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Post by colfoley on Dec 24, 2016 20:58:31 GMT
The whole point of that TGA trailer was to show off combat gameplay, because we hadn't seen any up until that point. I think your fears are, at this point in time, completely unfounded. The TGA trailer was a full blown in-game features preview. We saw combat, multiplayer, conversations, loyalty missions, Nomad and my fear comes from the fact that they showed clips of 3 different Loyalty missions and the footage was all combat. The showdown with Sloanne Kelly was also weak because it was all variations to the same response, but I digress. At least we saw dialogue, and I know the loyalty footage was of the middle of a mission. I just hope the final game has substantial, story-driven side quests, where combat is entirely possible but completely optional. All the loyalty mission footage we saw was during that long little montage like trailer of rapid fire images. I would not expect them to show off dialogue during that part of it. And as far as the demo being too samey the bit we got...I mean I just do not think they want to show off too much of any story or any of the content. THey want to give us a good idea how the system works without giving people a million points of data to pool through and spoil the story before they even begin. The demo achieved that.
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Post by extremegamer on Dec 26, 2016 9:48:00 GMT
The Witcher 3 did a great job at it oh yeah and Yennifer would pimp slap Ashley from ME 1 any day
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Post by Vall on Dec 26, 2016 18:31:30 GMT
The Witcher 3 did a great job at it oh yeah and Yennifer would pimp slap Ashley from ME 1 any day At least spell her name correctly >_> As for topic, you never really had the option to resolve conflicts through diplomacy in ME...sure, it appeared here and there, but it was really rare...Only example I can think of is UNC Major Kyle, Feros doesn't count IMHO because you have to fight colonists anyway, you just use grenades instead and those conversations that could lead to 1 vs squad fight were just replaced by interrupts. Still, if we get more missions in vein of Wicked Eyes and Wicked Hearts it would be appreciated, I always loved infiltration missions, other examples that spring to mind are Stealing Memory (ME2) or Lady Boyle's Last Party (Dishonored...I know, stealth game, but it was different kind of stealth ) But I'm not worried about combat outweighing story and conversations, this is Bioware we are talking about and I would like to believe they understand that story, characters and conversations are primary reason why they have most of their fanbase. And their attempts in DAI where you could choose different path or actually do different quest based on your choices show that they are interested in making the choices matter, we will see how much of that was just experiment and how much they use something similar to Champions of the Just/In Hushed Whispers in the future.
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Post by Link"Guess"ski on Dec 26, 2016 20:27:03 GMT
They're showing LotR in TV over the holidays in my country and rewatching it reminds me that at its core stuff like that and to some extent those god-awful MCU movies really contain the essence of BioWare stories, in that they're hero's journey-esque plots with a band of heroes that each have their own subplots and one of them is kind of the protagonist, and at its core the companions are, as Patrick Weekes argued, more important than the choices, although I'd honestly say if BioWare cut choices some day I already think Resident Evil is competing with them in some weird way. They should always put heavy emphasis on, not making grand-spanning choices, but choosing dialogue as a main BioWare feature. Combat is something that puts them into comparison with so darn many games that do the job WAAAY better than BioWare. A huge problem with this company to me is how they started trying to be about "immediate fun" since DA2 and ME2 and only went further with it from there and they just can't compete in my view to the games that are similar even if ME3 had awesome biotics and powers. The level design and encounter design is good but I would pick Gears of War or Vanquish over it any day if I had to pick just based on gameplay, which is why I felt ME3 was such an underwhelming game. It was literally trying to mix Gears of War with Uncharted and especially having played Uncharted 2 and 3 at the time I was just not impressed at all because of how watered-down and poorly choreographed all those setpieces were in ME3 but in ME2 they didn't even attempt at setpieces thus not drawing attention to a negative quality. Instead the choices, the suicide mission and the more nitty-gritty text-based/narrative things carried more substance and you remember those games for THAT while ME3 I have this weird fuzzy memory of some awkward looking animations and losing control of the camera every time some prescripted event happened.
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Post by Deleted on Dec 26, 2016 20:27:14 GMT
The Witcher 3 did a great job at it oh yeah and Yennifer would pimp slap Ashley from ME 1 any day At least spell her name correctly >_> As for topic, you never really had the option to resolve conflicts through diplomacy in ME...sure, it appeared here and there, but it was really rare...Only example I can think of is UNC Major Kyle, Feros doesn't count IMHO because you have to fight colonists anyway, you just use grenades instead and those conversations that could lead to 1 vs squad fight were just replaced by interrupts. Still, if we get more missions in vein of Wicked Eyes and Wicked Hearts it would be appreciated, I always loved infiltration missions, other examples that spring to mind are Stealing Memory (ME2) or Lady Boyle's Last Party (Dishonored...I know, stealth game, but it was different kind of stealth ) Actually there more than a few in Mass Effect wherecombat can be avoided through diplomacy Here's just a few of them: -Convincing Fists' Workers to stand down. -Convincing the Krogan to back off from blackmailing Dr Michel. -Not picking a fight with the Arm's dealer in the Rita's Sister quest. -Convincing the Biotic terrorists to stand down when rescuing the Alliance chairman. -Convincing the Major Kyle to surrender himself. -Takin the back route in peak 15 and not going to the Hot labs before dealing with Benezia. -Convince the Turian guard on omega to let you in the quarantined district. -Covincing the Humans in Mordin's recruiment mission to stop looting. -Convince the Batarians to release Mordin's assistent. These are just the cases in which actual combat is avoided, there are also examples take take place just in cutscenes, such as convincing ethan Jeong to stand down rather than shooting him. My issue with diplomacy in Mass Effect though is that nearly always relied on just charm andintimidate dialogue options. Basically, whenever a blue/red dialogue option pops up, the player is telegraphed that picking that specific option is always better than picking the regular dialogue. I hope Mass Effect Andromeda will be intuitive with persuasion and solving conflicts through dialogue.
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Post by garrusfan1 on Dec 26, 2016 21:23:43 GMT
They need to look at combat like ME3 upgrade along with crafting and such. But ME2 was one of the best RPG's ever made. Player choice was shown in multiple ways and made doing all that work feel worth it. The story was excellent and the characters (most of them) and their interactions were out standing. that is what bioware needs to do again. And if this game is gonna have a direct sequel I hope they will do it like ME2. It left you satisfied at the end but hyped for the next one.
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Post by garrusfan1 on Dec 26, 2016 21:25:19 GMT
The Witcher 3 did a great job at it oh yeah and Yennifer would pimp slap Ashley from ME 1 any day Yennifer was a badass in every way. But to be fair she is an extremly powerful sorceress who took out a few dozen cavalry men with a funky rock.
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Post by garrusfan1 on Dec 26, 2016 21:26:51 GMT
The Witcher 3 did a great job at it oh yeah and Yennifer would pimp slap Ashley from ME 1 any day At least spell her name correctly >_> As for topic, you never really had the option to resolve conflicts through diplomacy in ME...sure, it appeared here and there, but it was really rare...Only example I can think of is UNC Major Kyle, Feros doesn't count IMHO because you have to fight colonists anyway, you just use grenades instead and those conversations that could lead to 1 vs squad fight were just replaced by interrupts. Still, if we get more missions in vein of Wicked Eyes and Wicked Hearts it would be appreciated, I always loved infiltration missions, other examples that spring to mind are Stealing Memory (ME2) or Lady Boyle's Last Party (Dishonored...I know, stealth game, but it was different kind of stealth ) But I'm not worried about combat outweighing story and conversations, this is Bioware we are talking about and I would like to believe they understand that story, characters and conversations are primary reason why they have most of their fanbase. And their attempts in DAI where you could choose different path or actually do different quest based on your choices show that they are interested in making the choices matter, we will see how much of that was just experiment and how much they use something similar to Champions of the Just/In Hushed Whispers in the future. uh he spelled yennifer and ashely right so what are you talking about
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Post by Vall on Dec 26, 2016 21:30:48 GMT
At least spell her name correctly >_> uh he spelled yennifer and ashely right so what are you talking about It's Yennefer...
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Post by derrame on Dec 27, 2016 16:31:22 GMT
i think ME2 and ME3 did a great job in balance of those important elements, even during combat
there iare very few gameplay videos about ME:A but, what i have seen so far, looks very well done, fun, interstng, balanced, new features, new gameplay mecanics, all good so far
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Post by Iakus on Dec 27, 2016 16:54:02 GMT
If you were to use all past BioWare games or other RPGs as a point of reference and then point to where you hope ME:A will strike its balance, then I'd appreciate it. I think a trend with BioWare releases in a couple of year now has been to market it on everything but its dialogue. I'm kinda thankful they did show a little segment in Andromeda at TGA, acknowledging they are proud of what they're doing with the interface for interactive storytelling still, but think back to DA:I and ME3 at their respective E3s and it's almost as if BioWare is all hush-hush about showing anything with dialogue. Thankfully, DA:I was chock-full of dialogue options so it's not that I'm worried about that in particular... but I'm still skeptical as to what the balance of dialogue vs combat is. As it was with DA:I it felt segregated and the same for ME3. It's as if the game is built around having levels that are mainly filled with combat scenarios and then once you back on the base you'll have a ton of dialogue with companions but it used to be so where most encounters actually start with dialogue and even break up the middle of a "level" with a dialogue confrontation or something of the sort and then lets you resolve a confrontation through cunning and diplomacy rather than brawns. I'm very worried about new BioWare games being made because I feel they've shifted their focus so heavily towards "immediate fun-factor", and I could live with it in ME2 and DA2 because they kept a lot of moments where diplomacy was an option still but they've really been excluding the dialogue's importance lately. You had those three advisors in DA:I who stood for various non-hostile tasks, save cullen sometimes, but you never ever get to see them shine in missions and while it's nothing to do with you or your dialogue options, it's the fact that there's such a decreased emphasis on anything that ISN'T combat that is so disheartening to me. At its peak it was the In Wicked Hearts and Wicked Eyes or whatever it was called where you're at a ball with people all wearing masks both figuratively and literally and there's plans for an assasination, so the whole point of the level was to blend in as a guest while investigating and preventing any violence from occurring, but as expected it ended in bloodshed and a bossfight no matter how it was played. I thought that was really lame. You had this one, awesome opportunity to solely drive a mission exclusively via emotional tension and political intrigue, and you shit all over it with an, excuse the term, "video-gamey" bossfight. To me combat and immediate gameplay was never really the draw for BioWare games. They're trying to make it so but I don't understand why because their games sold really well even back with ME1 and ME2 when it was just as much the dialogue that was considered "gameplay", at least to me, but they just insist on throwing you into one combat scenario after another. Looking at the Andromeda TGA trailer you get circa three sneak peaks at loyalty missions if you look to the right side of the screen where it states which objectives are active, and in all 3 they showed you using all sorts of sick combat abilities and lots of "bro" moments and headshots... and i'm just worried it's always, always combat and dialogue is just some bonus that you do in between but it never matters. I just hope they are aware of how much a huge chunk of their fanbases play these games for the social aspect of the game's universe which is the dialogue. They know we love the characters but they've begun almost only focusing on that for using the dialogue wheel or interactive cinematics. I want the whole game and the whole story to respect the dialogue wheel as a driving force of the GAMEPLAY and not just combat. Before you come in and say I have rose-tinted glasses because "ME2 was just as bad" or whatever fanbase cliche you want, consider Thane's or Samara's loyalty missions for a moment. Those were fully fledged segments and not just one or two cutscenes like Dorian or Vivienne in DA:I, that required you to use other systems than action or combat to get through them, and they were awesome for it every bit as much as the missions that had you shoot through a corridor. Sadly, I don't think they understand or care about the importance of dialogue or role-play in Mass Effect. If you look at the evolution of the series, only ME1 was really touted as such. ME2 & ME3 were shooters first, RPGS second. And while yes, ME2 had a couple of non-combat missions, by FAR the more common missions were full of corridors of chest-high bulletproof barriers with waves of faceless enemies to shoot. And even ME3 where they boasted of how many lines of dialogue there were, we, the player actually had very little say in what was said, even by our own character. At the time of ME2, I was convinced that shooter and RPG mechanics could be merged into a true hybrid game. Now, I'm not so sure. I'm not sure the shooter crowd wants what the RPG crowd wants, and vice-versa. And as such, I think Bioware is going to cater to the larger (shooter) crowd more and more. And you can't shoot anyone with the dialogue wheel. Well, not unless one of the options is [Attack]
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Post by Raga on Dec 29, 2016 1:34:54 GMT
Though it's probably not the most popular answer, I would actually say ME3 had the best balance so far. It had lots of other problems (namely autodialog and extremely boring side quests that I just "overhear") but the actual ratio of time spent talking vs time spent fighting felt about right. ME2 had a comparable balance but it had the Skyrim "the ocean is a mile wide and an inch deep" problem because you had too many companions. Any given one had very little to say overall.
DAI had the best balance of conversations with companions vs conversations with NPCs giving side quests (at least of any Bioware game with voiced protag). I didn't mind that conversations with NPCs didn't have a cinematic camera or much chance for roleplaying because I don't *need* hardcore roleplaying choices when presented with some guy who wants me to kill rams or whatever. However, I would like to be able to ask him lore questions ("why am I killing these rams?" "how did this problem develop") for immersion purposes.
So in short, it needs about 50/50 talking/fighting like ME2 and ME3. But unlike those the conversations with companions should be deeper and I should be able to actually talk to NPCs more so the style of talking should be like DAI.
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Post by Raga on Dec 29, 2016 1:47:57 GMT
Sadly, I don't think they understand or care about the importance of dialogue or role-play in Mass Effect. If you look at the evolution of the series, only ME1 was really touted as such. ME2 & ME3 were shooters first, RPGS second. And while yes, ME2 had a couple of non-combat missions, by FAR the more common missions were full of corridors of chest-high bulletproof barriers with waves of faceless enemies to shoot. And even ME3 where they boasted of how many lines of dialogue there were, we, the player actually had very little say in what was said, even by our own character. At the time of ME2, I was convinced that shooter and RPG mechanics could be merged into a true hybrid game. Now, I'm not so sure. I'm not sure the shooter crowd wants what the RPG crowd wants, and vice-versa. And as such, I think Bioware is going to cater to the larger (shooter) crowd more and more. And you can't shoot anyone with the dialogue wheel. Well, not unless one of the options is [Attack] I always found it sort of weird that people tout ME1 as the strongest roleplaying game of the three. It basically had like 2 or 3 big binary plot choices (save/kill rachni, save Ashley/Kaiden, save/destroy Council) and like 3 binary loyalty missions (Garrus, Tali, and Wrex) The sidequests were almost invariably of this format: 1. trundle around on some monotonous mountainous planet 2. Find prefab or mine full of pirates/husks/geth 3. Clean it out 4. Repeat. I always found ME1 intensely boring from a roleplaying perspective. It also had lots of "fake" choices wherein it would present you with 3 options on the dialog wheel but Shepard would say the same line no matter which of the 3 you picked. ME2 meanwhile had a chance to make a non trivial decision in pretty much every loyalty mission and *tons* of flavor dialog. Plus interrupts added a whole other extra layer. ME3 started constraining things again, but given how it added up factors from ME1 and ME2 to dictate outcomes, it arguably has the most "roleplaying" of all.
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Post by Iakus on Dec 29, 2016 2:35:00 GMT
Sadly, I don't think they understand or care about the importance of dialogue or role-play in Mass Effect. If you look at the evolution of the series, only ME1 was really touted as such. ME2 & ME3 were shooters first, RPGS second. And while yes, ME2 had a couple of non-combat missions, by FAR the more common missions were full of corridors of chest-high bulletproof barriers with waves of faceless enemies to shoot. And even ME3 where they boasted of how many lines of dialogue there were, we, the player actually had very little say in what was said, even by our own character. At the time of ME2, I was convinced that shooter and RPG mechanics could be merged into a true hybrid game. Now, I'm not so sure. I'm not sure the shooter crowd wants what the RPG crowd wants, and vice-versa. And as such, I think Bioware is going to cater to the larger (shooter) crowd more and more. And you can't shoot anyone with the dialogue wheel. Well, not unless one of the options is [Attack] I always found it sort of weird that people tout ME1 as the strongest roleplaying game of the three. It basically had like 2 or 3 big binary plot choices (save/kill rachni, save Ashley/Kaiden, save/destroy Council) and like 3 binary loyalty missions (Garrus, Tali, and Wrex) The sidequests were almost invariably of this format: 1. trundle around on some monotonous mountainous planet 2. Find prefab or mine full of pirates/husks/geth 3. Clean it out 4. Repeat. I always found ME1 intensely boring from a roleplaying perspective. It also had lots of "fake" choices wherein it would present you with 3 options on the dialog wheel but Shepard would say the same line no matter which of the 3 you picked. ME2 meanwhile had a chance to make a non trivial decision in pretty much every loyalty mission and *tons* of flavor dialog. Plus interrupts added a whole other extra layer. ME3 started constraining things again, but given how it added up factors from ME1 and ME2 to dictate outcomes, it arguably has the most "roleplaying" of all. I seem to recall in ME2 the only non-trivial choices were whether or not to keep Maelon's data, and how you handle Legion's mission. Even the Collector Base only matters if you otherwise tank your War Assets.
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Post by peebee on Dec 29, 2016 2:50:08 GMT
I like the way the combat gameplay is going, faster and more fluid. I think it has always been improving, in ME3 it was better than in ME2, that was better than in ME1.
However I expect the focus to be story and characters, always. I'm unsure about this "exploration" theme they're going with. I enjoy it to a certain point, but I'd rather have more dialogue than places to explore lmao. I'm happy they showed a little of the dialogue mechanics though.
I also hope we have more "dialogue based" quests/segments, like Samara's loyalty mission for example, it was really fun.
Oh, and I hope that the dialogue is always/almost always zoomed in in the characters' faces, because in DAI for example, I didn't enjoy talking with my companions with the camera so far away, the conversations felt less important. When Cassandra talks about her brother for example, it was something important to her but the camera angle makes it more impersonal, it felt weird to me. If it's a random NPC it's fine though.
I'm also hoping Ryder is more like Shepard and Hawke than like the Inquisitor, because I had a hard time getting immersed with the latter.
I'm hoping for too many things aren't I? Oh well...
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Post by Raga on Dec 29, 2016 2:51:58 GMT
Depends on what your definition of "trivial" is. If it's "doesn't get to see major consequences of actions" than 99% of things you decide in Bioware games generally are trivial. For me non trivial decisions are ones that allow me to roleplay - that give me enough variance in choices that I can shape the kind of character I want. Seeing consequences for the choices is just icing on the cake.
ME3 was the richest from a "consequences" definition of role-playing and it combined factors from both previous games.
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Post by degs29 on Jan 3, 2017 18:28:28 GMT
For a game to hold my interest, it either has to have great gameplay so that I'm addicted to the game regardless of story, or great story so that I remain hooked enough to complete the game. Diablo 3 is an example of the former and Mass Effect is an example of the latter.
So the best balance for Mass Effect is to focus on story, characters, dialogue, choice, etc. I've never considered Mass Effect's gameplay to be "great", except for maybe ME3. But it's still my favourite game series in the last decade, if not ever. That hinges entirely on the amazing writing. I hope they never make sacrifices in this area in an effort to boost elsewhere.
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Post by Iakus on Jan 3, 2017 19:01:15 GMT
Depends on what your definition of "trivial" is. If it's "doesn't get to see major consequences of actions" than 99% of things you decide in Bioware games generally are trivial. For me non trivial decisions are ones that allow me to roleplay - that give me enough variance in choices that I can shape the kind of character I want. Seeing consequences for the choices is just icing on the cake. ME3 was the richest from a "consequences" definition of role-playing and it combined factors from both previous games. Not every choice should be meaningful, no. WHo cares about Rebekah's kid in the grand scheme of things? Or finding some volu's credit chit. But there were choices that SHOULD HAVE had major consequences, but didn't. Like keeping or destroying the Collector Base. Shepard becoming a Spectre again in ME2, whether you helped kill Morinth or not. These meant nothing whatsoever.
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Post by Link"Guess"ski on Jan 3, 2017 22:04:12 GMT
I just like the dialogue wheel as a means of interacting with the world. It can involve making choices that alter the course of the story, but that was never the primary use of it IMO. Choosing a line and seeing the other characters reaction is just as meaningful to me as whenever you get the "chose A or B" dilemmas. Obviously for dramatic reasons choosing between Ash or Kaidan or sabotaging or curing the genophage are huge dialogue-wheel moments but I don't like the notion of "if it doesn't matter there shouldn't be a choice" becuase as long as you get 2 or 3 distinct options and Shepard's line changes depending on the one you picked I think it matters.
ME1 had a lot of same-response dialogue wheels though but they've improved since then.
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Post by Deleted on Jan 3, 2017 23:24:50 GMT
It also had lots of "fake" choices wherein it would present you with 3 options on the dialog wheel but Shepard would say the same line no matter which of the 3 you picked. This is actually a common misconception, It did happen, but not nearly as often people seem to think. ME1 was quite unique in that almost every line of dialogue from Shepard required the player to pick option from the dialogue wheel. Of total amount of dialogue wheel choices present in ME1 maybe 5% had a pre-set outcome, no more than two or three dozen times out of hundreds of dialogue choices. If we streamlined the dialogue in ME1 by removing those faux choices ( which I think should have been done!) the game still ends up having a comfortable lead over ME3 in terms of dialogue wheel choices present. I think people tend to forget just the sheer amount of dialogue wheel options the first game has compared to how little there are in Mass Effect 3. Mass Effect 2 actually hit a pretty decent middleground, except when the writers got a little bit to self indulgent.
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GannayevOfDreams
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Neverwinter Nights
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Post by GannayevOfDreams on Jan 4, 2017 0:12:11 GMT
I hope for ME:A to be more story-driven than DA:I. By that I mean a majority of its quest content being relevant to either a main story or compelling side-story. I would gladly take less open space (thought I do love open space) if it meant the space was better utilized. Finding a quest on a random piece of paper lying under a tree in the middle of no-where is... definitely not what I'm looking for.
Mass Effect games up until this point were all pretty good at that. But they were linear games not open-world, so it's obviously easier to keep a coherent direction.
Gameplay was pretty good with ME3, if we mean the way the menu systems and other interact-able pieces were handled . Some improvements on that formula is all I need for ME:A. I'm actually not looking forward to inventory management in ME:A.
Combat more or less the same. Just improve upon the solid foundation provided by ME3.
Dialogue system... honestly for all its other problems, DA2 probably had my favorite. Sarcastic/flippant/jokester FemHawke is probably one of my favorite characters in all of BioWare history. Especially when playing off Isabela or Varric. In general, though, I thought the game did well with the dialogue system, in terms of it hitting the right tone and identifying your personality. For me anyway. I never really went full "aggro" Hawke so take it for what you will. The Inquisitor always felt a bit stiff to me and the dialogue wheel was too inaccurate at times when giving you the "gist" of what you were going to say.
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Post by spacev3gan on Jan 4, 2017 1:02:25 GMT
Combat-driven, absolutely. Lots of possibilities, builds, combinations, crafting, customization, specializations, weapon, loot, challenging fights, different maps, etc. Combat is what gives the game unlimited replay value. Story and Dialogue should give us some direction, I don't expect much more than that.
In other words, make it like DA:I campaign.
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Raga
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Raga on Jan 4, 2017 3:11:48 GMT
It also had lots of "fake" choices wherein it would present you with 3 options on the dialog wheel but Shepard would say the same line no matter which of the 3 you picked. This is actually a common misconception, It did happen, but not nearly as often people seem to think. ME1 was quite unique in that almost every line of dialogue from Shepard required the player to pick option from the dialogue wheel. Of total amount of dialogue wheel choices present in ME1 maybe 5% had a pre-set outcome, no more than two or three dozen times out of hundreds of dialogue choices. If we streamlined the dialogue in ME1 by removing those faux choices ( which I think should have been done!) the game still ends up having a comfortable lead over ME3 in terms of dialogue wheel choices present. I think people tend to forget just the sheer amount of dialogue wheel options the first game has compared to how little there are in Mass Effect 3. Mass Effect 2 actually hit a pretty decent middleground, except when the writers got a little bit to self indulgent. I agree that ME3 had too little dialog wheel choice. I had said that one of its severest problems was way too much autodialog. However, I don't think the overall flavor dialog in ME1 was very strong. I think the strongest was in ME2 even if that "flavor" had little or no discernible impact on overall story.
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