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Post by Deleted on Apr 28, 2017 18:57:34 GMT
Being open world simply killed the pacing of the game. I've never completely understood complaints about pacing in a game that's essentially self-paced. Like (ETA: some) other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. Games like Skyrim toss your character out into a world with lots of stuff to do. MEA is similar, although it also has multiple main storylines that are very cinematic in nature.
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Post by Deleted on Apr 28, 2017 19:17:52 GMT
Being open world simply killed the pacing of the game. I've never completely understood complaints about pacing in a game that's essentially self-paced. Like other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. Games like Skyrim toss your character out into a world with lots of stuff to do. MEA is similar, although it also has multiple main storylines that are very cinematic in nature. TW3 is certainly not completely self-paced. Quests are given a recommended XP level which directs the player towards a preferred order of doing them and directs the player to do enough to get to a sufficient level before attempting to take on the next main mission quest. If the player falls too far off the difficulty curve, then they start to encounter "red skull" enemies and serious inhibit further progress until the player does more side quests or farms enemy respawn areas for XP. If a developer makes it such that the entire main quest line can be done with a minimum of XP levels, the "boss" enemies are then too easily defeated and the story tension largely evaporates.
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Post by alanc9 on Apr 28, 2017 19:22:06 GMT
Being open world simply killed the pacing of the game. I've never completely understood complaints about pacing in a game that's essentially self-paced. Like other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. Games like Skyrim toss your character out into a world with lots of stuff to do. MEA is similar, although it also has multiple main storylines that are very cinematic in nature. I find managing pacing myself to be both anti-fun and anti-RP. It isn't my PC thinking about pacing, and when I'm thinking as me rather than as my PC, the game is failing as an RPG. How bad it is depends on the game. ME1 is easy to manage because the UNC content is worthless anyway.
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Post by Deleted on Apr 28, 2017 19:47:23 GMT
I've never completely understood complaints about pacing in a game that's essentially self-paced. Like other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. Games like Skyrim toss your character out into a world with lots of stuff to do. MEA is similar, although it also has multiple main storylines that are very cinematic in nature. I find managing pacing myself to be both anti-fun and anti-RP. It isn't my PC thinking about pacing, and when I'm thinking as me rather than as my PC, the game is failing as an RPG. Your character shouldn't be thinking about pacing at all, or trying to create (or tell) a story. Your character actually lives in that world - and needs to decide, moment by moment, what is important to her and what she needs to be doing right now.
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Post by luketrevelyan on Apr 28, 2017 20:00:04 GMT
I think MEA improved on DAI's open world content but it still could be better. Also you have to keep in mind that initially DAI was getting tons of great reviews and awards and such, and so they probably figured the safe bet was to continue on that path. Many fans were already complaining about the side quests since its release, but everyone seemed to notice once TW3 came out. At that point it was probably too late in MEA dev cycle to do something radically different. I wouldn't be surprised if the next DA and ME games are a lot different (and better) in the way they approach open world content.
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Post by RoboticWater on Apr 28, 2017 20:02:07 GMT
Being open world simply killed the pacing of the game. I've never completely understood complaints about pacing in a game that's essentially self-paced. Because if you're coming into a sequel to a game series known for its storytelling, you'd probably want professional storytellers to be setting the pace. That's why written media still sells. Any idiot can think about characters doing things; it takes a proper storyteller to make those things seem more interesting And it's a incorrect to think open world games aren't paced either. Do you think people enjoy Skyrim just because you can do a bunch of different things? No, that's just the tip of the iceberg. People stick around in Bethesda's worlds despite the terrible mechanics because Bethesda knows how to construct a play space. There's a great diversity of content packed relatively closely together and padded in between with random encounters and minor points of interest. There's no need to pace yourself. Just by walking around for a bit, you're bound to stumble on something unique and engaging. But Andromeda isn't that character focused. If we're going to make comparisons to Skyrim, Ryder is incredibly limited in the amount of expression you have with her. I can't become the leader of the Mage Guild and the Assassin's Den in Andromeda, nor can I start a drunken brawl with random citizens. No, in this game I have a very specific role, and I have surprisingly few ways of expressing myself within that role (few ways that matter at least). That would all be fine if Ryder was an actual character like Geralt, but as it stands Ryder doesn't hold up as anything more than an avatar. More importantly though, the priorities I choose for Ryder aren't very interesting. I've said it about Inquisition and I'll say it here: choosing not to do boring activities isn't a compelling character choice. If I get a lame collection quest, I'll choose not to do it not because my Ryder isn't down with that, but because I as player don't like boring gameplay. I shouldn't have to choose between immersion and fun. Same goes for the pacing. As the player, I shouldn't have to create good pacing myself, because there's no way I can do that without meta-gaming. How would I know that putting off the main quest might lead me into a purgatory of half-decent quests without playing through the game already? I shouldn't have to be told "get out of the Hinterlands;" the content should either be good on its own or the world should be designed in such a way that I'm compelled to do continue onwards. Andromeda is almost worse than Inquisition because of all the back and forth between the planets you have to do. And that's why it's not very good. It's trying to be one thing and another thing, not the two combined. Andromeda is built with opposing philosophies that actively detract from one another. An Andromeda devoted to cinematic excellence wouldn't have so many visual oddities and pacing issues, and an Andromeda devoted to a player-driven open world narrative wouldn't be so restrictive.
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Post by Deleted on Apr 28, 2017 20:56:00 GMT
I've never completely understood complaints about pacing in a game that's essentially self-paced. Because if you're coming into a sequel to a game series known for its storytelling, you'd probably want professional storytellers to be setting the pace. Yeah, that's a matter of opinion. I've never been terribly impressed with BioWare's stories or storytelling, but their characters and world-building. And I usually resent heavy-handed attempts by developers to enforce pacing. Written media is not interactive. Based on some of the posts I see around here, I have to question the bolded argument. Some people don't seem to be able to see story unless they're led by the nose through a sequence of dramatic, cinematic events. Pacing in the context under discussion refers to the presentation of story beats, at least as near as I can divine. I can spend countless hours in Skyrim without engaging any of the pre-planned story beats - or I can choose to follow whatever questline would best suit my character's values, goals, priorities. Whatever I do in that world is on me / my character. But Ryder has loads of content to engage - or not. There are a few places where you need to complete some content to unlock additional content, but that's minimal compared to something like ME2 or ME3, where the devs dictated the order of presentation and enforced pacing. Andromeda provides loads of side content the player can engage or not, depending on their Ryder's values, goals, priorities. Whether it's more urgent to establish another outpost, track down a missing ark, support an already established outpost, or go after the Archon is all on Ryder. I've no interest in responding to the rest of the wall o' text. Different strokes and all.
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Post by RoboticWater on Apr 28, 2017 21:55:43 GMT
Because if you're coming into a sequel to a game series known for its storytelling, you'd probably want professional storytellers to be setting the pace. Yeah, that's a matter of opinion. I've never been terribly impressed with BioWare's stories or storytelling, but their characters and world-building. Yeah, it's a matter of opinion, but it's the majority opinion, so there's no reason to be confused as to why someone might want better storytelling in their Mass Effect. As if there needs to be heavy-handed. I already told you how Skyrim's pacing outstrips Andromeda's. When I say written media, that can extend to any media that contains written elements. Scripts are written. Dialog is written, and if Andromeda has written elements, it should endeavor to present those elements well. And regardless, interactivity is not some sacred cow. Everything requires some degree of interactivity. You do it when you keep your eyes trained on a movie screen and when you suspend your disbelief. What games can do is have more direct control over the mode of interaction, but at the end of the day, interaction is merely a result of structure. Because some people want different things. That's all fine and dandy until something tries to be two things and fails to succeed at either. Yeah, some people don't want to make up their own stories, they want someone else to. It's what they came to expect from Mass Effect because that's what it always was. However, I'd be perfectly willing to accept Andromeda as an open world game if it was any good at it. Precisely. Andromeda doesn't do that very well. It doesn't let you set your character's goals or values nearly as extensively, and it isn't constructed in such a way that following your own whim will usually lead to an optimal or even average play experience. Yes, but is that content any good. The choice between vacuuming and watching paint dry isn't an especially compelling decision. It hardly defines my character much further when choosing which relatively similar task I should accomplish first, especially when nearly all of them further the same ultimate goal. And what about dialog? Ignoring the very clear tone Ryder is forced to have, you don't have the same range of renegade that you had in the trilogy. Obviously Andromeda has more freedom than Mass Effect 2 and 3, but I'm not comparing Andromeda to those games. I'm comparing it to games within its own genre, and it simply doesn't hold up. The Witcher 3, Skyrim, Fallout 4, and Zelda all have superior pacing to Andromeda, and all but arguably the first give you more freedom to boot .Obviously, this is what it's going to be at the end of the day. I'm not here to make you hate Andromeda, I just want to argue about its effectiveness.
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Post by Deleted on Apr 28, 2017 22:30:09 GMT
Yeah, that's a matter of opinion. I've never been terribly impressed with BioWare's stories or storytelling, but their characters and world-building. Yeah, it's a matter of opinion, but it's the majority opinion, so there's no reason to be confused as to why someone might want better storytelling in their Mass Effect. If you're going to try to claim some majority opinion, you might want to offer a citation. Actually, you described a sandbox, which has nothing to do with externally authored literary pacing. A sandbox is essentially a toolset that invites the player to create their own narrative and set their own pace. I found, for example, some of ME2's pacing awfully heavy-handed in the way the collector missions were handled. I also found ME3's series of cutscenes on top of cutscenes on top of cutscenes really irritating. I dislike losing control of my character that much for that long. The original game had a cinematic narrative along with some open world exploration. So does MEA. We've known they were developing the Nomad for quite some time, and the devs have talked a lot about a focus on exploration. Play experience is subjective. As for the rest, I'll just repeat this: Andromeda provides loads of side content the player can engage or not, depending on their Ryder's values, goals, priorities. Whether it's more urgent to establish another outpost, track down a missing ark, support an already established outpost, or go after the Archon is all on Ryder.
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Post by alanc9 on Apr 29, 2017 1:06:22 GMT
I find managing pacing myself to be both anti-fun and anti-RP. It isn't my PC thinking about pacing, and when I'm thinking as me rather than as my PC, the game is failing as an RPG. Your character shouldn't be thinking about pacing at all, or trying to create (or tell) a story. Your character actually lives in that world - and needs to decide, moment by moment, what is important to her and what she needs to be doing right now. That's my point. If I'm not actively managing the pacing in an open-world game, I get bad pacing, of one kind or another. Worse still, many of the factors which would influence my character's decision making are necessarily non-existent in an open-world game. I make my PC pretend they exist, but I know they don't. It's forced metagaming which, again, is anti-fun. ME2 got this stuff right. The Collectors work on their timetable, not mine.
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Post by Deleted on Apr 29, 2017 1:44:11 GMT
Your character shouldn't be thinking about pacing at all, or trying to create (or tell) a story. Your character actually lives in that world - and needs to decide, moment by moment, what is important to her and what she needs to be doing right now. That's my point. If I'm not actively managing the pacing in an open-world game, I get bad pacing, of one kind or another. Worse still, many of the factors which would influence my character's decision making are necessarily non-existent in an open-world game. I make my PC pretend they exist, but I know they don't. It's forced metagaming which, again, is anti-fun. So - how does alanC9 make his day to day decisions - or is how he spends his every moment dictated by others? Note that since your character actually lives in that world, she knows things that you don't know - and vice-versa. (Yeah, I know. You want to be told a story that someone else wrote - but you know full well that other people play differently.) Shepard was occasionally required to respond (react) to an immediate threat. But Garrus survived until Shepard arrived, Thane just happened to be stalking Nassana Dantius when Shepard showed up, etc., etc. It's all an illusion, anyway.
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Post by alanc9 on Apr 29, 2017 3:56:59 GMT
That's my point. If I'm not actively managing the pacing in an open-world game, I get bad pacing, of one kind or another. Worse still, many of the factors which would influence my character's decision making are necessarily non-existent in an open-world game. I make my PC pretend they exist, but I know they don't. It's forced metagaming which, again, is anti-fun. So - how does alanC9 make his day to day decisions - or is how he spends his every moment dictated by others? Note that since your character actually lives in that world, she knows things that you don't know - and vice-versa. (Yeah, I know. You want to be told a story that someone else wrote - but you know full well that other people play differently.) Shepard was occasionally required to respond (react) to an immediate threat. But Garrus survived until Shepard arrived, Thane just happened to be stalking Nassana Dantius when Shepard showed up, etc., etc. It's all an illusion, anyway. You've managed to get what I'm saying completely backwards. I'm not sure how I managed that. ITRW, my decisions are based on the real situation I'm in. What I want from an RPG is the same thing. I want to be faced with the exact same constraints on decisions my PC can make as the PC would actually face in the situation the game depicts. If I screw around with sidequests for long enough, the villain should beat my PC to whatever we're searching for. Ideally I should be allowed to screw up like this and suffer the consequences, but most of the time this won't be a realistic allocation of resources. (It might work sometimes; the losing path in Wing Commander 3, for instance.) So I'll accept having some decisions being ruled out as unfeasible. In an open-world game, this can't happen. You can't have such constraints because OW fans don't want constraints. The villain must always wait patiently for the PC to show up.
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Post by Deleted on Apr 29, 2017 4:24:58 GMT
So - how does alanC9 make his day to day decisions - or is how he spends his every moment dictated by others? Note that since your character actually lives in that world, she knows things that you don't know - and vice-versa. (Yeah, I know. You want to be told a story that someone else wrote - but you know full well that other people play differently.) Shepard was occasionally required to respond (react) to an immediate threat. But Garrus survived until Shepard arrived, Thane just happened to be stalking Nassana Dantius when Shepard showed up, etc., etc. It's all an illusion, anyway. You've managed to get what I'm saying completely backwards. I'm not sure how I managed that. ITRW, my decisions are based on the real situation I'm in. What I want from an RPG is the same thing. I want to be faced with the exact same constraints on decisions my PC can make as the PC would actually face in the situation the game depicts. If I screw around with sidequests for long enough, the villain should beat my PC to whatever we're searching for. Unless the villain gets sidetracked, or runs into obstacles. But if you know with certainty a villain's next target, you can pursue it if that suits you and your character. If you instead do other things in the interim, then the villain did, too. That's equally true of a lot of non OW games. You'll be right on time, regardless of when you show up. Or too late, as in the case of Thessia - because that was storyline they chose.
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Post by wright1978 on Apr 29, 2017 10:19:40 GMT
Open world games often struggle with reactivity imo. While a fine game that's something i noticed heavily whilst playing TW3.
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Post by alanc9 on Apr 29, 2017 16:28:48 GMT
You've managed to get what I'm saying completely backwards. I'm not sure how I managed that. ITRW, my decisions are based on the real situation I'm in. What I want from an RPG is the same thing. I want to be faced with the exact same constraints on decisions my PC can make as the PC would actually face in the situation the game depicts. If I screw around with sidequests for long enough, the villain should beat my PC to whatever we're searching for. Unless the villain gets sidetracked, or runs into obstacles. But if you know with certainty a villain's next target, you can pursue it if that suits you and your character. If you instead do other things in the interim, then the villain did, too. That's equally true of a lot of non OW games. You'll be right on time, regardless of when you show up. Or too late, as in the case of Thessia - because that was storyline they chose. Yeah, it's not unique to OW games. It's just more annoying in OW games because since I'm having to manage the pacing myself, I'm confronted with it.
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Post by Deleted on Apr 29, 2017 18:15:52 GMT
Open world is sort of a completely different beast than what some companies seem to be doing with it. I would say the best example of well done open worlds will always be TES. Recently skyrim and elder scrolls online. Why I see them as the best? They are RICH environments with lots of places to explore. By design they are very immersive. There is so much to do and find scattered through that map. In skyrim we had so many different kinds of areas. We had fall like riften. We had dry plains like Whiterun. We had a dwermer city. We had hot springs. We had countless ruins to explore, a mix of dwermer and dungeon. And even the cities had their own stories like the one where the mage's guild is. Elder Scrolls online was much larger and consisted of a series of maps, several for each faction. And each map has a very distinctive look and feel. Lots of simple dungeons and a good amount of quests to do on each map. Loading the different maps was fairly quick so that didn't detract from it. But the key was that you felt immersed.
Witcher 3 gives a pretty good feeling of immersion as well. Most of the map is pretty similar with a some unique points and cities.
The difference with BW maps compared to those is that they lack that rich feeling. They are task oriented maps with a general feel and when you land on them, you sense this right away. You ride around the map and quickly discover there really isn't much to see here. They are utility maps and nothing more. Even W3 had a good amount of elements of discovery and far more than this and W3 really wasn't what I would consider a great open world. But it was good.
BW needs to realize that if they are going to do open maps, they need to make them feel more like the rich worlds they need to be and less like a place where every location feels like a major point of interest. In this game, they can get away with it. In DAI it was filled with more but still had that quasi barren feeling. But the simple fact is that you cannot cheat or be lazy with open world. It gets noticed very quickly by most who are true explorers and really take in maps with a deep appreciation for the work that goes into them and how detailed they can be. Many gamers might not give a thought to the more barren open worlds because they aren't really people who truly want to explore and immerse themselves or get that feel for the world through the map they have been provided. But many will notice it and the ones who do will leave feeling a bit unfulfilled by the experience. BW should tread cautiously in future MEA open worlds and be sure to make them the enriching experience they were initially designed to create. Bethesda is truly the master of them and one has to only ask themselves how to understand why that is. It's because they want the world to create a more immersive experience and so they fill it with things that make it more immersive be it books filled with lore or other little stories in the form of quests or discoveries hidden throughout the land. If a game designer cannot even do that to some degree then they should not even bother trying. It will just make them look bad in the end.
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Post by dm04 on Apr 29, 2017 20:44:43 GMT
Being open world simply killed the pacing of the game. I've never completely understood complaints about pacing in a game that's essentially self-paced. Like (ETA: some) other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. Games like Skyrim toss your character out into a world with lots of stuff to do. MEA is similar, although it also has multiple main storylines that are very cinematic in nature. BioWare games (KOTOR, JadEmpire, ME, DA) are much different to the TES games from Bethesda. BW games are about story, characters and the presentation. TES was never big at this, I can not remember one TES I have not played at least 700hours and gues what, the main story takes like 10 hours and the side content about 30 more. TES never did good, but what they realy achieved... you could follow the mainstory, lost your way, run around the world and when you returned to the main story, you did not notice. MEA is different... the main story is "big" as so are some side missions (big like story, character involvment, decisions etc), and then we got this filler, they have a story too and some ties to the "main story" and world as it should be, the problem is, your interactions lack, your squad involment lacks, your own character lacks, it is just there to fill the world... and we cna get distracted by it just as we can in TES games, but, when we do a priority mission with all this "stuff" that makes BW games great and then stray off for "low" side missions for 10 hours, that are short on (actualy not at all) on decisions and real character involvment, and then we return for one priority mission again and then stray off and so on, by the time the game ends, we do not remember the good stuff, just the filler. Because... MEA is 10% high quality content and 90% low quality filler. TES on the other hand is 90% about the high quality world and just walking around and 10% low quality mission content. Both are very different concepts. I recently changed how I play MEA... just priority, loyalty and making the outposts and... it works, the bugs are still here, the writing and presentation is still questionable, the tone too light, but overall, what I miss from the OT is to some degree back.
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Post by alanc9 on Apr 29, 2017 20:46:33 GMT
I thought Skyrim was far worse than Morrowind in that regard, FWIW. There was so much stuff in it that it was silly. I couldn't walk for 30 seconds without blundering into five or six points of interest.
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Post by rapscallioness on Apr 29, 2017 22:02:42 GMT
Honestly, at this point, I would like to see BW go back to their approach in ME1 and DAO. By that I mean, Story/Quest focused "levels". For me, levels in this instance are, for example, something like DAO Orzammar and the Deep Roads combined. It was a huge level...and one I would love to see rendered in Frostbite. Or ME1's Feros, or Noveria, although a bit bigger than those. You had four or five main levels that were a nice size, unique and strongly story focused. I do think MEA did a much better job of tying in sidequests to the overall story goals than DAI, though. I also thought MEA did a much better job with the dialogue camera distances. I would like to see BW do some serious work with their npc's. I think more alive feeling npc's would add alot to the feeling of a more alive world. Their npc's in both DAI and MEA..and ME3 are extremely static and dead. The very minor ones that have no dialogue whatsoever don't do anything. They just stand there. Always. Some do pace back and forth. They walk about 10 feet, then stop and turn around and walk back. Even ones you talk to are extremely static. I was talking to Capt. Dunn, and it had the medium range cam distance, which was fine, imo, for that convo. But nothing else moved on her but her lips. She was so static. So dead except for the occasional, odd, sudden jank movement like she just got electrocuted. DAI had that jank issue, too. I esp remember it when talking to IB and Solas. This odd and sudden body jank, but I think they patched it because it stopped after a few months, I believe. Or even that one bartender Dutch. I actually liked him. He was an odd one. When you are not talking to him, however, he's a cut out paperdoll just standing in position. He has the occasional shift, then he snaps back into the same static position. I'm thinking, "what, you can't wipe down the bar. Mess with the bottles in the back. Mix some drinks. Nothing?" At least the npc's in MEA will sometimes turn and look your way, which is also an improvement over DAI, because in DAI you could stand right in front of your companions and it was like you did not exist. You were a ghost. They did not see you. And that's weird. I think that more detail and attention paid to the npc's, from extremely minor to your crew itself, and making them feel more alive would help with the overall feeling a truly living environment. These pixel bags live in these worlds. They should not be standing there frozen in a thousand mile stare until I deign to interact with them. The npc's need as much, if not more, attention as the trees and the flowers. Eh. Overall, I just don't want to do this open world thing with BW anymore. I was excited about it at first, but now I feel like, "hey, you know what, that's okay. Nvm. We don't have to do this." I would like them to go back to the approach they had in ME1 and DAO. With improvements, ofc. Everything can be improved, but I liked that approach. For me, it was the best compromise between OW and linear. They were nice sized levels, unique, with weird shite going on underneath it all, and strongly story focused. ....I don;t think BW is going to do that, though.
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Post by alanc9 on Apr 29, 2017 22:36:33 GMT
I would like to see BW do some serious work with their npc's. I think more alive feeling npc's would add alot to the feeling of a more alive world. Their npc's in both DAI and MEA..and ME3 are extremely static and dead. The very minor ones that have no dialogue whatsoever don't do anything. They just stand there. Always. Some do pace back and forth. They walk about 10 feet, then stop and turn around and walk back. Hasn't Bio always been relatively weak about this sort of thing? You could say that Bio's house style is becoming obsolete, perhaps.
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Post by rapscallioness on Apr 29, 2017 22:52:41 GMT
I would like to see BW do some serious work with their npc's. I think more alive feeling npc's would add alot to the feeling of a more alive world. Their npc's in both DAI and MEA..and ME3 are extremely static and dead. The very minor ones that have no dialogue whatsoever don't do anything. They just stand there. Always. Some do pace back and forth. They walk about 10 feet, then stop and turn around and walk back. Hasn't Bio always been relatively weak about this sort of thing? You could say that Bio's house style is becoming obsolete, perhaps. Yes, they have, but I thought they would improve over time. I still think they can improve if they decide to turn their attention to it, and realize that maybe it's time for an upgrade in that dept. They've improved in alot of areas. The combat in the ME franchise has improved consistently -although, I'm not a fan of being unable to direct your crew in combat. The environments have improved greatly, obviously. The npc stuff, though, has been left to sway in the breeze. I would like them to turn an eye to that issue.
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Post by Terminator Force on Apr 30, 2017 0:42:42 GMT
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. He speaks the truth. After exploring the first 3 planets, I've was all explored out.
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Post by Terminator Force on Apr 30, 2017 0:58:56 GMT
I've never completely understood complaints about pacing in a game that's essentially self-paced. Because if you're coming into a sequel to a game series known for its storytelling, you'd probably want professional storytellers to be setting the pace. That's why written media still sells. Any idiot can think about characters doing things; it takes a proper storyteller to make those things seem more interesting And it's a incorrect to think open world games aren't paced either. Do you think people enjoy Skyrim just because you can do a bunch of different things? No, that's just the tip of the iceberg. People stick around in Bethesda's worlds despite the terrible mechanics because Bethesda knows how to construct a play space. There's a great diversity of content packed relatively closely together and padded in between with random encounters and minor points of interest. There's no need to pace yourself. Just by walking around for a bit, you're bound to stumble on something unique and engaging. But Andromeda isn't that character focused. If we're going to make comparisons to Skyrim, Ryder is incredibly limited in the amount of expression you have with her. I can't become the leader of the Mage Guild and the Assassin's Den in Andromeda, nor can I start a drunken brawl with random citizens. No, in this game I have a very specific role, and I have surprisingly few ways of expressing myself within that role (few ways that matter at least). That would all be fine if Ryder was an actual character like Geralt, but as it stands Ryder doesn't hold up as anything more than an avatar. More importantly though, the priorities I choose for Ryder aren't very interesting. I've said it about Inquisition and I'll say it here: choosing not to do boring activities isn't a compelling character choice. If I get a lame collection quest, I'll choose not to do it not because my Ryder isn't down with that, but because I as player don't like boring gameplay. I shouldn't have to choose between immersion and fun. Same goes for the pacing. As the player, I shouldn't have to create good pacing myself, because there's no way I can do that without meta-gaming. How would I know that putting off the main quest might lead me into a purgatory of half-decent quests without playing through the game already? I shouldn't have to be told "get out of the Hinterlands;" the content should either be good on its own or the world should be designed in such a way that I'm compelled to do continue onwards. Andromeda is almost worse than Inquisition because of all the back and forth between the planets you have to do. And that's why it's not very good. It's trying to be one thing and another thing, not the two combined. Andromeda is built with opposing philosophies that actively detract from one another. An Andromeda devoted to cinematic excellence wouldn't have so many visual oddities and pacing issues, and an Andromeda devoted to a player-driven open world narrative wouldn't be so restrictive.
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Post by samhain444 on Apr 30, 2017 1:28:44 GMT
I'm loving the game self-editing out the quests labeled "Tasks:"...a lot smoother. I think if they left out the planet-hopping side quests it would be even tighter but that's obviously a "next time". Overall, I think the Mass Effect 1 formula is the best one in terms of narrative flow. Imagine another sequence like "Therum-Noveria-Feros-Virmire" in MEA2, only tier 1-2 sidequests, same combat with jetpack, and planets to explore but with specific planet oriented missions like ones from ME1 and ME2.
It's all doable. After Dragon Age 2, BioWare heard the feedback in regards to limited explorable areas, enemies spawning out of walls, and reused environmental assets and went about creating DAI in response...which some might consider an overresponse. I'm interested to see how BioWare react to this with the upcoming DLC and MEA2
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Post by erikson on Apr 30, 2017 1:54:00 GMT
I've nLike other open worldish games, MEA is very much character-focused. You get to choose your character's priorities and co-create the story via your choices - not only choices made on the dialogue wheel, but specifically what out of all of the available content you engage and when. But Andromeda isn't that character focused. If we're going to make comparisons to Skyrim, Ryder is incredibly limited in the amount of expression you have with her. I can't become the leader of the Mage Guild and the Assassin's Den in Andromeda, nor can I start a drunken brawl with random citizens. No, in this game I have a very specific role, and I have surprisingly few ways of expressing myself within that role (few ways that matter at least). That would all be fine if Ryder was an actual character like Geralt, but as it stands Ryder doesn't hold up as anything more than an avatar. More importantly though, the priorities I choose for Ryder aren't very interesting. I've said it about Inquisition and I'll say it here: choosing not to do boring activities isn't a compelling character choice. If I get a lame collection quest, I'll choose not to do it not because my Ryder isn't down with that, but because I as player don't like boring gameplay. I shouldn't have to choose between immersion and fun. Same goes for the pacing. As the player, I shouldn't have to create good pacing myself, because there's no way I can do that without meta-gaming. How would I know that putting off the main quest might lead me into a purgatory of half-decent quests without playing through the game already? I shouldn't have to be told "get out of the Hinterlands;" the content should either be good on its own or the world should be designed in such a way that I'm compelled to do continue onwards. Andromeda is almost worse than Inquisition because of all the back and forth between the planets you have to do. And that's why it's not very good. It's trying to be one thing and another thing, not the two combined. Andromeda is built with opposing philosophies that actively detract from one another. An Andromeda devoted to cinematic excellence wouldn't have so many visual oddities and pacing issues, and an Andromeda devoted to a player-driven open world narrative wouldn't be so restrictive. This is on the face of it a ridiculous argument. Skyrim has better chartacter focus than Andromeda is laughable. The only way you could say that is if the character is completely a head cannon not represented in the game. You could be a crusader for justice who destorys the assassin's guild, but joins the thieves guild and murders and cannibalizes people. In my first attempt at playing the game I tried to play as a virtuous hero, but it is entirely empty sincee you don't even have a character to speak of. In my second failed attempt to play the game I decided to just do everything since it really doesn't matter since your not even a charactert. Sara Ryder is actually one of my favorite game protagonists, and I was able to roleplay her exactly how I wanted to. Now if you want your protagonist to be a hyper violent psychopath then your are shit out of luck with this game, and I guess...my condolences for that audience, But you can't roleplay at all in Skyrim, unless, as I said, it is entirley in your own head. I might as well turn off the console and go write a novel than rather than bore myself with this tiresome game (sorry I'm just off my last aborted attempt to play the thing and I want to feed my disk into a wood chipper). Bioware has objectively the best roleplaying of any current gaming company. CD Projekt makes better games but the roleplaying aspect of those as of right now are pretty poor (I have high hopes for their future thought). But Skyrim doesn't just have poor roleplaying, it has none at all. None of the side content matters at all, and apart from it being pretty to look at, is empty and hollow. I agree that Bioware could tighten it's side questing up, but not by making them utterly meaningless like Bethesda's. If people want to argue between ME and Witcher that is at least understandable since they are both open world games of which Witcher is the superior, but Skyrim is a giant boring wasteland of non-storytelling ( I call it a "walking in the woods" simulator). If people get something from playing it I can understand (different strokes), but it can not be character and plot, since there is none.
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