peabuddie
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate
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You did good, kid.
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Post by peabuddie on Apr 30, 2017 2:25:20 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. This is actually a brilliant idea.
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Post by Terminator Force on Apr 30, 2017 2:32:25 GMT
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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erikson
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by erikson on Apr 30, 2017 2:36:43 GMT
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. Thanks for summing up my experience playing Skyrim! You gotta real knack for this! May Crom bless you.
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RoboticWater
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Post by RoboticWater on Apr 30, 2017 2:41:10 GMT
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. Is a hypocrite not a valid character? Or a two-faced charlatan? Freedom will always come at the cost of reactivity, and personally, I prefer reactivity. I'll always take a Geralt over a Dragonborn. However, I'm primarily concerned about games being the best incarnations of themselves, and if Andromeda is attempting big open world, I'll judge it on those terms. And in almost every category, Andromeda just pales in comparison to its competition. Yes, rollplaying is in your head. That's how it works. You invent a history and a psychology for your character and you play accordingly. I'm not too big on it (unless its actual tabletop rollplaying), but I do like to indulge in some of the mechanical affordances of rollplaying games, namely their greater mechanical freedom. In Skyrim I can tackle enemy forts in any manner I please, weaving stealth, magic, and brute force together in all sorts of weird ways. That's a direct consequence of the game's open world design. Andromeda, on the other hand, is just a shooter with bigger levels. It doesn't really leverage its openness in any other way but attack vector. I can't stand Ryder. The writing doesn't help, but I'm not a fan of younger protagonists, and a bit more Renegade badassery wouldn't hurt. Regardless of my opinion though, a BioWare protagonist is never going to stack up against a Bethesda game or a CRPG in terms of player freedom, and that prevents BioWare from ever fully achieving the full breadth of what an open world has to offer. Not that they need to, but if they're taking on all the genre's problems (bugs, lack of polish, inconsistent pacing, etc.) they might as well make use of its benefits more. Which is never what I advocated. I've never praised a Bethesda game for good quest design (I don't think). In fact, I find their often linear quest systems to be fairly counterproductive within the context of an open world. What I praise Bethesda for is world design. No, none of the content is particularly amazing on its own, but if you're at least moderately entertained by the game's systems, simply navigating the world will enhance your experience. This is because Bethesda knows how to pace an open world. They know precisely how far apart each dungeon, quest, and point of interest should be, and they know how to pad all that walking out with random encounters. What I want BioWare to do is take note of this for their world design. I'd rather BioWare dropped the open world, but if they're intent on keeping it, then it's important that they construct them in a way that enhances the game's core systems rather than just pad out game time. My preferences align almost entirely with yours. That's why I'm disappointed in Andromeda. I wanted a more well-paced game with more consistent writing, less bugs, less compromises with the combat system, etc.. I probably said it in the post you quoted me on, but Andromeda is trying to be two things and failing at both. It's trying to be an open world, but it doesn't leverage that genre's affordances nearly enough, and it's trying to be a highly choreographed cinematic shooter, but it doesn't have enough polish and pacing.[/quote][/quote]
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Post by decafhigh on Apr 30, 2017 2:43:42 GMT
Thanks for summing up my experience playing Skyrim! You gotta real knack for this! May Crom bless you. Trying to compare a Bethesda game and a BW game is a fool's errand to begin with. You can't find two developers trying to accomplish such completely opposite things with their games. It is fine to like one style over the other but trying to make some kind of logical comparison between them is, at best, silly. That said, I always have to laugh at the people that say there is "no story" in Skyrim/Fallout games.
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erikson
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Post by erikson on Apr 30, 2017 3:06:49 GMT
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. Is a hypocrite not a valid character? Or a two-faced charlatan? Freedom will always come at the cost of reactivity, and personally, I prefer reactivity. I'll always take a Geralt over a Dragonborn. However, I'm primarily concerned about games being the best incarnations of themselves, and if Andromeda is attempting big open world, I'll judge it on those terms. And in almost every category, Andromeda just pales in comparison to its competition. Yes, rollplaying is in your head. That's how it works. You invent a history and a psychology for your character and you play accordingly. I'm not too big on it (unless its actual tabletop rollplaying), but I do like to indulge in some of the mechanical affordances of rollplaying games, namely their greater mechanical freedom. In Skyrim I can tackle enemy forts in any manner I please, weaving stealth, magic, and brute force together in all sorts of weird ways. That's a direct consequence of the game's open world design. Andromeda, on the other hand, is just a shooter with bigger levels. It doesn't really leverage its openness in any other way but attack vector. I can't stand Ryder. The writing doesn't help, but I'm not a fan of younger protagonists, and a bit more Renegade badassery wouldn't hurt. Regardless of my opinion though, a BioWare protagonist is never going to stack up against a Bethesda game or a CRPG in terms of player freedom, and that prevents BioWare from ever fully achieving the full breadth of what an open world has to offer. Not that they need to, but if they're taking on all the genre's problems (bugs, lack of polish, inconsistent pacing, etc.) they might as well make use of its benefits more. Which is never what I advocated. I've never praised a Bethesda game for good quest design (I don't think). In fact, I find their often linear quest systems to be fairly counterproductive within the context of an open world. What I praise Bethesda for is world design. No, none of the content is particularly amazing on its own, but if you're at least moderately entertained by the game's systems, simply navigating the world will enhance your experience. This is because Bethesda knows how to pace an open world. They know precisely how far apart each dungeon, quest, and point of interest should be, and they know how to pad all that walking out with random encounters. What I want BioWare to do is take note of this for their world design. I'd rather BioWare dropped the open world, but if they're intent on keeping it, then it's important that they construct them in a way that enhances the game's core systems rather than just pad out game time. My preferences align almost entirely with yours. That's why I'm disappointed in Andromeda. I wanted a more well-paced game with more consistent writing, less bugs, less compromises with the combat system, etc.. I probably said it in the post you quoted me on, but Andromeda is trying to be two things and failing at both. It's trying to be an open world, but it doesn't leverage that genre's affordances nearly enough, and it's trying to be a highly choreographed cinematic shooter, but it doesn't have enough polish and pacing. Good reply thanks. Like I said, if I want to make a character entirely from scratch then I'll write a story. I also have no interest in watching a film where I have to head cannon everything about the lead protagonist. A hypocrit is fine, as long as I can be one within the written work, not at willy nilly. I also want to make the games the best they can be, which is why I said compare with Witcher, because it integrates the plot and side content better than Andromeda (it's also better than every other RPG on the market but I haven't noticed it being used to bludgeon those with). I completely understand the issues you have, and can agree with them (althought not to the extent of your disappointment). What I took issue with was the comparison of roleplaying. Andromeda may not give the player as many options as it should, but compared to zero I would still give it the lead. Being able to do consequential things freely in the game, with only your own head justification for them, is roleplaying in only the most techincal sense. Like I said, it's the aquivalent of going off and writing a story on your own, but not one integreated into the game your playing. I still give any Bioware game the edge on that. As far as the other issues, I agree totally, althought even taken cumulatively the bugs in Andromeda are less and less troublesome than in many others I have played. In fact on both my attempted plathroughs of Skyrim I quit when a bug would have made me redo an entire long quest line just to undo it. I didn't enjoy playing though it the first time and I wasn't going to be made to do so again. Again, thanks for the reasoned response. We are probably closer to each others positions than not, just at an inverse proportion of disappointment.
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erikson
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Post by erikson on Apr 30, 2017 3:09:56 GMT
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. This is actually a brilliant idea. Thanks for summing up my experience playing Skyrim! You gotta real knack for this! May Crom bless you. Trying to compare a Bethesda game and a BW game is a fool's errand to begin with. You can't find two developers trying to accomplish such completely opposite things with their games. It is fine to like one style over the other but trying to make some kind of logical comparison between them is, at best, silly. That said, I always have to laugh at the people that say there is "no story" in Skyrim/Fallout games. I have never played Fallout, when I mentioned how deeply I hate Skyrim most people warn me off of it. Actually, if you read what I wrote above, I was trying to dissuade comparisons. Super Mario Brothers has a story as well, I think the two may be on par with one another now that I think of it.
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Post by decafhigh on Apr 30, 2017 3:12:22 GMT
Trying to compare a Bethesda game and a BW game is a fool's errand to begin with. You can't find two developers trying to accomplish such completely opposite things with their games. It is fine to like one style over the other but trying to make some kind of logical comparison between them is, at best, silly. That said, I always have to laugh at the people that say there is "no story" in Skyrim/Fallout games. I have never played Fallout, when I mentioned how deeply I hate Skyrim most people warn me off of it. Actually, if you read what I wrote above, I was trying to dissuade comparisons. Super Mario Brothers has a story as well, I think the two may be on par with one another now that I think of it. Sorry, probably should have cut your quote out. I wasn't so much replying directly to you, just in general. Your post was just the one that triggered my thoughts.
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dm04
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Post by dm04 on Apr 30, 2017 7:33:46 GMT
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. Will "gladly" repeat what I said earlier... Skyrim is a game that evolves around the world itself, the story, sidecontent and characters are just "there". BW games in general evolve around the story and the characters, the world is just "there". But MEA tries to be both, it is about the story and the characters and on top of that, it tries to give us a "massive" open world, but it fails at this. There is SO much quality weak sidecontent, we forget about the high quality story and characters (and I do not say the story and characters are great, there is just more to it... more interaction, more involvment, more decisions, more different outcomes) for hours, and when we return, it just feels off (do that in Skyrim, forget about the main story and just run in the world, when you return to the main story, everything is fine). Example: Kadara, this wind farm... 1) get the turbine parts back... so you go to the scavangers, they are dead, fight the fiend, return, the end 2) there is a krogan, there is a room behind him, on the terminal is the evidence his partrol routes are being sold, the end 3) there is a turian here, sells you a nav point with weapons, you go there, fight outlaws, return, the end 4) and we got this Elora chick here, having a big mouth about what she wants to accomplish and when you discover what she is about, on another world, she is just gone now, the end That is all just meaningless filler, sure all this little "missions" have their own story based on the world, but they are just there to fill the huge world they (BW) put so much work into Please stop comparing TES and MEA, the only thing in common is the "open world" and even there it is questionable, as MEA is not realy open (since it is not full open from the beginning). If you want to compare MEA, compare it to The Witcher, or other BW games. The only thing MEA does (to some degree) right, to fit in their big world, are this random encounters, but that is designed utterly bad. Putting such spots where the mobs spawn like every 100m is BS, and they spawn when you move away from the spot far enough (usualy 500m). And the spots are fixed, Skyrim have that too, like spawning bandits in abandoned forts and towers, but it also have wandering monsters and encounters... always funny to see how wolves hunt a deer, or when a Talmor patrol runs into a troll.
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Post by erikson on Apr 30, 2017 7:37:56 GMT
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. Will "gladly" repeat what I said earlier... Skyrim is a game that evolves around the world itself, the story, sidecontent and characters are just "there". BW games in general evolve around the story and the characters, the world is just "there". But MEA tries to be both, it is about the story and the characters and on top of that, it tries to give us a "massive" open world, but it fails at this. There is SO much quality weak sidecontent, we forget about the high quality story and characters (and I do not say the story and characters are great, there is just more to it... more interaction, more involvment, more decisions, more different outcomes) for hours, and when we return, it just feels off (do that in Skyrim, forget about the main story and just run in the world, when you return to the main story, everything is fine). Example: Kadara, this wind farm... 1) get the turbine parts back... so you go to the scavangers, they are dead, fight the fiend, return, the end 2) there is a krogan, there is a room behind him, on the terminal is the evidence his partrol routes are being sold, the end 3) there is a turian here, sells you a nav point with weapons, you go there, fight outlaws, return, the end 4) and we got this Elora chick here, having a big mouth about what she wants to accomplish and when you discover what she is about, on another world, she is just gone now, the end That is all just meaningless filler, sure all this little "missions" have their own story based on the world, but they are just there to fill the huge world they (BW) put so much work into Please stop comparing TES and MEA, the only thing in common is the "open world" and even there it is questionable, as MEA is not realy open (since it is not full open from the beginning). If you want to compare MEA, compare it to The Witcher, or other BW games. The only thing MEA does (to some degree) right, to fit in their big world, are this random encounters, but that is designed utterly bad. Putting such spots where the mobs spawn like every 100m is BS, and they spawn when you move away from the spot far enough (usualy 500m). And the spots are fixed, Skyrim have that too, like spawning bandits in abandoned forts and towers, but it also have wandering monsters and encounters... always funny to see how wolves hunt a deer, or when a Talmor patrol runs into a troll. I am not comparing it...my only main gripe was on the "roleplaying" is better in TES. If you reread everything I actually said I was dissuading comparisons. If you like TES (I would rather be beaten in the head with a mallet rather than play them again) that is fine. But there is no in game playing of a role unless you make it up entirely in your head. The proper comparison with MEA is Wicther or games like it, and that is what I said.
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dm04
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Post by dm04 on Apr 30, 2017 7:57:18 GMT
eriksonYou got that already, your post just triggered the response, I gues you attract that kind of thing, hu? What RP is and isn't seems something different to a lot of people. To some it is the "talking" with a lot of options, to some it is just about creating the char you like (skill points) and to some it is just running around in a realy free open world filled with "random" content that is not pre-scripted (Skyrim is way way better at that then MEA). Who are we to judge what is RP? MEA is strong in the first and poor in the last. SKarim is poor in the first and strong in the last. And MEA is a lot about "RP in head" just like ME, it just covers its tracks better with a lot of options. What is the difference in playing your Ryder "full emotional" in comparison to "full profesional"? None, it is just reflected in the "statistics" and your "psych profile" but the impact on game is zero. It is just we as player know it. ME did not have this "statistics" but what we said, was just about us... we can start as a pretty darn biggot when talking to Presley and Nihlus, does it matter in any way?
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Post by erikson on Apr 30, 2017 8:01:43 GMT
erikson You got that already, your post just triggered the response, I gues you attract that kind of thing, hu? What RP is and isn't seems something different to a lot of people. To some it is the "talking" with a lot of options, to some it is just about creating the char you like (skill points) and to some it is just running around in a realy free open world filled with "random" content that is not pre-scripted (Skyrim is way way better at that then MEA). Who are we to judge what is RP? MEA is strong in the first and poor in the last. SKarim is poor in the first and strong in the last. And MEA is a lot about "RP in head" just like ME, it just covers its tracks better with a lot of options. What is the difference in playing your Ryder "full emotional" in comparison to "full profesional"? None, it is just reflected in the "statistics" and your "psych profile" but the impact on game is zero. It is just we as player know it. ME did not have this "statistics" but what we said, was just about us... we can start as a pretty darn biggot when talking to Presley and Nihlus, does it matter in any way? It is fun being a controversy magnet! There is no argument. The issue was character choices in TES, of which you get zero besided race and gender. I wasn't speaking of RP in a complete sense. And sure you might have to make up some head canon in Bioware games, but not the entire thing.
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Post by dm04 on Apr 30, 2017 8:44:06 GMT
It is fun being a controversy magnet! There is no argument. The issue was character choices in TES, of which you get zero besided race and gender. I wasn't speaking of RP in a complete sense. And sure you might have to make up some head canon in Bioware games, but not the entire thing. SKyrim (and FO4) were actualy realy quite terrible... Bethesda toned it down because... well who knows, maybe so it is not as "complex" to the COD crowd out there? You know, there are more COD like players and so potential buyers, then TES fans. In TES Oblivion you have a lot of skills and as you use them, they level up, everytime enough level up, you could improve an attribute... which based on the skills you leveled up (like... when you fight 1h all the time, which is tied to strength, you can level up strength). If I remember right, this was the way to go since the first TES game. And they changed it in Skyrim to "exp for kiling mobs" and each level you get 1 perk point... it was terrible. Similar with FO4... since Fallout, we have the SPECIAL attributes and a ton of skills, and the skills improve by using them... like small arms... the higher this skill was, the more accurate, stable and more damage your char was with small arms. On top of that came the regular "exping" and every few levels we got a perk... which could increase n skills, or increase an attribute, or give another special ability. It worked till Fallout New Vegas... and FO4... each level 1 perk, no longer skills. Both times, the system extremely simplified.
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Post by erikson on Apr 30, 2017 8:54:14 GMT
It is fun being a controversy magnet! There is no argument. The issue was character choices in TES, of which you get zero besided race and gender. I wasn't speaking of RP in a complete sense. And sure you might have to make up some head canon in Bioware games, but not the entire thing. SKyrim (and FO4) were actualy realy quite terrible... Bethesda toned it down because... well who knows, maybe so it is not as "complex" to the COD crowd out there? You know, there are more COD like players and so potential buyers, then TES fans. In TES Oblivion you have a lot of skills and as you use them, they level up, everytime enough level up, you could improve an attribute... which based on the skills you leveled up (like... when you fight 1h all the time, which is tied to strength, you can level up strength). If I remember right, this was the way to go since the first TES game. And they changed it in Skyrim to "exp for kiling mobs" and each level you get 1 perk point... it was terrible. Similar with FO4... since Fallout, we have the SPECIAL attributes and a ton of skills, and the skills improve by using them... like small arms... the higher this skill was, the more accurate, stable and more damage your char was with small arms. On top of that came the regular "exping" and every few levels we got a perk... which could increase n skills, or increase an attribute, or give another special ability. It worked till Fallout New Vegas... and FO4... each level 1 perk, no longer skills. Both times, the system extremely simplified. Ah...I care mostly about the character based roleplaying, so I can't really comment much on this side of things. If what you desceribe is true, hope it gets better with these games in the future for you.
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Post by DarkBeaver on Apr 30, 2017 15:30:25 GMT
I actually dont think the problem with MEA is too many side quests. The problem is too few mission quests, and the mission quests are not generally as well written. In comparison, in ME2 you had 8 recruitment missions and 10 loyalty missions, allowing you to get to know and care about your crew. In MEA, there are 0 recruitment missions, and 6 loyalty. So the exploration/filler/fetch quests stand out much more.
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dm04
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Post by dm04 on Apr 30, 2017 15:53:18 GMT
ME2 recruitment and loyalty missions were actualy part of the "main story". We were tasked to hire a team that is capable to find out what is behind that "hits on humand colonies" and deal with the problem. Later on we need to make a few missions before the next priority opens, basicaly, in this case doing the loyalty missions, because the other side missions are in no way tied to the main story at all, we can do them after collectors base and it still make sense. (and it gave us a little bit to do in the galaxy, after the main story) But look at MEA... the loyalty missions are also to some degree tied to the main story (mostly the secondary arc with the coloniation) and the problem with the side missions is... they make little to no sense if we do not finish them in the right order.
Whatever, I think what BW need for their open world is them to be as easily moddable as Skyrim and FO. This moddability is THE huge plus on the side of Skyrim and FO. I remember, not even a week after Skyrim was released we got a mod that disabled the compass, to wonder what is in that forest and behind that hill, without seeing the damn icon on the compass ilke 100 miles ahead, increased the exploration level of Skyrim from 3 to 10.
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