
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
Posts: 370 Likes: 492
inherit
3282
0
492
Ascend
370
February 2017
ascend
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
|
Post by Ascend on Jul 15, 2019 13:59:46 GMT
I'd change very little of ME3. I would change a hell of a lot of ME3. Let me elaborate... I'd change very little of ME3 in terms of story structure, which is basically what we're talking about here... The implementation is another story (no pun intended), and some things should have been set in the prior game. If we're gonna have a crucible, it should have been discovered in the prior game for example. Obviously I'd strip out the star child and change the last 10 minutes of the ending. I'd give Cerberus a completely different role (if any), and the majority of the game should have been sort of like the current ME2 ending, where what you did and what you choose influences the outcome. The thing about ME3 is, that it relies a lot on how the prior games were done, because of the choice carry-over of all prior games. Considering the vastness of ME3, I still consider the changes mentioned above as 'very little', simply because if we change the prior two games, ME3 will in turn have to adapt 'automatically'. But one thing I would definitely not change is the dramatic deaths of the beloved team mates, and the 'heavy' feeling the game gives off.
|
|
inherit
738
0
4,633
Link"Guess"ski
3,882
August 2016
linkenski
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
Linkenski
asblinkenski
Linkenski
|
Post by Link"Guess"ski on Jul 16, 2019 22:13:20 GMT
That's actually not half-bad lol. I agree. ME2 is the prelude. You're the guy on the job as you encounter a mysterious pattern in a very serious threat to a local group of people. You discover it has ties to something ancient, some looming threat that's going to haunt us and come back very soon. Then ME1 and ME3 ensue. In fact, you could start ME1 and when Shepard finds the prothean beacon it warps him into ME2 and when you finish suicide mission it warps him back into ME1. It was all a dream The thing about ME3 is, that it relies a lot on how the prior games were done, because of the choice carry-over of all prior games. ME3 relies very little on the influence of the previous two games. Who lives or dies boils down to flavor of a scene with some exceptions. Council choice, councilor choice, collector base choice, rachni choice solely boil down to flavor and even if there were no choices ME3 was so up its own ass about being "for new players" that the early scenes are so reliant on characters spouting exposition at each other that the history they should have seems alienated and the continuity feels extremely weak, not to mention the basic characterization of people like Shepard, Anderson, Udina and even Illusive Man is notably off. They just don't talk the way they used to talk, their motivations seem slightly changed too.
|
|
Ascend
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
Posts: 370 Likes: 492
inherit
3282
0
492
Ascend
370
February 2017
ascend
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
|
Post by Ascend on Jul 17, 2019 0:35:51 GMT
ME3 relies very little on the influence of the previous two games. Who lives or dies boils down to flavor of a scene with some exceptions. Council choice, councilor choice, collector base choice, rachni choice solely boil down to flavor and even if there were no choices ME3 was so up its own ass about being "for new players" that the early scenes are so reliant on characters spouting exposition at each other that the history they should have seems alienated and the continuity feels extremely weak, not to mention the basic characterization of people like Shepard, Anderson, Udina and even Illusive Man is notably off. They just don't talk the way they used to talk, their motivations seem slightly changed too. I can't agree with this... The fact that you start on earth is because of what you did in ME2 Arrival. Whoever lives or dies is mostly based on characters from the prior games, thus their story and background needs to be taken into account for their death stories. Council choice despite being quite irrelevant to the overall story, needs to be taken into account to include them in the story. Collector base choice was poorly resolved, but still needed to be included in some way to have coherence. If it wasn't people would complain about it, just like the dark energy stuff from Tali's mission in ME2 missing in ME3. The rachni choice was no longer a choice for ME3, because if she was dead she would show up anyway. And that is one of the biggest examples of how the prior games influence this one. They could not leave her out for the players that saved her, but they didn't have resources to do something else, so the ones that killed her met her anyway. If that is not evidence of other games influencing ME3, I don't know what is. As for Shepard, Anderson, Udina, and Illusive Man, they might be off, but required inclusion that conforms to certain expectations. ME3 is purely a product of the prior games and time constraints. ME3 has to rely on what the other games provided, since it's basically a conclusion chapter. Conclusions of the smallest details and the largest plot. To say it relies very little on the influence of the previous two games is not based on reality, at least when talking about the plot and story.
|
|
inherit
9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
|
Post by SirSourpuss on Jul 17, 2019 11:37:55 GMT
is because of what you did in ME2 Arrival Did I? Or was it the 200 marines Hackett sent? The rachni choice was no longer a choice for ME3, because if she was dead she would show up anyway. And that is one of the biggest examples of how the prior games influence this one. They could not leave her out for the players that saved her, but they didn't have resources to do something else, so the ones that killed her met her anyway. If that is not evidence of other games influencing ME3, I don't know what is. That's the thing. A lot of choices, didn't influence anything, because the content happened regardless. Not only that, but they tied characters into it, that would otherwise, perhaps, not even show up in the game. And while I really like the Rachni mission, it's all because of Grunt being there, not the Rachni mission itself. The point is, you see it a certain way as "addressing the previous choices". I, on the other hand, see it as a minimum viable product, the shortest way to get to that result. And I am not happy with that. ME3 is purely a product of the prior games and time constraints. ME3 has to rely on what the other games provided, since it's basically a conclusion chapter. It didn't have to be, though. If the time and/or budget constraints are too big, then do something else. By all means, if you want to conclude the effects of some choices and you have a clear vision, do it, but if you're going to have to make too many concessions, then don't. Make a leap title, that addresses the points you want and moves the story in a way you need, for the conclusion to the Reaper saga to feel just like you'd want it to. You can see, in ME3, the compromises and cut corners they had to go through, to try to cram it all down into a single title, in the specified timeframe and they suffered for it. And, yet again, my point is they didn't have to. Nobody put a gun to Bioware's head and forced them to conclude everything in a single title. It wasn't a feasible result, or a satisfying one, as demonstrated by the game's reception by the fanbase. Simply put? I would have drawn it for, at least, another title, or two, spinning ME2 in its own, internal trilogy, before moving on to ME3. They rushed it and they are still paying for it. A better management would have seen it coming.
|
|
inherit
738
0
4,633
Link"Guess"ski
3,882
August 2016
linkenski
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
Linkenski
asblinkenski
Linkenski
|
Post by Link"Guess"ski on Jul 17, 2019 12:10:31 GMT
ME3 relies very little on the influence of the previous two games. Who lives or dies boils down to flavor of a scene with some exceptions. Council choice, councilor choice, collector base choice, rachni choice solely boil down to flavor and even if there were no choices ME3 was so up its own ass about being "for new players" that the early scenes are so reliant on characters spouting exposition at each other that the history they should have seems alienated and the continuity feels extremely weak, not to mention the basic characterization of people like Shepard, Anderson, Udina and even Illusive Man is notably off. They just don't talk the way they used to talk, their motivations seem slightly changed too. I can't agree with this... The fact that you start on earth is because of what you did in ME2 Arrival. Whoever lives or dies is mostly based on characters from the prior games, thus their story and background needs to be taken into account for their death stories. Council choice despite being quite irrelevant to the overall story, needs to be taken into account to include them in the story. Collector base choice was poorly resolved, but still needed to be included in some way to have coherence. If it wasn't people would complain about it, just like the dark energy stuff from Tali's mission in ME2 missing in ME3. The rachni choice was no longer a choice for ME3, because if she was dead she would show up anyway. And that is one of the biggest examples of how the prior games influence this one. They could not leave her out for the players that saved her, but they didn't have resources to do something else, so the ones that killed her met her anyway. If that is not evidence of other games influencing ME3, I don't know what is. As for Shepard, Anderson, Udina, and Illusive Man, they might be off, but required inclusion that conforms to certain expectations. ME3 is purely a product of the prior games and time constraints. ME3 has to rely on what the other games provided, since it's basically a conclusion chapter. Conclusions of the smallest details and the largest plot. To say it relies very little on the influence of the previous two games is not based on reality, at least when talking about the plot and story. I'm not here to excuse or praise BioWare's resources they had to make the games - I know how all that worked - I'm just saying if you zoom out and look at the story objectively and how choices ended up influencing things you have to admit the continuity got bad. All the BIG CHOICE moments in ME1 and 2 end up not having any meaningful impact except that there's some minor stuff like in medium-EMS if you chose the Collector Base to be saved you get Control before you unlock Destroy or something.
I'm just saying if you forget that EA is bad, ME3 was rushed or they might've run low on budget and all those factors, it just seems week as a continuation of ME2 and ME1. ME3 should've been the biggest game they had ever made, it only is that in sheer amount of recorded dialogue and possibly amount of action-driven missions, but in scale and scope it sure felt like the smallest title in the trilogy to me and definitely the narrowest where choices never properly impacted anything, except for the in-game choices you can make during the Genophage and Rannoch campaign's main mission.
|
|
inherit
3439
0
9,644
alanc9
Old Scientist Contrarian
8,050
February 2017
alanc9
|
Post by alanc9 on Jul 17, 2019 16:07:52 GMT
I don't really understand your metric for size. Can you articulate it better?
|
|