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Post by dropzofcrimzon on Dec 27, 2016 1:33:40 GMT
but that STILL makes no sense because these are not devices. Your abilities are not a plug and play device especially your biotics which come form an amp permanently implanted in your body and tumors in your nervous system. I get what you are trying to say and in an universe like Deus Ex or Crysis were all the abilities of the protagonist come from a set of cybernetics or an exoskeleton it makes sense but not for Mass Effect, not really with the established lore. But implants are devices and the fact that your abilities to-date have not been along the lines of plug-and-play is precisely the point I'm making. If they were capable of being reconfigurable to connect to either a biotic amp or an omni-tool or a reflex-enhancing or muscle-enhancing device then that would be a perfectly reasonable explanation in keeping with the lore (Biotic Amps, by the way, are not the implants - the implants connect to the amps). Remember the class selection screens from ME3? Each class had a diagram of Shephard overlayed with a network of different implanted tech networked throughout his body. I don't know anything about Deus Ex but what you are describing seems exactly that. At the end of the day classes are just a game-play construct anyway. James and Ashley are soldiers but they have a different skill set to Soldier Shephard. Each character has different implants which enable different abilities and which abilities go with which class are pretty arbitrary and flexible anyway amongst the different squad mates (even Shepard, given his reconfigurable bonus power). Soldiers have ocular synaptic processors which gives them their focus ability, Vanguards get biotic charge because of their L5n implants, Sentinels have special shield tech, Adepts have L5x implants to enable their Singularity ability. Fortification comes from a 'non-Newtonian fluid which hardens on impact'. A lot of powers may well require training to use but that's the point of the Pathfinder they are naturally biotic and have trained in using biotics, tech and combat powers but most of those powers are still enabled by devices which activate or direct them. It's natural to assume that there is a limit to the amount of powers that can be active and controllable at any one time so it makes sense that a character with a need to be flexible depending on the situation might benefit from a special type of implant (or just tech that attaches to the implant) to enable different functions to be swapped out as needed. Of course it's all speculation but I don't agree that that approach would be in any way incompatible with existing lore. Ok so explain to me exactly how it makes sense that all of a sudden because I am running a Drone which is manufactured and controlled by my omnitool my ryder suddenly is unable to wave his hand and use a shockwave because while technically doing both is entirely possible in lore because they are goddamn separate skills (and apparently he is trained to do both) in the game there is no profiled skillset that contains both...BUT he is able to use other biotic powers because they ARE in that profile when we know that biotic powers are based on muscle movement and nerve stimulation. If I was told "hey, you have slots for ADVANCED biotic, Soldier and tech powers...make your profile according to preference, you can respec all of these chosen skills as you like and swap tech skills at will in the medbay because they are based on limited software and hardware slots in your hardsuit" I would totally ok with it. THAT actually adds a layer of complexity to the game and god dang it I already have it planned out. But this system? This just feels like mechanic that wad just not thought through but someone high up came up with it so no one told them it was a dumb idea
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Post by Saboru on Dec 27, 2016 1:41:41 GMT
so your point is...don't look into it and just accept the idiocy of it? Nope. My point is there is no explanation of a fictional device that someone won't find idiotic. Especially if they do not like the thing being explained. So when you're crafting that explanation you go for something that is plausible for a significant proportion of the consumers, that fulfils any other criteria the project has imposed on you, and which will unfortunately piss off a few people. You're talking as though there is such a thing as a perfect explanation that will raise no problems, but that's not an achievable goal.
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Post by dropzofcrimzon on Dec 27, 2016 1:45:41 GMT
so your point is...don't look into it and just accept the idiocy of it? Nope. My point is there is no explanation of a fictional device that someone won't find idiotic. Especially if they do not like the thing being explained. So when you're crafting that explanation you go for something that is plausible for a significant proportion of the consumers, that fulfils any other criteria the project has imposed on you, and which will unfortunately piss off a few people. You're talking as though there is such a thing as a perfect explanation that will raise no problems, but that's not an achievable goal. and there are explanations that are flat out idiotic because the mechanic proposed was ill conceived IE the thermal clips which were almost universally despised and were put in place because "we need 25% more shooter crowd"
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Post by Warrick on Dec 27, 2016 1:51:37 GMT
To be a decent biotic you had to be exposed to element zero in the womb and then go to brain camp to train and then get the implant. There is a lore problem but I'm for ditching/retconning lore if the game is more fun that way. I doubt it will be, but we'll see.
Maybe undergoing at least the basics of this training and getting the implant should have been part of the game. A kind of in-game specialization unlock.
The system, presented as a game mechanic without ties to lore, suggests to me the levels might be designed with it in mind and you will be supposed to switch at predefined points, limiting choice instead of enhancing it. Like the GTA V missions where you switch characters. Here you switch loadouts instead.
As for different personalities, that's good. It gives fanfiction writers more ground to stand on when they inevitably write their Scott/Sarah siblingmances.
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Post by Saboru on Dec 27, 2016 1:56:42 GMT
Nope. My point is there is no explanation of a fictional device that someone won't find idiotic. Especially if they do not like the thing being explained. So when you're crafting that explanation you go for something that is plausible for a significant proportion of the consumers, that fulfils any other criteria the project has imposed on you, and which will unfortunately piss off a few people. You're talking as though there is such a thing as a perfect explanation that will raise no problems, but that's not an achievable goal. and there are explanations that are flat out idiotic because the mechanic proposed was ill conceived IE the thermal clips which were almost universally despised and were put in place because "we need 25% more shooter crowd" So is it the explanation or the design decision? In the whole big search space of explanations does there exist one that could overcome your antipathy to the decision itself? Or would it always be a case of hating the decision and kicking lumps out of any explanation that dared to refer to it?
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Post by dropzofcrimzon on Dec 27, 2016 2:03:50 GMT
and there are explanations that are flat out idiotic because the mechanic proposed was ill conceived IE the thermal clips which were almost universally despised and were put in place because "we need 25% more shooter crowd" So is it the explanation or the design decision? In the whole big search space of explanations does there exist one that could overcome your antipathy to the decision itself? Or would it always be a case of hating the decision and kicking lumps out of any explanation that dared to refer to it? EG: If the explanation for thermal clips had been "after dealing with Saren's forces the need for greater firepower required heating solutions that required thermal clips due to the extreme heat generation" I could have accepted it...but as is the "you can fire faster" especially in reference to say...a sniper rifle with a handwave to how efficient weapons were in ME1 and no mention of additinal firepower benefits ALONGSIDE the underline motive makes it less than bearable. As it is the mechanic we are talking about now simply makes no sense and could have been handled far more elegantly...that and no real explanation will make sense if you ask me mostly because this gameplay mechanic does not serve the lore but, on the contrary, the lore is being bent to serve it much like when in a movie the special effects are not in service to the story but the story exists to justify them.
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Post by hsomcokesniper on Dec 27, 2016 8:19:13 GMT
Cue the "find and scan 150 stardust fragments to unlock the door to magic mountain" quests.
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Post by Hanako Ikezawa on Dec 27, 2016 9:29:36 GMT
Well, so much for that hope. I guess all that talk about us being diplomats was a bunch of nonsense since we are not able to do that, instead restricted to always having to just kill everything.
And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. Why not just make them fully preset characters then? This is even more restrictive than Shepard or Hawke, let alone protagonists like the Inquisitor I was hoping for. I can understand and begrudgingly accept this when they are NPCs, but Bioware doing this when the are player characters is infuriating. We should be the ones to determine how 'our' character will be, not Bioware. Other characters reacting to us being Scott or Sarah is fine, but despite what Mike Gamble says when we are playing Scott or Sarah they are the same character and person: the player character.
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Post by Ahriman on Dec 27, 2016 9:43:31 GMT
And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. Why not just make them fully preset characters then? This is even more restrictive than Shepard or Hawke, let alone protagonists like the Inquisitor I was hoping for. We should be the ones to determine how 'our' character will be, not Bioware. Other characters reacting to us being Scott or Sarah is fine, but despite what Mike Gamble says when we are playing Scott or Sarah they are the same character and person: the player character. What? They are in no position to make decision you'll have, are you going to assume that other sibling would wipe some primitive tribe because they won't offer you tea on Nexus? And they aren't. Only one is pathfinder, no more, no less. They are going to have a few minor personal quirks whether you play as them or not and that's it.
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Post by Hanako Ikezawa on Dec 27, 2016 13:11:27 GMT
And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. Why not just make them fully preset characters then? This is even more restrictive than Shepard or Hawke, let alone protagonists like the Inquisitor I was hoping for. We should be the ones to determine how 'our' character will be, not Bioware. Other characters reacting to us being Scott or Sarah is fine, but despite what Mike Gamble says when we are playing Scott or Sarah they are the same character and person: the player character. What? They are in no position to make decision you'll have, are you going to assume that other sibling would wipe some primitive tribe because they won't offer you tea on Nexus? And they aren't. Only one is pathfinder, no more, no less. They are going to have a few minor personal quirks whether you play as them or not and that's it. I don't see what anything you said in the first part of your reply has anything to do with what I said. As for the second part, I was using they in the singular gender-neutral use of the word since like you said we will be playing as Scott or Sarah. And 'minor personal quirks' is still too much assumption on Bioware's part. The player should be the only one who chooses what personal quirks their character has.
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Post by Saboru on Dec 27, 2016 13:12:13 GMT
So is it the explanation or the design decision? In the whole big search space of explanations does there exist one that could overcome your antipathy to the decision itself? Or would it always be a case of hating the decision and kicking lumps out of any explanation that dared to refer to it? EG: If the explanation for thermal clips had been "after dealing with Saren's forces the need for greater firepower required heating solutions that required thermal clips due to the extreme heat generation" I could have accepted it...but as is the "you can fire faster" especially in reference to say...a sniper rifle with a handwave to how efficient weapons were in ME1 and no mention of additinal firepower benefits ALONGSIDE the underline motive makes it less than bearable. As it is the mechanic we are talking about now simply makes no sense and could have been handled far more elegantly...that and no real explanation will make sense if you ask me mostly because this gameplay mechanic does not serve the lore but, on the contrary, the lore is being bent to serve it much like when in a movie the special effects are not in service to the story but the story exists to justify them. I agree completely the need for an explanation often exists purely because of gameplay changes and the lore is required to serve the gameplay. But I just see that as an inherent part of computer games. Gameplay and lore are both important, I don't see that one should always trump the other. And when it's a series of computer games the process because much more visible because some of the conflicts appear as changes that need explaining, but you see lore/gameplay issues in single games too. I mean look at the issue we're discussing here. In ME1 you had guns that overheat madly and may be used in a vacuum. You'll have a long wait for that to dissipate on its own, but it was accepted with goodwill and some hand waving because it was fun and most people could either not care, not notice, ignore or cobble together a reason in their head that satisfied them. And that's an approach I try to take with cross game changes too, even if I know they really had to do it because of a design decision. Give me just enough to work with and I'll work with it even if it's a bit fuzzy round the edges.
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Post by sjsharp2010 on Dec 27, 2016 13:35:26 GMT
EG: If the explanation for thermal clips had been "after dealing with Saren's forces the need for greater firepower required heating solutions that required thermal clips due to the extreme heat generation" I could have accepted it...but as is the "you can fire faster" especially in reference to say...a sniper rifle with a handwave to how efficient weapons were in ME1 and no mention of additinal firepower benefits ALONGSIDE the underline motive makes it less than bearable. As it is the mechanic we are talking about now simply makes no sense and could have been handled far more elegantly...that and no real explanation will make sense if you ask me mostly because this gameplay mechanic does not serve the lore but, on the contrary, the lore is being bent to serve it much like when in a movie the special effects are not in service to the story but the story exists to justify them. I agree completely the need for an explanation often exists purely because of gameplay changes and the lore is required to serve the gameplay. But I just see that as an inherent part of computer games. Gameplay and lore are both important, I don't see that one should always trump the other. And when it's a series of computer games the process because much more visible because some of the conflicts appear as changes that need explaining, but you see lore/gameplay issues in single games too. I mean look at the issue we're discussing here. In ME1 you had guns that overheat madly and may be used in a vacuum. You'll have a long wait for that to dissipate on its own, but it was accepted with goodwill and some hand waving because it was fun and most people could either not care, not notice, ignore or cobble together a reason in their head that satisfied them. And that's an approach I try to take with cross game changes too, even if I know they really had to do it because of a design decision. Give me just enough to work with and I'll work with it even if it's a bit fuzzy round the edges.
TBH that's how I do it too if something's not explained completely I kind of pull at my characters and the story and kind of headcannon how they ended up in that situation that they're in. For example in DAI when I play a mage that romances Cullen when it comes to him overcoming his Lyrium problem I kind of headcannon that my mage uses her magic to try and ease his symptoms. Or if I'm playing a non mage as I am atm she contacts friends that she trusts who are mages to help, things like that it's relatively easy to come up with explanations to fill in the gaps if you feel you need to.
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Post by Ahriman on Dec 27, 2016 13:39:18 GMT
What? They are in no position to make decision you'll have, are you going to assume that other sibling would wipe some primitive tribe because they won't offer you tea on Nexus? And they aren't. Only one is pathfinder, no more, no less. They are going to have a few minor personal quirks whether you play as them or not and that's it. I don't see what anything you said in the first part of your reply has anything to do with what I said. "And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. " - So if NPC sibling is stuck on Nexus with low clerk job and likes croissants, we should go to Nexus and eat croissants when you play as this sibling? What are you trying to say? Well... welcome to Mass Effect, because Shepard does it through entire trilogy.
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Post by Hanako Ikezawa on Dec 27, 2016 13:52:11 GMT
I don't see what anything you said in the first part of your reply has anything to do with what I said. "And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. " - So if NPC sibling is stuck on Nexus with low clerk job and likes croissants, we should go to Nexus and eat croissants when you play as this sibling? What are you trying to say? I'm saying that with this not only is Bioware indirectly saying how Scott or Sarah should be played personality-wise by giving them a canon personality as a NPC, but with this interview Bioware is also directly saying how Scott or Sarah should be played personality-wise by giving them a canon personality as a player character as well. What if someone wants to play a male with a certain personality but that is only available to the female option or visa versa? They make it so the player can't play the kind of character they want to play to an extent far beyond what has been done before or what is acceptable for this kind of role-playing game. Well... welcome to Mass Effect, because Shepard does it through entire trilogy. Which many fans hated, myself included. And Shepard was done to a much lesser extent than this since at least the same options were available regardless of gender.
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Post by mmoblitz on Dec 27, 2016 14:02:24 GMT
The replay value just dropped to about null for me... I really don't like games where one character can do it all. I suppose I don't have to switch out, but the fact that the option will be there, makes me think that you will be gimped if you don't. It may be the game is setup to "encourage" you to switch things up.
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Post by Ahriman on Dec 27, 2016 14:15:13 GMT
What if someone wants to play a male with a certain personality but that is only available to the female option or visa versa? They make it so the player can't play the kind of character they want to play to an extent far beyond what has been done before or what is acceptable for this kind of role-playing game. There are two ways to avoid this. a) Make them absolute blankstates - No, thank you. Either you make isometric RPG with voiceless protagonist and leave nuances to player, or make cinematic action where acting and (surprisingly) emotions are required. Not both. Make them mental clones - which is even more ridiculous. Even Meer and Hale didn't use same phrases identically, and they were supposed to be same character.
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Post by hammerstorm on Dec 27, 2016 14:15:25 GMT
The replay value just dropped to about null for me... I really don't like games where one character can do it all. I suppose I don't have to switch out, but the fact that the option will be there, makes me think that you will be gimped if you don't. It may be the game is setup to "encourage" you to switch things up. I assume we won't be able to chose ALL skills in one playthrough, most likely we have a level cap. And they have said that if you focus on one thing (biotic for ex.) you will be better at it, but if you spread out your skills you will be able to be more versatile. So you can just play a game as "pure" biotic/soldier/tech and then make another one with one from that and one from that. For me it make the reason to replay go up.
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Post by Sartoz on Dec 27, 2016 14:16:06 GMT
Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
Did the studio take a page from The Witcher 3?
About this Strike game. Is it something we can play at any time in the Vortex? Any bar? In the Tempest? Does anyone have a clue what Mike meant by "... deals with the meta story of what's going in with the rest of the settlers...... Multiplayer is a component of that" ????? The latter is interesting because we can SP the game without playing MP.... or so I understand.
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Post by The Elder King on Dec 27, 2016 14:18:04 GMT
The replay value just dropped to about null for me... I really don't like games where one character can do it all. I suppose I don't have to switch out, but the fact that the option will be there, makes me think that you will be gimped if you don't. It may be the game is setup to "encourage" you to switch things up. I don't like much the choice from a lore perspective, but from a gameplay one, I don't see the problem. You can switch companions instead of powers.
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Post by Hanako Ikezawa on Dec 27, 2016 14:23:12 GMT
What if someone wants to play a male with a certain personality but that is only available to the female option or visa versa? They make it so the player can't play the kind of character they want to play to an extent far beyond what has been done before or what is acceptable for this kind of role-playing game. There are two ways to avoid this. a) Make them absolute blankstates - No, thank you. Either you make isometric RPG with voiceless protagonist and leave nuances to player, or make cinematic action where acting and (surprisingly) emotions are required. Not both. Make them mental clones - which is even more ridiculous. Even Meer and Hale didn't use same phrases identically, and they were supposed to be same character. What's wrong with the characters being mostly blank slates? They did that with the Inquisitor, and they are by far my favorite Bioware protagonist to date. Sure some things were required of your character, but even them you had options for their mindset about it. This thing with the Ryders meanwhile does not sound like that at all, with the mindset for the actions taken being chosen for you. As for being mental clones, that's exactly what they should be. Not when they are NPCs since then they are their own character then, but when chosen by us the player they are or should be exactly the same and have every option available regardless of their sex. Now characters can react differently to you taking a certain action or say a certain line because of your gender, but the protagonist themselves should be the same since they are the same character: the player character, an avatar for the player.
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Post by mmoblitz on Dec 27, 2016 14:23:36 GMT
*´¨) ¸.•´¸.•*´¨) ¸.•*¨) (¸.•´ (¸.•` ¤ Mass Effect Andromeda
If I understood correctly, profiles are unlocked through game progression = leveling up. So, some experience is necessary. Besides, so what if Ryder can respec. It's a player's choice to do so. Actually, I like it. From what the devs said months ago, this game will kick your azz in combat. I'll take any advantage I can as I no longer have nimble fingers. I think we're getting concerned because we don't know yet. I would argue that 'learning a particular skill' on the fly is no more lacking immersion than 'learning any skill' at the point of level up. I agree with Sartoz , choice is good. And I can see nothing here that would prevent a player wishing a defined class to choose to spec only into that class. By the look of it there will be several reveals in January. Having choices in any game is always good, but did Bioware set up the mechanics so either way you play the game you will be on even footing or is it set up so you are at a disadvantage if you do not choose to swap? That isn't much of a choice if it's the latter of the two. It's like Bioware saying, "You don't have to play this way, but if you don't, we don't want to hear any whining about it in the forums..Oh wait, thats right, we don't have them anymore! Ha ha ha ha ha!"
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Iakus
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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, SWTOR
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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, SWTOR
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Post by Iakus on Dec 27, 2016 14:30:11 GMT
To be a decent biotic you had to be exposed to element zero in the womb and then go to brain camp to train and then get the implant. There is a lore problem but I'm for ditching/retconning lore if the game is more fun that way. Then why the hell do we even have a narrative for the game?
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Post by javeart on Dec 27, 2016 14:49:34 GMT
What if someone wants to play a male with a certain personality but that is only available to the female option or visa versa? They make it so the player can't play the kind of character they want to play to an extent far beyond what has been done before or what is acceptable for this kind of role-playing game. There are two ways to avoid this. a) Make them absolute blankstates - No, thank you. Either you make isometric RPG with voiceless protagonist and leave nuances to player, or make cinematic action where acting and (surprisingly) emotions are required. Not both. Make them mental clones - which is even more ridiculous. Even Meer and Hale didn't use same phrases identically, and they were supposed to be same character. I'd have no problem with since they don't coexist, but I can see how it could bother other people. That said, I don't understand why Shepard being a man or a woman didn'r work, as they say in the article so, if they wanted to add the brother/sister, for me it would have been preferable if it would have been done the way it was done in DA2.
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https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3Fid%3DOIP.hVm-5wNStlyTEXjhwDoa_wHaEK%26pid%3DApi&f=1&ipt=8f745a5f30b08f8231ddb64664df7375d23cc10878aa50d66fec54e9d570c7e2&ipo=images
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
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Post by Sartoz on Dec 27, 2016 15:23:04 GMT
Well, so much for that hope. I guess all that talk about us being diplomats was a bunch of nonsense since we are not able to do that, instead restricted to always having to just kill everything. And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. Why not just make them fully preset characters then? This is even more restrictive than Shepard or Hawke, let alone protagonists like the Inquisitor I was hoping for. I can understand and begrudgingly accept this when they are NPCs, but Bioware doing this when the are player characters is infuriating. We should be the ones to determine how 'our' character will be, not Bioware. Other characters reacting to us being Scott or Sarah is fine, but despite what Mike Gamble says when we are playing Scott or Sarah they are the same character and person: the player character. Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
I believe there is too much Overthink that leads to some tangential but erroneous conclusions. So, the siblings have their own personalities... so what? We still have choices. The game design still gives us ambiguous moral choices. The "set personality" in no way forces us a choice in the dialogue wheel. The "set personality" to me means that there is a default reaction to a set of circumstances. That's all. Thing is, at this point in time, we are given informational crumbs. One cannot form a "good" opinion of the game design with so little to go by.
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SofaJockey
Not a jockey. Has a sofa.
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Post by SofaJockey on Dec 27, 2016 15:29:39 GMT
Thank you Sartoz for that dose of common sense. Plenty more time for argument when we know more.
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