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Post by bigbad on Apr 19, 2017 0:15:07 GMT
The shattered planet in Andromeda is amazing. It's the smallest planet you can drive the Mako, but also the most unique. That's the way. Not Karada, not Eos, not the Hintherlands... Yes! I loved driving around that planet. To me, this was the only part of the game that really lived up to the whole "spiritual successor of the original Mass Effect" notion that was used so frequently. It felt like a planet that I could have visited in ME1, except way better.
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Post by Pearl on Apr 19, 2017 0:19:35 GMT
The shattered planet in Andromeda is amazing. It's the smallest planet you can drive the Mako, but also the most unique. That's the way. Not Karada, not Eos, not the Hintherlands... Yes! I loved driving around that planet. To me, this was the only part of the game that really lived up to the whole "spiritual successor of the original Mass Effect" notion that was used so frequently. It felt like a planet that I could have visited in ME1, except way better. And then they have to go and make it so we can't explore it on foot. At least their explanation makes sense, unlike the hazards on other planets.
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Post by mmoblitz on Apr 19, 2017 0:19:47 GMT
Cry me a river. "Experts," "critics," and "fans," alike, have been predicting BioWare's "downfall" since Jade Empire originally released in 2005. Every time BioWare releases a game that isn't universally loved, their entire legacy is always on the line. This happened with Jade Empire. This happened with Dragon Age 2. This happened with Star Wars: The Old Republic. This happened with ME3's ending. Even though DAI was without a doubt the unquestioned GOTY in 2014, it then is a "weak year for gaming." There's always a convenient excuse to mitigate any success BioWare has. The bar that BioWare has to overcome now to be a "success" is so high and so unrealistic that they will never succeed in the eyes of many of these haters. The problem really arises with the fact that BioWare was a pioneer in so many ways for the RPG genre for so long. In terms of storytelling, choices, and consequence, there was just no one like BioWare for a very long time.Now we have CDPR, which is an unusual studio in its own right due to its freedom from a constraining publisher, low cost of living in Poland, and the fact that GOG allows CDPR to spend an insane amount of money on their games with little to no compromises. That's just not realistic for most studios on the planet (unless you are Rockstar or Blizzard), and I think because of situations like this BioWare is being unfairly criticized for not "keeping up." Just to compare the two, MEA allegedly had a budget of $41 million while TW3 had a budget of $80 million. The reason for this large gap in investment is due to the fact BioWare has multiple studios (Edmonton, Montreal, and Austin) that have to share a budget, where CDPR does not. Mass Effect Andromeda is a very fun game that was held back due to a lack of polish and poor execution on animations. Now, BioWare is being crucified for its mistakes and the "end is coming." BioWare is going nowhere and they certainly will always be one of the best RPG developers in the industry. The haters will always be there and will use as many excuses as they like, but I'll continue to keep buying BioWare games as long as they make them. That is the very reason why I bought Bioware games. The last two games however, have moved away from that formula and when you move away from what people expect, you better hit it out of the ball park or your going to feel the wrath...
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Post by beelzebub on Apr 19, 2017 0:21:06 GMT
I think the tools for making a good open world game were right in their hands. They should have doubled down on world reactivity. We saw glimpses of it on Eos, where you can decide the nature of your outpost, and the terraforming plot.
As far as I can tell (I've only played the game once), your outpost type doesn't do much. But imagine if you had chosen the militia, the Kett are pushed back, and you encounter fewer spawns. When you assault the Kett base, the militia would show up and make your life easier. The science outpost might give you improved technology and research data, and science-y quests.
Terraforming is the real dropped ball. As of now, it only serves as a content-gate on Eos, and gives viability/changes the skybox on other planets. What if you slowly got to see the effects of the worlds becoming more habitable? Veold could have frozen ruins that get thawed, while the fighting picks up because everyone's not freezing to death. Havarl could be flooded from the rainfall, which evaporates over the course of the game, opening new areas and bringing out new predators. All of this would happen gradually, rather than just an on/off switch like on Eos. What if they actually let you choose the type of world you wanted to terraform it into?
The most disappointing planet, though, is Veold. It's described as "The front line between the Angara and the Kett". I expected it to look like the battle of Hoth (the first area does indeed look like the Hoth base). Instead, I got an icy rectangle with Kett outposts dotted across.
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Post by sdzald on Apr 19, 2017 0:23:41 GMT
The shattered planet in Andromeda is amazing. It's the smallest planet you can drive the Mako, but also the most unique. That's the way. Not Karada, not Eos, not the Hintherlands... Yes! I loved driving around that planet. To me, this was the only part of the game that really lived up to the whole "spiritual successor of the original Mass Effect" notion that was used so frequently. It felt like a planet that I could have visited in ME1, except way better. Lets give MEA a bit more credit then that. I loved the entire Exaltation quest and the combat, outside the '3 skills' crap is awesome.
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Post by Kabraxal on Apr 19, 2017 0:27:24 GMT
Says the fanboy. Poor story. Poor antagonists. Repetitive side quests One dimensional characters Generic world with cut and paste design All the subtlety as a teenager screaming he's edgy The game was simply awful. It is not objectively great despite the religous zealotry of your fanboyism annoyingly screams. Anyone can post random bullshit, back it up What makes characters like the Bloody Baron or Ciri one dimensional? What makes the monster contracts or things like the assassination of Radovid repetitive? There are valid criticisms to level at TW3, it does have weak main antagonists in the form of the Wild Hunt leaders (though I'd say it makes up for this with the likes of the Crones). I backed up pre official forum closure. You were one of those that didn't want to listen then. And the fact you don't think the Witcher contracts are repetitive just shows how unwilling you are to even try to understand a dissenting opinion. If you want to praise TW3 and not here my thoughts on it, go to CDPR based forums. Unlike many here, I don't embarrass myself by hanging around those boards to troll TW3 and raise my favourite games over it. I'm fucking done with the TW3 fanboys and their annoying bullshit.
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Post by Steelcan on Apr 19, 2017 0:30:19 GMT
Anyone can post random bullshit, back it up What makes characters like the Bloody Baron or Ciri one dimensional? What makes the monster contracts or things like the assassination of Radovid repetitive? There are valid criticisms to level at TW3, it does have weak main antagonists in the form of the Wild Hunt leaders (though I'd say it makes up for this with the likes of the Crones). I backed up pre official forum closure. You were one of those that didn't want to listen then. And the fact you don't think the Witcher contracts are repetitive just shows how unwilling you are to even try to understand a dissenting opinion. If you want to praise TW3 and not here my thoughts on it, go to CDPR based forums. Unlike many here, I don't embarrass myself by hanging around those boards to troll TW3 and raise my favourite games over it. I'm fucking done with the TW3 fanboys and their annoying bullshit. Forgive me for not committing your arguments to memory. I admitted there were flaws to discuss, you just want to shit on it completely, and for what reason I wonder.... can't handle that BioWare has been so thoroughly outdone?
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Post by alanc9 on Apr 19, 2017 0:38:07 GMT
This whole open world obsession started when Skyrim sold a zillion copies ... I think one reason Skyrim is still around and kicking is the modding community. Heck there's even an entire new world to download and play as a mod. Haven't been able to do that with any BW game since the Original NeverWinter Nights. Modding DAO was easy enough. However, when the modding community found the code inside the game (DAO) that would allow the player to host servers, EA or BW whichever, had a cease and desist order handed to the modder that started the project I don't quite follow this. What did hosting DAO servers have to do with anything?
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Post by alanc9 on Apr 19, 2017 0:41:27 GMT
Laugh all you want, at least I'm not on CDPRs site praising a subpar game over one of their titles. Of course it would take work for me to find a poorer open world RPG than TW3. Could you walk me through that? What makes TW3 a bad open-world RPG? I'm not enough of a fan of the OW style to have a position there myself. Or is is a bad RPG that just happens to be open-world?
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Post by parnashwind on Apr 19, 2017 0:43:39 GMT
Open World or Open World like game is not impossible. IMO, it is not "hard" to make good Open World games. What makes Open World game good is the amount of work and effort the developers pour into it; every aspect of it. Unlike linear corridor games, developers cannot concentrate solely on 1 aspect and leave the rest out.
Bethesda, they are great at creating worlds with a lot of hidden things for the player to discover. You can be simply exploring and happen upon a tiny cave that could actually lead to a huge (keyword being huge) dunmer ruins that has a mini quest in itself. Or you can read a book and discover some hidden location, go to sleep in an inn and suddenly wake to unexpected events. They are not that good at creating a strong and compelling story but maybe that is because they are a sandbox RPG.
CDPR, they are great at weaving narrative into the world. They are great at making very detail and believable worlds, interesting characters. It is almost like watching a television series, every episode (event you encounter) can develop into something larger than you initially anticipated. The attention to detail is nothing short of greatness. How you start a quest often changes how they play out. If you didnt meet a certain NPC before proceeding to the next step of the quest, the game knows and it compensates for it. They are however not as good as Bethesda in making all those interesting hidden areas for exploration.
Zelda BOTW, a "new" comer to the Open World genre (yes yes I know, they 1st Zelda is arguably Open World) makes highly interactive environments. It is like they have put common sense into the world. Set fire in the middle of the field, well you may get burn. You can play with the environment and make use of the environment like never before in other Open World games.
All the above is simply the hard work of the developers. The more effort you put into an Open World game, they richer the experience of the players. The more attention to detail you put into an Open World, the livelier it becomes.
Bioware... imo spent too much time making static maps. Hired too many "artist/painters". Paintings are nice to look at, once in a while but when you need to tell a story, you need to hire a comic artist, an animation artist. Also, both DAI and MEA, I think they are struggling with Frostbite, I firmly believe that they have very little skill/experience working with Frostbite. This greatly limited what they can and cannot do - the list of bugs in MEA I think confirms my suspicion. After all, technically Bioware is much weaker than all the 3 developers I mentioned. Because of this, they are struggling to just meet the deadline, or just to get the game to run. They do not have time to even properly test the game. Therefore it is natural that they dont have time to attend to details and polish hence all the problems in MEA.
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Post by zipzap2000 on Apr 19, 2017 0:49:36 GMT
Not a bad game.
But...
A bad Mass Effect.
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Post by slimgrin on Apr 19, 2017 0:56:41 GMT
This is a fallacy. The reason the story and quests are bad is because the writers are crap, not because of the open world. An open world has nothing to do with garbage auto-dialogue, horrible jokes, infantile characters, cringe inducing romances and insipid, drawn out fetch quests. But there has to be a successful marriage between the writing and other elements like combat frequency, exploration, level design, quest variety etc. So blame isn't all on the narrative team.
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Post by projectpatdc on Apr 19, 2017 1:15:44 GMT
It's weird. I'm playing Zelda right now and even it's fetch quests stand out a bit more because of the rewards you get from them. But they are still "go grab these items!" Or "I need this many crickets or crab shells" but much like Horizon Zero Dawn, you need the rewards to survive and advance. There feels like a sense of progression With Mass Effect, I think it's more that the rewards and conclusions to the side quests suck. Yes I can get higher level weapons, but they don't help that much. The collecting just goes towards more weapons that don't really matter as opposed to any sense of survival or real sense of advancement. The main sense of progressions for MEA is the abilities and that feels great. But then the loot and rewards and having a need for more advanced weapons just feels tacked on I disagree on the fact that the rewards in mass effect andromeda sucks, viability for planets gives you permanent bonus, I would rather get that than credits that just allows me to buy more stuff, I can get credits in so many ways and at the end of rpg you have so much money you don't know what to do with it. I would rather get permanent bonus that allows me to get research points every 45 minutes, more ammo to take with me or access to better merchandise rather than just gold that I can get by selling weapons or armor I don't care about. And that's fair. MEA isn't a terrible system IMO. It's the best the series has ever had, again IMO. I like the viability system and the progression of the cryo pods. But the mining needed more of a use because I never felt the dire need for it. I always had an abundance. In Horizon Zero Dawn, I constantly had to search and collect just to survive. I would have like there to have been more of need or main mechanic that incorporated mining or searching or gathering. It was good how it was for mass effect but just better implemented in other games
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Post by colfoley on Apr 19, 2017 1:23:50 GMT
Well played changing the title like that...
Anyways regardless games like MEA and W 3 and DAI prove that sort of open world games but not really (tm) can work along with a heavy narrative and character focus.
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Post by Deleted on Apr 19, 2017 1:24:52 GMT
Well, I liked Andromeda compared to the only other OW game I have played, the Inquisition. I do not own a consiole, so HZD is not accessible, and I am not interested in playing Geralt's story.
In Andromeda I liked how there were planetary strories, vaults and how main story was delivered in entertaining sequences that came just at the right time as I was exploring the worlds. I liked the main story, the theme, and the characters. I had a lot of fun and replaying the game now, with just as much enjoyment. The flow of the story was excellent, imo, encouraging me to move forward, and not hiding away, but not proddingng me on either.
I do not see much difference between Andromeda and most earlier games. I like more linear games, like ME2/3 and DA2, but if BioWare wants to put out larger areas with more side-quests, Andromeda rather than Inquisition gets my vote. I
I own and played pretty much every Bio game, and the only one I did not finish was NWN1. Inquisition was the first game since I regretted purchasing, but then I also wanted to see all the characters talked about. I had to skip 6/10 areas because it was boring to me, and Dorian was the only reason I finished it at all.
<3 Andromeda, even if I do not consider myself an OW fan really.
If Cyberpunk has a customizable protagonist and is not too strongly men-oriented, I will play it as well.
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Post by bigbad on Apr 19, 2017 1:25:31 GMT
Yes! I loved driving around that planet. To me, this was the only part of the game that really lived up to the whole "spiritual successor of the original Mass Effect" notion that was used so frequently. It felt like a planet that I could have visited in ME1, except way better. Lets give MEA a bit more credit then that. I loved the entire Exaltation quest and the combat, outside the '3 skills' crap is awesome. Don't get me wrong - I like ME:A. I just meant that when it comes to realizing the promise of ME1's exploration, this particular planet was much better than all the rest.
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Post by projectpatdc on Apr 19, 2017 1:25:52 GMT
I think the formula they're looking for is something like the typical BioWare roundabout like Feros, Noveria, Therum or DA:I's Warden campaign vs Orlais but where each beat is its own planet. This actually harkens more back to the KOTOR formula as well than I think BioWare seems to let it show. The problem is how much MEA and DA:I wastes all this potential by making every planet not have a plot that is tied to the overarching plot. Because they're optional they aren't essential to the story and thus they become filler arcs or vignettes. I think the ones in Andromeda are pretty vital like the Krogan settlement on Elaaden but there's no real story there. It's just the length of a side-quest maybe and it could've potentially been Tuchanka of ME3 in its full length. A game I think they could take tremendous inspiration from in terms of pacing the story of each open world is InFamous on PS3. I recall that game had such a great sense of story-progression despite being a pretty basic open-world and similarly Jak 2 had a bit of that too. They're both basically the "GTA formula" but GTA seems to jump between different mission givers all the time while I felt InFamous really kept a nice sense of having a hero vs villain arc from start to finish that simply took you from one landmark in the map to the next whilist allowing for free-roam between every mission. The key to a BioWare plot is to ensure that the 3 suplots that act like a supporting structure to the central plot can be done in any order with minimal sacrifice to story pacing and narrative structure. I just don't think the best option is to make every open-world zone completely optional and inconsequential to the larger story. In other words, I think they've made DAI and MEA too open to the point where it starts to all feel like filler. I was expecting the game to stop at a certain point in the story and make sure we did all the "main" side content. I think they're trying to appeal to two separate crowds. Make the campaign streamlined while also giving a bunch of extra content/stories. Problem is the optional stuff much like other features are inconsistent. Some are great. Others are meh and it's most likely due to your point. They don't tie into the main story so it feels disconnected and throws off pacing
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Post by Giant Ambush Beetle on Apr 19, 2017 1:29:06 GMT
That's a good article. As I've already said numerous times, so far all the open world games I have ever played (TES : Oblivion, Skyrim, Far Cry 3, Dragon-Age Inquisition, now Andromeda) weren't bad games at all but they were more of a chore than joy. I can't say I had a lot of fun playing those games. The funny thing is, the Story parts of all those games were good, its really just the open world content that was more annoying and stale than fun for me. I wish playing only for the story was possible but its not since you need the XP and loot you get from doing open world grinding, plus the play time would be really short.
Now Andromeda, everything besides the Story bits feels like a boring chore. Take a boring drive to this Nav-point to fetch object XYZ while scanning the shit out of everything, and while you're doing it slaughter Kett that always respawn at the same place every time you drive by. Press a button and grab some minerals. Take a boring drive to some remnant obelisks to shoot some bots and solve Sudoku Puzzles to make the planet habitable. Repeat this 5 more times to make all the planets habitable, and then drive some more while getting ambushed by looter mooks that keep respawning by the hundreds. Or simply ignore them and let some bullets dent the ass of the NOMAD.
Same story with Dragon Age Inquisition. I LOVED the game till the discovery of Skyhold, then everything fell apart instantly.
I've been a Bioware fan since Baldur's Gate but I am by no means a ''good old bygone times'' guy, a lot of my favorite games have been released in the last 5 years and I do love all their features that weren't possible back in the day.
If I had one single advice to give Bioware I'd tell them to stop bandwagon-jumping and let go of open worlds and focus on story instead. ALl their recent games had really good story bits, if they had spent resources on story entirely I can nearly guarantee they would have been extremely popular and astonishing games. That open world feature was THE shit couple of years ago when it was suddenly possible to render huge worlds with a lot of freedom, but it looked much better on paper. In my humble opinion, outside MMO's, open worlds are passè since the have failed to add anything valuable to the games.
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Post by colfoley on Apr 19, 2017 1:31:28 GMT
I think the formula they're looking for is something like the typical BioWare roundabout like Feros, Noveria, Therum or DA:I's Warden campaign vs Orlais but where each beat is its own planet. This actually harkens more back to the KOTOR formula as well than I think BioWare seems to let it show. The problem is how much MEA and DA:I wastes all this potential by making every planet not have a plot that is tied to the overarching plot. Because they're optional they aren't essential to the story and thus they become filler arcs or vignettes. I think the ones in Andromeda are pretty vital like the Krogan settlement on Elaaden but there's no real story there. It's just the length of a side-quest maybe and it could've potentially been Tuchanka of ME3 in its full length. A game I think they could take tremendous inspiration from in terms of pacing the story of each open world is InFamous on PS3. I recall that game had such a great sense of story-progression despite being a pretty basic open-world and similarly Jak 2 had a bit of that too. They're both basically the "GTA formula" but GTA seems to jump between different mission givers all the time while I felt InFamous really kept a nice sense of having a hero vs villain arc from start to finish that simply took you from one landmark in the map to the next whilist allowing for free-roam between every mission. The key to a BioWare plot is to ensure that the 3 suplots that act like a supporting structure to the central plot can be done in any order with minimal sacrifice to story pacing and narrative structure. I just don't think the best option is to make every open-world zone completely optional and inconsequential to the larger story. In other words, I think they've made DAI and MEA too open to the point where it starts to all feel like filler. I was expecting the game to stop at a certain point in the story and make sure we did all the "main" side content. I think they're trying to appeal to two separate crowds. Make the campaign streamlined while also giving a bunch of extra content/stories. Problem is the optional stuff much like other features are inconsistent. Some are great. Others are meh and it's most likely due to your point. They don't tie into the main story so it feels disconnected and throws off pacing that's pretty much all games ever. The amount of grindy filer content in the witcher was annoying.
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Post by Deleted on Apr 19, 2017 1:38:11 GMT
Well, people all gash over how That Polish Game has amazing characters, but all I see being brought up in casual discussions are Geralt's two wives feoding over him, his raped step-daughter and a wife-beating baron with apparently a glimpse of good in him. Every bio game has more companions people discuss than that... and only in ME series they are all over Shepard. Still, even in ME there are characters of comparable positive allure to Shepard, and, yep, including males.... W3 always gives off that feel that is really all Geralt's all the time... so what characters are there to love or to love to hate? Save for the wives?
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Post by zipzap2000 on Apr 19, 2017 1:38:42 GMT
I backed up pre official forum closure. You were one of those that didn't want to listen then. And the fact you don't think the Witcher contracts are repetitive just shows how unwilling you are to even try to understand a dissenting opinion. If you want to praise TW3 and not here my thoughts on it, go to CDPR based forums. Unlike many here, I don't embarrass myself by hanging around those boards to troll TW3 and raise my favourite games over it. I'm fucking done with the TW3 fanboys and their annoying bullshit. Forgive me for not committing your arguments to memory. I admitted there were flaws to discuss, you just want to shit on it completely, and for what reason I wonder.... can't handle that BioWare has been so thoroughly outdone? I wouldnt say they were outdone, much of TW3 was recreated from other games, the battle of Kaer Morhen was a tribute to the Suicide mission not a bad one, not the best. I think CDPR outplayed them in the marketing of TW3 as a 'better game' in reality its side quests can be just as tedious and boring. But they often have far reaching consequences and worthwhile interactions. People think they aren't fetch quests but a lot of them are. Bio just aren't as good at dressing up filler content. So far as story, the Witcher has always been laughable. The one thing it does well is rip off BioWare and do their bit better. (Ex Bio employees at CDPR) "Characters and cutscenes. More characters and cutscenes. Romance. Make them lol. Use the chracters and cutscenes to make them lol. Now do serious. Right throw in some sidequests with characters and cutscenes. Sprinkle consequences. We're done here." Its ME2 with an open world and sidequests. What BioWare need are hubs big enough that you feel like wandering before you get back to the mission. Thats where the Witcher kills them. Novigrad is an open envirinment that makes TW3 feel big. Its not actually big.
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Post by colfoley on Apr 19, 2017 1:40:26 GMT
Well, people all gash over how That Polish Game has amazing characters, but all I see being brought up in casual discussions are Geralt's two wives feoding over him, his raped step-daughter and a wife-beating baron with apparently a glimpse of good in him. Every zbio game has more companions people discuss than that... and only in ME series they are all over Shepard. Still, even in ME there are characters of comparable positive allure to Shepard, and, yep, including males.... W3 always gives off that feel that is really all Geralt's all the time... so what characters are there to love or to love to hate? Save for the wives? Dandilion....Dandilions blond love interest. Then the DLC added a lot of interesting character s
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I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
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I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
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Post by gplayer on Apr 19, 2017 1:42:12 GMT
Bethesda, they are great at creating worlds with a lot of hidden things for the player to discover. You can be simply exploring and happen upon a tiny cave that could actually lead to a huge (keyword being huge) dunmer ruins that has a mini quest in itself. Or you can read a book and discover some hidden location, go to sleep in an inn and suddenly wake to unexpected events. They are not that good at creating a strong and compelling story but maybe that is because they are a sandbox RPG. I really liked this point. Long term 'fetch' time sinks, like the plant samples guy and the mineral scanner guy, are there to get you our there to explore the map (at least that is what I concluded after 214 hours of game play). The problem is that instead of happening upon an interesting cave/side story, you happen upon an npc location with a datapad/body you can or scanning array you have to destroy. Then the tedium begins while you raid every location in view in the hope of finding more clues, and more often than not coming up empty (not least because that 10th location you raided was the same as the 4th but they all look the same and the enemy magically appeared again). I can't say I discovered everything, but the only items that came close to what you described with dunmer ruins is a vault like puzzle in south west Elaadan and the Drailur caves with the Collective base on Elaadan. Skyrim also had a very low production value, like 4 VO's you kept hearing over and over again. Glad to see TW3 did not have that issue! But again modability makes up for a lot.
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Post by Petroshenko on Apr 19, 2017 1:42:41 GMT
The whole discussion boils down to "simple" fact it always did - open world RPG quests & tasks need to be backed by a developed story motivation provided by at least somehow memorable characters. In most cases, having 3 lines spoken by Angara Resistance Fighter #5274 (lacking any cinematic flair) won'to be enough as the quest basis to avoid making it feel like a boring busywork. Andromeda unfortunately has a ton of those, especially on Voeld or 2nd part of Eos. Too many nameless characters with too many similar short tiny tasks all blending together into a map cleanup chore.
Kadara has probably the best quest structure out of the larger worlds in the game. Most of the quests revolve around Sloan and Reyes leading the whole planetary arc and the quests that do not feature them at least utilize memorable characters or events in some fashion (weed guys are memorable whether you like them or not, anti-AI hacker, oblivion drug etc). Majority of those also utilize cinematic presentation in dialogues. Compare that with Voeld and 7264 resistance tasks with minimal story, character focus and cinematics.
They should have less side quests with less no-name characters and write bigger/longer side quests instead with greater focus on key/memorable developed characters. Preferably with at least decent cinematic presentation so it doesn't look 100x cheaper than main quests. More Kadara, less Voeld. Budget-wise it would be almost exactly the same.
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Post by suikoden on Apr 19, 2017 1:43:12 GMT
Laugh all you want, at least I'm not on CDPRs site praising a subpar game over one of their titles. Of course it would take work for me to find a poorer open world RPG than TW3. Do you see hoy fanboys come off as yet? And still am not making a fool myself on a site devoted to a dev I hate like many of you are. LOL
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