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Post by Link"Guess"ski on Feb 16, 2017 16:05:35 GMT
I would honestly say the gameplay-loop moreso than anything. I really just want a Mass Effect game that I like to play just because it's fun to play; where there is no finite amount of enemies per area and only a finite set of things I can pick up in an area. I like those tightly-designed areas like the Freighters with crates of loot in Mass Effect 1 or the tightly choreographed combat encounters in any given level of ME2 and ME3 but as long as there still is that but then self-sustaining content on top of things, I think I'm good with this game.
That also includes Multiplayer. I was never the biggest fan of ME3MP but I did play it for a couple of hours every now and then. I haven't checked out even half of the unlockable characters but I did try some unique ones and it's just a blast. I loved finally being able to play as a Turian and I loved my headcanoning that the MP matches were going on during Shepard's attempts at putting an end to the war (even if the additional content kinda makes it less believable).
So those would be my essentials for Andromeda. I of course hope for the story to be the best it can be, but I don't really expect it -- there's been too many signs throughout the latest BioWare games that they've been shifting towards a gameplay>story design (which could've changed back again).
I heard a lot of times how many of the new staff members at Montreal are hardcore ME1 fans and ME2 fans (probably ME3 as well) and they've brought a lot of passion and vision to the project for how they view Mass Effect as fans, and I hope that implies bringing back ME1 elements but also making them much better than they used ot be.
So all in all, I really just hope ME:A has a gameplay loop that's so enjoyable that I'll sometimes boot the game up and just go around killing things for an hour because its fun by itself.
How 'bout you?
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Post by missileglitcher on Feb 16, 2017 16:14:49 GMT
The story. Every game needs a solid story that creates interest and engages the player. That's what killed the previous three mass effect games, they were the worst games ever because they had the worst stories ever, you can blame the retarded game makers for that. Andromeda will be nothing if it doesn't have a good story. Doesn't even need a great story, just needs something without huge plot holes and retcon and terrible characters and terrible dialogue and weak writing, all things which killed the previous mass effect games dead. But andromeda suffers from these problems too and for this reason it will be one of the worst games ever.
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Post by Beerfish on Feb 16, 2017 16:15:26 GMT
If BioWare does what they do well and craft good companions with good voice acting and good ancillary characters that is what I'm after. BioWAre is not as strong as other game companies in perhaps story, quest, game performance etc but imo they still rule the roost as far as companions go. I can adapt to different game play.
It looks so far like they have stuck with some of the good things about MP so I think that will be good as well.
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Post by Deleted on Feb 16, 2017 16:16:43 GMT
The dev team.
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Post by unofficialgreycolor on Feb 16, 2017 16:16:45 GMT
I like to tinker with things in a game. If I can tinker with my abilities and items, I think I'm good.
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Post by Link"Guess"ski on Feb 16, 2017 16:21:50 GMT
I personally find that statement to be false considering that in my experience for a companion to be good they have to be wrapped up in interesting events. ME2 worked because it culminated in the Suicide Mission so it feels like every character is in purgatory of sorts where they're contemplating their potentially final thoughts before knowing they might die tomorrow. In DA:I half the companions just join because they want to or for individual reasons that are self-contained and those one-offs aside they're just "likeable". A few are really good like Cassandra and Solas because their goals and aspirations are mutual to the main plot in one way or another just like in ME2 or ME1 where everyone is after Saren or somehow hurt by his actions or in ME3 where literally everyone are haunted by Reapers and their homeworlds are at stake.
I found DA:I to be a dangerous downgrade in "good companions" to be honest. They're likeable but most of them are pure meandering as well, so I hope they made them better and not just one-off side-stories and that's it in Andromeda. They have the opportunity to make each companion represent species, the other Arks and the mutual experience of having fled or sought away from a previous galaxy.
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Post by Link"Guess"ski on Feb 16, 2017 16:22:49 GMT
Good point actually. If the game is a fuckup, people will be noping out of anything led by "BW Montreal" afterwards.
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Post by KaiserShep on Feb 16, 2017 16:23:40 GMT
For me it's between having a more engaging central cast and nailing the low and high points of the narrative.
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Post by Deleted on Feb 16, 2017 16:24:57 GMT
A story that makes sense and isn't scattered to the winds, so when the credits role you don't say "wtf even was my purpose in this game?"
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Post by missileglitcher on Feb 16, 2017 16:31:31 GMT
"wtf even was my purpose in this game?" My reaction at the end of each mass effect game.
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Post by Deleted on Feb 16, 2017 16:33:34 GMT
"wtf even was my purpose in this game?" My reaction at the end of each mass effect game. My reaction at the end of DA2
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Post by projectpatdc on Feb 16, 2017 16:38:09 GMT
Open world elements Making sure there is enough to keep everyone engaged in their open world segments while getting the space exploration and wild west in space to feel right. The story and characters are their bread and butter so no worries there. They need to shake things up a bit to get away from ME2 and ME3, and make this a much better/more fun game
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Post by fiannawolf on Feb 16, 2017 16:42:52 GMT
www.writersdigest.com/whats-new/7-simple-ways-to-make-a-good-story-great4. Be true to your IQ.
When I worked for a large bookseller, we ran surveys that showed our core customers to be well educated and fairly affluent. This was not surprising: Educated people tend to like books, and their income tends to enable them to buy books.
Still, aspiring authors sometimes dumb down their work because they’re afraid of alienating the vast masses of potential customers they imagine they should be writing for. This is disastrous. You cannot do it. And you don’t need to—the average Joes and Janes are smarter than you may think.
Here’s the key: Don’t underestimate your readers. If they like to read the sorts of books you like to write, they’re right up there with your core demographic. And dumbing down your work can be doubly disastrous, because if you do, agents and editors will not be able to relate to it. thewritepractice.com/write-story/8. Know the Rules, Then Break Them Good writers know all the rules and follow them. Great writers know all the rules and break them. However, the best writers don’t break the rules arbitrarily. They break them because their stories require a whole new set of rules. Respect the rules, but remember that you don’t serve the rules. You serve your stories.Yo, devs, I am ready to love this series again like babylon 5. Just deliver on the story.
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Post by Element Zero on Feb 16, 2017 16:48:02 GMT
There are a lot of good points made so far in this thread. There's a lot on the line with this game, for BioWare.
One thing that always kills ME3 for me is its pacing. This has been on my mind a lot, lately, as I try to occupy my free time leading up to H:ZD and MEA. ME3 had fun combat sequences, for me, but the interaction wasn't nearly as varied and up to par. More importantly, it was all clumped together in zones like the Citadel. Even when I want to sit down and enjoy some ME3 SP combat, I'm dissuaded by the prospect of the lengthy "Citadel slogs", in which one does all of the game's poorly developed roleplaying (and lots of eavesdropping).
I feel strongly that MEA must return to being unquestionably a roleplaying game. In their effort to pull in the wider audience, and to legitimately streamline the dialogue mechanics, BioWare went too far in the direction of action with this Action RPG. I'd like to see the balance brought back to center. There's no reason both sides of the coin can't be well supported.
Also, as I said initially, they need to spread out the RP experience. Return to the original ME1 experience. RP is not something to be experienced solely in hubs and non-combat zones, like we're playing some SP version of Destiny. This is Mass Effect. Scripted RP encounters should be happening everywhere and at a great many times.
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Post by projectpatdc on Feb 16, 2017 16:55:40 GMT
There are a lot of good points made so far in this thread. There's a lot on the line with this game, for BioWare. One thing that always kills ME3 for me is its pacing. This has been on my mind a lot, lately, as I try to occupy my free time leading up to H:ZD and MEA. ME3 had fun combat sequences, for me, but the interaction wasn't nearly as varied and up to par. More importantly, it was all clumped together in zones like the Citadel. Even when I want to sit down and enjoy some ME3 SP combat, I'm dissuaded by the prospect of the lengthy "Citadel slogs", in which one does all of the game's poorly developed roleplaying (lots of eavesdropping). I feel strongly that MEA must return to being unquestionably a roleplaying game. In their effort to pull in the wider audience, and to honestly streamline the dialogue mechanics, BioWare went too far in the direction of action with this Action RPG. I'd like to see the balance brought back to center. There's no reason both sides of the coin can't be well supported. Also, as I said initially, they need to spread out the RP experience. Return to the original ME1 experience. RP is not something to be experienced solely in hubs and non-combat zones, like we're playing some SP version of Destiny. This is Mass Effect. Scripted RP encounters should be happening everywhere and at a great many times. I'd like this post 100 times if I could. Well said. And if you want to watch a 29 year old man become a giddy little girl out of excitement, you should see me on the day Horizon: Zero Dawn is released.
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Post by Deleted on Feb 16, 2017 16:59:39 GMT
There are a lot of good points made so far in this thread. There's a lot on the line with this game, for BioWare. One thing that always kills ME3 for me is its pacing. This has been on my mind a lot, lately, as I try to occupy my free time leading up to H:ZD and MEA. ME3 had fun combat sequences, for me, but the interaction wasn't nearly as varied and up to par. More importantly, it was all clumped together in zones like the Citadel. Even when I want to sit down and enjoy some ME3 SP combat, I'm dissuaded by the prospect of the lengthy "Citadel slogs", in which one does all of the game's poorly developed roleplaying (lots of eavesdropping). I feel strongly that MEA must return to being unquestionably a roleplaying game. In their effort to pull in the wider audience, and to legitimately streamline the dialogue mechanics, BioWare went too far in the direction of action with this Action RPG. I'd like to see the balance brought back to center. There's no reason both sides of the coin can't be well supported. Also, as I said initially, they need to spread out the RP experience. Return to the original ME1 experience. RP is not something to be experienced solely in hubs and non-combat zones, like we're playing some SP version of Destiny. This is Mass Effect. Scripted RP encounters should be happening everywhere and at a great many times. That's what TES got right. Scripted RP encounters.
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Post by mjalpha on Feb 16, 2017 17:03:42 GMT
The story and overall aesthetic of the game for me. If they don't give me stakes that I care about then it won't matter how good the gameplay is, honestly. The delivery of the Nexus, Tempest, Hubs etc. needs to be a success as well. If they're forgettable/thin in any way then it'll be really hard for me to immerse myself which is key to logging any real hours. Inquisition was a decent game, but the story arc bored me to the point that I couldn't even muster enough "give a damn" to finish even after 75+ hours of gameplay (still haven't gotten over this). So in a nutshell, Story>Aesthetic>Gameplay>Relationships.
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Post by derrame on Feb 16, 2017 17:11:29 GMT
story, it must make sense, and the ending too! it must be fun to play interesting to explore memorable and lovable hateable characters it must be lik ME1 and ME2 written by Drew Karpyshyn
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Post by Element Zero on Feb 16, 2017 17:11:41 GMT
That's what TES got right. Scripted RP encounters. I'm hoping we will see more of them in MEA. I don't it to sound like I think the maps should be full of them. Space is largely empty. Populated areas, though, are not; and there are plenty of areas that fall in the middle. I'd like to encounter more Lizbeth Baynum characters in MEA. I felt like those type of interactions were missing in ME3. The occassional Grace Sato, even, wasn't of the same caliber. I realize Feros was a major mission, and N7: Communication Hub was not, but that's sort of the point. The structure of ME3 sucked. Everything was segregated. With MEA being somewhat open-world, we shouldn't see that "military mission" structure. We aren't supposed to have load screens as in ME2/3, but boarding and take-off to our next destination. That should set the tone for a more natural galaxy. I hope the RP distribution and writing aligns with this. They're good at writing characters. They just need to write a heck of a lot more of them, and allow for actual conversations, this time.
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Post by Deleted on Feb 16, 2017 17:12:54 GMT
That's what TES got right. Scripted RP encounters. I'm hoping we will see more of them in MEA. I don't it to sound like I think the maps should be full of them. Space is largely empty. Populated areas, though, are not; and there are plenty of areas that fall in the middle. I'd like to encounter more Lizbeth Baynum characters in MEA. I felt like those type of interactions were missing in ME3. The occassional Grace Sato, even, wasn't of the same caliber. I realize Feros was a major mission, and N7: Communication Hub was not, but that's sort of the point. The structure of ME3 sucked. Everything was segregated. With MEA being somewhat open-world, we shouldn't see that "military mission" structure. We aren't supposed to have load screens as in ME2/3, but boarding and take-off to our next destination. That should set the tone for a more natural galaxy. I hope the RP distribution and writing aligns with this. They're good at writing characters. They just need to write a heck of a lot more of them, and allow for actual conversations, this time. Yeah I loved all 3 ME games, but the first had something the other 2 lacked, and I think that was one of them for sure.
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Post by Infiltratom on Feb 16, 2017 17:49:44 GMT
One of the things from ME1 that made it feel much more immersive was how integrated everything was - mainly talking about where the Normandy docked, you actually went in and out of the air lock, the ship announced the leaving/return of the Commander to the crew along with that the XO was now in charge. The loading screens and just seeing a little bit of the Normandy through some windows on the Citadel really killed this aspect.
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Post by Fogg on Feb 16, 2017 17:50:43 GMT
Solas' monocle rat lobster
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Post by projectpatdc on Feb 16, 2017 17:52:57 GMT
Also to add to what I said above, I really just want them to get the RPG element right this time and as element zero said, the spacing of the RPG elements. I'm really liking the fact that there are some bosses that we come across and won't be able to defeat. I'm hoping there are entire planets that are too difficult at first until we level up enough.
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Post by alanc9 on Feb 16, 2017 17:55:31 GMT
One thing that always kills ME3 for me is its pacing. This has been on my mind a lot, lately, as I try to occupy my free time leading up to H:ZD and MEA. ME3 had fun combat sequences, for me, but the interaction wasn't nearly as varied and up to par. More importantly, it was all clumped together in zones like the Citadel. Even when I want to sit down and enjoy some ME3 SP combat, I'm dissuaded by the prospect of the lengthy "Citadel slogs", in which one does all of the game's poorly developed roleplaying (lots of eavesdropping). I'm a little confused by this. If you don't want to listen in on the Citadel ambient conversations (whether mission-related or just background), why do it? I liked having an optional change of pace available, and it was wholly under my control. You do have to get the turn-in convos at some point if you want the WAs and Rep points, of course.
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Post by alanc9 on Feb 16, 2017 17:58:55 GMT
As for the topic, for me it's integrating the open-world and plot aspects in a sensible way. Something ME1 failed spectacularly at, ME2 succeeded at doing in a very limited manner, and ME3 didn't attempt. DA:I was both better and worse than ME1; better in that doing the quests made some kind of sense, worse in that you couldn't just skip the whole damn thing.
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