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Post by samhain444 on Apr 27, 2017 20:13:52 GMT
I am relatively new to posting on this board so apologies if this has been discussed.
BioWare's commitment to more of an "open world" feel was something that I was initially excited about after playing both Mass Effect and Dragon Age franchises extensively. Obviously, the value of open world in contingent about what is included in it and, so far, the results have been hit and miss.
With Dragon Age: Inquisition, I really enjoyed a good portion of it while completing multiple playthroughs but the thing that always felt unfinished was how the main narrative tied in with the different locations you visited. Even though, no matter where you went, there was something there that tied in with the main story, I'd say ~85% of what was left were side missions ranging from the necessary to the somewhat engaging to the annoyingly trivial. More often than not, it hurt the overall story arc as you would sometimes spend hours exploring an ever-expanding map but nothing related to your pursuit of Corypheus.
Mass Effect: Andromeda suffers from this as well. Again, overall, I enjoyed the game and am currently in my second playthrough but, this time, I am pretty much avoiding anything with the word "Task:" in front of it that might pull me further away from the main narrative. While ME:A closed the gap a bit in terms of travel and exploration with the inclusion of the upgradeable Nomad, the exploration still pulls you away from the immediacy of defeating the Archon. Even the original Mass Effect had less urgency as, despite the focus on chasing down Saren, there was no immediate threat of the Reapers descending down from dark space at that point.
In viewing what the original trilogy did well, it was providing a tight narrative corridor that enabled you to quickly hop from plot point to point without losing the momentum of the story. With Mass Effect, you basically had four main missions - Therum, Noveria, Feros, and Virmire - and, within those missions, sub-missions that fed into the main mission in one way or another but, when the story ended it ended, with no real ability to explore.
Mass Effect 2 took this idea and doubled-down, breaking up the story into even more bite-sized chunks, sacrificing, in a way, a larger, possibly more complex narrative in favor of character building and lore expansion. Sure, the "Reaper Threat" was always there in some way, but the majority of the game was recruitment and companion missions that allowed you to explore the Asari, Krogan, Salarian, Batarian, Drell, Hanar, and Volus cultures that was not allowed in the first game. Again, in the end, though, once it was done, you had nothing to explore and were just pending more DLC.
So, what might be the compromise between a corridor shooter that limits exploration and an open world game that compromises narrative focus?
I was thinking that the two ideas could be combined in same game relatively seamlessly. The first portion of the game introduces you to the main planets that are needed to piece together your investigation into Remnant, Kett and Angara but the story has the "corridor" format to keep pushing you forward on a, say, 50-60 hr main story and, once completed successfully, the planets "unlock" for further exploration if you want with each world having its own mini-stories. You still make the vault activation as a key towards making the planets suitable for settlement and there could even be an achievement tied to it to encourage post-game exploration.
Thoughts?
Edit: crap, forgot about Virmire
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Post by decafhigh on Apr 27, 2017 21:10:42 GMT
This is a pretty hotly talked about topic. I'll try to put something more coherent together, but I think the main issue with BW doing an open world is trying to just copy the filler quest mechanics of other games. All the fetch quests, tasks, and scan rocks/plants/animals/whatever all feel like they belong in an MMO more than a SP story.
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Post by AnDromedary on Apr 27, 2017 21:18:05 GMT
I have said this somewhere in another thread but since it seems relevant here, this is my opinion on the matter:
I think an open world can work with story telling. It's just that devs need to get away from overselling their open worlds. I realize, it's a huge effort to build it and you want to show it off as much as possible. However, the design strategy should always be "what do I need it for, to deliver the coolest experience to the player". If something is not helping this goal, then cut it out. If they had developed ME:A under this creed, the mining zones, the "3 data-pads in random camps give you 1 navpoint" quests and the "visit 5 planets then the first one again" quests would have immediately been gone. The planets would have been fine if they were 1/3 of their current size, each and much more condensed. You would still drive the Nomad but you'd do it for 15 hours instead of 45 of the total game time. The game would be shorter but it would still be 60 hours instead of 100 (and it would be the cool 60 hours).
Look at one of my favorite go-to examples of an open world game done right: ... no, it's not Witcher 3, it's actually Gothic 2 (with the Night of the Raven Add-On). It's an open world, but it's small. It's small, but it's chock full of recognizable land marks (you don't even need a map to find your way in a heartbeat), characters, interesting geography and interesting quests. During the adventure, you need to traverse the entirety of the world about 4-5 times. BUT, the story is divided into 5 chapters and each chapter changes the world (e.g. in chapter 3 there is an orc invasion), so whenever you traverse the world again, there are different quests on the way, new people around and new enemies to fight that were not there before. Everything in this world was made very consciously to deliver a new and exciting experience and as a result, you never feel like you are doing something repetitive. Piranha Bytes (the devs who made Gothic 2) never over-sold any of the game mechanics or visuals, they knew that you cannot rest on your lorels for half the game time, you need to deliver something worthwhile every minute of the players game time if you want to keep them invested. Whether that's a new story bit, a new enemy to fight or a new visually exciting area to explore, everything needs to come in small portions. Now, those devs also fell for the "bigger is better" trap with Gothic 3 but that's a different story. The point is, ME:A's open world iteslf is not the problem IMO, the problem is how this open world doesn't exist to serve the game experience but rather for it's own sake.
The story and the variety feels to thin - to quote Bilbo Baggins - it feels like butter, spread over too much bread. It doesn't help that the writing is pretty weak of course but IMO, the density of content is the main problem.
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Post by samhain444 on Apr 27, 2017 21:23:23 GMT
This is a pretty hotly talked about topic. I'll try to put something more coherent together, but I think the main issue with BW doing an open world is trying to just copy the filler quest mechanics of other games. All the fetch quests, tasks, and scan rocks/plants/animals/whatever all feel like they belong in an MMO more than a SP story. Despite the gap in release dates (Nov 14 and Mar 17), DA:I and ME:A felt like "siblings"...both shared a common ideal in terms of open world. DA:I was met with positive reviews and sales so, despite some valid criticism, there was little incentive for ME:A to deviate too much from what had worked just two years prior. I think its valid to point out that its release was prior to The Witcher 3 coming out and ME:A was released in the midst of Zelda hype so ME:A would be under more scrutiny to see if it repeated DA:I's mistakes and adopt TW3's approach to side quests. Overall, I think ME:A handled side content better than DA:I but, because of timing and technical issues, ME:A bore the brunt of the criticism.
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Post by samhain444 on Apr 27, 2017 21:34:50 GMT
Look at one of my favorite go-to examples of an open world game done right: ... no, it's not Witcher 3, it's actually Gothic 2 (with the Night of the Raven Add-On). It's an open world, but it's small. It's small, but it's chock full of recognizable land marks (you don't even need a map to find your way in a heartbeat), characters, interesting geography and interesting quests. During the adventure, you need to traverse the entirety of the world about 4-5 times. BUT, the story is divided into 5 chapters and each chapter changes the world (e.g. in chapter 3 there is an orc invasion), so whenever you traverse the world again, there are different quests on the way, new people around and new enemies to fight that were not there before. Everything in this world was made very consciously to deliver a new and exciting experience and as a result, you never feel like you are doing something repetitive. Piranha Bytes (the devs who made Gothic 2) never over-sold any of the game mechanics or visuals, they knew that you cannot rest on your lorels for half the game time, you need to deliver something worthwhile every minute of the players game time if you want to keep them invested. Whether that's a new story bit, a new enemy to fight or a new visually exciting area to explore, everything needs to come in small portions. Now, those devs also fell for the "bigger is better" trap with Gothic 3 but that's a different story. The point is, ME:A's open world iteslf is not the problem IMO, the problem is how this open world doesn't exist to serve the game experience but rather for it's own sake. The story and the variety feels to thin - to quote Bilbo Baggins - it feels like butter, spread over too much bread. It doesn't help that the writing is pretty weak of course but IMO, the density of content is the main problem. Interesting, I'll have to try this game. Like you said, The Witcher 3 is often used as an example of "open world done right" but, honestly, after two playthroughs, I was done. I enjoyed my two playthroughs - one romancing Triss, the other Yenn while playing through "Heart of Stone" and Blood and Wine" - but, after I was done, I had no interest in returning to it later. I think "narrowing narrative corridor" could help re-focus the story for ME:A 2, giving it a tighter story.
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Post by Link"Guess"ski on Apr 27, 2017 21:39:02 GMT
bsn.boards.net/thread/9044/polygons-letter-bioware-regarding-worldWe had a discussion about it based on Polygon's take on this issue. Plenty of reviewers pointed out how the open world stuff didn't make this a better BioWare game I believe. But yeah, I think most of us in here have been thinking those things since Inquisition. It's not all bad and some probably like it a lot. Personally I would like to see them continue doing open-ended games like this but they should scale the breadth of content down by 25% at least and then focus on making the remaining content more substantial and most importantly more rewarding. I had a shower-thought today about Inquisition and Andromeda thinking that the open world quests weren't all terrible in DA:I actaully (unlike how I remembered them) but they still improved some of it in MEA by making more actual cutscenes and the sense that it was important and more emotioanlly engaging sometimes but the most memorable quests always ended up feeling shallow anyway and that was because they didn't end properly or they ended too abruptly without enough wrapup. It wasn't something that really stood out enough most of the time and the most memorable quest endings in Andromeda were just too few and far between anyway. Meanwhile Inquisition actually trumps Andromeda in how it ties the story into the environments and I really liked the caves in it like the Shrine of Dumat area or the keeps you capture and things like that, but Inquisition just didn't have any quests that featured "character-moments" in the open world stuff so it's a weird tie. Like I said, I think they just need to go back to what Inquisition did, scale it down by cutting away 2-3 of the open world locations and of course add cutscenes to the most story-driven quests. Imagine you have that as a foundation and then the time and money they spent on Hissing Wastes, Emerald Graves and Fallow Mire could've been spent on making that "My husband has gone missing!" quest in the Hinterlands into an actual series of events where the NPC questgiver has a personality and a plight and the Mayer in Crestwood questline could've become something like Reyes and Sloane on Kadara. Then when you have that you somehow magically go even further and improve the story-foundation so that Reyes and Sloane's questline is actually a part of the main plot and not just an isolated side-story with trivial ties to the lore, so it becomes like KOTOR in that you land on a planet, you go through a linear beat with branching decisions and certain skippable parts and extra quests and then you find that main story revelation and go elsewhere. Remember what ME1 did with Feros, Noveria? We need that in a DA:I open world setting where the full length of the Kadara-specific plot line contains vital revelations to the core story and the Krogan conflict on Elaaden has, let's say Drack instead of Morda who we have to help out so he will join us and then he will show us the glyphs he obtained to enter Remnant Vault there and terraform Elaaden. Then each planet would have its own story that tied into the main plot at the end of their respective questlines and you could choose any planet in any order. I also want freighters back like those in ME1 for some side missions and I hope they can make Loyalty missions happen on the actual open-world planets. They should look at InFamous which was like GTA III in the sense that there were 3 islands of one big open-world map and you were locked to only one for the first 20% of the plot and then a critical mission would unlock that took you through an underground tunnel to the next island and that felt almost like a linear level in an action game even though it was technically part of the open-world map and it had an iconic boss-battle within it as well. That's the kind of design I want to see BioWare do with this formula. Keep it simple and focused and take advantage of having the explorable planets as your main attraction.
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Post by Deleted on Apr 27, 2017 21:41:11 GMT
I have said this somewhere in another thread but since it seems relevant here, this is my opinion on the matter: I think an open world can work with story telling. It's just that devs need to get away from overselling their open worlds. I realize, it's a huge effort to build it and you want to show it off as much as possible. However, the design strategy should always be "what do I need it for, to deliver the coolest experience to the player". If something is not helping this goal, then cut it out. If they had developed ME:A under this creed, the mining zones, the "3 data-pads in random camps give you 1 navpoint" quests and the "visit 5 planets then the forst one again" quests would have immediately been gone. The planets would have been fine if they were 1/3 of their current size, each and much more condesed. You would still drive the Nomad but you'd do it for 15 hours instead of 45 of the total game time. The game would be shorter but it would still be 60 hours instead of 100 (and it would be the cool 60 hours). Look at one of my favorite go-to examples of an open world game done right: ... no, it's not Witcher 3, it's actually Gothic 2 (with the Night of the Raven Add-On). It's an open world, but it's small. It's small, but it's chock full of recognizable land marks (you don't even need a map to find your way in a heartbeat), characters, interesting geography and interesting quests. During the adventure, you need to traverse the entirety of the world about 4-5 times. BUT, the story is divided into 5 chapters and each chapter changes the world (e.g. in chapter 3 there is an orc invasion), so whenever you traverse the world again, there are different quests on the way, new people around and new enemies to fight that were not there before. Everything in this world was made very consciously to deliver a new and exciting experience and as a result, you never feel like you are doing something repetitive. Piranha Bytes (the devs who made Gothic 2) never over-sold any of the game mechanics or visuals, they knew that you cannot rest on your lorels for half the game time, you need to deliver something worthwhile every minute of the players game time if you want to keep them invested. Whether that's a new story bit, a new enemy to fight or a new visually exciting area to explore, everything needs to come in small portions. Now, those devs also fell for the "bigger is better" trap with Gothic 3 but that's a different story. The point is, ME:A's open world iteslf is not the problem IMO, the problem is how this open world doesn't exist to serve the game experience but rather for it's own sake. The story and the variety feels to thin - to quote Bilbo Baggins - it feels like butter, spread over too much bread. It doesn't help that the writing is pretty weak of course but IMO, the density of content is the main problem. I think this is similar to my impression of the "modular world" concept being described on other threads. We seem to be looking for a hybrid... not open and not linear. The OP's idea has merit a well. I also had an idea for those people who happen to like farming for XP and loot drops by repeatedly slaughtering enemies endlessly (and some people do) or those who want to run or drive around collecting crafting supplies endlessly... Since those sorts of "task/fetch" quests are the cheaper content to make... why not make a cheap (or even free) DLC add-on areas of just those sorts of "tasks." That way, the main game could be significantly "de-cluttered" and the main story and story-related side quest areas of the map(s) adjusted accordingly. The "task" areas could expand the outer edges of the maps if the DLC is installed by the player.
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Post by duckley on Apr 27, 2017 22:28:26 GMT
It seems that many fans would prefer fewer side/go-fetch/collection type quests. To me DA:I had the right amount. MEA seems a bit overloaded with quests so I am choosing not to do some of the "tasks" .
TW3 was very overwhelming in terms of the number of side quests although I agree most of them were pretty interesting....some though, pretty silly.
As for the game that everyone seems to think is the all time best open world game.... Skyrim - I have nothing but frustrated memories of a souless/humourless kind of game where I became so mired in side quests I forgot what the game was about! I have never finished the game... although in part that was due to the incredible bugginess of the game. I often wonder why Bioware seems to get so much criticism for bugginess (although I have never had a bug in any Bioware game to date) and bland/boring side quests, when Skyrim takes the crown in both those areas from my perspective.
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Post by samhain444 on Apr 27, 2017 23:12:41 GMT
It seems that many fans would prefer fewer side/go-fetch/collection type quests. To me DA:I had the right amount. MEA seems a bit overloaded with quests so I am choosing not to do some of the "tasks" . TW3 was very overwhelming in terms of the number of side quests although I agree most of them were pretty interesting....some though, pretty silly. As for the game that everyone seems to think is the all time best open world game.... Skyrim - I have nothing but frustrated memories of a souless/humourless kind of game where I became so mired in side quests I forgot what the game was about! I have never finished the game... although in part that was due to the incredible bugginess of the game. I often wonder why Bioware seems to get so much criticism for bugginess (although I have never had a bug in any Bioware game to date) and bland/boring side quests, when Skyrim takes the crown in both those areas from my perspective. Yeah, never really got into Skyrim...it was beautiful and had some interesting quests but just never connected with it, even with all the available DLC included.
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Post by Link"Guess"ski on Apr 28, 2017 2:10:01 GMT
It seems that many fans would prefer fewer side/go-fetch/collection type quests. To me DA:I had the right amount. MEA seems a bit overloaded with quests so I am choosing not to do some of the "tasks" . TW3 was very overwhelming in terms of the number of side quests although I agree most of them were pretty interesting....some though, pretty silly. As for the game that everyone seems to think is the all time best open world game.... Skyrim - I have nothing but frustrated memories of a souless/humourless kind of game where I became so mired in side quests I forgot what the game was about! I have never finished the game... although in part that was due to the incredible bugginess of the game. I often wonder why Bioware seems to get so much criticism for bugginess (although I have never had a bug in any Bioware game to date) and bland/boring side quests, when Skyrim takes the crown in both those areas from my perspective. TW3 was very overwhelming in its abundance of side quests. The good thing is they didn't make it seem like doing them was necessary for something larger like the EMS or Power scores did or the illusion that every side-quest is somehow tied to the main goal of the game like the Inquisitor "restoring order" or whatever. In Witcher 3 it's more like Mass Effect 1 but on a much larger scale. The side-quests are just there and you'll do them if they interest you.
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Post by decafhigh on Apr 28, 2017 3:13:09 GMT
I was jotting down ideas trying to get my thoughts in order on how to improve MEA's open world. I was thinking along the lines of taking the small side missions from ME2 you discovered via planet scanning and adding those type of scenarios to the open world areas of MEA. Drop the fetch and task stuff and put these in its place so they can be discovered as you are exploring and activating the monoliths, but one thing kept getting in the way...
MEA's story. The main problem with MEA is the fact the planets are all supposed be (aside from Havarl) hostile uninhabitable and environmentally hazardous worlds. You can't really populate the planets with much life or interesting things to do or else it wouldn't make sense with the overall narrative (not that they didn't break the narrative in lots of other places, but that's beside the point). It wouldn't make much sense for there to be a lot of stuff going on in MEA's open world areas.
I think the idea is still sound though for MEA2 since those hazard issues are resolved, get rid of the typical MMO and RPG style fetch quests, get rid of quest givers, respawning baddies, all of that typical 'go collect 10 bear asses and return to me' style of questing and add interesting story heavy scenarios into the open world for players to discover naturally as they push forward the main quest's objectives on that world.
The number of quests that show up in your log or journal should be really small, these should all just be events you come across while doing your pathfinder things instead. Make them feel like part of the actual world. You are traveling from one monolith to another and find a crashed ship or a criminal outpost or whatever it is and it kicks off a short (5 min) to long (30 min) story with its own area of the open world where they can tell whatever story it is they are trying to tell.
It could be things related to that world or it inhabitants to help world building, it could be character related things to build up a NPC, or different scenarios could appear depending on your companion to build that companion's story, or even events tied in to the main quests and story, you could really do anything with them.
Maybe this is just to prohibitive from a development cost standpoint, I dunno. The typical fetch/collect/scan/retrieve items type of gameplay is just not BW's strength. They need to find some mechanic to allow them to tell short BW style stories as part of the open world.
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Post by Furisco on Apr 28, 2017 3:23:31 GMT
In my opinion they should make more planets like H-047c. That planet was what ME1 tried to do but done right.
-Beautiful.
-Not huge but not small.
-Cool to explore.
-A few linear missions inside the planet.
-No fetch quests.
I was so happy while i was on that planet and i wish the entire game was like that, but it wasn't. Hmph...
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Post by aglomeracja on Apr 28, 2017 8:18:32 GMT
In my opinion they should make more planets like H-047c. That planet was what ME1 tried to do but done right. -Beautiful. -Not huge but not small. -Cool to explore. -A few linear missions inside the planet. -No fetch quests. I was so happy while i was on that planet and i wish the entire game was like that, but it wasn't. Hmph... Yeah, having some major planets with major quests tied to the story conatining cinematic conversations, cut-scenes and some optional objectives\side quests on the way + couple of H-047c-like planets where all the exploration could happen (and maybe some mining, so you didn't have to bother with it on main planets).
That would make Andromeda a ME1 done right.
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Post by wright1978 on Apr 28, 2017 8:52:51 GMT
In my opinion there are inherent problems with marrying open world and story content. Even something as beautifully crafted as the witcher 3 story storywise from its open world nature.
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Post by unwanted on Apr 28, 2017 9:00:26 GMT
You know even before the change of engine and open world, they could magically give you the impression of being in a open world without the problems true open world comes bundled with.
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Post by admiralbonetopickmk2 on Apr 28, 2017 10:00:17 GMT
I know a lot of people seem to be against linear games, but linear doesnt automatically mean every game has to be like Uncharted. You can still do a lot in with linear, its merely a basic framework. But it does allow for a much tighter and focused narrative and atmosphere. Give me hubs that are extremely atmospheric, colourful, complete with excellent world building, places where you can really feel that your right there, right in heart of some of those unknown planets and places in the far reaches of the galaxy, or inside an alien ship or a normal outpost. I want the universe to feel much more exspansive and alive, lived in etc and for the most part that is only brought about as a result of such a tighter focused, more linear game design. Something not found in ME:A... A game about large maps, open worlds and exploration etc and whilst that sounds good, the game it just doesnt do a good job at any of those things imo. Its just large maps but with no substance. I feel like thats the downside to open world, you have to make too many sacrifices and indeed as you noted OP compromises in so many other aspects to make an open world possible. And too often the final results simply arent worth it.
But in contrast to that take Illium, Omega's streets, ME2's Citedel, the collector ship, the quarian floatilla, the geth dreadnought, Kasumi's Stolen Memory/Beckenstein, The Layer of the Shadowbroker, all the N7 anomaly missions in ME2 etc... Not huge open worlds, but lot of ambience, atmosphere, variety, depth, context, meaningful details and still big enough to explore, fight there, run, cover, use powers, and decisions. I mean these smaller maps can still be filled with content, not so big a level, but more than big enough where every detail matters, meaninguful decisions and the perfect ambience and environment. No open worlds but small to medium maps dripping in atmosphere, compact with lotsa detail and big enough that you can still explore to an extent(you really dont need the game to be a huge open world for it to be great). ME2 and games like Deus Ex:HR etx is linear done right. But i digress... thats plenty big enough imo. Have many worlds in that ilk, thats all one needs. And its very much preferable to the current Bioware open world game design.
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Post by decafhigh on Apr 28, 2017 13:08:04 GMT
I'll take MEA over ME2's design any day. ME2 is basically nothing more than a bunch of different colored hallways to use as a shooting gallery.
I find ME1's design to be the best compromise. With the bigger budget and more resources they have today they could make those explorable planets unique instead of copy/pasting the same hideouts and mine shafts onto every world.
The problem with MEA's worlds is there is nothing there to explore, or I suppose more accurately nothing interesting to find while exploring. Eos, Voeld, and Elladen all basically being the same planet just recolored only makes the problem that much worse.
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Post by Deleted on Apr 28, 2017 13:16:27 GMT
I actually feel that Andromeda already represents the best compromise between adding exploration nodes and keeping a strong main story that is easy to find and to follow.
What I specifically did not like in the Inquisition, was that pretty much all of their areas did not have a story of their own, instead where peppered by meaningless collecting quests, and had nothing to do with the main story (that was shallow and hard to find in the Journal), save for accumulating power points to unlock next assignment.
Andromeda mercifully reduced the number of planets to visit compared to the ungodly number of empty areas in Inquisition in half, added the strong main story on each planet, and a trigger on each planet for the next main story-instance. In addition, there was a few things that can be done while in the vicinity or ignored, depending on the player's mood each PT, that are clearly segregated in the journal (unlike the Inquisition).
I like Andromeda's structure, because I can stay as focused I wish or do exploration if I just feel like riding around with my crewmates for companionship. I would not want to stay in the hallways for 30 hours (let alone 60), and then have an option to gather shards with a max level character in uber gear. I prefer what Andromeda does - scatter some optional stuff to do while playing through the main story - for a total of 30 to 50 hours per a non-rushed playthrough.
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Post by thedarkprince on Apr 28, 2017 13:20:39 GMT
Being open world simply killed the pacing of the game. Open world games are the latest craze because it is easy to make a vast world with little to do in it. And just scatter a few MMO style quests all over the place....rinse...repeat for 70 hours. I honestly hope Bioware drops the open world crap, and focus on a tighter story driven game. When the main story can be completed in 15 hours but you can squeeze 100 hours out of the game in filler quests that you honestly can't even remember 90% of them after the game, there is a problem. The main quest should be longer than all the side quests which should be treated like icing on a cake. Side quests shouldn't be the entire damn cake.
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Post by kino on Apr 28, 2017 14:18:33 GMT
Popular topic, but obviously an important one to many.
I thought the tie in between planet viability and setting up a colony was good way to go about it. That might mean traveling between vaults but that's a good way to exploit the use of an open zone of land. Those were direct tie in's to the plot of being a Pathfinder.
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Post by derrame on Apr 28, 2017 14:23:09 GMT
ME2 is perfect ME is about the story and charcters not about exploring empty boring lifeless gigantic maps like in DAI or MEA doing hundreds of boring fetch quests, filler content just to keep the player occupid instead of entertained in something interesting
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Post by egeslean05 on Apr 28, 2017 15:15:03 GMT
I'll take MEA over ME2's design any day. ME2 is basically nothing more than a bunch of different colored hallways to use as a shooting gallery. I find ME1's design to be the best compromise. With the bigger budget and more resources they have today they could make those explorable planets unique instead of copy/pasting the same hideouts and mine shafts onto every world. The problem with MEA's worlds is there is nothing there to explore, or I suppose more accurately nothing interesting to find while exploring. Eos, Voeld, and Elladen all basically being the same planet just recolored only makes the problem that much worse. I think you it right the first time, "there is nothing there to explore". For a game about 'exploration', the only thing we, the Pathfinder, explores before anyone else, are the Vaults (and even then sometimes Kett are in there before us, even though they can't make the RemTech work??). Much like No Man's Sky, we don't actually explore, it's all been explored already, and colonized. The environmental hazards did not help with this illusion of being Pathfinders. With their tech, assuming it's the same level of tech from the MET, their suits/armors should be able to protect them from intense heat, cold, and radiation, for extended periods of time. Without that, the idea of Pathfinders leading the way and being prepared for anything they find is, well, hard to follow. In the MET, Shepard wasn't a gofer, they had a goal/mission and did what had to be done to complete that mission before moving onto the next one (or didn't do it, if you wanted to skip the side stuff). Ryder, and the Pathfinders as a whole, feel like glorified gofer's, and that, to me at least, really pulls me out of the story where the Pathfinders, and their teams (why is it only the human pathfinder has people of other races on their team?), are the most important asset of the Andromeda Initiative in regards to not only surviving in Andromeda, but finding planets to live on. Though it's not exactly the same, I was expecting more, ST's 'To explore strange, new worlds; To see out new life, and new civilizations; To boldly go where no one has gone before', instead we end up hunting for bodies, data pads, a random plant to make beer, scanning 'unknown' minerals (that are exactly the same as minerals we've already scanned, they just 'look' different), and other gofer type things. The Pathfinders in MEA are lowly grunts. When the Pathfinders are continuously doing something other than...Pathfinding...What was the point of being a 'Pathfinder'? As much as I hated the War Table from DAI, it made some sense. Issues and complications came up, and things needed to get done. There was no point in doing all of it yourself, so you send others to take care of it for you, and you read a report about it later. Instead of the Pathfinder going out to scan rocks themselves, perhaps we should have had drum up the resources we needed to get that done, maybe use the AVP for that. Don't need to go all Fallout 4 and settlement build, but use resources to allocate to accomplish non-critical/non-main-story goals/missions, and once complete, we get some boon or increase to our AVP to use some other way to actually help the Initiative, or gain bonuses to help us in our main missions. I guess what I'm trying to say, in a most likely really terrible, round about way, is that MEA lacked focus and wasn't really sure what to do with the Pathfinder, and that really hurt their quest design and much of their open world because they were all over the place, trying to tick all the boxes.
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Post by Deleted on Apr 28, 2017 15:34:26 GMT
I don't recall many episodes in Star Treck where they arrived to a completely uninhabited world and did a lot of research. Mostly, they pulled over to a new port and met new civilization that told them how they were not like humans, and some sort of a conflict arose and got resolved....
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Post by AnDromedary on Apr 28, 2017 15:46:50 GMT
I'll take MEA over ME2's design any day. ME2 is basically nothing more than a bunch of different colored hallways to use as a shooting gallery. I find ME1's design to be the best compromise. With the bigger budget and more resources they have today they could make those explorable planets unique instead of copy/pasting the same hideouts and mine shafts onto every world. The problem with MEA's worlds is there is nothing there to explore, or I suppose more accurately nothing interesting to find while exploring. Eos, Voeld, and Elladen all basically being the same planet just recolored only makes the problem that much worse. I think you it right the first time, "there is nothing there to explore". For a game about 'exploration', the only thing we, the Pathfinder, explores before anyone else, are the Vaults (and even then sometimes Kett are in there before us, even though they can't make the RemTech work??). Much like No Man's Sky, we don't actually explore, it's all been explored already, and colonized. I always found that argument a bit silly (both in NMS and here). Of course we explore from our perspective. Exploration doesn't mean that you have to go to a lifeless place where no sentient ever set foot. In fact, almost every piece of fiction - and history for that matter - that deals with exploration has people go to places that were already visited by others (and interact with them). Columbus was certainly an explorer but he went to a place that was already inhabited by native Americans. Marco Polo was certainly an explorer but he went to China, where people lived and built a civilization. In fiction, the catchphrase of one of the greatest SciFi exploration based franchise is "to seek out new life and new civilizations, to boldly go where no man has gone before". "No man", not "no one ever" and even then, the series often enough deals with the Enterprise discovering lost human colonies and such. And this is exactly what we are doing in ME:A so of course we are exploring. Imagine how boring the game would be if we just explored really lifeless places. Now, the one argument that one could make is that the outcasts were in a few laces ahead of us but even then, we explore things on behalf of the Initiative, so whatever we find is new information for them (and for us, the audience). The one point I would concede is that exploration is a bit boring if you don't discover anything really interesting and with e.g. the Angara being like humans in costume there might be some truth to that but then we already start to get into the "matter of taste" arguments about content, in general terms, exploration is definitely happening in ME:A. It's the same in NMS by the way. The exploration in NMS is not bad because there are aliens on the planets, the exploration is bad because after 3 planets, you figured out the procedural algorithms that govern everything and efter that, further exploration is meaningless because there is only the same algorithmic content to discover over and over. But that argument "someone has been there already" doesn't matter at all as long as we didn't know that someone yet. EDIT: Aaaaaand ed.
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Post by brad2240 on Apr 28, 2017 17:44:17 GMT
In the MET, Shepard wasn't a gofer, they had a goal/mission and did what had to be done to complete that mission before moving onto the next one (or didn't do it, if you wanted to skip the side stuff). Ryder, and the Pathfinders as a whole, feel like glorified gofer's, and that, to me at least, really pulls me out of the story where the Pathfinders, and their teams (why is it only the human pathfinder has people of other races on their team?), are the most important asset of the Andromeda Initiative in regards to not only surviving in Andromeda, but finding planets to live on. Though it's not exactly the same, I was expecting more, ST's 'To explore strange, new worlds; To see out new life, and new civilizations; To boldly go where no one has gone before', instead we end up hunting for bodies, data pads, a random plant to make beer, scanning 'unknown' minerals (that are exactly the same as minerals we've already scanned, they just 'look' different), and other gofer type things. The Pathfinders in MEA are lowly grunts. When the Pathfinders are continuously doing something other than...Pathfinding...What was the point of being a 'Pathfinder'? Shepard wasn't a gofer? Did you not do all the planet scanning/item fetching in ME3? That seems like the literal definition of "gofer" and very far beneath the hero who was supposed to be the only person in the galaxy that could stop the Reapers. ME2 gave us a bunch of unrelated quests that put Shep at completely unacceptable risk (ex: Estavanico mission) and that should have been done by somebody else. Even ME1 has copious amounts of "solve other peoples' problems" filler that really just amounted to grunt work. But it was all optional. Just like it's all optional for Ryder. I'm not sure why you pointed out that you could skip the side content in the OT without mentioning that you can do exactly the same thing in MEA. I really don't see that Pathfinders are treated any more like "lowly grunts" that the Spectre was. In regards to the Pathfinder teams, its simply the events of the story. The strays Ryder picks up are more allies than official Pathfinder team members. If we were playing Avitus Rix instead then we'd be questioning why only the turian Pathfinder team has members of other races on it.
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