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Post by derrame on Dec 19, 2016 17:45:19 GMT
mhm grey mrality sounds boring, it seems our choices and actions will have no effect or noticeable consequences
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Post by Deleted on Dec 19, 2016 17:49:32 GMT
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Post by Deleted on Dec 19, 2016 18:09:29 GMT
Mace Windu wasn't morally grey, he was a light sider. He just used a dueling technique that skirted the dark side.
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Post by warbaby2 on Dec 19, 2016 18:17:12 GMT
Mace Windu wasn't morally grey, he was a light sider. He just used a dueling technique that skirted the dark side. True... there have been grey force users before, but Mace was not one of them. The problem I have with the "grey morality" thing is: It's kinda overused these days... black and white moralities are more and more actively avoided in fiction, which in itself, makes it boring/predictable. Best, recent example would actually be a Star Wars movie: Rogue One. Yea yea, we know, war is supposed to be morally grey, but SW never was. It's part of the charm of the universe - the duality of light and darkness, good and evil, etc. We can't have that in 2016, though, so we get radical, murdering rebel terrorists. That's post modernism and objective morality for you...
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Post by Wulfram on Dec 19, 2016 18:25:26 GMT
I'm pretty sure Bioware have promised more grey moral choices for every game that's not DnD or Star Wars. I don't really take it as meaning much.
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Post by warbaby2 on Dec 19, 2016 18:31:44 GMT
I'm pretty sure Bioware have promised more grey moral choices for every game that's not DnD or Star Wars. I don't really take it as meaning much. ...and then there is that: BW promises.
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Post by Deleted on Dec 19, 2016 18:33:14 GMT
I like the LS/DS choices, not just because taint and glows skins over the character are fun, but because they do work well in the fairly binary way the choices in the games are presented to create as long a non-bugged story as one could, while the player still has an impute and consequences.
Tbh, I expect the choices still be fairly easily recognizable as LS and DS, with the standard test in any confusing situation being: 'will any other person, not encumbered by your emotional attachments chose this and you consider it morally right?"
I would not want the choices become so gray that they cause no conflict of emotions and present no dilemma save for just taste preferences. I don't want it to be too straightforward, and I don't want to always be a good person or always be a bad person, because I am forced to chose between two good things, or two evil things, so it doesn't matter in a way. I feel that once in a while those big life-altering decisions have to root in morality and in the essential differences between the Good and Evil to resonate and make it really cool playing a character with that sort of decision making powers.
EDIT: And, yes, BioWARE always promises more gray choices, even though the times have changed since Martin's book first came out, lol.
I will miss that scale by your characters' portrait and glows, too. I want my blue and red glows! Call me old-fashioned!
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Post by traks on Dec 19, 2016 18:34:39 GMT
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Post by Thrombin on Dec 19, 2016 18:44:23 GMT
I can't get the link to work but this Gray thing isn't really new info. I would argue, it isn't even new to Mass Effect. There were plenty of morally gray decisions. Spoler tagging ME3 spoilers, just in case: Like choosing between the Geth or the Quarians:
On the one hand, Geth are just machines and Tali is your friend but, on the other hand, the Quarians are the aggressors. They are the ones who wronged the Geth in the first place. But did they? They built machines that went wrong and tried to turn them off. Is that really wrong?
Then, if you did save the Geth you have to decide at the end whether to commit genocide on them all, and kill EDI, in order to save the rest of the Galaxy. Or should you risk the control ending to save them. Forcing everyone into the synthesis ending was also pretty morally gray.
The Genophage was morally gray. On the one hand you can restore the Krogan's virility and 'right a wrong' but, in doing so, you expose the Galaxy to a huge threat from the Krogan. There was moral gray all over ME3, at least, if not the earlier installments. One thing that seems a shame was this idea that upgrades won't change the weapon silouhettes. That seems like a step backwards from ME2 and ME3 which is surprising if the hardware and software is supposed to be so much more capable now!
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Post by warbaby2 on Dec 19, 2016 18:49:24 GMT
I can't get the link to work but this Gray thing isn't really new info. I would argue, it isn't even new to Mass Effect. There were plenty of morally gray decisions. Like choosing between the Geth or the Quarians: Spoler tagging ME3 spoilers, just in case: On the one hand, Geth are just machines and Tali is your friend but, on the other hand, the Quarians are the aggressors. They are the ones who wronged the Geth in the first place. But did they? They built machines that went wrong and tried to turn them off. Is that really wrong?
Then, if you did save the Geth you have to decide at the end whether to commit genocide on them all, and kill EDI, in order to save the rest of the Galaxy. Or should you risk the control ending to save them. Forcing everyone into the synthesis ending was also pretty morally gray.
The Genophage was morally gray. On the one hand you can restore the Krogan's virility and 'right a wrong' but, in doing so, you expose the Galaxy to a huge threat from the Krogan. There was moral gray all over ME3, at least, if not the earlier installments. One thing that seems a shame was this idea that upgrades won't change the weapon silouhettes. That seems like a step backwards from ME2 and ME3 which is surprising if the hardware and software is supposed to be so much more capable now! Well, hardware is one thing, time and afford put into weapon/armor design is another one... my guess is, there will be much more visually diverse gear in general, but the individual upgrades will not change those visuals... again, much as DAI did it. I hope at least expanded magazines, scopes and silencers will apply visible changes.
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Post by Vortex13 on Dec 19, 2016 18:51:38 GMT
What I don't get whenever BioWare goes on about how we won't be able to upgrade the Nomad with weapons and the like because "it's for exploration" is why can't we add a cannon to our car when we can waltz into a diplomatic talk as a Pathfinder loaded to the gills with a Reeger Carbine, Piranha, Canifex, Grenades, Sentry Turrets, a flamethrower, industrial strength taser, and weaponized control of mass effect fields? And that's not even counting the other members of our party.
The disconnect is so jarring.
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Post by CrutchCricket on Dec 19, 2016 18:53:23 GMT
How about "colorless choice", where you don't label choices as "grey" aka ambiguous, aka unsure about its identity aka I was going to make a clever analogy to some social justice shit but I kinda lost it (and interest) halfway through.
Point is, games would be well servered I think, letting go not just of false dichotomy moral choice systems but moral choice systems altogether. Don't worry about the hue of your choice, just have information presented to you by people or objects and then make the choice you think best suits the entirety of the context. You know... kind of how we do in RL...
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Post by warbaby2 on Dec 19, 2016 19:06:10 GMT
How about "colorless choice", where you don't label choices as "grey" aka ambiguous, aka unsure about its identity aka I was going to make a clever analogy to some social justice shit but I kinda lost it (and interest) halfway through. Point is, games would be well servered I think, letting go not just of false dichotomy moral choice systems but moral choice systems altogether. Don't worry about the hue of your choice, just have information presented to you by people or objects and then make the choice you think best suits the entirety of the context. You know... kind of how we do in RL... Oh, absolutely... but alas, writers have yet to come up with a way to write stories that appear open/player driven while simultaneously also feel impactful and not on rails. Moral categories are the easiest way to give players choice, after all... ...and no, metaphorically coloured moral categories are NOT racist.
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Post by CrutchCricket on Dec 19, 2016 19:58:36 GMT
Oh, absolutely... but alas, writers have yet to come up with a way to write stories that appear open/player driven while simultaneously also feel impactful and not on rails. Moral categories are the easiest way to give players choice, after all... ...and no, metaphorically coloured moral categories are NOT racist. Impact can be achieved through simple cause and effect. You decide x, a b and c happen, you decide y d e and f happen. Was it good? That depends on what you look for and what the sum of the effects were. Outcomes should be dictated by what would logically happen, not a moral "color". Take the genophage for example. Curing it is portrayed as ushering in the land of happiness and chocolates for the krogan and thus, cure=good sabotage=bad (and no, salarian support isn't really enough to overturn that verdict). But if we leave that simplistic crap behind and instead think of what would logically happen: Cure: + boost to krogan morale +boost to krogan numbers, + boost to war effort, -logisitical considerations -ecological/evolutionary considerations of a species with zero resources or means to resources and unchecked population control vs sabotage: -boost to krogan morale +/- boost to war effort +potential for krogan long term viability through outside control Result=? It's hard to summarize those effects in one line, much less a phrase but you get the idea. The developers would need to make some decisions regarding some more nebulous outcomes- for example they'd need to decide one way or another if the potential for krogan to mentally outgrow the genophage depression becomes a reality or not. But otherwise, yeah. Cause, effect(s) and it's up to us to decide which are preferable.
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Post by warbaby2 on Dec 19, 2016 20:04:31 GMT
Oh, absolutely... but alas, writers have yet to come up with a way to write stories that appear open/player driven while simultaneously also feel impactful and not on rails. Moral categories are the easiest way to give players choice, after all... ...and no, metaphorically coloured moral categories are NOT racist. Impact can be achieved through simple cause and effect. You decide x, a b and c happen, you decide y d e and f happen. Was it good? That depends on what you look for and what the sum of the effects were. Outcomes should be dictated by what would logically happen, not a moral "color". Take the genophage for example. Curing it is portrayed as ushering in the land of happiness and chocolates for the krogan and thus, cure=good sabotage=bad (and no, salarian support isn't really enough to overturn that verdict). But if we leave that simplistic crap behind and instead think of what would logically happen: Cure: + boost to krogan morale +boost to krogan numbers, + boost to war effort, -logisitical considerations -ecological/evolutionary considerations of a species with zero resources or means to resources and unchecked population control vs sabotage: -boost to krogan morale +/- boost to war effort +potential for krogan long term viability through outside control Result=? It's hard to summarize those effects in one line, much less a phrase but you get the idea. The developers would need to make some decisions regarding some more nebulous outcomes- for example they'd need to decide one way or another if the potential for krogan to mentally outgrow the genophage depression becomes a reality or not. But otherwise, yeah. Cause, effect(s) and it's up to us to decide which are preferable. Yea, but that would require developers to take risks with the possible outcomes they can imagine, and those might not correspond with what players expect... risk taking has kinda gone away with big developers over the last decade, if you haven't noticed.
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Post by jackievakarian on Dec 19, 2016 20:27:39 GMT
Hey, Some new info released today via German games magazine GameStar... www.gamestar.de/spiele/mass-effect-andromeda/artikel/mass_effect_andromeda,48839,3306670.html Bottom line (from an Interview with Fabrice Condominas): The story decisions will not be as "black and white" as they have been in the past, but be more "shades of grey"... 'cause that's what one has to do with game stories these days. Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). Crafting will be similar to DAI, including material collection, and we'll have to find blueprints to make new gear and modules. Also: The Tempest and Nomad will be upgrade able, but not a point where the changes "break" the predefined silhouette. Meaning: Tuning and color changes, but no external modules/weapons etc. That's the gist of it. GameStar is releasing new info regularly, I'll update accordingly if there is something of interest... I know this was expected and already confirmed. But that one sentence has decreased my excitement for this game dramatically. Seriously. I'm not giving up on this game. But jeebus fucking christ, I winced like Tina Belcher as soon as I read this sentence. Given that I've had a shitty fucking day and then I read this, I almost feel like having a meltdown. Oh well. At least I will have Yooka-Laylee to play in April if Andromeda disappoints me.
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Post by CrutchCricket on Dec 19, 2016 20:36:50 GMT
Yea, but that would require developers to take risks with the possible outcomes they can imagine, and those might not correspond with what players expect... risk taking has kinda gone away with big developers over the last decade, if you haven't noticed. I don't see it as inherently risky. Just requiring a bit more forethought. They won't be able to account for every outcome but as long as they account for the most obvious ones in a way that makes sense, that should be good enough.
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Post by Link"Guess"ski on Dec 19, 2016 20:37:43 GMT
Witcher 3 also is a game where you loot every 5 seconds when you stumble across crafting or alchemy materials, but not as many complained and me neither because there was no 4-second animation every single time you had to loot. They actually made DA:I much better than it was at launch by reducing the animation time for all loot except for actual items and armor. So elfroot and other plants and ores, only takes 1 second or so and you get between x3 to x9 ore every time now, so it's not as much of a pain in the ass as it used to be.
I think they learned from that and as it appeared in the TGA trailer the loot window simply pops up when you stand near your loot and there's no annoying crouching animation involved every time. On the flipside I think we're going to hate the scanner and that's gonna spawn a couple of rants on every BioWare-related board across the internet around the time the game has been out for a little while. It just doesn't look fun. It's the worst aspect of Witcher, the Witcher senses, and they decided to use it as a core mechanic for Andromeda. I just know every single mission in the game will have you go around looking at things with the scanner and then listen to Ryder's observations about it now. That's going to be tedious.
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Post by warbaby2 on Dec 19, 2016 20:40:05 GMT
Yea, but that would require developers to take risks with the possible outcomes they can imagine, and those might not correspond with what players expect... risk taking has kinda gone away with big developers over the last decade, if you haven't noticed. I don't see it as inherently risky. Just requiring a bit more forethought. They won't be able to account for every outcome but as long as they account for the most obvious ones in a way that makes sense, that should be good enough. Oh, I agree, I'm just looking for explanations why some companies still write extremely formulaic stories...
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Post by Pearl on Dec 19, 2016 20:50:39 GMT
For instance, will Ryder deal with some rather 'alien' beings in a way that doesn't immediately resulting in pew pewing? Are there any 'alien' elements present in the game? Etc. The answers to these questions would be "It's up to you [the player]" and "More on that next year", because for whatever reason Bioware doesn't want to go into detail about a game that's supposedly coming out in three months. Boring non-answers that don't make good print. Part of interviewing is asking questions that you're reasonably sure will actually get answered, which is why so many different interviewers wind up asking variations on the same questions. Plus in some cases, the interviewee is given a list of questions beforehand and gives feedback on what they can/can't talk about.
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Post by jerzeycj on Dec 19, 2016 21:03:27 GMT
material collection, and we'll have to find blueprints to make new gear and modules. Oh God, please no. At the very least, I hope the blueprints are in fixed vendors/drops/locations. Having to farm a single random chest in some random underground ruin just so that I could get decent gear was the worst. It was made worse, because it was entirely possible to do a complete playthrough and not find any of the really good armor/weapon blueprints. And having to hike around looking for that last bit of material you need to make something is uninteresting at best and tedious at worst.
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Post by ApocAlypsE on Dec 19, 2016 21:23:45 GMT
My problem with DA:I's crafting wasn't the grinding, it was pretty mild compared to some other games. The problem was that the crafted gear was clearly overpowered compared to the uniques, and the uniques themselves didn't offer interesting build changing mechanics to compensate for it. I remember uniques from DA:O and DA2, but I don't remember a single unique item in DA:I because what I had at the point when I got it was vastly superior.
Few other things: 1. The collection animation needs to be removed entirely to not make it annoying. Also I should be able to collect at longer range. 2. Bring more stat variation when crafting, there are groups of materials which all offer the same stats in DA:I. 3. When low level, please for the love of god don't make the fragments drop for 2-4 pieces like they did in DA:I for earlier levels. 4. If you seperate materials into tiers, make the higher ones more rare. Or remove material tiers entirely to give reason to return to earlier planets. The equipment tiers should be regulated only by schematics.
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Post by Deleted on Dec 19, 2016 21:46:20 GMT
In my view, the MET is as clearly LS/DS a game as Baldur's gate or most of the SWTOR.
Geth vs Quarians are probably the only truly gray problem in the MET, because of the consequences to both sentient races are equally sever, with just a bit of an out where you can claim that you do not consider Geth sentient beings because they are synthetics. However, the body of the Sci-Fi allows for the highly organized synthetics to be recognized as sentient beings to be treated as no different than other species. This situation gives you a win-win however, and you do not have to take sides and commit a genocide either way, instead brokering peace, which is the LS vs the DS of wiping one or another. Curiously, this decision is only available to the character committed to resolving problems in a consistent way, either LS or DS.
Conflicts between the morality and personal loyalty do not really make a case gray, imo, rather more clearly DS/LS.
In case of Krogans, this imo not a morally gray area at all. Krogans are recognized as sentient and intelligent beings, so genophage is an immoral (or darksided) act and is clearly marked as such in the game, every step of the way. The only really gray area there is using the unethical research data. The pre-emptive continuing biological warfare against the civilian population based on the assumption of future military culpability is a darksided decision.
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Post by warbaby2 on Dec 19, 2016 22:02:03 GMT
My problem with DA:I's crafting wasn't the grinding, it was pretty mild compared to some other games. The problem was that the crafted gear was clearly overpowered compared to the uniques, and the uniques themselves didn't offer interesting build changing mechanics to compensate for it. I remember uniques from DA:O and DA2, but I don't remember a single unique item in DA:I because what I had at the point when I got it was vastly superior. Few other things: 1. The collection animation needs to be removed entirely to not make it annoying. Also I should be able to collect at longer range. 2. Bring more stat variation when crafting, there are groups of materials which all offer the same stats in DA:I. 3. When low level, please for the love of god don't make the fragments drop for 2-4 pieces like they did in DA:I for earlier levels. 4. If you seperate materials into tiers, make the higher ones more rare. Or remove material tiers entirely to give reason to return to earlier planets. The equipment tiers should be regulated only by schematics. 1) Yea, no, and the animation will be even greater this time around: We'll get scanning! 2) Agreed. 3) Also agreed, but I doubt that will change, since everything should take longer iat low level - open world 101. 4) Either that or make types of gear material dependent... say, Terran gear needs other materials then Kett gear, etc.
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Post by Xerxes52 on Dec 19, 2016 22:12:13 GMT
I'm iffy on the item crafting news. Personally I'm hoping the blueprints are in fixed locations, or at the very least certain chests will always yield a blueprint (no duplicates of course). Also I like the idea of adding a crafting material shop on the same menu as the crafting station.
However, one thing I'm adamant on, everything must carry over in New Game Plus. XP level, armor, weapons, gear, blueprints, crafting materials. Normally that should go without saying, but I'm being paranoid.
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