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Post by bigbad on Apr 18, 2017 18:31:25 GMT
I agree with the article. I very much enjoy well executed open (or semi-open) world games. Bioware has had two attempts now to get the open world template right, and I think they have largely failed both times. There are other aspects of DA:I and ME:A that I enjoy to various extents, but the open world gameplay is simply not good in either game.
I see no reason to think that Bioware will massively improve their open world gameplay and design in future efforts, so I'd much rather see them go in a different direction.
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taliefer
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Post by taliefer on Apr 18, 2017 18:34:16 GMT
Andromeda is a step in the right direction in open world story telling. you had the overall goal and progress of "viability" as a mechanic, to make your grindy quests feel more important. however, the quests themselves are still largely forgettable and lackluster.
theres just way too many of these forgettable quests that feel more like clutter on my map than meaningful stories. if there were fewer of these sidequests, with minor but reappearing characters that tie them together, with an interwoven story it would have much more of an impact.
instead we get a plethora of forgettable characters with shallow sidestories that i frankly dont remember.
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Post by kenshen19 on Apr 18, 2017 18:36:22 GMT
But Skyrim has a different fanbase, or at least, their fanbase has different expectations. If Skyrim or any other Bethesda had to stand on its own they would utterly fail. However Bethesda not only allows modding but they encourage it which completely changed how that game is viewed. Really who plays Skyrim for the main quest? If we the players could mod MEA that would be a game changer for sure because the players will find all kinds of ways to fill all the empty voids. I have heard that we actually might get the tools to mod this game and I really hope so.
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azarhal
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Post by azarhal on Apr 18, 2017 18:38:11 GMT
I played DAI and The Witcher 3 like a robot (and lots of other games), optimizing my quest log to finish stuff as fast as possible and I ended up burning out real fast and getting bored of side questing and map icons and just wanted the game to end after 30-40 hours into it. Then I had the same results trying to replay BG1 to play Siege of Dragonspear and I knew something was wrong we me and not the games.
I took the time to compare how I was playing those games and how I played Bethesda games or BG1/BG2 back in the days and I realized that I didn't try to optimize my play time. I started to do that (optimizing) when I started to play MMORPGs and linear mission based games and just more games in general (you know not enough time, too many games).
My solution was to actually role play my character and not look at my quest logs as a checklist. Now when I look at my quest log I wonder what my character would do based on his character and not how should I optimize my quests to do as many as possible today. I had a blast in MEA because of that.
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Post by Deleted on Apr 18, 2017 18:38:24 GMT
I agree with some of the points presented in the article but BW should focus on making open world working for them and not to return back to ME2/3 level design, the well known shooting corridors. I don't want those back.
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Kabraxal
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Post by Kabraxal on Apr 18, 2017 19:04:15 GMT
Huh... and here I am finding Inquisition and Andromeda to have two of the better open worlds and oth are two of my favourite games of all time.
But then the throwaway mention of TW3 exposed the author... that is an open world game that suffers exactly what he says Biowate's recent efforts suffer from.
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Post by Iakus on Apr 18, 2017 19:14:01 GMT
Huh... and here I am finding Inquisition and Andromeda to have two of the better open worlds and oth are two of my favourite games of all time. Open world can be done well, and not-so well. It's an important balancing act to maintain an interesting flow of questing and exploration without diluting the critical path story or companion content. Bigger isn't always better.
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Post by RoboticWater on Apr 18, 2017 19:16:34 GMT
While I agree BioWare's handling of incorporating 'open world' elements in their game hasn't fulfilled the promise it could have (especially MEA), I disagree that they should go back to linear-style games. IMO, there is a lot potential there that is simply... untapped. It's not the open regions that are a problem, it's what you do in them. Through the story, I'd love to have more opportunities to make a real, tangible impact on the region you're in (eg. Crestwood quest). Being able to build, destroy, or change the region over time and seasons. Opening up new avenues to explore through your actions, but always with an eye on the story surrounding the reasons why you're doing these things, and how those actions impact the overall narrative. The Frostbite engine, especially if they decide to dive into photogrammetry, is just too good to waste on just linear-style gaming. I love exploration, so long as it's meaningful and not just a series of fetch quests and shallow side missions. I want to believe BioWare can find that balance. Of course there's a potential waiting to be tapped. The toil of creative media is to arduously attempt perfection and forever fall short of the mark, but more specifically, we've yet to have a perfect Mass Effect game. You could argue the same with any BioWare property, but Mass Effect is probably the best example. BioWare have flipped, refined, flopped, and removed all up and down the franchise to greater or lesser effect, and they've not yet found the sweet spot. The problem now is that BioWare is charging towards perfection from the wrong direction, and they're falling flat on their face because of it. They're building these massive spaces, slowly plumbing the depths of this "open world" thing (far too slowly, I might add, given how much design reference they have available), all while expecting that the stuff they've always done well (the characters, the setpieces, the gameplay, etc.) will just be fine as it is. Clearly, that's not the case. With Inquisition, you can sort of make the argument that there's a good, linear BioWare game under there, because the main quest hold up fairly well on its own, but the pointless questing still brought down the game's pacing and atmosphere. And Mass Effect isn't in nearly as good a state as Dragon Age at this point. Andromeda may have improved upon Inquisition's mundanity (marginally, of course), but the core writing talent seems to be drying up. I can confidently come out of Inquisition saying that it had one of BioWare's finer companion lineups, not so much with this recent Mass Effect. The creative core of this franchise seems to be hemorrhaging from all ends. The writing isn't up to snuff and the open world still isn't good enough to justify it. Why continue floundering about in an attempt to find the perfect balance when you're squandering the reputation of the franchise? I shouldn't have to keep judging BioWare games based on how good their sequels could be. BioWare had a design paradigm that worked. They should go back to that, bolster their creative and managerial talent, and on firm footing, and firm footing only, they should slowly and confidently expand from there. I really don't like it when people say stuff like this, because I despise the notion that technology should be used to make bigger, not deeper. If Frostbite can render massive landscapes with good fidelity, then it should be able to render small vignettes with great fidelity. I find it so odd that people actually prefer having big zones with nebulous rocks than small ones with historical detail. Dead Space 3 was made in Frostbite years ago, and Mass Effect (or just about any other game sci-fi) has yet to reach its level of detail.
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Post by jastall on Apr 18, 2017 19:17:49 GMT
I already can't agree with the premise of the article since, of BG1&2, Neverwinter Nights and KOTOR, I'd say only BG2 is a really great game. KOTOR and BG1 are good, and NWN is the only Bioware game I've never finished.
And while I can agree that Bioware's implementation of open world is perfectible (albeit Andromeda's was pretty good by my reckoning, minus the respawning enemies and mundane Tasks), that doesn't mean I want to go back to linear levels. ME2's a great game but its levels are a boring slog though shooting galleries most of the time. It works for story-heavy missions but gets old when every side-quest uses the same model too.
I feel that Bioware should go back to semi-open world, like in Dragon Age: Origins. Have some medium-sized areas with a good helping of story content and side-quests, with some secrets hidden off the beaten paths. Think Havarl in MEA or Crestwood in DAI. Then maybe have 1 or 2 big, massive zones where you can take the Nomad or equivalent out for a spin to better scratch the exploration hitch. But let the majority of the gameplay happen in smaller scale, more detailed zones with less fetch quests for the sake of padding.
And drop the quests that make us go from one planet to the other 3 or 4 times. This is seriously a waste of my time, especially with all the disguised loading screens.
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Post by palker4 on Apr 18, 2017 19:22:59 GMT
TW3 gets mentioned around here a lot and i think it is one of a the reasons the game was released in the state it was and well still is mostly. Because after TW3 was released and gaming media and players collectively creamed their pants about it some executives in EA had a meeting and decided to change the game to be more like witcher and damaged the whole game as a result. This is of course pure speculation but lots of speculation from everyone is the Bioware motto.
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Post by R'Shara on Apr 18, 2017 19:26:12 GMT
But Skyrim has a different fanbase, or at least, their fanbase has different expectations. If Skyrim or any other Bethesda had to stand on its own they would utterly fail. However Bethesda not only allows modding but they encourage it which completely changed how that game is viewed. Really who plays Skyrim for the main quest? If we the players could mod MEA that would be a game changer for sure because the players will find all kinds of ways to fill all the empty voids. I have heard that we actually might get the tools to mod this game and I really hope so. Honestly, this is so true. Skyrim and Bethesda would be absolutely boring without the amazing mods that we can add in. Not to mention the ability to choose your race, and make a pretty decent character. But when I play Skyrim or Oblivion, I have absolutely different expectations than when I play Mass Effect. In Skyrim, I'm trying to build my character up, and get the best of everything and find all these hidden caves and dungeons. It generally has a weak main story, but the side quests are also pretty fun and meaningful, with great rewards. When I play Mass Effect, I expect character development, a great storyline, and smaller, but more varied and detailed areas and great personalization and sidequests. If I get Skyrim when I expect Mass Effect, it's a disappointment. Just like it'd be a disappointment if I got Mass Effect if I were expecting Skyrim. (Well, actually I probably wouldn't be disappointed there.)
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Post by AnDromedary on Apr 18, 2017 19:26:58 GMT
TW3 gets mentioned around here a lot and i think it is one of a the reasons the game was released in the state it was and well still is mostly. Because after TW3 was released and gaming media and players collectively creamed their pants about it some executives in EA had a meeting and decided to change the game to be more like witcher and damaged the whole game as a result. This is of course pure speculation but lots of speculation from everyone is the Bioware motto. I doubt it. At the time of Witcher 3, DA:I was already out for half a year and that already showed where BW's design philosophy was headed. Also, ME:A was already in development for 3 years at the time, which would mean it was way past its concept stage. As others have said, Skyrim seems like the more like inspiration, given the timing of things.
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Post by Kabraxal on Apr 18, 2017 19:30:50 GMT
Huh... and here I am finding Inquisition and Andromeda to have two of the better open worlds and oth are two of my favourite games of all time. Open world can be done well, and not-so well. It's an important balancing act to maintain an interesting flow of questing and exploration without diluting the critical path story or companion content. Bigger isn't always better. I have had that issue with other open world titles. But Inquisition was the best pure out world design that actually integrated lore to the environment. Andromeda, while not quite that amazing of a world, managed to create "secondary" content that weaved perfectly with the themes of the story. Raising viability and settling these worlds doesn't feel like secondary content to me... it is a primary wuest line that serves the story and theme of the game very well. Of the open world titles out there, I find these two of the best.
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Post by colfoley on Apr 18, 2017 19:31:09 GMT
This is one of the silliest criticisms of Andromeda i have yet read. This notion that Andromeda is an open world game is a little dangerous to the future of gaming in general.
Andromeda is no more an open world game then DA 2. And had the author actually bothered to play the game he'd realize that most quests don't open until you get to a certain place. Ie the motivations are based around narrative. Not to mention the concept of viability.
His commentary is accurate but needs to be pointedb at games like FO and TES. You know, open world games?
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Post by Deleted on Apr 18, 2017 19:35:27 GMT
How is MEA open-world when I keep getting told I'm leaving the area and teleported back when exploring?
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Post by Sailears on Apr 18, 2017 19:35:41 GMT
I kind of disagree regarding Bioware trying to successfully merge open world and tight narrative. So far I have not felt listless or aimless in the game because the overall theme and premise is clear - survive and establish a home in this new and unforgiving galaxy. That is all the motivation I need to provide purpose in anything I do in the open world environments. The core narrative weaves well through this overarching purpose, and any improvements to it can be made without needing to remove the open world concept and make the game linear. In some ways I think they didn't go far enough creating vast expanses of mindblowing natural environments on alien worlds where we could stop and ponder the meaning of existence, or simply how far away we are from home. What I feel the problem is is in the execution of certain gameplay elements - ie, mining, scanning, tasks, etc... This is a flaw of many rpgs - dull and repetitive tasks for the sake of either gaining xp, resources or some other abstract gameplay "currency" in order to improve either your character or some central plot element. This is really what needs to be changed with a fresh approach. It could be done by making the tasks more interactive and skill based, creating a certain amount of unpredictability and thus breaking up the monotony. Or it could be done by removing them and instead have tight side narratives as in (yes I have to mention it) TW3 - it can work in a Bioware game, even with the combat style and squad based nature of the game. Anyway I like the open world of Andromeda, largely supported by the fact that the environments are beautiful and the combat is engaging and a lot of fun. Improvements can be made to merge tight narrative within an open world framework without needing to sacrifice one or the other. I believe Bioware will get there in the future with the right direction, though it may take more iteration on what works and what doesn't until they find it.But I don't want to wait until they figure it out. I want my good Bioware feels now! I play my games like I read a book. Gameplay, graphics, combat, etc. all take a backseat to the story and character development. I guess if you want to make a big budget AAA game, you need to broaden your scope, but I feel like they are sacrificing their soul for the almighty $$$. And that breaks my heart. For me the flow of a game encompasses all aspects which can be broken down into a few key aspects: - dialogue with npcs (this includes all character interactions involving dialogue) - interaction with the environment (this includes everything from combat, trading, crafting, mining, exploring, salvaging, etc...) - cinematic sequences to bridge events (cutscenes, galaxy map, etc) For a game to have engaging narrative, for me that doesn't mean an overwhelming amount of dialogue and no other gameplay elements. Rather everything should connect in one coherent flow, which altogether defines the narrative of the game, gives it substance and meaning and makes it relatable - like watching a movie or reading a book. For example, driving across a barren ice field for 5 minutes is part of the narrative. In a book that might be glossed over in one sentence, but I want to feel the experience which is then stored as a memory in my mind. As is engaging in combat with that enemy outpost, salvaging what equipment you can find from it, stopping to admire and be in awe of the environment, making a decision of where to move next, chatting with some npcs about something, etc... Novels aren't 100% dialogue from beginning to end, neither are movies - and flow in RPGs in particular should aim to reflect a realistic coherent experience of the player character. This can certainly work in an open world environment as long as substanceless tasks (ie scanning items where there is no skill, thus no unpredictability and so no mental reward for the player) and abstract resource collection are kept to a minimum, so the game doesn't feel like "systematically vacuum cleaning a carpet", but more an organic experience of "decorating a room".
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Post by dazzarlok on Apr 18, 2017 19:36:31 GMT
I see people keep mentioning 'corridor' and 'open-world'. Why does it have to be one or the other? Why can't I have a game that's not a long hallway, but at the same time isn't this enormous map with a ton of empty space and quest markers. I'd prefer something in-between.
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Post by Link"Guess"ski on Apr 18, 2017 19:44:31 GMT
Comes down to personal preference. This writer obviously just doesn't like open world type of gameplay, or at least prefers corridor style gameplay. I happen to find the ME2 style of non-stop follow the golden brick road type of game equally as boring as they find open world content. The trick is reaching a happy medium between the two (unless you are great at one or the other like Bethesda). I did find MEA a little lacking in instanced straight forward elements but I didn't have any issue with the open world parts. If some of the open world quests lead to instanced story heavy dungeon crawls I think it would have struck a better balance. The problem is BW will see "we didn't like the open world" complaints and simply return to all ME2 style corridors which is even worse than what we had in MEA. I think there is a difference between liking Open-world as a genre or not and judging an open-world game based on whether it's well done. He's not criticizing Andromeda for being open world. He's criticising it for being a narrative-focused game in the open world genre where the genre does not properly contribute to its narrative focus. He's completely right IMO about the monetized narrative found in ME3, DAI and this (EMS, Power and Viability) because it distances your perception from the narrative by making you aware of how you're just checking boxes to increase an arbitrary score. I still remember how my heart sank a couple of hours into ME3 as I realized what EMS was. I remember thinking "So this is all my choices will do? They all feed into some uninteractive meter?". You could tell before ME3's endgame that this was not going to be a good thing.
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Post by Deleted on Apr 18, 2017 19:45:11 GMT
I agree. And I didn't even finish the game, ergo obligation didn't even win in this case. I grew so bored that I moved on to Persona 5 and happily haven't looked back at Andromeda since.
If really good patches that overhaul lots of stuff (namely CC) are released, then maybe I'll go back.
A free expansion with incredibly in depth storytelling should definitely be something up for debate in the BioWare conference room too.
I have a feeling that BioWare is done with Mass Effect and Dragon Age. They claimed DA was slated for 5 total games, but I have little faith in that. I think DA:I was it. And I think Andromeda is it, too.
Bioware can't make a good RPG anymore. They just suck at it. They rush things last minute, they alienate top developers who bail on their own projects, they take away from the story and replace that with multiplayer and open world and crafting and dead end filler fluff. If they want to appeal to a different demographic - fine I guess. But they seem like they're burying the RPG franchise. They probably want to jump on the Overwatch/Destiny bandwagon because all EA sees are dollar signs.
Face it. The RPG's of yesteryear are dead. BioWare is going to be coming out with online crap.
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Post by RoboticWater on Apr 18, 2017 19:45:57 GMT
TW3 gets mentioned around here a lot and i think it is one of a the reasons the game was released in the state it was and well still is mostly. Because after TW3 was released and gaming media and players collectively creamed their pants about it some executives in EA had a meeting and decided to change the game to be more like witcher and damaged the whole game as a result. This is of course pure speculation but lots of speculation from everyone is the Bioware motto. Andromeda is nothing like The Witcher, though. How could you possibly believe The Witcher is to blame? I anything, influence from The Witcher would have helped. Rumor has it that Andromeda was aping No Man's Sky, and we all know how well that ended up. Imagine Andromeda with less meaningful quests spread across even more planets. The Witcher also managed to have interesting, nuanced writing, brilliant performances, and solid atmosphere in spite of a rather lackluster open world and poor game mechanics. I'm sure BioWare wishes they could make a game like that again.
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Post by Reorte on Apr 18, 2017 19:47:06 GMT
What am I doing in Skyrim? Basically just exploring and living in the world (and I love it even without mods, although they certainly add to its longevity and replayability). What stories and plot there are appear to exist mostly as a things to do in that world rather than in their own sake, but they feel (mostly) a natural part of that environment, or at any rate not just there to kill time. Mass Effect is more plot-driven than that which lends anything else to feel more like time sinks. I'll probably get accused of heresy for saying that The Witcher 3 suffered from the same problem, although to nowhere near the same extent since they were handled better there, but there were too many question marks on the map that seemed to exist only to pad out the map, with another bunch of monsters penned in to the same spot doing the same as I'd seen elsewhere.
If I'm going to be exploring an area I need to be seeing things that aren't basically the same thing I've seen a dozen times already. Obviously there are limits - after a while in Skyrim another cave is another cave, another dwemer ruin is another dwemer ruin etc., but it hid it far better with enough variety and adaption.
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Post by colfoley on Apr 18, 2017 19:47:28 GMT
I see people keep mentioning 'corridor' and 'open-world'. Why does it have to be one or the other? Why can't I have a game that's not a long hallway, but at the same time isn't this enormous map with a ton of empty space and quest markers. I'd prefer something in-between. ME A
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Post by Link"Guess"ski on Apr 18, 2017 19:48:21 GMT
I agree with some of the points presented in the article but BW should focus on making open world working for them and not to return back to ME2/3 level design, the well known shooting corridors. I don't want those back. They were fine in ME2 but I get why people dislike them. It was inarguably very arcade-y, but I personally found ME2 to be nice because a lot of those corridor levels were at least broken up with extra rooms to explore that contained rewards, audio logs or NPCs to talk to and because they were "levels" it kept the variety going. ME3 on the other hand was completely streamlined and while some parts (think the elevator jumping or collapsing bridge on Tuchanka) were made more surprising it always felt to me like an inferior, poor man's Uncharted when all I wanted was some good writing and interactions with NPCs where the adrenaline came from the drama and not the spectacle.
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Post by doch on Apr 18, 2017 19:49:45 GMT
A balance of quality corridor and open world, and not too much of either; and not without a well thoughout, written story that is dedicated/loyal to fleshing out and unfolding an intriguing narrative. That includes mature, purposeful crew members that add fuel and drive to the primary narrative. That's all it would've taken.
But no, the elephant in the room is the "pandering" to an ideological social justicism. That was their main priority and focus. Oh, and the sex scenes. Nail those, and Bioware felt like they had a winner...and probably still do.
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Post by rasande on Apr 18, 2017 19:50:15 GMT
As someone who likes Open World games, i agree with the article. We saw the same thing when GTA got popular and people started copying that without any success.Then WoW. Now it's Skyrim's turn.
The problem is that devs that choose/need to(they feel they need to keep up with the market/expectations from new players) to copy these games don't look more at the surface or don't really "get" what makes them special(I don't really blame them for that, if i worked 10-12h a day on videogames, playing them would be the last thing i'd want to do).
I mean, Skyrim really is a game with a shallow forgettable story/ies and a bunch of meaningless quests, but what makes it so popular is the world. It's how exploring the map,going into random caves and getting side tracked with interesting locations is an integral part of the game. It's a sandbox where your own adventure builds over time where the Main Quest is just a small part of it.
That's pretty much the opposite of a Bioware game. Fine, if they want to keep trying to get in on the open world pie i think they need to make it an integral part of the story and gameplay. That might have been the case for Andromeda earlier in development and was scrapped for some reason, but i really hope they learn from this, this time. Creating a pretty map and dumping a sack of isolated quests in it that fills up some bar that isn't even that important isn't really exciting.
I mean, you are the Pathfinder, and that's super important for some reason. I mean, why!? The path has already been found and the only important bit is you and your SAM, not a pathfinder position in general. People are already living on the planets for god's sake, not exactly blazing any trails here, more like janatorial duties.
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