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Post by KaiserShep on Mar 4, 2020 9:07:45 GMT
If there were no Reapers, say, then the species that scarred Klendagon would likely still be around today and their civilization would encompass every star. Their civilization would be nearly 40 million years old today Why assume they would still be around? Any number of things could happen to destroy them before they get that far. Or, the opposite. They could have evolved so far as to no longer be around anymore anyway.
In the end though, I feel like the thing they're constantly trying to retain its focus on is the gunplay, to the point where talking your way out of a fight is not even much of an option anymore. Missions like Major Kyle and the biotic fanatics should have been expanded upon, and perhaps even to the point where aside from the obligatory battle mission against the primary threat, you could avoid killing things for hours on end. As a dialogue fiend, it would've been greatly appreciated to be able to sweet talk/cajole or negotiate your way out of a battle.
Um, you don't have to fight your way out (or in) on Major Kyle's mission. You can talk your way out of it and get him to surrender without killing anyone.
That’s what I said, no? What I’m saying is that after ME1, missions with more variety in their outcomes are pared down to nonexistent. I want more missions like Major Kyle because I can either choose between a peaceful or violent resolution. Cyberpunk, thankfully, is going to offer this throughout the entire game.
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Post by therevanchist25 on Mar 4, 2020 16:20:15 GMT
Why assume they would still be around? Any number of things could happen to destroy them before they get that far. Or, the opposite. They could have evolved so far as to no longer be around anymore anyway.
Um, you don't have to fight your way out (or in) on Major Kyle's mission. You can talk your way out of it and get him to surrender without killing anyone.
That’s what I said, no? What I’m saying is that after ME1, missions with more variety in their outcomes are pared down to nonexistent. I want more missions like Major Kyle because I can either choose between a peaceful or violent resolution. Cyberpunk, thankfully, is going to offer this throughout the entire game. I agree, I greatly miss all the ideas and mechanics the franchise has lost. Warlord Darious and Major Kyle are two of my most memorable side missions from ME1. If anything I feel like Andromeda should have doubled down on these things, given that Pathfinder is part Diplomat. i mean sure, the gunplay in Andromeda is fine, but I'm really tired of shooting being the primary way to solve any problem. Kingdome Come does this very well, of providing a multitude of ways of dealing with problems. It's a truly refreshing feeling, and makes me even more excited for Cyberpunk.
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Post by Deleted on Mar 4, 2020 16:34:36 GMT
That’s what I said, no? What I’m saying is that after ME1, missions with more variety in their outcomes are pared down to nonexistent. I want more missions like Major Kyle because I can either choose between a peaceful or violent resolution. Cyberpunk, thankfully, is going to offer this throughout the entire game. I agree, I greatly miss all the ideas and mechanics the franchise has lost. Warlord Darious and Major Kyle are two of my most memorable side missions from ME1. If anything I feel like Andromeda should have doubled down on these things, given that Pathfinder is part Diplomat. i mean sure, the gunplay in Andromeda is fine, but I'm really tired of shooting being the primary way to solve any problem. Kingdome Come does this very well, of providing a multitude of ways of dealing with problems. It's a truly refreshing feeling, and makes me even more excited for Cyberpunk. I wouldn't mind more negotiation missions, but I don't like the "one charisma line" solves everything mechanic that permeated ME1 and that I've seen in other RPG's. Players should have to work to achieve a peaceful resolution by first having to figure out (through inquiry) what is most important to the other side and then actively deciding if giving the other side what they want or at least something of what they want will reasonably get them to back down as well as balance out whatever the player has to sacrifice to make that happen.
I'm not sure even RPG players would be amenable to there being that much inquiry and dialogue required to complete a single task, and I'm almost certain it would turn away a lot of more casual gamers who like to play for briefer periods at a stretch. I think that's why we end up getting the somewhat ridiculous setting where the PC is just so charismatic they can end a war just with a one liner or cause an adversary to instantly turn on themselves and commit suicide.
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Post by sassafrassa on Mar 5, 2020 1:14:18 GMT
I wouldn't mind more negotiation missions, but I don't like the "one charisma line" solves everything mechanic that permeated ME1 I'd like to see the concept expanded and given greater depth. I also want less reliance on Charm/Intimidate as a crutch to avoid making hard choices. Tali and Legion arguing? You have to pick a side. Miranda and Jack arguing? You have to pick a side. And so forth. Real negotiation involves understanding the motives and interests of both sides, and then trying to find a compromise or a solution that achieves both sides' objectives.
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Post by melbella on Mar 5, 2020 1:23:27 GMT
I'd like to see the concept expanded and given greater depth. I also want less reliance on Charm/Intimidate as a crutch to avoid making hard choices. Tali and Legion arguing? You have to pick a side. Miranda and Jack arguing? You have to pick a side. And so forth. Real negotiation involves understanding the motives and interests of both sides, and then trying to find a compromise or a solution that achieves both sides' objectives.
So do you want to "pick a side" or have "real negotiation"?
Having to "pick a side" in DA2 was one of the most frustrating things about it. If neither side is right or wrong, why force me to pick one when I'd rather side with neither? As for the ME examples, Shepard *can* pick a side or attempt to settle the argument by getting them to compromise (Tali/Legion) or put it aside for now (Miranda/Jack). Why is having both options a bad thing?
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Post by sassafrassa on Mar 5, 2020 1:36:35 GMT
So do you want to "pick a side" or have "real negotiation"? [/p] [/quote] I want both. Ultimately which is more appropriate depends on the conflict. I want to make "hard choices" and compromise can be "a hard choice". Why force me to pick one when I'd rather side with neither? That should probably be an option too, but even that might have consequences. Ever hear the phrase, "If you're not with me you're against me?" Why is having both options a bad thing? [/p][/quote] It increases the drama in some cases if Shepard has to make a difficult choice that has consequences instead of using charm/intimidate to avoid it. Such as in Tali's loyalty mission. It is much more interesting to have to choose what is objectively best for Tali, but which goes against her wishes, or ruin Tali's life and reputation but keep her happy (for the moment). Whether a hard choice must be made or whether, difficult and involved compromise is appropriate, would depend on the context of the conflict.
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Post by Deleted on Mar 5, 2020 1:39:20 GMT
I wouldn't mind more negotiation missions, but I don't like the "one charisma line" solves everything mechanic that permeated ME1 I'd like to see the concept expanded and given greater depth. I also want less reliance on Charm/Intimidate as a crutch to avoid making hard choices. Tali and Legion arguing? You have to pick a side. Miranda and Jack arguing? You have to pick a side. And so forth. Real negotiation involves understanding the motives and interests of both sides, and then trying to find a compromise or a solution that achieves both sides' objectives. An inherent difference between the missions mentioned by the person to whom I was responding and your examples is that in the missions mentioned (Major Kyle and the one with Lord Darius), Shepard is already on a side and negotiating to achieve a peaceful outcome between his/her side and the opposing side. In the Tali/Legion and Mirand/Jack arguments, Shepard is acting as a 3rd-party arbiter with the authority to command the parties and, thereby, just force them to end the argument without siding with anyone. To put a commanding officer in a position where they would have to "pick a side" among members of their crew is not a good idea and I don't like that it's implemented that way in ME2 when the commander is not charismatic enough to settle the argument. It'ls like they stripped his/her command authority away.
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Post by melbella on Mar 5, 2020 1:43:06 GMT
Well, I'd rather have the option to make my own drama rather than have it forced on me. The way it is now, I can do what's best for Tali in spite of her wishes or keep her happy or make the Admiralty Board look stupid while still making Tali happy.
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Post by sassafrassa on Mar 5, 2020 1:45:55 GMT
An inherent difference between the missions mentioned by the person to whom I was responding and your examples is that in the missions mentioned (Major Kyle and the one with Lord Darius), Shepard is already on a side and negotiating to achieve a peaceful outcome between his/her side and the opposing side. In the Tali/Legion and Mirand/Jack arguments, Shepard is acting as a 3rd-party arbiter with the authority to command the parties and, thereby, just force them to end the argument without siding with anyone. To put a commanding officer in a position where they would have to "pick a side" among members of their crew is not a good idea and I don't like that it's implemented that way in ME2 when the commander is not charismatic enough to settle the argument. It'ls like they stripped his/her command authority away. I understand that, but I care more about the story-telling. There being limits to Shepard's charisma is in my view, a good thing. I don't actually think that the way Shepard resolves those conflicts is bad; it does make sense. However the cost is that any further potential drama or conflict within the crew is lost. One might also keep in mind that sometimes a leader does need to pick one side or the other, because one side or the other might be too stubborn or resolute to submit to authority. This seems like a very real risk when we're dealing with an unstable and psychotic biotic, and with two individuals acting in the interest of their entire species. To expand on my thoughts on this, I think one solution would be to split up where charm/intimidate apply. This happens rarely in the games but it should be more common. Some conflicts can only be resolved with calming diplomacy and understanding, others with only threats and harsh truth. Well, I'd rather have the option to make my own drama rather than have it forced on me. The way it is now, I can do what's best for Tali in spite of her wishes or keep her happy or make the Admiralty Board look stupid while still making Tali happy. Then why don't you just play make believe in your head? What I want is a good story, real stakes, and no easy solutions. I don't need a game to pat me on the back and tell me how great I am. I like stories that are true to life, and that means that sometimes solutions are elusive, difficult, or even missing entirely.
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Post by melbella on Mar 5, 2020 1:52:24 GMT
Then why don't you just play make believe in your head? Rude much?
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Post by sassafrassa on Mar 5, 2020 2:04:06 GMT
Then why don't you just play make believe in your head? Rude much? Take it however you wish; after all wish fulfillment seems to be your priority here. I want good stories and good stories have conflict and drama. Certainly in an RPG there is some degree of player choice in how to interact with this drama, but evading the drama should not be an option. This is especially true in Mass Effect which was advertised as a science fiction action RPG where you'd "Make difficult choices" and then live with the consequences. It is far more interesting and has a greater affect on the player if they're forced to make a choice, to weigh it in their heads, to contemplate what their Shepard might think, what the companion or people involved might think, and then live with it. Let's look at all the great debates in this franchise; all of them center around CHOICES, not the dodging of choices. There is nothing interesting to discuss or debate when you just circumvent the whole issue. A story is diminished when it is robbed of drama and conflict. What's a more interesting story? Tali is acquitted and her father's reputation is never tarnished and she is accepted as a hero among her people. Or She is exiled as the price of preserving her family's reputation, outcast from the very people she loves and wishes to see prosper. Where does she go from there? Will she ever regret that things turned out this way? (just ignore ME3 here) Or She is exonnerated, but but the father she loved is exposed as a traitor and written out of her people's history. She still has her people and is known as a hero, but her heart is broken. Will she still have the motivation to continue? Will she ever stop being angry at Shepard? Will Shepard accept an apology or has that bridge been burned? Questions questions. It's interesting.
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Post by Deleted on Mar 5, 2020 2:19:26 GMT
An inherent difference between the missions mentioned by the person to whom I was responding and your examples is that in the missions mentioned (Major Kyle and the one with Lord Darius), Shepard is already on a side and negotiating to achieve a peaceful outcome between his/her side and the opposing side. In the Tali/Legion and Mirand/Jack arguments, Shepard is acting as a 3rd-party arbiter with the authority to command the parties and, thereby, just force them to end the argument without siding with anyone. To put a commanding officer in a position where they would have to "pick a side" among members of their crew is not a good idea and I don't like that it's implemented that way in ME2 when the commander is not charismatic enough to settle the argument. It'ls like they stripped his/her command authority away. I understand that, but I care more about the story-telling. There being limits to Shepard's charisma is in my view, a good thing. I don't actually think that the way Shepard resolves those conflicts is bad; it does make sense. However the cost is that any further potential drama or conflict within the crew is lost. One might also keep in mind that sometimes a leader does need to pick one side or the other, because one side or the other might be too stubborn or resolute to submit to authority. This seems like a very real risk when we're dealing with an unstable and psychotic biotic, and with two individuals acting in the interest of their entire species. To expand on my thoughts on this, I think one solution would be to split up where charm/intimidate apply. This happens rarely in the games but it should be more common. Some conflicts can only be resolved with calming diplomacy and understanding, others with only threats and harsh truth. Well, I'd rather have the option to make my own drama rather than have it forced on me. The way it is now, I can do what's best for Tali in spite of her wishes or keep her happy or make the Admiralty Board look stupid while still making Tali happy. Then why don't you just play make believe in your head? What I want is a good story, real stakes, and no easy solutions. I don't need a game to pat me on the back and tell me how great I am. I like stories that are true to life, and that means that sometimes solutions are elusive, difficult, or even missing entirely. A commander forced to choose sides between an "unstable psychotic biotic" and their very capable second in command would choose to throw the unstable psychotic biotic completely off the ship... something that Shepard cannot do. Legion passing information off without express permission of the commander is guilty of an offense that should put him into the brig... regardless of who it benefits. Legion, at that point, should also be thrown right off the ship as a security risk - something Shepard cannot do. You claim to want "real stakes" - For an insubordinate crew, those are the real stakes. Withdrawing one's loyalty (or romance-ability) is schoolyard fare.
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Post by melbella on Mar 5, 2020 2:20:49 GMT
If the story went anywhere, you might have a point. But all roads lead to RGB so the "choices" don't matter.
But again, since the point is the journey, not the destination, isn't having all 3 choices better than having just 2? I've done them all.
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Post by Polka Dot on Mar 5, 2020 5:03:40 GMT
I honestly can't wrap my head around the OP at all. Have you ever heard of the Fermi Paradox? It is a scientific question about the lack of any evidence for alien civilizations. It goes like this: We know that life can evolve in the universe and that intelligent life, technological life, can arise from it. It has happened here. Logic dictates that it should have happened somewhere else in the galaxy wider universe. When we try to conservatively estimate how many times it could have arisen in the Milky Way, even being very pessimistic, we get numbers that indicates possibly thousands or tens of thousands of civilizations arising in the Milky Way alone. This presents another problem though; when we simulate how long it could take even one technological species to colonize the entire Milky Way, even without faster than light travel, we get figures of only a couple million years or so to do so. Which then begs the question, why hasn't some other species done this already? We should see evidence of alien civilizations all around us and should actually not even be here because Earth should have been colonized in the distant past. This is especially glaring because the galaxy is some 12 to 13 billion years old. That is many, many times the couple million years it would take to settle everything. That is many times older than the Earth or Sun. So why hasn't it happened? Offhand, I'd say the primary flaw in your premise is that you're assuming that any species who had the ability to chew up every bit of real estate available to them would automatically choose to do so. Even in MEU expansionist, imperialistic tendencies appear to be primarily human. Oh, and prothean. Humans have been spacefaring for a mere 30 years, but have quite a few colonies and a major presence in galactic events - more than the volus, the elcor, the hanar, the vorcha, the batarians - all of whom have been spacefaring for much longer. We learn that the drell would have extinguished themselves had it not been for hanar rescue. Were it not for the genophage, the krogan could have ended up destroying every (formerly) habitable as they did Tuchanka and some other worlds - not always through violence, sometimes just due to overpopulation and mismanagement. Javik admitted that the protheans' own imperialistic tendencies may have led to their undoing, as they were unable to adapt their strategies to fight the reapers effectively. So there are multiple factors that would need to conspire in order for any single culture/species to claim an entire galaxy - the will along with the means. Ever hear the phrase, "If you're not with me you're against me?" Yeah, I've always thought that to be utter nonsense usually emanating from someone who desperately seeks moral support. Not everything is a binary zero-sum game, and I can support seeking a solution to a problem without necessarily supporting the proposed solution at hand.
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Post by themikefest on Mar 5, 2020 13:49:24 GMT
Legion passing information off without express permission of the commander is guilty of an offense that should put him into the brig... regardless of who it benefits. Legion, at that point, should also be thrown right off the ship as a security risk - something Shepard cannot do. Would you throw Kosta off the ship, and put him in the brig for what he did?
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Post by Deleted on Mar 5, 2020 14:28:02 GMT
Legion passing information off without express permission of the commander is guilty of an offense that should put him into the brig... regardless of who it benefits. Legion, at that point, should also be thrown right off the ship as a security risk - something Shepard cannot do. Would you throw Kosta off the ship, and put him in the brig for what he did? Yes, Kosta deserves to be thrown in the brig or off the ship since there is no brig.. Would you throw Legion off the ship for what he did... or are you into just complaining about ME:A? Since you've never mentioned throwing Legion off the ship, I suspect it's the former. My point has always been that the OT has the same sort of schoolyard nonsense in it as ME:A. ME:A is no worse than its predecessor. What's off is that the fans overlook it all in the OT (particularly in ME1 and, to a lesser extent, ME2) and rage only against ME3 and ME:A.
Why can't we take Jacob's suggestion and deactivate Legion with bullets right after interrogating him... or at least decide not to take him up on his offer to "join us."? The game forces us to decide blind... without the opportunity to talk with Legion and with no opportunity to decide after interrogating him that he's too great a security risk to take on as part of the crew... and then when he proves himself to not be trustworthy, the commander cannot act on that even to protect his/her ship and crew from that security risk.
Lorewise, Ryder is green at being in command and makes huge mistakes, with a basic personality that is too accommodating (too paragon). Lorewise, he/she is also young and, as I've said before, I fully expect would "grow up" going into the next ME:A segment. Shepard, on the other hand, has no excuse... with some backgrounds, even being considered a "ruthless" commander... yet, he/she goes to romantic mush just to spare the romance-ability of little Tali or Miranda or Jack or to earn the loyalty of a machine just because it has a case of idol worship syndrome.
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Post by themikefest on Mar 5, 2020 14:45:23 GMT
Would you throw Legion off the ship for what he did... or are you into just complaining about ME:A? I would. But before I do that, I would remove Tali from the roster for pointing a weapon at another squadmate instigating a confrontation. I don't recall seeing any of your posts about getting rid of Kosta. So why make MEA if it repeats the same stuff from the trilogy?
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Post by Deleted on Mar 5, 2020 14:58:09 GMT
Would you throw Legion off the ship for what he did... or are you into just complaining about ME:A? I would. But before I do that, I would remove Tali from the roster for pointing a weapon at another squadmate instigating a confrontation. I don't recall seeing any of your posts about getting rid of Kosta. So why make MEA if it repeats the same stuff from the trilogy? Disappointed that I don't just join you in railing against ME:A? You do enough of it for everyone, and you don't like me balancing it out with similar criticisms towards the OT. You've said as much.
ME:A is a good game. I enjoyed playing it. It was tons of fun... and the story has a lot of potential. The MET story is done. Intentionally finished by Bioware back in 2012. It has 0 potential left. To continue, it has to undo most of the endings by resurrecting Shepard yet again from the dead or making a prequel (which has to be rather limited in scope). Are any of them Pullitzer works... no, and I've said that many times.
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Post by therevanchist25 on Mar 5, 2020 17:02:58 GMT
Would you throw Kosta off the ship, and put him in the brig for what he did? Yes, Kosta deserves to be thrown in the brig or off the ship since there is no brig.. Would you throw Legion off the ship for what he did... or are you into just complaining about ME:A? Since you've never mentioned throwing Legion off the ship, I suspect it's the former. My point has always been that the OT has the same sort of schoolyard nonsense in it as ME:A. ME:A is no worse than its predecessor. What's off is that the fans overlook it all in the OT (particularly in ME1 and, to a lesser extent, ME2) and rage only against ME3 and ME:A.
Why can't we take Jacob's suggestion and deactivate Legion with bullets right after interrogating him... or at least decide not to take him up on his offer to "join us."? The game forces us to decide blind... without the opportunity to talk with Legion and with no opportunity to decide after interrogating him that he's too great a security risk to take on as part of the crew... and then when he proves himself to not be trustworthy, the commander cannot act on that even to protect his/her ship and crew from that security risk.
Lorewise, Ryder is green at being in command and makes huge mistakes, with a basic personality that is too accommodating (too paragon). Lorewise, he/she is also young and, as I've said before, I fully expect would "grow up" going into the next ME:A segment. Shepard, on the other hand, has no excuse... with some backgrounds, even being considered a "ruthless" commander... yet, he/she goes to romantic mush just to spare the romance-ability of little Tali or Miranda or Jack or to earn the loyalty of a machine just because it has a case of idol worship syndrome.
I don't even turn it on anymore. I ship it off to Cerberus. Screw those damn dirty machines! -shakes fist-
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Post by sassafrassa on Mar 5, 2020 17:05:11 GMT
But again, since the point is the journey, not the destination, isn't having all 3 choices better than having just 2? I've done them all. Maybe it didn't have to be that way?
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Post by sassafrassa on Mar 5, 2020 17:07:20 GMT
Ever hear the phrase, "If you're not with me you're against me?" Yeah, I've always thought that to be utter nonsense usually emanating from someone who desperately seeks moral support. Not everything is a binary zero-sum game, and I can support seeking a solution to a problem without necessarily supporting the proposed solution at hand. Not everything is a binary zero-sum game, but that means that some things are a binary zero-sum game. So the mentality of, "You're with me or you are against me" is quite valid and practical in some circumstances.
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Post by sassafrassa on Mar 5, 2020 17:11:01 GMT
]Offhand, I'd say the primary flaw in your premise is that you're assuming that any species who had the ability to chew up every bit of real estate available to them would automatically choose to do so. Even in MEU expansionist, imperialistic tendencies appear to be primarily human. Turians do it. Batarians do it. Salarians, Asari, Elcor, Volus, and Hanara, are all busy spreading out and settling new worlds. Migration into new living space is pretty universal among organisms. So there are multiple factors that would need to conspire in order for any single culture/species to claim an entire galaxy - the will along with the means. No, you have it backwards. There are certain factors that would prohibit them from doing so. The biggest one has been the Reapers. The other major factor is rivals who may claim territory first. Given how common intelligent life in Mass Effect is, with dozens of species all exist at once with roughly the same technological development, we can reasonably assume that past cycles were like this too. So the Klendagonians would probably have run into rivals that would prohibit them from claiming anything, but this is beside the point because the Klendagonians and their rivals are collectively going to colonize everything, which has the same effect as any single species doing it as far as the future species who have yet to develop space travel, or even to evolve, are concerned.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Anthem
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Post by therevanchist25 on Mar 5, 2020 17:26:46 GMT
I agree, I greatly miss all the ideas and mechanics the franchise has lost. Warlord Darious and Major Kyle are two of my most memorable side missions from ME1. If anything I feel like Andromeda should have doubled down on these things, given that Pathfinder is part Diplomat. i mean sure, the gunplay in Andromeda is fine, but I'm really tired of shooting being the primary way to solve any problem. Kingdome Come does this very well, of providing a multitude of ways of dealing with problems. It's a truly refreshing feeling, and makes me even more excited for Cyberpunk. I wouldn't mind more negotiation missions, but I don't like the "one charisma line" solves everything mechanic that permeated ME1 and that I've seen in other RPG's. Players should have to work to achieve a peaceful resolution by first having to figure out (through inquiry) what is most important to the other side and then actively deciding if giving the other side what they want or at least something of what they want will reasonably get them to back down as well as balance out whatever the player has to sacrifice to make that happen.
I'm not sure even RPG players would be amenable to there being that much inquiry and dialogue required to complete a single task, and I'm almost certain it would turn away a lot of more casual gamers who like to play for briefer periods at a stretch. I think that's why we end up getting the somewhat ridiculous setting where the PC is just so charismatic they can end a war just with a one liner or cause an adversary to instantly turn on themselves and commit suicide.
Aye, that most likely is why dialogue is so limiting in most modern rpgs. The robust system you described would be an absolute wet dream, alas as you said, that would be a very niche game for a small playerbase. However, I think there might be a compromise. How about a dice roll to determine weather or not you convince Major Kyle? where the charisma provides a modifier, positive or negative? "But whats the point of that? you'll just keep reloading until you win" I can hear in response. Yes you can, but you don't have to. That's up to the player to decide how dynamic they want their experience to be. As you said, I wanted to shove legion into the airlock straight away after he betrayed the crew. It infuriates me to this day that I cannot. It upsets me that Dragon Age Origins is the last Bioware game where you can theoretically lose most of your party due to your actions. However, I also detest, in many cases, the Third Option. Because for me, the third option neuters any sense of tension or stakes. I hated how if I just leave Redcliff and come back after Mage tower I can remove any sense of difficulty for me in terms of what choice to make. Now I don't have to self reflect or put any real thought into it, because I can just take the obvious rainbows decision. Like-wise for the Rannoch choice. I cannot believe for one minute that after 300 years of hostilities, after all the millions of dead, that those two peoples are just gonna stop shooting each other because Shepard screams loud enough (and does the Geth a bunch of favors they arguably don't deserve). I'm sorry, there is no situation where I can buy into that possibility. To me it's either The Geth, or the Quarians, never both. Because yes, while not everything is zero sum, not everything is one or the other, but sometimes, sometimes, it is. Edit: When I first did Legions loyalty mission, I literally stopped the game for a WEEK, because I could not decide which impossible choice to make. Genocide, or Mass forced brainwashing. Both options equally horrible to me. That choice was beautiful, it was perfect. And I remember every second of that week I spent debating myself, cursing Legions processes for being unable to come to concusses. I LOVED how painful it was for me, and I openly cried, a week later when finally, with shaky hand and filled with self loathing, I selected Rewrite...
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Post by Deleted on Mar 6, 2020 14:40:53 GMT
I wouldn't mind more negotiation missions, but I don't like the "one charisma line" solves everything mechanic that permeated ME1 and that I've seen in other RPG's. Players should have to work to achieve a peaceful resolution by first having to figure out (through inquiry) what is most important to the other side and then actively deciding if giving the other side what they want or at least something of what they want will reasonably get them to back down as well as balance out whatever the player has to sacrifice to make that happen.
I'm not sure even RPG players would be amenable to there being that much inquiry and dialogue required to complete a single task, and I'm almost certain it would turn away a lot of more casual gamers who like to play for briefer periods at a stretch. I think that's why we end up getting the somewhat ridiculous setting where the PC is just so charismatic they can end a war just with a one liner or cause an adversary to instantly turn on themselves and commit suicide.
Aye, that most likely is why dialogue is so limiting in most modern rpgs. The robust system you described would be an absolute wet dream, alas as you said, that would be a very niche game for a small playerbase. However, I think there might be a compromise. How about a dice roll to determine weather or not you convince Major Kyle? where the charisma provides a modifier, positive or negative? "But whats the point of that? you'll just keep reloading until you win" I can hear in response. Yes you can, but you don't have to. That's up to the player to decide how dynamic they want their experience to be. As you said, I wanted to shove legion into the airlock straight away after he betrayed the crew. It infuriates me to this day that I cannot. It upsets me that Dragon Age Origins is the last Bioware game where you can theoretically lose most of your party due to your actions. However, I also detest, in many cases, the Third Option. Because for me, the third option neuters any sense of tension or stakes. I hated how if I just leave Redcliff and come back after Mage tower I can remove any sense of difficulty for me in terms of what choice to make. Now I don't have to self reflect or put any real thought into it, because I can just take the obvious rainbows decision. Like-wise for the Rannoch choice. I cannot believe for one minute that after 300 years of hostilities, after all the millions of dead, that those two peoples are just gonna stop shooting each other because Shepard screams loud enough (and does the Geth a bunch of favors they arguably don't deserve). I'm sorry, there is no situation where I can buy into that possibility. To me it's either The Geth, or the Quarians, never both. Because yes, while not everything is zero sum, not everything is one or the other, but sometimes, sometimes, it is. Edit: When I first did Legions loyalty mission, I literally stopped the game for a WEEK, because I could not decide which impossible choice to make. Genocide, or Mass forced brainwashing. Both options equally horrible to me. That choice was beautiful, it was perfect. And I remember every second of that week I spent debating myself, cursing Legions processes for being unable to come to concusses. I LOVED how painful it was for me, and I openly cried, a week later when finally, with shaky hand and filled with self loathing, I selected Rewrite... The geth/quarian war settlement came a lot closer to the deeper model I suggested than anything in ME1 because you had to do a lot more along the way to earn that option in the first place. For example, you had to save Tali from exile and keep her loyalty. You had to save General Koris (which is not a favor for the geth). You also had to have a loyal Legion present, which means you had to tolerate his BS in ME2. In short, you were earning respect from the two parties embroiled in the war so that, when push came to shove they might listen to your counsel. That's far more realistic than walking in on Major Kyle, possibly having never met him once, and just telling him he's being an idiot in a "charming" way.
For the Geth/Quarian war, I would have put more weight on how you dealt with Gerrel. For the Major Kyle incident, I would have it such that only the Shepard with the Torfan background would have the ability to talk him out of the fight... and that Shepard would have to work for that result over a much longer dialogue... involving Kyle's followers more in a concrete way to see that their leader got the heal he needed. There would also be none of this "I'm just sending a ship to pick you up (while I loot the place) and I'm going to trust you to turn yourself in" line at the end of it. Kyle would accompany Shepard then and there to Normandy and Shepard would have to actually deliver him to an Alliance facility. En route, they could talk about what really happened on Torfan.
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Post by fillshertease on Mar 6, 2020 14:54:18 GMT
My two cents worth...
Why are movie franchises like Terminator and the Matrix so popular? Well ... apart from being great movies, they play on ancient fears that were written into our genes back when we weren't the dominant species and there was a very real fear of being eaten by a tiger tomorrow as you tried to find food for your family. It's plays on the same fear that makes Jaws, and Jurassic Park popular movies as well, but there's an added extra, which is the fear that we will be surpassed by machines of our own invention.
Why?
Well, for the first time in the history of evolution on this planet, we are able to play an active part in the evolution of the next, more superior being. Scientists are trying to develop cures for cancer and telling us that we will one day be able to live to 150, but the reality is that once we are able to create machines that have the same level of intelligence as us, that they will quickly become more intelligent than us, and we will basically become redundant after that. One day you and I will pass away and everything we have learnt will be erased, but a machine intelligence could go on for a virtual eternity.
Now ... why do we fear that so much? What does it really matter to you and me - or anyone for that matter - if somewhere down the track, after we have passed, machines that are more intelligent than us, and have vastly longer lifespans, come along and humanity disappears? These machines will be able to travel to other galaxies like Andromeda because they will literally be able to cast off, shut themselves down, then turn themselves back on when they get there, and it won't matter if that is hundreds of thousands of years from now because of the very real possibility that Einstein is correct and it is never possible for human beings, or any other organic lifeforms which have intelligence, to travel interstellar distances?
As per the above, I think we fear it because of ancient evolutionary biology, but if we look at it pragmatically, it is the next logical step and we should embrace the fact that we are going to invent a superior form of life and then, like 99% of all lifeforms that have evolved on Earth, go extinct.
So, why am I prattling on with all this nonsense?
Well, it's because the underlying philosophy of Mass Effect is that intelligent organic life will invent technology to improve it's standard of living, but that technology will become superior to the organic life whcih created it, and conflict will then arise.
I loved the Mass Effect games, but if I had a criticism it would be that the story is incredibly unoriginal, right up until the very end. I didn't really mind that, and in fact early on I realised that the people who wrote the story loved science fiction as much as I do, and even love the same authors and screenwriters that I love, and part of my enjopyment of the game was constantly recognising yet another plot point, or character, or alien race that they had 'borrowed' from somewhere. Star Trek was leant upon far more heavily than anything else - obviously - but 2001 was in there, Asimov was clearly a big influence, and there were some wonderfully obscure nods to Robert Heinlein, Frank Herbert, and many others, including E. E. Doc Smith, who is almost forgotten these days. Even the Formics made an apperance!
:-P
I loved the overall story because, even though it was a mish-mash of 'borrowed' ideas, I personally believe that it IS inevitable that we create intelligent machines that are superior to us, and that when that time comes we will do everything we can to prevent ourselves becomming irrelevant - and going extinct - but that won't be possible, and we know that in our bones, and that is also partly why we are fascinated by stories like Terminator and the Matrix.
*** SPOILER AHEAD FOR PEOPLE WHO HAVEN'T PLAYED THE MASS EFFECT TRILOGY ***
OK, so, my point is that the underlying philosophy of Mass Effect is that it is inevitable that intelligent organic life will create machines that are superior to it, and that the resulting conflict is also inevitable. I personally LOVED the fact that they resolved this in the short term - albeit a short term that took millions of years - by creating oversears who kept balance and recorded history via the Reapers, and that in the long term the solution was a melding or organic and machine intelligence, so that the overall conflict was resolved.
So ... I disagree with you because, although it is true that the Andromeda Galaxy would be different, I think the underlying philosophy of Mass Effect - as regards organic and machine intelligence - is an inevitability no matter what galaxy intelligent life evolves in, and that quite the opposite of what you claim is true; if the developers and had done what you suggest, they would have been throwing the philosophy so carefully built in Mass Effect out the window, and it would have destroyed the whole fundamental 'argument' and main plot point of the series.
I think they were taking the fundamental Mass Effect philosophy to another galaxy, and letting us see the inevitability of the organic versus machine intelligence conflict play out in a different way. I mean ... in this case we know that the Angarans were created by this 'race' that built all the Remnant technology. Were they organics or machines? Were they overlords whowere maintaining the balance in a different way from the Repears? We know that the Kett are still out there somehwere and that they have a giant civilisation with a galactic government, and that they are in oppostion to AI, which plays along with the fundamental philisophy of Mass Effect. There were so many questions left unanswered, and so much scope for the Andromeda Initiative to expand into an epic series that followed the philosophy outlined in the original trilogy, but looking more deeply into it's other ramifications and how it might play out in different ways in a different galaxy. Fundamentally, doing what you suggest would have been the biggest "no no" in storytelling, especially in a sequel; discarding the underlying foundation of the whole story, rather than building on the foundation that was so carefullly built and slowly unveiled in the original trilogy. The Andromeda story was far more original and had a huge potential scope, but - sadly - as far as I can tell people misunderstood what the original trilogy was actually about, and what it's overarall message was; so relevant today too, with technology taking over our lives, and AI now starting to take some significant steps. I have a horrible feeling that, as a result of what happened, the Andromeda Initiative is going to be abandonned now, and that Mass Effect is going to go off in some completely new direction. Unlike you, I hope they don't abandon the fundamental philosophy of the original trilogy, because I think it is very relevant, and inevitable, but time will tell I suppose.
I guess the best outcome is that they find a happy balance that keeps both you and me happy, because ultimately we're both fans of the series - the original trilogy anyway - and even though I disagree with you, and others, we're still members of the Mass Effect Krantt...
:-)
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