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Post by Hanako Ikezawa on Dec 30, 2016 21:27:32 GMT
Oh crap?! Can't believe I forgot about that. Not that I disagree, but wasn't that made possible thanks to collector technology? Yes, Grunt's tank and Okeer's project utilized Collector/Reaper technology.
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Post by The Elder King on Dec 30, 2016 21:31:49 GMT
Not that I disagree, but wasn't that made possible thanks to collector technology? Yes, Grunt's tank and Okeer's project utilized Collector/Reaper technology. I'm not sure the sleep training program (wasn't Rana who developed it?) was influenced by the Reaper technology though.
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Post by Hanako Ikezawa on Dec 30, 2016 21:33:04 GMT
Yes, Grunt's tank and Okeer's project utilized Collector/Reaper technology. I'm not sure the sleep training program (wasn't Rana who developed it?) was influenced by the Reaper technology though. You mean the same Rana who worked with Saren on his project, also using Reaper technology, and is indoctrinated by the Reapers?
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Post by The Elder King on Dec 30, 2016 21:35:52 GMT
I'm not sure the sleep training program (wasn't Rana who developed it?) was influenced by the Reaper technology though. You mean the same Rana who worked with Saren on his project, also using Reaper technology, and is indoctrinated by the Reapers? Rana is indoctrinated? It doesn't mean the sleep training program was influenced by Reaper technology. It might be? Sure, but there's no proof it was, or how exactly the Reaper technology were used on the project.
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Post by themikefest on Dec 30, 2016 21:40:12 GMT
Surprised Okeer didn't put in Grunt's head that to have his diaper changed, he had to pass the rite on Tuchanka. Grunt wasn't different from the others on that planet. Just had cleaner armor. I used him for some of my playthroughs and found he died more than any of the other squadmates I paired him with.
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Post by Hanako Ikezawa on Dec 30, 2016 21:41:18 GMT
You mean the same Rana who worked with Saren on his project, also using Reaper technology, and is indoctrinated by the Reapers? Rana is indoctrinated? It doesn't mean the sleep training program was influenced by Reaper technology. It might be? Sure, but there's no proof it was, or how exactly the Reaper technology were used on the project. Yes, Rana is indoctrinated. In ME3 the Reapers 'activate' her and she kills about a dozen people before being killed. True, there is no concrete proof it was but then again there is no concrete proof it wasn't. We only have circumstantial evidence, which points to Reaper tech being involved since everyone who worked on it either used Collector/Reaper tech during it or before and one of the two, the one in charge of the training program, is indoctrinated. At least to me.
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Post by The Elder King on Dec 30, 2016 21:44:33 GMT
Rana is indoctrinated? It doesn't mean the sleep training program was influenced by Reaper technology. It might be? Sure, but there's no proof it was, or how exactly the Reaper technology were used on the project. Yes, Rana is indoctrinated. In ME3 the Reapers 'activate' her and she kills about a dozen people before being killed. True, there is no concrete proof it was but then again there is no concrete proof it wasn't. We only have circumstantial evidence, which points to Reaper tech being involved since everyone who worked on it either used Collector/Reaper tech during it or before and one of the two, the one in charge of the training program, is indoctrinated. At least to me. Got it. I forgot about it. The fact that they're indoctrinated doesn't mean that every step or process related to the project have to with the Reaper technology though. I don't think a sleep training program has to be related with the Reapers.
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Post by Hanako Ikezawa on Dec 30, 2016 21:50:16 GMT
Yes, Rana is indoctrinated. In ME3 the Reapers 'activate' her and she kills about a dozen people before being killed. True, there is no concrete proof it was but then again there is no concrete proof it wasn't. We only have circumstantial evidence, which points to Reaper tech being involved since everyone who worked on it either used Collector/Reaper tech during it or before and one of the two, the one in charge of the training program, is indoctrinated. At least to me. Got it. I forgot about it. The fact that they're indoctrinated doesn't mean that every step or process related to the project have to with the Reaper technology though. I don't think a sleep training program has to be related with the Reapers. It doesn't really matter one way or the other. Not everything that is Reaper tech indoctrinates. Case in point, the Mass Relays and the Citadel are Reaper tech yet they are safe to use.
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Post by colfoley on Dec 30, 2016 21:51:26 GMT
Got it. I forgot about it. The fact that they're indoctrinated doesn't mean that every step or process related to the project have to with the Reaper technology though. I don't think a sleep training program has to be related with the Reapers. It doesn't really matter one way or the other. Not everything that is Reaper tech indoctrinates. Case in point, the Mass Relays and the Citadel are Reaper tech yet they are safe to use. So we are led to believe.
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Post by Hanako Ikezawa on Dec 30, 2016 21:56:17 GMT
It doesn't really matter one way or the other. Not everything that is Reaper tech indoctrinates. Case in point, the Mass Relays and the Citadel are Reaper tech yet they are safe to use. So we are led to believe. Even slow indoctrination can only keep people from becoming gibbering animals for a few years. We've met people who have lived on the Citadel for decades or centuries who are not gibbering animals or indoctrinated at all. It makes sense for the Reapers to make those places safe since if they weren't people away from those places would get suspicious.
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Post by colfoley on Dec 30, 2016 21:59:51 GMT
So we are led to believe. Even slow indoctrination can only keep people from becoming gibbering animals for a few years. We've met people who have lived on the Citadel for decades or centuries who are not gibbering animals or indoctrinated at all. It makes sense for the Reapers to make those places safe since if they weren't people away from those places would get suspicious. Fair point. But I really really really like the theory that the Council's insanity and pure incompetence is indoctrination related. Granted they are politicians and I hate politicians, as a prettygeneral rule (some exceptions may apply) but even the Council seemed really dumb.
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Post by themikefest on Dec 30, 2016 22:27:22 GMT
Even slow indoctrination can only keep people from becoming gibbering animals for a few years. We've met people who have lived on the Citadel for decades or centuries who are not gibbering animals or indoctrinated at all. It makes sense for the Reapers to make those places safe since if they weren't people away from those places would get suspicious. Fair point. But I really really really like the theory that the Council's insanity and pure incompetence is indoctrination related. Granted they are politicians and I hate politicians, as a prettygeneral rule (some exceptions may apply) but even the Council seemed really dumb. Can say the same about Shepard at times. Instead of shooting Shiala or leaving her on Feros, why not bring her back before the council to say the same thing she said to Shepard? If the council would believe that audio clip, why wouldn't they believe her? She may even have a comment or two about the reapers.
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Post by nanotm on Dec 30, 2016 23:02:23 GMT
Not that I disagree, but wasn't that made possible thanks to collector technology? Yes, Grunt's tank and Okeer's project utilized Collector/Reaper technology. that was only the tank birthing system though, the mind imprinting tech was salarian, indeed one of the lizards mentions the fact that they all learn through implants when hatchlings in order to advance their studies fast enough due to their short life cycles ...... not that it matters in the slightest, as to the idea of the tech in the bodies, it takes what 5 months to get implants and become proficient in their use, there's no reason why someone cant have multiple implant types just that you have to become proficient in each one before adding the next set on top, however you could feasibly just shove them all in whilst the subject is unconscious and then sleep train them in each different one, hell you can have the amps/implants in training mode for the duration so whilst the feedback is as it would be whilst there in use but they have no external effect, and lets face it V.R. style training simulators would be the best option for teaching full control over each item, it could also be the case that although each pathfinder has the multiple different sets they can only have one set enabled at a time or they burn out the neural interface (which would make sense from a sensory overload perspective), and would also explain why mere soldiers don't get such advanced options what with cost versus life expectancy, maybe some spectres would have bene granted such glory in the past though.... none of which really matters much until we see the game and get to play about with it, maybe there will be good things from this new system maybe not so much, but either way I cant see it as breaking the existing lore, just maybe amplifying some aspects that were skipped over in prior ME games
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Post by BansheeOwnage on Dec 31, 2016 5:31:21 GMT
So, it's been a busy few days and I just now managed to finish my response to being asked why I'm not excited about Scott and Sara having different personalities... in about 2500 words I know people seem more interested in the "class-swapping" thing, but I needed to say this. I’ll try to explain why I’m the opposite of excited about this in a comprehensive manner, but this is going to be a wall of text, so sorry in advance. I'll use spoiler tags to help. There are multiple overlapping issues here: 1. The fact that choosing gender now determines aspects of your protagonist’s personality, contrary to past Bioware games. One of the things I love(d?) about Bioware games was that that didn’t happen. I could just play the character I wanted either way. And yes, it is gender related. It doesn't matter if both characters exist at the same time, the player still chooses which to play, so the end result is the same, and I don't want our RP options to be limited because I want to play a certain gender. I don't want it to be different than previous Bioware games. I should note that I'm not opposed to this kind of thing with set characters, by the way. In a non-RPG, I wouldn't mind choosing between 2 or more different protagonists with set personalities to see changes to the story. But I absolutely do not want that in an RPG. This is my more emotional appeal, next I’ll appeal to reason. Here are a couple of posts that illustrate part of my point so I don’t have to type as much : Again, it would be a different discussion if we played evenly as both (not that I’d be thrilled about that, either – I think that would severely limit our ability to develop our characters and their relationships). But we don’t, we play as one. 2. The implication that autodialogue will be more frequent than it was in DA:I (where it was almost eliminated after the response from ME3). That’s definitely a step backwards in my opinion. Why have autodialogue when you can... not? 3. The autodialogue that is present, even if it’s somehow infrequent, will be opinionated. That is, the protagonist will always say something regardless of it you think it fits the specific character you’re trying to play. This shouldn’t be good news for anyone who doesn’t have fond memories of the autodialogue plaguing ME3. There was an example in the gameplay video that got me worried about this: Ryder responding to SAM’s info about Sloane Kelly with a sarcastic “A hothead? Great.” (There was also the “All I see is the trail of bodies” line, but it’s hard to tell from the cut if that’s in fact autodialogue or if they cut the dialogue wheel from the video.)
We’re not allowed to form our character’s first impression of Sloane, rather it is done for us by Bioware, and it may be different depending on if we’re driving Scott or Sara. I’d consider this a clear disadvantage to roleplaying regardless of their possibly-different outlooks. All you can do is hope that whichever you’re playing as thinks something in-line with how you’re attempting to play them.
What if, for example, Scott’s autodialogue for Sloane is something more like “She might have had good reasons for getting into those altercations.”
I can definitely say that I’d prefer that more neutral line since judging someone as fast as Sara does, having never met them or read up on the specifics of those altercations, is pretty silly. I’d rather my character have a more open mind. But if that’s how it is, too bad for me! You can’t play Sara with an open mind.
Now, that’s just a made-up example, but something similar is bound to happen if this is their approach, and I can guarantee almost everyone will run into at least one moment where they preferred what the other sibling could say compared to the one their playing. Playing the next playthrough as the other sibling is no help, either, since you’ll probably run into the same problem somewhere else. The only way to avoid this problem is to have the same options for each sibling (thus removing autodialogue as well).
Note: It is possible that the example line is not normally autodialogue and Bioware was playing on ME3’s “Action Mode”, the setting that completely eliminated RP in favour of a set (and inconsistent) protagonist. However, I find this highly unlikely. And before anyone says “But Ryder was walking around, not in a conversation, so you have to have autodialogue!”, I’ll remind them that DA:I got around that little conundrum by simply having the wheel appear while moving and you could press a button to stop and access it, or ignore it and say nothing. So there’s no reason to have autodialogue in the scene they showed in ME:A.
The incredibly slim possibility that autodialogue will in fact be infrequent is a decent segue into why this approach to protagonists would still be a disadvantage even if so.
4. Moving on from autodialogue, we have the question: Will this affect which dialogue options are available to each sibling on the wheel? If the answer is yes, there are more follow-up questions. How frequently will this occur? Will it make all of the options in some conversations different, or only some? If it’s all of them, it’s quite obviously railroading your character into a certain personality... which is what Bioware said was the point – I just don’t like it for hopefully obvious reasons. Even if it only affects some of the possible options you get, that’s still limiting because, well, you can’t say something they other sibling could that might suit you/your character more. You’ll just have to go with the next-best option, which isn’t ideal. Here’s a random example to illustrate the point: Scott’s tree: Alec is missing Sara’s tree: \ - I’m scared I won’t see him again. \ - We’ll find him, I’m not worried. ] > - I’d rather not talk about it. ] > - I’d rather not talk about it. / - I regret the last conversation we had. / - Finding him is not our priority. So there are some completely arbitrary hypothetical options with overlapping neutrality. In this scenario, I don’t see the advantage to this approach. In it, Scott is allowed to be more emotional and vice versa, which is easily something that could happen depending on how Bioware wants the siblings to be different. The silver lining is that either character can deflect the inquiry if the other options are worse, but as I said, that’s not ideal. Why limit each sibling to these options rather than let you roleplay each however you choose to? I’d prefer something much more simple: Pathfinder’s tree: I’m scared I won’t see him again. - / \ - We’ll find him, I’m not worried.
< [ ] > - I’d rather not talk about it. I regret the last conversation we had. - \ / - Finding him is not our priority.
That’s better. Now, someone can tell me that it’s not feasible for every conversation to have this many options. That’s okay, because some can (DA:I’s emotional responses look just like the above while talking to Sloane had 4 options instead of the standard 3), and this is just one example based off no specifics of how this approach will work. 5. Many have cited replayability as a plus to this system. The idea is that you’ll be encouraged to play through again as the other sibling to experience other content. This is a fallacy, because we would actually have not only the same replayability with all options available to both siblings, but more. This is simple logic. Why would only being able to play each within certain confines give you more replayability than being able to play each without those confines? No confines allows for all of the variability you would have with set traits and then some. Being able to play as Scott with options A, B, and C, or Sara with options A, B, and D doesn’t allow for more replayability than being able to play as both with options A, B, C, and D. In this not-great attempt at explaining my point, that allows for 8 options (4 each) rather than 6 (3 each) and thus more comparative replayability whether your play as one sibling or both.
An easy example: First playthrough, I try to play a ruthless Sara and romance Character A. Unfortunately, I can’t be as ruthless as Scott can be, but character A isn’t available to Scott, so it’s impossible for me to do the playthrough I want, whereas I could easily do it if Sara had the same options as Scott. This isn’t even accounting for whether it’s important for that character to be male or female.
Another simple example would be wanting to play a level-headed, polite, diplomatically-minded Sara. Whoops! Too bad, Scott’s the one with those traits. Goes other way, too: Want to play Scott as hot-headed, rude, and direct? That sucks, those traits are reserved for Sara.
Again, these are just random examples; I have no idea how this will actually turn out ingame. How much I hate this system will depend on the frequency and severity of how the siblings react differently, as well as the specific ways in which they do, but it will bug me no matter what since I don’t like it on principle as well as because there will be at least one occurrence I’d have preferred to have Scott’s lines (and if I played as Scott, at least one occurrence where I’d have preferred to have Sara’s), when that wouldn’t have happened if they had the same ones.
Now, hopefully my point is made clear: I don’t see any advantage to limiting us this way.
The replayability issue doesn’t even take into account the needless frustration of both sometimes being forced into a certain attitude as well as sometimes being forced out of one, which is my main concern. Just like ME3 autodialogue Shepard. People hated that, and for good reason.
Speaking of Shepard, it’s been said that we didn’t have complete control over them either; they had set traits etc., so why does this matter? Well, first I’ll just say this: So... your point is that because Bioware hasn't given us complete control in the past, they should give us even less control in the future? What?
It’s not like I enjoyed the limitations we had, but most of them were fairly generic traits most (Bioware) heroes have, like skill, determination, charisma, etc. It's not a big deal if Ryder has those as well by default, but I don’t want each sibling to have different unchangeable traits. Shepard is also a strange case because we got less and less control over them as the series went on. By ME3, Shepard’s lack of dialogue options (2 per wheel instead of 3) and frequent opinionated autodialogue was quite damaging to RP for almost everyone. They improved on that with DA:I, so I’m sad they seem to be going backwards.
6. Finally, we get to the “But they’re different characters, of course they should have different personalities!” point. Here’s the thing, though: They aren’t set characters. They’re not NPCs (when we’re playing as them, obviously); we have dialogue options and interrupts. So if we have control over what they do and say most of the time, why not give both siblings the same set of options? Where is the advantage of one protagonist having options the other one doesn't have access to? That is objectively inferior to both protagonists having all options available to them. That's my main point. If there is no set canon anyway, why not? You can talk about how we "just need to roleplay that protagonist" all you like, but being able to influence the character sort of negates the whole “But their personality!” idea, because I’m giving them their personality. Obviously, we’ll never have full control over our RPG protagonists, but as long as devs keep making improvements in that regard, or at least don’t regress, I’ll be happy. This is not that. This is regression. And you don’t have to worry about the siblings having different personalities on account of being different people anyway - the NPC sibling will have their own. So there: They’re different characters, they’ll have different personalities. It’s no reason to limit our RP of the one we’re driving. So... We’ll have to wait for the game to know exactly how this will play out, but those are my concerns. “Reacting differently to situations or people” could mean just about anything, from preset Scott and Sara differing about whether a planet vista is beautiful to full-on personality traits and unchangeable opinions about other characters. Obviously, I hope it’s not extreme, but even the smallest changes will be annoying to me in practice and on principle. I mean, that planet vista probably is beautiful. I want to be able to say so, okay?
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Post by Hanako Ikezawa on Dec 31, 2016 6:05:50 GMT
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Post by BadgerladDK on Dec 31, 2016 10:21:57 GMT
So, it's been a busy few days and I just now managed to finish my response to being asked why I'm not excited about Scott and Sara having different personalities... in about 2500 words I know people are more seem more interested in the "class-swapping" thing, but I needed to say this. I’ll try to explain why I’m the opposite of excited about this in a comprehensive manner, but this is going to be a wall of text, so sorry in advance. I'll use spoiler tags to help. There are multiple overlapping issues here: 1. The fact that choosing gender now determines aspects of your protagonist’s personality, contrary to past Bioware games. One of the things I love(d?) about Bioware games was that that didn’t happen. I could just play the character I wanted either way. And yes, it is gender related. It doesn't matter if both characters exist at the same time, the player still chooses which to play, so the end result is the same, and I don't want our RP options to be limited because I want to play a certain gender. I don't want it to be different than previous Bioware games. I should note that I'm not opposed to this kind of thing with set characters, by the way. In a non-RPG, I wouldn't mind choosing between 2 or more different protagonists with set personalities to see changes to the story. But I absolutely do not want that in an RPG. This is my more emotional appeal, next I’ll appeal to reason. Here are a couple of posts that illustrate part of my point so I don’t have to type as much : Again, it would be a different discussion if we played evenly as both (not that I’d be thrilled about that, either – I think that would severely limit our ability to develop our characters and their relationships). But we don’t, we play as one. 2. The implication that autodialogue will be more frequent than it was in DA:I (where it was almost eliminated after the response from ME3). That’s definitely a step backwards in my opinion. Why have autodialogue when you can... not? 3. The autodialogue that is present, even if it’s somehow infrequent, will be opinionated. That is, the protagonist will always say something regardless of it you think it fits the specific character you’re trying to play. This shouldn’t be good news for anyone who doesn’t have fond memories of the autodialogue plaguing ME3. There was an example in the gameplay video that got me worried about this: Ryder responding to SAM’s info about Sloane Kelly with a sarcastic “A hothead? Great.” (There was also the “All I see is the trail of bodies” line, but it’s hard to tell from the cut if that’s in fact autodialogue or if they cut the dialogue wheel from the video.)
We’re not allowed to form our character’s first impression of Sloane, rather it is done for us by Bioware, and it may be different depending on if we’re driving Scott or Sara. I’d consider this a clear disadvantage to roleplaying regardless of their possibly-different outlooks. All you can do is hope that whichever you’re playing as thinks something in-line with how you’re attempting to play them.
What if, for example, Scott’s autodialogue for Sloane is something more like “She might have had good reasons for getting into those altercations.”
I can definitely say that I’d prefer that more neutral line since judging someone as fast as Sara does, having never met them or read up on the specifics of those altercations, is pretty silly. I’d rather my character have a more open mind. But if that’s how it is, too bad for me! You can’t play Sara with an open mind.
Now, that’s just a made-up example, but something similar is bound to happen if this is their approach, and I can guarantee almost everyone will run into at least one moment where they preferred what the other sibling could say compared to the one their playing. Playing the next playthrough as the other sibling is no help, either, since you’ll probably run into the same problem somewhere else. The only way to avoid this problem is to have the same options for each sibling (thus removing autodialogue as well).
Note: It is possible that the example line is not normally autodialogue and Bioware was playing on ME3’s “Action Mode”, the setting that completely eliminated RP in favour of a set (and inconsistent) protagonist. However, I find this highly unlikely. And before anyone says “But Ryder was walking around, not in a conversation, so you have to have autodialogue!”, I’ll remind them that DA:I got around that little conundrum by simply having the wheel appear while moving and you could press a button to stop and access it, or ignore it and say nothing. So there’s no reason to have autodialogue in the scene they showed in ME:A.
The incredibly slim possibility that autodialogue will in fact be infrequent is a decent segue into why this approach to protagonists would still be a disadvantage even if so.
4. Moving on from autodialogue, we have the question: Will this affect which dialogue options are available to each sibling on the wheel? If the answer is yes, there are more follow-up questions. How frequently will this occur? Will it make all of the options in some conversations different, or only some? If it’s all of them, it’s quite obviously railroading your character into a certain personality... which is what Bioware said was the point – I just don’t like it for hopefully obvious reasons. Even if it only affects some of the possible options you get, that’s still limiting because, well, you can’t say something they other sibling could that might suit you/your character more. You’ll just have to go with the next-best option, which isn’t ideal. Here’s a random example to illustrate the point: Scott’s tree: Alec is missing Sara’s tree: \ - I’m scared I won’t see him again. \ - We’ll find him, I’m not worried. ] > - I’d rather not talk about it. ] > - I’d rather not talk about it. / - I regret the last conversation we had. / - Finding him is not our priority. So there are some completely arbitrary hypothetical options with overlapping neutrality. In this scenario, I don’t see the advantage to this approach. In it, Scott is allowed to be more emotional and vice versa, which is easily something that could happen depending on how Bioware wants the siblings to be different. The silver lining is that either character can deflect the inquiry if the other options are worse, but as I said, that’s not ideal. Why limit each sibling to these options rather than let you roleplay each however you choose to? I’d prefer something much more simple: Pathfinder’s tree: I’m scared I won’t see him again. - / \ - We’ll find him, I’m not worried.
< [ ] > - I’d rather not talk about it. I regret the last conversation we had. - \ / - Finding him is not our priority.
That’s better. Now, someone can tell me that it’s not feasible for every conversation to have this many options. That’s okay, because some can (DA:I’s emotional responses look just like the above while talking to Sloane had 4 options instead of the standard 3), and this is just one example based off no specifics of how this approach will work. 5. Many have cited replayability as a plus to this system. The idea is that you’ll be encouraged to play through again as the other sibling to experience other content. This is a fallacy, because we would actually have not only the same replayability with all options available to both siblings, but more. This is simple logic. Why would only being able to play each within certain confines give you more replayability than being able to play each without those confines? No confines allows for all of the variability you would have with set traits and then some. Being able to play as Scott with options A, B, and C, or Sara with options A, B, and D doesn’t allow for more replayability than being able to play as both with options A, B, C, and D. In this not-great attempt at explaining my point, that allows for 8 options (4 each) rather than 6 (3 each) and thus more comparative replayability whether your play as one sibling or both.
An easy example: First playthrough, I try to play a ruthless Sara and romance Character A. Unfortunately, I can’t be as ruthless as Scott can be, but character A isn’t available to Scott, so it’s impossible for me to do the playthrough I want, whereas I could easily do it if Sara had the same options as Scott. This isn’t even accounting for whether it’s important for that character to be male or female.
Another simple example would be wanting to play a level-headed, polite, diplomatically-minded Sara. Whoops! Too bad, Scott’s the one with those traits. Goes other way, too: Want to play Scott as hot-headed, rude, and direct? That sucks, those traits are reserved for Sara.
Again, these are just random examples; I have no idea how this will actually turn out ingame. How much I hate this system will depend on the frequency and severity of how the siblings react differently, as well as the specific ways in which they do, but it will bug me no matter what since I don’t like it on principle as well as because there will be at least one occurrence I’d have preferred to have Scott’s lines (and if I played as Scott, at least one occurrence where I’d have preferred to have Sara’s), when that wouldn’t have happened if they had the same ones.
Now, hopefully my point is made clear: I don’t see any advantage to limiting us this way.
The replayability issue doesn’t even take into account the needless frustration of both sometimes being forced into a certain attitude as well as sometimes being forced out of one, which is my main concern. Just like ME3 autodialogue Shepard. People hated that, and for good reason.
Speaking of Shepard, it’s been said that we didn’t have complete control over them either; they had set traits etc., so why does this matter? Well, first I’ll just say this: So... your point is that because Bioware hasn't given us complete control in the past, they should give us even less control in the future? What?
It’s not like I enjoyed the limitations we had, but most of them were fairly generic traits most (Bioware) heroes have, like skill, determination, charisma, etc. It's not a big deal if Ryder has those as well by default, but I don’t want each sibling to have different unchangeable traits. Shepard is also a strange case because we got less and less control over them as the series went on. By ME3, Shepard’s lack of dialogue options (2 per wheel instead of 3) and frequent opinionated autodialogue that was quite damaging to RP for almost everyone. They improved on that with DA:I, so I’m sad they seem to be going backwards.
6. Finally, we get to the “But they’re different characters, of course they should have different personalities!” point. Here’s the thing, though: They aren’t set characters. They’re not NPCs (when we’re playing as them, obviously); we have dialogue options and interrupts. So if we have control over what they do and say most of the time, why not give both siblings the same set of options? Where is the advantage of one protagonist having options the other one doesn't have access to? That is objectively inferior to both protagonists having all options available to them. That's my main point. If there is no set canon anyway, why not? You can talk about how we "just need to roleplay that protagonist" all you like, but being able to influence the character sort of negates the whole “But their personality!” idea, because I’m giving them their personality. Obviously, we’ll never have full control over our RPG protagonists, but as long as devs keep making improvements in that regard, or at least don’t regress, I’ll be happy. This is not that. This is regression. And you don’t have to worry about the siblings having different personalities on account of being different people anyway - the NPC sibling will have their own. So there: They’re different characters, they’ll have different personalities. It’s no reason to limit our RP of the one we’re driving. So... We’ll have to wait for the game to know exactly how this will play out, but those are my concerns. “Reacting differently to situations or people” could mean just about anything, from preset Scott and Sara differing about whether a planet vista is beautiful to full-on personality traits and unchangeable opinions about other characters. Obviously, I hope it’s not extreme, but even the smallest changes will be annoying to me in practice and on principle. I mean, that planet vista probably is beautiful. I want to be able to say so, okay? I don't share a single one of your concerns, and am in fact pretty pleased that the game seems more responsive to which Ryder we choose to play as, but just wanted to give you props for a well argued and structured post. I'm pretty sure you just leveled up and gained +1 to internetting.
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Post by cespar on Dec 31, 2016 11:21:37 GMT
Bioware will never be able to win. First, people complained about the Inquisitors being too dull without a personality. Now that Bioware are giving two distinct personality to two different protagonist, people are still complaining. BroRyder and SisRyder will most likely have the same dialogue tones to choose from, but the way they say it will be different. I don't know why people expect to control every aspect of the protagonist. Even RPGs has to have it limitations.
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Post by Sartoz on Dec 31, 2016 15:11:42 GMT
° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚Happy new year everyone!
This thread generated some interesting discussions. Hopefully, everyone remembers that we are discussing the Mass Effect Andromeda game and not the Mass Effect Lore game. The Bio studio will, imo, retcon Lore if that it what it takes to tell the story they always wanted to tell.
Swapping combat profiles is a very interesting twist. The game is designed to do just that. This brings up the why (to me) and not the how. Using the established ME trilogy lore to dismiss or approve one's position is moot, imo. So, why this twist? Is this mechanic a combat necessity in the design or forced by the MP component of the game or both? Would one want this swapping ability playing multiplayer? The studio mentioned co-op play but has not ruled out PvP (at least I don't remember reading about it).
Also, let's talk about combat fluidity. Is Bio speaking from both sides of their mouths? Pausing and swapping is not combat fluidity where I come from. True fluidity means the MP will not have this feature. Can we then enter MP, find out our profile is insufficient to the task so we come back to SP, swap profile and re-enter MP?
All very interesting.
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Iakus
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Post by Iakus on Dec 31, 2016 15:24:34 GMT
° 。 ° ˛˚˛ * _Π_____*。*˚˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛˚ ˛ •˛• ˚ | 田田 |門| ˚ Happy new year everyone!
This thread generated some interesting discussions. Hopefully, everyone remembers that we are discussing the Mass Effect Andromeda game and not the Mass Effect Lore game. The Bio studio will, imo, retcon Lore if that it what it takes to tell the story they always wanted to tell.
And in a narrative-heavy game which (supposedly) exists in a single universe with rules, continuity, etc, lore consistency is very important. If we're going to retcon the lore because the setting you created is suddenly inconvenient for the story then why are we even calling this a "Mass Effect" game?.
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Post by themikefest on Dec 31, 2016 15:42:44 GMT
And in a narrative-heavy game which (supposedly) exists in a single universe with rules, continuity, etc, lore consistency is very important. If we're going to retcon the lore because the setting you created is suddenly inconvenient for the story then why are we even calling this a "Mass Effect" game?. What title would you give the game?
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Post by Iakus on Dec 31, 2016 16:12:03 GMT
And in a narrative-heavy game which (supposedly) exists in a single universe with rules, continuity, etc, lore consistency is very important. If we're going to retcon the lore because the setting you created is suddenly inconvenient for the story then why are we even calling this a "Mass Effect" game?. What title would you give the game? "New IP: The Game"
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PhatePhoenix
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Post by PhatePhoenix on Dec 31, 2016 16:53:22 GMT
I think my one major concern about this system is that this might be how they decided to fix the "why don't my skills and talents work in cut scenes?" problem.
They don't work cuz they're not active.
I mean, that'll fix that problem, for sure. Ryder just constantly turns off their abilities, so when cut scenes happen they're not prepared. Ever.
It sounds silly typing it out, but, this is the same team that forgot about the Biotic Charge when writing a chase scene, so.
My other, more personal, concern is that I'm gonna be forced into strictly shooting segements. Like, I play Sentinel for many reasons, but, one of them is I am booty at the shooting stuff. I died like twenty times to Marauder Shields and his three husk buddies. (No joke, not exaggerating.) As long as it's more of a suggestion to switch ("You should try shooting things here, Ryder!""I'd rather live, but, thanks!") and not forced, I think I'll be okay with it.
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Post by colfoley on Dec 31, 2016 18:58:35 GMT
Bioware will never be able to win. First, people complained about the Inquisitors being too dull without a personality. Now that Bioware are giving two distinct personality to two different protagonist, people are still complaining. BroRyder and SisRyder will most likely have the same dialogue tones to choose from, but the way they say it will be different. I don't know why people expect to control every aspect of the protagonist. Even RPGs has to have it limitations. heh you are pretty much right. Giving a protag a personality requires giving them a personality. Who knew?
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Post by Wulfram on Dec 31, 2016 19:09:10 GMT
Bioware will never be able to win. First, people complained about the Inquisitors being too dull without a personality. Now that Bioware are giving two distinct personality to two different protagonist, people are still complaining. BroRyder and SisRyder will most likely have the same dialogue tones to choose from, but the way they say it will be different. I don't know why people expect to control every aspect of the protagonist. Even RPGs has to have it limitations. heh you are pretty much right. Giving a protag a personality requires giving them a personality. Who knew? You can give the protagonist a choice of personalities. DAI's problem was that they didn't give the player enough control over the personality, because too much dialogue was buried in essentially choiceless investigate trees where the Inquisitor was extremely dull.
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Post by Iakus on Dec 31, 2016 19:30:16 GMT
heh you are pretty much right. Giving a protag a personality requires giving them a personality. Who knew? You can give the protagonist a choice of personalities. DAI's problem was that they didn't give the player enough control over the personality, because too much dialogue was buried in essentially choiceless investigate trees where the Inquisitor was extremely dull. And in DA2 where they tried to give Hawke a personality based on dialogue trends, people b*tched and moaned at that too,
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