flyingovertrout
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Post by flyingovertrout on Mar 13, 2017 6:58:42 GMT
Yeah growing up playing tabletop games, I don't consider being able to decide what other players or NPCs wear an essential aspect of rpgs. I mean, I totally get that crpgs are their own beast that come with their own traditional mechanics, but let's not pretend someone's not a "true fan" of rpgs if they don't consider micromanaging a fundamental of the genre.
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Post by boyaki on Mar 13, 2017 7:59:26 GMT
As explained in the post you quote there are some logical reason behind it. In a tweet they admit that for weapon it was a choice but they wanted to have additional personnal armor. Customization option are good when they are meaningful. But squadmates having specific class customizing them would be reduce to giving them the obvious better armor. Soldier will have armor upgrading damage and Adept upgrading biotic duration or damage, there in not many possible combinaison. And getting a strictly better equipment is no fun, especially if it come with an ugly skin. Ryder having several possible class at once the specialization is meaningful in that case. Gun specialization was discutable, but it comes with AI problem, cinematic difficulties for character that hardly use them. Also micromanaging squadmates is not really fun. when I get a new powerful rifle I had to go through each companion and equip them with the right weapon and mods. Not the funniest part of an RPG. I'm a little lost in what you are trying to convey, and your argument does not have much weight. If you don't find the micromanaging or customization fun then don't play RPGs. It's comments like the one you made that lead developers to streamline systems so games are more accessible to everyone. I don't need to have fun 100% of the time playing an adult video game. I want that game to not hold my hand and give me more options to control. Strange how something like Zelda, BOTW adding in so many little options and it is the highest rated game of all time now. But mircromanaging teammate is not really what made mass effect a RPG. I do love customization, but I hate to lose time for something that is meaningless, in the case of the squadmate gear it is for me anti-immersive to take decision for them (and so anti-rpg) and a break of pace. Let's take an example : Witcher 3 Witcher 3 had a ton of personnalization for your character : sword, armor, potion, elixir and bombs. You can even pimp your horse because he has a big role in an open world rpg. I took a long time in the late game creating a good build. What talent fit my playstyle ? But when it comes you to the crossbow it is meaning less. The crossbow (and it is not an image) does not do even 1% of the damage of your blades. Underwater they one shot everything, in normal combat they can put a flying monster down and that is all. Your crossbow just need to do at least 1 damage to do the trick, so having it doing 25 or 50 damage does not change the fact your blade can do 10 000 damage. So you can have multiple crossbow, bolt with special effect like explosion or bleeding (the only useful, and gamebreaking one). But ultimately your crossbow always shoot the same way, and always do no damage at all, you even have 4 useless talent upgrading your crossbow. For those who doubt me just look on youtube the achievement requiring you to kill 15 enemy with a shot in the head...pure pleasure, just hit opponent until they have 5% life, then go somewhere they can't reach you and shot at their head multiples times. If i'm saying that it is because you can add as much customization as you want in a RPG, but if it remains meaningless then why bother ? Would have witcher been more fun if you could choose Yennefer and Triss Gear ? Would it have been less fun without the crossbow customization ? That is why I did not like customization of squadmate, they do not do much things, and changing constantly their equipment for small result was really breaking the pace of the game. At least in DA games your teammate can be as strong as your character, so gear them up is important. but overall taking control of a character that is not mine is really breaking the immersion and an anti-rpg thing for that reason. Choosing the gear for my own character is a very basic thing to do. After all I should know what is the best gear that match my ability. But shouldn't NPC be able to do the same thing ? Do I really have to tell Garrus that the black widow i just bought is a good weapon, isn't he an expert on that matter ? If he is more confortable with another sniper rifle shouldn't he take the one he is the most confortable with ? I don't control their answer, motivation and decision, but i should choose what gear is the best for them ? How is that a RPG thing ? A tactical one sure, but clearly not a RPG thing. Having a conversation option where a squadmate explain me why he is using that particular weapon for whatever reason : proficiency, recoil, feels is way more a RPG thing that having an entire system based on "No Garrus, take that weapon, you don't know anything about weapon and I guarante you it will improve your DPS by 7% even if you never use that weapon before". Having multiples armors is another issue.
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ryerye17
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Post by ryerye17 on Mar 13, 2017 8:00:44 GMT
I am more concerned if squadmates guns and powers will still do 50% damage like in the trilogy.
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Post by phantomrachie on Mar 13, 2017 9:20:02 GMT
As explained in the post you quote there are some logical reason behind it. In a tweet they admit that for weapon it was a choice but they wanted to have additional personnal armor. Customization option are good when they are meaningful. But squadmates having specific class customizing them would be reduce to giving them the obvious better armor. Soldier will have armor upgrading damage and Adept upgrading biotic duration or damage, there in not many possible combinaison. And getting a strictly better equipment is no fun, especially if it come with an ugly skin. Ryder having several possible class at once the specialization is meaningful in that case. Gun specialization was discutable, but it comes with AI problem, cinematic difficulties for character that hardly use them. Also micromanaging squadmates is not really fun. when I get a new powerful rifle I had to go through each companion and equip them with the right weapon and mods. Not the funniest part of an RPG. I'm a little lost in what you are trying to convey, and your argument does not have much weight. If you don't find the micromanaging or customization fun then don't play RPGs. It's comments like the one you made that lead developers to streamline systems so games are more accessible to everyone. I don't need to have fun 100% of the time playing an adult video game. I want that game to not hold my hand and give me more options to control. Strange how something like Zelda, BOTW adding in so many little options and it is the highest rated game of all time now. I think this statement is unfair. Not all RPGs have micromanaging or customisation of squadmates and for those that do it is possible to like a game even if a part of it annoys you. I've never been a big fan of inventory management, DA2, ME2 & ME3 were great for me cos I didn't have to spend ages comparing pants or putting characters in ugly armour cos it was the only way they'd survive a fight, but that doesn't mean I hated DA:O, ME1 or DA:I, it just meant that these games had a bit in them that I didn't like too much and that affected my enjoyment slightly. As you say, I don't need to enjoy 100% of everything in a game but that doesn't mean I can't criticise that parts I don't like. And what is wrong with games being more accessible? Should certain genres of games be secret clubs that only people with intimate knowledge of the past 20 years of that genre be able to play? I played Baldurs Gate years after it came out and it was almost incompressible to me in the beginning because I didn't know about the DnD system it was based off. Should all games come with such a large barrier to entry that those who over come it can beat our chests and say how awesome we are because we were able to decipher the levelling system? Also as a heads up Jim Sterling gave BOTW a 7 so it's no longer the highest rated game on Metacritic, Zelda fans responded by DDOSing his site, so maybe the fact that it's a Zelda game that people had to pay €400 to play (switch console plus game) helped people overlook some of it's flaws. And it does have flaws, for me it's degradable weapon system is far more annoying than not being able to customise how squadmates look in Mass Effect.
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Post by bloodkaiden on Mar 13, 2017 10:05:35 GMT
Meh, as long as they are kicking ass and have a good AI, not really bothered. At least not for ME.
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Post by General Mahad on Mar 13, 2017 10:18:38 GMT
What I learned in this thread: a lot of people in this discussion have a completely different idea of what the important characteristics of an RPG are from what I do. Good.
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Post by boyaki on Mar 13, 2017 10:25:39 GMT
Also as a heads up Jim Sterling gave BOTW a 7 so it's no longer the highest rated game on Metacritic, Zelda fans responded by DDOSing his site, so maybe the fact that it's a Zelda game that people had to pay €400 to play (switch console plus game) helped people overlook some of it's flaws. And it does have flaws, for me it's degradable weapon system is far more annoying than not being able to customise how squadmates look in Mass Effect.
I did not mind the degradable weapon. Throwing weapon so hard they shatter was silly yet fun. But the degradable weapon system came with something I highly disliked. Constant inventory management, breaking 3-4 weapon in a boss fight requiring you to pause the game. Opening chest but well it is too bad your inventory is full so you have to redo an 5 animation you saw 300 times twice in a row...and if it is a shield or a bow you can't quick throw that equipment you have to go through page and page of stuff... that was annoying because you do that action so many time it break the pace of a wonderfull game and i could overlook that. In the end I stoped looting weapon and gear to have 2 slot free at all time when I open chest. It was a more pleasant experience but still I should not limit the gameplay to have fun.
Overall I think that inventory and looting are overrated in RPG. Having upgradable gear is a nice thing. But looting gray junk is no fun as extensive customisation. In witcher 3 if you wanted to have the top gear (that comes with cool skin and nice bonus, something interesting). You had to rampage every house you enter with nobody mind you when you do it is anti-immersive and managing the inventory is just annoying in so many case. Damn that old system when you have to maximize room in your bag like in diablo or resident evil...is it a pleasant experience. Same thing for crafting. So many games have useless crafting of medium item (witcher 3 again) that add nothing except for the top tiers stuff. How many time in a RPG i gave up on herbalism or alchemy because those damned plant for a classic potion are not only rare but not sold my merchant and when it is the case they are so often so expensive it does not make any sense. I mean you should reward the player for doing such things, not punishing him. Coming from DnD tabletop, i understand the need for roll dice to simulate combat with only paper, dice and pen. But in Kotor why the hell did they implemented that system ?
So no, outdated mechanic from RPG does not make a current RPG good. So many rpg tries to implement a crafting system or inventory management just for the sake of proving they are a rpg. Witcher does not gain anything from having customisable crossbow and carrying a ton of sword and junk in order to carry thousands of coin in your small pocket. As the farming in Dragon age inquisition is not really rewarding since you can finish the game on hardest difficulty just by using the standard elfroot potion. But still you have to loot a loooooooooooooot of elfroot. You would think the leader of a powerful organisation would not have to do that !
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Post by General Mahad on Mar 13, 2017 10:32:25 GMT
Also as a heads up Jim Sterling gave BOTW a 7 so it's no longer the highest rated game on Metacritic, Zelda fans responded by DDOSing his site, so maybe the fact that it's a Zelda game that people had to pay €400 to play (switch console plus game) helped people overlook some of it's flaws. And it does have flaws, for me it's degradable weapon system is far more annoying than not being able to customise how squadmates look in Mass Effect. I did not mind the degradable weapon. Throwing weapon so hard they shatter was silly yet fun. But the degradable weapon system came with something I highly disliked. Constant inventory management, breaking 3-4 weapon in a boss fight requiring you to pause the game. Opening chest but well it is too bad your inventory is full so you have to redo an 5 animation you saw 300 times twice in a row...and if it is a shield or a bow you can't quick throw that equipment you have to go through page and page of stuff... that was annoying because you do that action so many time it break the pace of a wonderfull game and i could overlook that. In the end I stoped looting weapon and gear to have 2 slot free at all time when I open chest. It was a more pleasant experience but still I should not limit the gameplay to have fun. Overall I think that inventory and looting are overrated in RPG. Having upgradable gear is a nice thing. But looting gray junk is no fun as extensive customisation. In witcher 3 if you wanted to have the top gear (that comes with cool skin and nice bonus, something interesting). You had to rampage every house you enter with nobody mind you when you do it is anti-immersive and managing the inventory is just annoying in so many case. Damn that old system when you have to maximize room in your bag like in diablo or resident evil...is it a pleasant experience. Same thing for crafting. So many games have useless crafting of medium item (witcher 3 again) that add nothing except for the top tiers stuff. How many time in a RPG i gave up on herbalism or alchemy because those damned plant for a classic potion are not only rare but not sold my merchant and when it is the case they are so often so expensive it does not make any sense. I mean you should reward the player for doing such things, not punishing him. Coming from DnD tabletop, i understand the need for roll dice to simulate combat with only paper, dice and pen. But in Kotor why the hell did they implemented that system ? So no, outdated mechanic from RPG does not make a current RPG good. So many rpg tries to implement a crafting system or inventory management just for the sake of proving they are a rpg. Witcher does not gain anything from having customisable crossbow and carrying a ton of sword and junk in order to carry thousands of coin in your small pocket. As the farming in Dragon age inquisition is not really rewarding since you can finish the game on hardest difficulty just by using the standard elfroot potion. But still you have to loot a loooooooooooooot of elfroot. You would think the leader of a powerful organisation would not have to do that ! grmblbmrl Good idea, next let's remove combat from RPGs, it's such an outdated feature pressing buttons for repetitive animations to kill a generic monster.
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Post by boyaki on Mar 13, 2017 11:30:04 GMT
That is not what I told.
Map, Inventory, skill, quest, combat, travel all those things have evolved across the years. But when I see someone explaining that a RPG not having baldur's gate mechanic is not a real RPG (and it happens more often than you would think) I roll my eyes rather than the dices.
Dragon Age inquisition can have crafting, but you the powerful leader having to gather all the plant is just silly. In Witcher I see crafting as an important part of the game, you can forge powerful witcher blade and armor, potent potion and powerful bomb and it was a fun part of the game. But knowing 50 schematics of common sword/pant requiring you to explore the world where you will found strictly better relic weapon/armor is just a useless mechanic. As much as having 10 kind of bolts, 30 crossbows or crossbow talents that does not make using a crossbow better as it does absolutly no damage. Same thing for underwater combat, it was auto-targeting+one-shot with no risk at all...why bother in that case ?
I don't say that a RPG should not have inventory management, crafting or combat mechanic but as ressources are limited, a game designer should pay attention on which mechanics he wants to add and how it adds to the gameplay. If a mechanic is outdated or not fit the game it should not waste ressource. One-liner argument does not change that fact.
Micromanaging squadmate was not a huge part of mass effect and it did not make the game better. At the contrary it was anti-immersive as possible. Instead of wasting ressource creating additional armor to fit their skeleton and an equipment system I would rather prefer the dev to focus on better AI for squadmate and acceptable damage. I don't think a sub-equipment micromanaging is in the top 100 features the game need. Not that I think squadmate will be more useful or have better AI, but it is still a priority over micromanaging our squadmate.
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Post by pdusen on Mar 13, 2017 11:42:58 GMT
Also as a heads up Jim Sterling gave BOTW a 7 so it's no longer the highest rated game on Metacritic, Zelda fans responded by DDOSing his site, so maybe the fact that it's a Zelda game that people had to pay €400 to play (switch console plus game) helped people overlook some of it's flaws. And it does have flaws, for me it's degradable weapon system is far more annoying than not being able to customise how squadmates look in Mass Effect. I did not mind the degradable weapon. Throwing weapon so hard they shatter was silly yet fun. But the degradable weapon system came with something I highly disliked. Constant inventory management, breaking 3-4 weapon in a boss fight requiring you to pause the game. Opening chest but well it is too bad your inventory is full so you have to redo an 5 animation you saw 300 times twice in a row...and if it is a shield or a bow you can't quick throw that equipment you have to go through page and page of stuff... that was annoying because you do that action so many time it break the pace of a wonderfull game and i could overlook that. In the end I stoped looting weapon and gear to have 2 slot free at all time when I open chest. It was a more pleasant experience but still I should not limit the gameplay to have fun. Overall I think that inventory and looting are overrated in RPG. Having upgradable gear is a nice thing. But looting gray junk is no fun as extensive customisation. In witcher 3 if you wanted to have the top gear (that comes with cool skin and nice bonus, something interesting). You had to rampage every house you enter with nobody mind you when you do it is anti-immersive and managing the inventory is just annoying in so many case. Damn that old system when you have to maximize room in your bag like in diablo or resident evil...is it a pleasant experience. Same thing for crafting. So many games have useless crafting of medium item (witcher 3 again) that add nothing except for the top tiers stuff. How many time in a RPG i gave up on herbalism or alchemy because those damned plant for a classic potion are not only rare but not sold my merchant and when it is the case they are so often so expensive it does not make any sense. I mean you should reward the player for doing such things, not punishing him. Coming from DnD tabletop, i understand the need for roll dice to simulate combat with only paper, dice and pen. But in Kotor why the hell did they implemented that system ? So no, outdated mechanic from RPG does not make a current RPG good. So many rpg tries to implement a crafting system or inventory management just for the sake of proving they are a rpg. Witcher does not gain anything from having customisable crossbow and carrying a ton of sword and junk in order to carry thousands of coin in your small pocket. As the farming in Dragon age inquisition is not really rewarding since you can finish the game on hardest difficulty just by using the standard elfroot potion. But still you have to loot a loooooooooooooot of elfroot. You would think the leader of a powerful organisation would not have to do that ! grmblbmrl Good idea, next let's remove combat from RPGs, it's such an outdated feature pressing buttons for repetitive animations to kill a generic monster. That's not what he said, and I'm not sure why you are feeling so hostile.
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Post by warbaby2 on Mar 13, 2017 11:44:01 GMT
Also as a heads up Jim Sterling gave BOTW a 7 so it's no longer the highest rated game on Metacritic, Zelda fans responded by DDOSing his site, so maybe the fact that it's a Zelda game that people had to pay €400 to play (switch console plus game) helped people overlook some of it's flaws. And it does have flaws, for me it's degradable weapon system is far more annoying than not being able to customise how squadmates look in Mass Effect. I did not mind the degradable weapon. Throwing weapon so hard they shatter was silly yet fun. But the degradable weapon system came with something I highly disliked. Constant inventory management, breaking 3-4 weapon in a boss fight requiring you to pause the game. Opening chest but well it is too bad your inventory is full so you have to redo an 5 animation you saw 300 times twice in a row...and if it is a shield or a bow you can't quick throw that equipment you have to go through page and page of stuff... that was annoying because you do that action so many time it break the pace of a wonderfull game and i could overlook that. In the end I stoped looting weapon and gear to have 2 slot free at all time when I open chest. It was a more pleasant experience but still I should not limit the gameplay to have fun. Overall I think that inventory and looting are overrated in RPG. Having upgradable gear is a nice thing. But looting gray junk is no fun as extensive customisation. In witcher 3 if you wanted to have the top gear (that comes with cool skin and nice bonus, something interesting). You had to rampage every house you enter with nobody mind you when you do it is anti-immersive and managing the inventory is just annoying in so many case. Damn that old system when you have to maximize room in your bag like in diablo or resident evil...is it a pleasant experience. Same thing for crafting. So many games have useless crafting of medium item (witcher 3 again) that add nothing except for the top tiers stuff. How many time in a RPG i gave up on herbalism or alchemy because those damned plant for a classic potion are not only rare but not sold my merchant and when it is the case they are so often so expensive it does not make any sense. I mean you should reward the player for doing such things, not punishing him. Coming from DnD tabletop, i understand the need for roll dice to simulate combat with only paper, dice and pen. But in Kotor why the hell did they implemented that system ? So no, outdated mechanic from RPG does not make a current RPG good. So many rpg tries to implement a crafting system or inventory management just for the sake of proving they are a rpg. Witcher does not gain anything from having customisable crossbow and carrying a ton of sword and junk in order to carry thousands of coin in your small pocket. As the farming in Dragon age inquisition is not really rewarding since you can finish the game on hardest difficulty just by using the standard elfroot potion. But still you have to loot a loooooooooooooot of elfroot. You would think the leader of a powerful organisation would not have to do that ! grmblbmrl Good idea, next let's remove combat from RPGs, it's such an outdated feature pressing buttons for repetitive animations to kill a generic monster. Well, according to former BW writer Jennifer Helper, that might just be the way to go... then again, she was a loon that didn't even like games.
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Post by Deleted on Mar 13, 2017 11:53:20 GMT
Well, according to former BW writer Jennifer Helper, that might just be the way to go... then again, she was loon that didn't even like games. She suggested that you could have the option to skip those parts if you were just there for the story. She didn't want the combat to be eliminated completely, just a way to not participate in it. Its an Interesting concept, and making your game more accessible is not necessarily a bad thing, but there has to be some structure to what you are developing and presenting. Personally i would never play an RPG that didn't have a proper combat system, and fun combat to take part in. Which is why i am on the fence when it comes to Torment Tides of Numenera. The question is - If you could play Andromeda in a story mode that just advanced the plot with pure dialogue and no fighting, and it was optional, would that be a bad thing? Then again i am one of those crazy people that think the Souls series should have a casual difficulty option so that more people would dare to play them. Then the Souls fans would stop screaming "git gud" all the time.
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Post by vynticator on Mar 13, 2017 12:02:11 GMT
I wonder if it's to do with the different status/relationship of the exploration genre. I mean, Shephard is a military leader, she can command companions and gets more options with loadout.
Maybe the pathfinder is more of a buddy than a boss, and the NPCs are more independent and have their own preferences.
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Post by stysiaq on Mar 13, 2017 12:16:57 GMT
There’s a polish movie called Miś (“Bear”, 1980). It’s a cult classic in Poland because it’s a display of the absurdities endured by polish people during the Polish People’s Republic period. I don’t like it that much because it’s more of a loosely tied bunch of comedy skits rather than a coherent movie, but there’s a scene in the beginning and at the end that I really cherish. In the beginning of the movie an episodic character has a daughter. When asked about the name he intends to give her, he chews on his tongue for a while and then hesitantly says that he likes a certain word that he wants to use as her name. The word is ‘tradition’. When the movie nears it’s end, we see an old-timer looking at the man with his infant daughter. The old man says something along these lines to the father (translating on the fly): “- She cannot be called this way: ‘Tradition’! - Why not? - Why not, you ask? Because you cannot call anything ‘tradition’. You cannot enact it with a special resolution. Who thinks otherwise shines like a blown out candle on a Sun’s court. Tradition is an oak which has grown for a millennium. Let no one compare a little sprout with that oak. Tradition is a fortified wall of our history, it’s the Christmas carol, it’s the Christmas Supper. It’s people singing, it’s our fathers’ speech, it’s our history that cannot change. And all of this that is new, it’s our daily reality in which we live.”I believe a similar argument can be made for the word ‘iconic’. By now it really makes me both laugh and die a little inside when I see this word used by BioWare employees to cover for the blatant lack of features in Mass Effect: Andromeda. You cannot customize your companions to preserve ‘their iconic look’. You cannot even turn helmets off and on in Multiplayer, to preserve the ‘iconic look’. Peebee will always have her Hamburglar face paint, because it’s ‘a part of her iconic look’. And now we learn that our companions will not EVER (well, save for the cutscenes that belong to ‘iconic’ Avenger rifle and iconic Reverse Carnifex, of course!) change weapons and their damage will just scale with their level. Coupled with the dumb companion AI (that makes them lie and have awkward seizures for better part of the combat) and their main role as a combo setup/discharge machines one might ask why they even bothered with those characters being a part of your team rather than just be there in predefined setups during the course of the missions (it’s kind of the case for Loyalty missions anyway). Seems to me they’re there to display their iconic, immutable looks. But ‘iconic’ is a status that is earned, not proclaimed. BioWare cannot make anything ‘iconic’. It’s up to the audience to decide what is iconic and what is not. Let’s imagine for a minute that we’re on the set of first Star Wars. The proud costume design team spent months on creating Darth Vader mask, with a huge, elephant-like trunk in the middle of it. Suddenly someone (let’s say, an assistant) comes up to George Lucas and says ‘Hey, I’ve got an idea George! What if the mask was more like a skull with a triangular breather instead of this 5-foot long trunk? Wouldn’t it look better?’. Now let’s imagine that George Lucas becomes red on his face and angrily yells “Are you out of your mind? Darth Vader is an ICONIC character, you cannot just change this design! Get out of my face and never come back on this set.” Of course this scenario is absurd, because we’re on an imaginary set of the first movie. Nobody in the world knows Darth Vader yet, and the shape of his visage is not set in stone and deeply ingrained in the pop-culture. Nobody knows the dark secret of his fatherhood over Luke that is yet to be invented. Right now he is just one of the characters with a blank slate and nobody can predict if he will gain any popularity at all and if audiences will want to see more of this character in theoretical future installments. If, however the same assistant came up to Richard Donner about a year later and said “Listen, Richard, I know that this Superman outfit has a history, but wouldn’t you think it would be a little bit better to have it in purple? And maybe with a giant “8” instead of an “S”, so he looks more like a magic 8-ball and everything checks out.” the ‘iconic’ argument would have some footing, just as the decision to fire our fictional late 70’s assistant. The same goes for video games. There are a lot of iconic designs in the industry, including BioWare titles. But they aren’t iconic when they’re fresh out of the shop or even before that. They earn iconic status by being parts of successful products or even a series of them, and by being distinguishable enough to be recognized the very moment you see them. When we’re talking cRPG games - and ME:A still will (I guess) reap all the industry RPGOTY awards that belong to AAA devs - we’re talking a realm which always was a harbor to a motherload of content when we think of character designs, weapons, pieces of armor, etc. Cutting features and mechanics that are at the core of the genre and then shielding yourself with preserving ‘iconic’ designs is absurd, because there isn’t an iconography yet in place. Let’s stop pretending it is not anything other than cutting corners and content wherever possible. With less companion armor sets (total of 6!) there’s less assets to be produced (just one Krogan armor to model for Drack, same for Jaal, etc). With less companion weapons to be aligned with companion models it’s just less work for the lousy animators that apparently don’t know how Carnifex looks like and which end is the front. ME:A doesn’t have anything iconic yet to preserve. Becoming an icon takes time and effort that I just cannot see in decisions like dumbing down team mechanics to the point of me questioning the validity of it’s existance.I’ve written before that I sometimes feel like this game is designed with cosplayers rather than players in mind. From the viewpoint of cosplayers (that I don’t intend to trash talk because it really takes a lot of time and effort to pull it off) all of this makes sense. There’s only one proper way of doing the character and they can master it. But as a player I just cannot see anything other than removing gameplay mechanics, and it hurts even more because those (customizing team) are probably one of the only features with any relationship to strategic thinking left. It’s also painful to see the ‘iconic’ answer being flaunted left and right when it’s ultimately not true when it comes to BioWare games. Their characters always had their most popular designs deeply ingrained in the general consciousness of their playerbase. Wrex wears red armor, even if he could wear different types of it in ME1. Everyone has pretty much the same picture of Bastila Shan in mind even if she could use different robes or colors of lightsaber in KOTOR. The list could go on. Please, BioWare, stop using this word. It does not mean what you think it means. The audiences will decide if Cora and Liam have iconic designs (in my opinion they don’t). Right now the only iconic thing I can see is your usage of the word ‘iconic’ to cover for what I recognize, with sadness, as a lack of effort.
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Post by boyaki on Mar 13, 2017 12:18:09 GMT
From what I understand the pathfinder is the head of the mission but i'm not sure there is strict military regulation, some people volunteering to help and accept orders to a certain point. But I don't think you have legal authority over them (except liam and cora, maybe vetra). Moreover I think Liam is a better expert on weapon than Ryder according to their profiles.
But still it was weird to change garrus/jacob/james weapon, he is kind of an expert on the matter and should know what weapon he is proficient with. That just feels wrong. It would be like giving a bow to Varric because it has a stronger dps output, it breaks the immersion for a gameplay mechanic not-that-important. In RPG games I call that a crime ! A quick alternative would have them to ask for a specific weapon they wish to try, doing this quest boosting their damage. You can still takes time to level up your squad in a more RPG friendly way.
Concerning non-combat RPG it could be a thing. I always feel weird that a lot of RPG create a main quest that should be dealt asap but with a so many distraction you have to choose between playing the game. It mass effect 3 millions die each day but you can still lose time scouting the galaxy while for a lost ship to boost your war effort (which should be the opposite, because you lost a precious amount of time), or forgetting about Ciri because you have to hunt that monster not related to any quest, or dealing with a dragon casting the end of the world or Shawn...who is shawn actually ? Of course Mass effect is not the right RPG for that, combat remain a key story component and should be adressed, but adress properly. Creating a ton of side content is a good thing, but the overall story must match. Hopefully, the situation in Andromeda does not seem too dire, and doing those quest is part of the main story.
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Post by Lebanese Dude on Mar 13, 2017 12:19:37 GMT
I think QQ posts on BSN are iconic.
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Post by Deleted on Mar 13, 2017 12:20:20 GMT
Relevant!
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Post by The Elder King on Mar 13, 2017 12:24:53 GMT
Good idea, next let's remove combat from RPGs, it's such an outdated feature pressing buttons for repetitive animations to kill a generic monster. Well, according to former BW writer Jennifer Helper, that might just be the way to go... then again, she was a loon that didn't even like games. I don't share that idea, but her suggestion was to have the option to skip for those interested only in the story part, not cutting the combat completely.
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Post by Deleted on Mar 13, 2017 12:25:37 GMT
It's all a Polish conspiracy, and you're probably a CDPR agent anyway. ... what was the subject matter? I didn't read the post, sorry.
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Post by Andrew Lucas on Mar 13, 2017 12:26:34 GMT
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Post by General Aetius on Mar 13, 2017 12:28:30 GMT
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Post by azarhal on Mar 13, 2017 12:32:36 GMT
OP, when making a long post full of drivel that doesn't get to the point, always add a TLDR.
Also, there is already a thread to whine about not being able to customize the squadmate looks, even if its been like that since 2010. You would think anyone super annoyed by it would have stopped buying BioWare games 7 years ago, but it doesn't seems to be the case.
On top of that, I you don't role-play squadmates, so I don't think customizing squadmate is a feature associated to role-playing at all.
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Post by Sanunes on Mar 13, 2017 12:36:43 GMT
Sigh, I really need to see the checklist to see what is required to make a game a RPG, for I don't remember being able to play dress up with our party members to be one of them before Andromeda.
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Post by SofaJockey on Mar 13, 2017 12:44:18 GMT
Adding this to the discussion already running.
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Post by projectpatdc on Mar 13, 2017 12:53:11 GMT
Sigh, I really need to see the checklist to see what is required to make a game a RPG, for I don't remember being able to play dress up with our party members to be one of them before Andromeda. The armor isn't the huge issue as it never was before in me2 or me3. The issue is being stuck with basic milky way weapons when there's an entire loot, modify, customize mechanic in place. I personally will never use a sniper so naturally I would give my black widow or whatever sniper I build to my sniper squad mate. Not possible anymore.
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