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Post by jpcab on Aug 4, 2019 14:48:42 GMT
..things like this
No genius necessary to answer that.. right?
Look to the main characters and compare.
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Post by alanc9 on Aug 4, 2019 14:59:29 GMT
So... ME:A needed better trailers? Much of that footage isn't even from the games.
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Post by Link"Guess"ski on Aug 4, 2019 17:01:44 GMT
Yeah just... "Look at the characters"... Right. It fails because: -Face animations are stilted, it's hard to be immersed in any of it, even compared to 'Rape face' ME2 Shepard -Lack of "direction" just in conversations which still lacked cinematics like DA:I. (Imagine if 50% of ME1's conversations were not in-cutscene). -The world building is both derivative of Mass Effect 1 and also 2 and 3 whilist not picking up enough inspired new sci-fi ideas that could've been exclusive to the setting. Colonization is trodden over with very light footing. -Art direction lacks better sillhouettes, better intent/direction of colors, creatures and armors are nitty-gritty and over-designed while their striking features are bland. -The music puts me to sleep and don't ever hire John Paesano again. -The story is not coherent enough. -The voice casting is actually mediocre and the direction/acting is often audibly bored or monotonous. -The game itself lacks focus. You spend the majority of the runtime doing errands that have more gameplay-weight to them than narrative payoff and even when there is narrative payoff it gets stuck with tired tropes and ideas that have either been done numerous times in the trilogy before, or it's just sci-fi 101 but with the "character"-knob turned to 11. BioWare thought that if they lacked minutia or attention to detail of lore they could mitigate it with charm and jokes, and they couldn't. Because a sci-fi heavy character like SAM has the likeability of a slug.
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Post by Deleted on Aug 5, 2019 10:48:40 GMT
-The music puts me to sleep and don't ever hire John Paesano again. The music in the OPs video literally puts me to sleep.
OP: ME1 did not really inspire me emotionally and I notice that, quite clearly, most of the slides in this video are from various trailers for ME2 and ME3. As another said here, for the most part, they are scenes that don't even appear in any of the games. ME:A is the first game and should be only compared story-wise with ME1. The emotive impact of the trilogy occurred in ME3 with the dire status of the war; and ME:A's story could build to that as well. It remains to be seen.
I agree with the change in how the conversations are present and would prefer they return to more cutscenes that allow for more natural and complex movements while the dialogue is taking place. I also wish they would move away from "open-world" design and make the story more linear and, therefore, more coherent.
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Post by SirSourpuss on Aug 5, 2019 11:16:32 GMT
The emotive impact of the trilogy occurred in ME3 with the dire status of the war Sounds like a very conclusive statement on your part. I'd argue the opposite; ME3 was the part that a lot of people wrote ME off, if not by the game itself, but by Bioware's handling of customer dissatisfaction. ME:A's story could build to that as well But ME1, at the time, stood on its own legs, whereas Andromeda didn't. I agree with the change in how the conversations are present and would prefer they return to more cutscenes that allow for more natural and complex movements while the dialogue is taking place. I also wish they would move away from "open-world" design and make the story more linear and, therefore, more coherent. So you want them to make ME2 again. Which is exactly what I had been saying for the longest time. But you can't monetize ME2 enough in a sufficient Live Service way that EA wants. So that is completely out the window as an option.
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Post by Deleted on Aug 5, 2019 11:58:45 GMT
The emotive impact of the trilogy occurred in ME3 with the dire status of the war Sounds like a very conclusive statement on your part. I'd argue the opposite; ME3 was the part that a lot of people wrote ME off, if not by the game itself, but by Bioware's handling of customer dissatisfaction. ME:A's story could build to that as well But ME1, at the time, stood on its own legs, whereas Andromeda didn't. I agree with the change in how the conversations are present and would prefer they return to more cutscenes that allow for more natural and complex movements while the dialogue is taking place. I also wish they would move away from "open-world" design and make the story more linear and, therefore, more coherent. So you want them to make ME2 again. Which is exactly what I had been saying for the longest time. But you can't monetize ME2 enough in a sufficient Live Service way that EA wants. So that is completely out the window as an option.
Since this topic is, in effect, discussing the emotiveness of the game itself, the fact that you qualify your statement with "not by the game itself" tells me you're just wanting to drag in an argument that's essentially off topic. You've stated that you like to argue with me and I've clearly indicated that I don't like to argue with you. I suggest you endeavor to clarify your own opinions rather than just argue mine and, while you're at it, stop making erroneous conclusions as to what "I want" by continuing to pull statements out of context. ME3 has a more linear story design than ME:A. ME:2 had mission countdowns and then, surprise, you're being railroaded into doing a specific mission. I didn't like those, so no, I don't want them to go back to make ME2 again nor do I want them to go back to ME2's game design. More accurately, I want them to go back to ME3's basic game design, but improve on how the dialogues were handled in that I'd like to more natural movements occurring during the dialogue (which is difficult to choreograph during a conversation that could go in several different directions depending on player choices). Bioware probably moved away from that system because of that difficulty and the fact that ME:A was a much larger game than any previous one in the Trilogy (therefore, more taxing on system resources). That is in no way suggesting that I want them to go back to remake ME3 either.
I haven't even rendered any statement about live service models; howevei, I was perfectly find with how ME3 and ME:A handled their multiplayer features (after ME3 adjusted the EMS issue such that playing multiplayer was truly optional). As I've explained before, I simply do not have access to an internet connection that is adequate to play anything online. If future games do not have an offline SP component, I will simply not be buying them since I will simply not be able to play them.
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Post by SirSourpuss on Aug 5, 2019 12:59:51 GMT
the fact that you qualify your statement with "not by the game itself" tells me you're just wanting to drag in an argument that's essentially off topic I'm just saying that a lot of time there are customers that are unhappy with products, that is nothing new, but there was a very large customer dissatisfaction with ME3. We wouldn't have the EC if there wasn't, but the EC was a half-measure that didn't address anything and even with the Citadel DLC, which was completely fanservice, they missed the complaints people had with ME3 as well, although it was great in terms of fanservice. For the record, I don't think fanservice is bad, but you have to earn it first and admittedly ME3 isn't exactly the place for it. Which is why ME3 feels so out of place. I suggest you endeavor to clarify your own opinions rather than just argue mine But my opinions are irrelevant as well. What matters is the future performance and reception of Bioware games and what can be done to improve upon them. I have given my reasons as to why I think we should go on a different direction than the one you are advocating for, because doubling down towards a failed direction has rarely, if ever, worked. while you're at it, stop making erroneous conclusions as to what "I want" by continuing to pull statements out of context. You want Andromeda 2 and, as you've said, you want it to be the ME2 of Andromeda. Correct me if I am wrong, but we've had that conversation before, haven't we? You've stated that you like to argue with me and I've clearly indicated that I don't like to argue with you Do you want people to simply agree with you? That doesn't sound much of a discussion, more like an echo chamber. It's good to want people to agree with you, but to do so when your opinion or argument has earned that. I will concede to an argument, when it has successfully made its case, but your argument, i.e. leaving it up to Bioware to repeat the mistakes of the past, without a cohesive vision, when they've astutely displayed their inability to be creative or original with their new ideas, is not a viable tactic and just saying "let them do what they want" is simply further enabling an already self-harming habit. Without a clear change in leadership and creative direction, Bioware will, at the very least, require a nudge toward the right direction to be able to produce a mildly viable commercial product and a serious slap in the face to accomplish the things that Bioware needs it to.
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Post by Deleted on Aug 5, 2019 13:17:37 GMT
the fact that you qualify your statement with "not by the game itself" tells me you're just wanting to drag in an argument that's essentially off topic I'm just saying that a lot of time there are customers that are unhappy with products, that is nothing new, but there was a very large customer dissatisfaction with ME3. We wouldn't have the EC if there wasn't, but the EC was a half-measure that didn't address anything and even with the Citadel DLC, which was completely fanservice, they missed the complaints people had with ME3 as well, although it was great in terms of fanservice. For the record, I don't think fanservice is bad, but you have to earn it first and admittedly ME3 isn't exactly the place for it. Which is why ME3 feels so out of place. I suggest you endeavor to clarify your own opinions rather than just argue mine But my opinions are irrelevant as well. What matters is the future performance and reception of Bioware games and what can be done to improve upon them. I have given my reasons as to why I think we should go on a different direction than the one you are advocating for, because doubling down towards a failed direction has rarely, if ever, worked. while you're at it, stop making erroneous conclusions as to what "I want" by continuing to pull statements out of context. You want Andromeda 2 and, as you've said, you want it to be the ME2 of Andromeda. Correct me if I am wrong, but we've had that conversation before, haven't we? You've stated that you like to argue with me and I've clearly indicated that I don't like to argue with you Do you want people to simply agree with you? That doesn't sound much of a discussion, more like an echo chamber. It's good to want people to agree with you, but to do so when your opinion or argument has earned that. I will concede to an argument, when it has successfully made its case, but your argument, i.e. leaving it up to Bioware to repeat the mistakes of the past, without a cohesive vision, when they've astutely displayed their inability to be creative or original with their new ideas, is not a viable tactic and just saying "let them do what they want" is simply further enabling an already self-harming habit. Without a clear change in leadership and creative direction, Bioware will, at the very least, require a nudge toward the right direction to be able to produce a mildly viable commercial product and a serious slap in the face to accomplish the things that Bioware needs it to. I still has nothing to do with the overall emotiveness of the game, but whatev.
I want ME:A2, a continuation of the current story in Andromeda. I've never said I wanted it to be patterned off ME2 specifically.
I don't like arguing with you, specifically. You pull things out of context is one reason for that. There are more reasons, but one should suffice. This discussion is not about what I want. Your argument appears to be. Catch the difference?
Link*Guess*ski listed a series of academic reasons why he found ME:A not inspiring. I posted a qualified agreement with a couple of his points. You seem to have some sort of problem with that.
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Post by SirSourpuss on Aug 5, 2019 13:49:53 GMT
I still has nothing to do with the overall emotiveness of the game, but whatev. Well, it depends on the emotion you were going for. Discontent, anger and a very vocal general dissatisfaction are equally valid points, I guess. I want ME:A2, a continuation of the current story in Andromeda. I've never said I wanted it to be patterned off ME2 specifically. Andromeda 1 was patterned to ME1 and your guidelines do allude to a much more ME2 approach. This discussion is not about what I want. Your argument appears to be. Catch the difference? My argument is towards what Bioware should hope to achieve, if they want to stay alive. We've already established that EA doesn't particularly tolerate failures, Bioware Montreal closed down and in spite of EA's so far touted investment in Bioware, it is only true until it's true no longer. It wouldn't be the first time and it wouldn't even be the first Bioware studio.
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Post by Deleted on Aug 5, 2019 14:14:21 GMT
I still has nothing to do with the overall emotiveness of the game, but whatev. Well, it depends on the emotion you were going for. Discontent, anger and a very vocal general dissatisfaction are equally valid points, I guess. I want ME:A2, a continuation of the current story in Andromeda. I've never said I wanted it to be patterned off ME2 specifically. Andromeda 1 was patterned to ME1 and your guidelines do allude to a much more ME2 approach. This discussion is not about what I want. Your argument appears to be. Catch the difference? My argument is towards what Bioware should hope to achieve, if they want to stay alive. We've already established that EA doesn't particularly tolerate failures, Bioware Montreal closed down and in spite of EA's so far touted investment in Bioware, it is only true until it's true no longer. It wouldn't be the first time and it wouldn't even be the first Bioware studio. I disagree.
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Post by SirSourpuss on Aug 5, 2019 14:22:18 GMT
Well, it depends on the emotion you were going for. Discontent, anger and a very vocal general dissatisfaction are equally valid points, I guess. Andromeda 1 was patterned to ME1 and your guidelines do allude to a much more ME2 approach. My argument is towards what Bioware should hope to achieve, if they want to stay alive. We've already established that EA doesn't particularly tolerate failures, Bioware Montreal closed down and in spite of EA's so far touted investment in Bioware, it is only true until it's true no longer. It wouldn't be the first time and it wouldn't even be the first Bioware studio. I disagree. Touché
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Post by alanc9 on Aug 5, 2019 15:20:51 GMT
Are you two going to do this in every thread from now on?
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Post by Deleted on Aug 5, 2019 15:28:40 GMT
Are you two going to do this in every thread from now on? I keep hoping he'll just stop.
Back on the topic of possible reasons why ME:A failed to "inspire" (IMO, of course). The emotion they were seeking to invoke was more lighthearted this time around; partly at the request of members of the fan base who were "shell shocked" by the dark emotiveness of ME3 (the game, not the endings). In the end, that lighter tone was not what the fan base expected nor actually wanted from a Mass Effect title. While there lots of complaints also about inadequacies with the various paragon/renegade systems used in the Trilogy (ME2 in particular), they also did not want to see the tension created by that potential dichotomy to disappear from the ME story line.
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Post by SirSourpuss on Aug 5, 2019 15:33:42 GMT
I keep hoping he'll just stop. And miss out on all this entertainment? Fat chance!
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Post by Cyberstrike on Aug 5, 2019 23:40:32 GMT
Sounds like a very conclusive statement on your part. I'd argue the opposite; ME3 was the part that a lot of people wrote ME off, if not by the game itself, but by Bioware's handling of customer dissatisfaction. But ME1, at the time, stood on its own legs, whereas Andromeda didn't. So you want them to make ME2 again. Which is exactly what I had been saying for the longest time. But you can't monetize ME2 enough in a sufficient Live Service way that EA wants. So that is completely out the window as an option.
Since this topic is, in effect, discussing the emotiveness of the game itself, the fact that you qualify your statement with "not by the game itself" tells me you're just wanting to drag in an argument that's essentially off topic. You've stated that you like to argue with me and I've clearly indicated that I don't like to argue with you. I suggest you endeavor to clarify your own opinions rather than just argue mine and, while you're at it, stop making erroneous conclusions as to what "I want" by continuing to pull statements out of context. ME3 has a more linear story design than ME:A. ME:2 had mission countdowns and then, surprise, you're being railroaded into doing a specific mission. I didn't like those, so no, I don't want them to go back to make ME2 again nor do I want them to go back to ME2's game design. More accurately, I want them to go back to ME3's basic game design, but improve on how the dialogues were handled in that I'd like to more natural movements occurring during the dialogue (which is difficult to choreograph during a conversation that could go in several different directions depending on player choices). Bioware probably moved away from that system because of that difficulty and the fact that ME:A was a much larger game than any previous one in the Trilogy (therefore, more taxing on system resources). That is in no way suggesting that I want them to go back to remake ME3 either.
I haven't even rendered any statement about live service models; howevei, I was perfectly find with how ME3 and ME:A handled their multiplayer features (after ME3 adjusted the EMS issue such that playing multiplayer was truly optional). As I've explained before, I simply do not have access to an internet connection that is adequate to play anything online. If future games do not have an offline SP component, I will simply not be buying them since I will simply not be able to play them.
The only way to "fix" ME3 and the endings is to remake the whole trilogy. Been there. Done that. Not interested.
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Post by Cyberstrike on Aug 5, 2019 23:45:47 GMT
Are you two going to do this in every thread from now on? I keep hoping he'll just stop.
Back on the topic of possible reasons why ME:A failed to "inspire" (IMO, of course). The emotion they were seeking to invoke was more lighthearted this time around; partly at the request of members of the fan base who were "shell shocked" by the dark emotiveness of ME3 (the game, not the endings). In the end, that lighter tone was not what the fan base expected nor actually wanted from a Mass Effect title. While there lots of complaints also about inadequacies with the various paragon/renegade systems used in the Trilogy (ME2 in particular), they also did not want to see the tension created by that potential dichotomy to disappear from the ME story line.
Fans are fickle. They want a "realistic sci-fi war" for ME3 and then complain it's too dark. IT'S WAR IT'S SUPPOSED TO BE DARK AND PEOPLE DIE IN WAR!" Then they wanted a more lighthearted tone in MEA then complain it's too silly. The only lesson BioWare is going to learn is not to listen to fans. Especially fans who in some cases argue in bad faith and just want clicks, views, hits, and so on so they make more money.
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Post by Cyberstrike on Aug 5, 2019 23:52:00 GMT
I'm just saying that a lot of time there are customers that are unhappy with products, that is nothing new, but there was a very large customer dissatisfaction with ME3. We wouldn't have the EC if there wasn't, but the EC was a half-measure that didn't address anything and even with the Citadel DLC, which was completely fanservice, they missed the complaints people had with ME3 as well, although it was great in terms of fanservice. For the record, I don't think fanservice is bad, but you have to earn it first and admittedly ME3 isn't exactly the place for it. Which is why ME3 feels so out of place. But my opinions are irrelevant as well. What matters is the future performance and reception of Bioware games and what can be done to improve upon them. I have given my reasons as to why I think we should go on a different direction than the one you are advocating for, because doubling down towards a failed direction has rarely, if ever, worked. You want Andromeda 2 and, as you've said, you want it to be the ME2 of Andromeda. Correct me if I am wrong, but we've had that conversation before, haven't we? Do you want people to simply agree with you? That doesn't sound much of a discussion, more like an echo chamber. It's good to want people to agree with you, but to do so when your opinion or argument has earned that. I will concede to an argument, when it has successfully made its case, but your argument, i.e. leaving it up to Bioware to repeat the mistakes of the past, without a cohesive vision, when they've astutely displayed their inability to be creative or original with their new ideas, is not a viable tactic and just saying "let them do what they want" is simply further enabling an already self-harming habit. Without a clear change in leadership and creative direction, Bioware will, at the very least, require a nudge toward the right direction to be able to produce a mildly viable commercial product and a serious slap in the face to accomplish the things that Bioware needs it to. I still has nothing to do with the overall emotiveness of the game, but whatev.
I want ME:A2, a continuation of the current story in Andromeda. I've never said I wanted it to be patterned off ME2 specifically.
I don't like arguing with you, specifically. You pull things out of context is one reason for that. There are more reasons, but one should suffice. This discussion is not about what I want. Your argument appears to be. Catch the difference?
Link*Guess*ski listed a series of academic reasons why he found ME:A not inspiring. I posted a qualified agreement with a couple of his points. You seem to have some sort of problem with that.
Because some people can't seem to understand how to offer criticism and praise without being hateful moron or a corporate suck up.
So yes, you can like or even love something and still have positive and constructive criticism of it's objective flaws and subjective flaws that you personally don't like. It's just that kind of critique doesn't get the hits, views, traffic, attention, and money that being a hateful moron or a corporate suck up will get.
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Post by Deleted on Aug 6, 2019 0:08:49 GMT
Since this topic is, in effect, discussing the emotiveness of the game itself, the fact that you qualify your statement with "not by the game itself" tells me you're just wanting to drag in an argument that's essentially off topic. You've stated that you like to argue with me and I've clearly indicated that I don't like to argue with you. I suggest you endeavor to clarify your own opinions rather than just argue mine and, while you're at it, stop making erroneous conclusions as to what "I want" by continuing to pull statements out of context. ME3 has a more linear story design than ME:A. ME:2 had mission countdowns and then, surprise, you're being railroaded into doing a specific mission. I didn't like those, so no, I don't want them to go back to make ME2 again nor do I want them to go back to ME2's game design. More accurately, I want them to go back to ME3's basic game design, but improve on how the dialogues were handled in that I'd like to more natural movements occurring during the dialogue (which is difficult to choreograph during a conversation that could go in several different directions depending on player choices). Bioware probably moved away from that system because of that difficulty and the fact that ME:A was a much larger game than any previous one in the Trilogy (therefore, more taxing on system resources). That is in no way suggesting that I want them to go back to remake ME3 either.
I haven't even rendered any statement about live service models; howevei, I was perfectly find with how ME3 and ME:A handled their multiplayer features (after ME3 adjusted the EMS issue such that playing multiplayer was truly optional). As I've explained before, I simply do not have access to an internet connection that is adequate to play anything online. If future games do not have an offline SP component, I will simply not be buying them since I will simply not be able to play them.
The only way to "fix" ME3 and the endings is to remake the whole trilogy. Been there. Done that. Not interested.
I agree.
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Post by Link"Guess"ski on Aug 8, 2019 14:57:11 GMT
But ME1, at the time, stood on its own legs, whereas Andromeda didn't. There's very little in the way of sequel status affecting Andromeda's quality as a story. They managed to create a new narrative framework where all of the past storytelling could be mostly relegated to referencing and fanservice. Andromeda fails because the story it tells by itself is not as meaningful or strong as the one Mass Effect 1 tells, and I also think it's understated just how bad the game's design also is by comparison. By AAA trends and standards Andromeda is very conventional 2019. ME1 broke new ground with the squad-based cover shooting and abilities, the tactical pausing in an action game and stuff. It had the conversation system too and it was very consistent about being a game where 50% of the time spent is in cutscenes with dialogue choices next to the time spent driving the mako or shooting things in the face. Andromeda tries to do too many things and a lot of what it tries to do isn't complimentary of the experience ME1 made. Instead of being given side quests that take you to a remote site that leads to more conversation and consequences you mostly get side-quests that were the bog-standard "collect 10 of these things" which results in nothing of value. There's a reason only the most core player would do the Matriarch Writings quests in ME1. They were always nice to pick up, providing EXP but very few actually finished them even on replays, and I think I've only done it once. There were maybe 4 of those collectathon quests but Andromeda constantly ties that type of quest design into the narrative, and it doesn't compliment it. It's shy of making purely conversation driven quests that may or may not become violent. It has that one, pretty great quest about tracking the hacker "Knight" and that leads to a place with friendly NPC guards who will turn into enemies if your cover gets blown. But it just has that one quest. Mass Effect 1 had many quests where an NPC you could first talk to would turn enemy if you failed a certain check or decided to antagonize them. It was effective ludonarrative design but Andromeda goes all "video-gamey" making the game largely about questing in big open spaces but only doing it to give excuses to have more gunplay and constantly moving the goalpost for your objective.
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Nov 15, 2024 18:18:41 GMT
12,048
Pounce de León
Praise the Justicat!
7,945
August 2016
catastrophy
caustic_agent
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Post by Pounce de León on Aug 8, 2019 16:26:20 GMT
But ME1, at the time, stood on its own legs, whereas Andromeda didn't. There's very little in the way of sequel status affecting Andromeda's quality as a story. They managed to create a new narrative framework where all of the past storytelling could be mostly relegated to referencing and fanservice. Andromeda fails because the story it tells by itself is not as meaningful or strong as the one Mass Effect 1 tells, and I also think it's understated just how bad the game's design also is by comparison. By AAA trends and standards Andromeda is very conventional 2019. ME1 broke new ground with the squad-based cover shooting and abilities, the tactical pausing in an action game and stuff. It had the conversation system too and it was very consistent about being a game where 50% of the time spent is in cutscenes with dialogue choices next to the time spent driving the mako or shooting things in the face. Andromeda tries to do too many things and a lot of what it tries to do isn't complimentary of the experience ME1 made. Instead of being given side quests that take you to a remote site that leads to more conversation and consequences you mostly get side-quests that were the bog-standard "collect 10 of these things" which results in nothing of value. There's a reason only the most core player would do the Matriarch Writings quests in ME1. They were always nice to pick up, providing EXP but very few actually finished them even on replays, and I think I've only done it once. There were maybe 4 of those collectathon quests but Andromeda constantly ties that type of quest design into the narrative, and it doesn't compliment it. It's shy of making purely conversation driven quests that may or may not become violent. It has that one, pretty great quest about tracking the hacker "Knight" and that leads to a place with friendly NPC guards who will turn into enemies if your cover gets blown. But it just has that one quest. Mass Effect 1 had many quests where an NPC you could first talk to would turn enemy if you failed a certain check or decided to antagonize them. It was effective ludonarrative design but Andromeda goes all "video-gamey" making the game largely about questing in big open spaces but only doing it to give excuses to have more gunplay and constantly moving the goalpost for your objective. I didn't find the story missions (or "critical path" as corp-newspeak seems to coin it nowadays) too bad. A lot of the old same, but the combat worked well there, the pacing was good, and the backdrop was at times quite epic. Talking about those stronghold battles here - the only time where open world and good pacing went well with good action and scaled well to the powers, too.
The open world however - was tripe. They simply don't know how to open world. It kinda works with small maps when they can put their level artists skills to good use, but open worlds require more than level-building - it requires world-building.
I mostly blame the open world ambitions. It reflected back on the NPCs as well - I simply stopped caring.
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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
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Post by SirSourpuss on Aug 8, 2019 16:38:56 GMT
I mostly blame the open world ambitions Everything has to be open world nowadays. Grand Theft Auto said so.
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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
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Post by Link"Guess"ski on Aug 9, 2019 12:21:46 GMT
There's very little in the way of sequel status affecting Andromeda's quality as a story. They managed to create a new narrative framework where all of the past storytelling could be mostly relegated to referencing and fanservice. Andromeda fails because the story it tells by itself is not as meaningful or strong as the one Mass Effect 1 tells, and I also think it's understated just how bad the game's design also is by comparison. By AAA trends and standards Andromeda is very conventional 2019. ME1 broke new ground with the squad-based cover shooting and abilities, the tactical pausing in an action game and stuff. It had the conversation system too and it was very consistent about being a game where 50% of the time spent is in cutscenes with dialogue choices next to the time spent driving the mako or shooting things in the face. Andromeda tries to do too many things and a lot of what it tries to do isn't complimentary of the experience ME1 made. Instead of being given side quests that take you to a remote site that leads to more conversation and consequences you mostly get side-quests that were the bog-standard "collect 10 of these things" which results in nothing of value. There's a reason only the most core player would do the Matriarch Writings quests in ME1. They were always nice to pick up, providing EXP but very few actually finished them even on replays, and I think I've only done it once. There were maybe 4 of those collectathon quests but Andromeda constantly ties that type of quest design into the narrative, and it doesn't compliment it. It's shy of making purely conversation driven quests that may or may not become violent. It has that one, pretty great quest about tracking the hacker "Knight" and that leads to a place with friendly NPC guards who will turn into enemies if your cover gets blown. But it just has that one quest. Mass Effect 1 had many quests where an NPC you could first talk to would turn enemy if you failed a certain check or decided to antagonize them. It was effective ludonarrative design but Andromeda goes all "video-gamey" making the game largely about questing in big open spaces but only doing it to give excuses to have more gunplay and constantly moving the goalpost for your objective. I didn't find the story missions (or "critical path" as corp-newspeak seems to coin it nowadays) too bad. A lot of the old same, but the combat worked well there, the pacing was good, and the backdrop was at times quite epic. Talking about those stronghold battles here - the only time where open world and good pacing went well with good action and scaled well to the powers, too.
The open world however - was tripe. They simply don't know how to open world. It kinda works with small maps when they can put their level artists skills to good use, but open worlds require more than level-building - it requires world-building.
I mostly blame the open world ambitions. It reflected back on the NPCs as well - I simply stopped caring.
The biggest issue I've had with BioWare's "open world attempts" has been that, whether it's because of EA or not, they seem to have hired "experts" in the field, but instead all we get is more conventional, by the book design. I think they hired MMO World Crafting designers for SWTOR and so BioWare Austin has a lot of staff that can create those WoW-type maps where the structure itself is designed like a time-sink, forcing you to take specific detours where they can put in filler objectives to grind EXP and total playtime. And even without the Austin team's MMO experts I think the Edmonton team also started hiring all kinds of specific "3D Open World Designers" or something. Those likely come from a background that is similar to all the other AAA companies like Ubisoft where there's a formula for "open world" which, again, is to pad out content and make a map in a way where "The player finds it convenient to see every corner of the map". Which is completely unlike the UNCs which were built with zero know-how but pure imagination using procedural tools. They had biomes and basic ground heightening and lowering to shape worlds very quickly. It probably wasn't perfect to the vision Casey and co. had, but at the end of the day it felt like maps that were created from a "Let's imagine what this helium-rich planet's surface is like and figure out its relation to the nearby planets."
In Andromeda the incentives for planets instead seemed to be "Let's find out how we can tell a story in this world, and string the player along for numerous objectives because that's what makes games fun, right?"
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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
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Post by SirSourpuss on Aug 9, 2019 13:33:11 GMT
In Andromeda the incentives for planets instead seemed to be "Let's find out how we can tell a story in this world, and string the player along for numerous objectives because that's what makes games fun, right?" Just like with Beyond, when it got renamed and remade into Anthem, it feels like everything story wise is tacked on, rather the core out of which everything springs out. Which makes the SP an underwhelming experience for me, whereas the previous Bioware games, pre-Inquisition and especially games like ME2, felt completely built around a narrative. Whether you liked that narrative design affecting the game design is subjective, but it was objectively better received. There is a very nice developer commentary on narrative gameplay design for God of War (2018) somewhere. I'd look for it, but I am at work currently.
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0
Member is Online
9,644
alanc9
Old Scientist Contrarian
8,047
February 2017
alanc9
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Post by alanc9 on Aug 9, 2019 14:16:32 GMT
It probably wasn't perfect to the vision Casey and co. had, but at the end of the day it felt like maps that were created from a "Let's imagine what this helium-rich planet's surface is like and figure out its relation to the nearby planets." Really? My takeaway was more along the lines of "so that's what the RNG spewed out this time, huh?" I didn't think random planets being random was a problem, mind -- I'd played Starflight back in the day
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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
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Post by Link"Guess"ski on Aug 9, 2019 16:00:43 GMT
In Andromeda the incentives for planets instead seemed to be "Let's find out how we can tell a story in this world, and string the player along for numerous objectives because that's what makes games fun, right?" Just like with Beyond, when it got renamed and remade into Anthem, it feels like everything story wise is tacked on, rather the core out of which everything springs out. Which makes the SP an underwhelming experience for me, whereas the previous Bioware games, pre-Inquisition and especially games like ME2, felt completely built around a narrative. Whether you liked that narrative design affecting the game design is subjective, but it was objectively better received. There is a very nice developer commentary on narrative gameplay design for God of War (2018) somewhere. I'd look for it, but I am at work currently. Considering what a low regard I hold the gameplay-narrative design of that game in, I'd probably be better off not watching that :S
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