Sable Rhapsody
N4
Witcher-ing
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: SableRhapsody
Posts: 1,445 Likes: 4,789
inherit
3869
0
Jun 27, 2017 20:54:48 GMT
4,789
Sable Rhapsody
Witcher-ing
1,445
February 2017
sablerhapsody
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
SableRhapsody
|
Post by Sable Rhapsody on Apr 30, 2017 22:50:48 GMT
While I can understand the sentiment, from my perspective, the MET showed the HUGE problems with trying to make the "big" decisions have the kinda impact people are looking for in ME:A. As of right now, Bioware is leaving the door open, so to speak, by keeping the bigger decisions we made in ME:A ambiguous as to longer term outcomes. Now, I'm not saying that Bioware will take full advantage of any of the decisions in any sequel, but they're not locking themselves into too many diverging scenarios this way. After the MET's rather failed attempt at carrying over these kinda things into future games, I'm actually glad that they're keeping away from any major diverging points so far. I mean, we've got a lot of decisions that COULD diverge, but they're the kinda decisions that (mostly) would have a longer ranging impact, rather than an immediate one. Like I've said before, but believe bears repeating, I really think that ME:A was designed as a "journey over destination" story. The actions you take change the journey, and how you respond to different things changes your Ryder's journey. The destinations (at this point) aren't much different, if at all in many places, but your experience along the way changes. Now, I understand this is a personal, subjective thing, and I won't argue against anyone having a different opinion, but that's a big part of why I like ME:A so much. Or, rather, why these kinda things don't bother me, to the point where it takes away from the many things ME:A did well. Just my opinion, your mileage may certainly vary. Totally fair. And I do agree that the MET bit off more than it could chew with carrying choices through. That said, when it did actually honor choices across the trilogy (the Tuchanka arc relies on decisions from ME1, 2 and 3), the results were spectacular. So...higher highs and lower low points than MEA, I guess. I think MEA's "journey over destination" story would have worked better for me if the choices were...smaller? Ryder gets to make larger-scale choices (shooting Akksul, the nature of Prodromos, who the other Pathfinders are, etc.), but without larger-scale consequences following through. The choices feel like they should have more impact than they do. And that disconnect, for me, kinda breaks the illusion. If Ryder's choices were generally more personal, only affecting an individual outpost or a few characters, the main plot could carry on its merry way without derailment, and I'd get a better illusion of control. ...not sure if that made any sense. Sorry. I tried
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on Apr 30, 2017 23:13:12 GMT
That's...kinda the fundamental problem with the choices in ME:A. They can be interesting in the moment (like the angaran AI), but if they don't pan out into anything substantial, they lose a lot of their narrative punch. RPGs are, IMO, all about preserving an illusion of choice, and the way choices are done in ME:A inevitably breaks the illusion. Why qualify that with 'in ME:A' as opposed to 'pretty much all Bioware games ever'? 'Substantial' is a weasel word, but it's kind of hard to argue that Bioware has ever engaged in genuinely branching narrative structure design. Virtually all choice reflections are purely an immediate short-term rhetorical change of dialogue and a line, and nothing else. Sometimes, if someone dies, they don't show up later... but they're also narratively irrelevant for the core plot after the moment of potential death. Which leaves the impact being, well, dialogue changes. MEA actually does more in-game reflections than most Bioware games of the era, as it actually has in-game reflections not just via email or immediate response dialogue, but in gameplay impact. Choosing to save the Krogan or the Salarians can give you more minibosses in the finale. Various alliances or Big Decisions give you in-game support from NPC allies. There's more impacts on the final battle in MEA than the entire trilogy had on Priority: Earth. MEA doesn't have a cumulative impact equivalent to EMS, but EMS was pretty heavily criticized. It doesn't have overall comapion approval points like Dragon Age, but ME has never had overall companion approval. MEA does have points where you can be on legitimately bad terms with your teammates for reasonable choices to the point that they don't want to talk to you, which is more than the previous ME trilogy game did. So what, mechancially, do the other ME games have in terms of Choices and Consequences that MEA doesn't? Substiantially, I mean. Like, in-game consequences. ME1 and ME2 were pretty notorious for kicking off consequences without forward planning for how they'd be resolved.
|
|
Sable Rhapsody
N4
Witcher-ing
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: SableRhapsody
Posts: 1,445 Likes: 4,789
inherit
3869
0
Jun 27, 2017 20:54:48 GMT
4,789
Sable Rhapsody
Witcher-ing
1,445
February 2017
sablerhapsody
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
SableRhapsody
|
Post by Sable Rhapsody on Apr 30, 2017 23:35:00 GMT
That's...kinda the fundamental problem with the choices in ME:A. They can be interesting in the moment (like the angaran AI), but if they don't pan out into anything substantial, they lose a lot of their narrative punch. RPGs are, IMO, all about preserving an illusion of choice, and the way choices are done in ME:A inevitably breaks the illusion. Why qualify that with 'in ME:A' as opposed to 'pretty much all Bioware games ever'? 'Substantial' is a weasel word, but it's kind of hard to argue that Bioware has ever engaged in genuinely branching narrative structure design. Virtually all choice reflections are purely an immediate short-term rhetorical change of dialogue and a line, and nothing else. Sometimes, if someone dies, they don't show up later... but they're also narratively irrelevant for the core plot after the moment of potential death. Which leaves the impact being, well, dialogue changes. MEA actually does more in-game reflections than most Bioware games of the era, as it actually has in-game reflections not just via email or immediate response dialogue, but in gameplay impact. Choosing to save the Krogan or the Salarians can give you more minibosses in the finale. Various alliances or Big Decisions give you in-game support from NPC allies. There's more impacts on the final battle in MEA than the entire trilogy had on Priority: Earth. MEA doesn't have a cumulative impact equivalent to EMS, but EMS was pretty heavily criticized. It doesn't have overall comapion approval points like Dragon Age, but ME has never had overall companion approval. MEA does have points where you can be on legitimately bad terms with your teammates for reasonable choices to the point that they don't want to talk to you, which is more than the previous ME trilogy game did. So what, mechancially, do the other ME games have in terms of Choices and Consequences that MEA doesn't? Substiantially, I mean. Like, in-game consequences. ME1 and ME2 were pretty notorious for kicking off consequences without forward planning for how they'd be resolved. ME3 had Priority: Tuchanka and Priority: Rannoch. Two major plot arcs that depended on choices throughout the trilogy for Tuchanka, and from ME2 and ME3 for Rannoch. But I guess I should clarify that for me, the illusion of choice matters more than the choices themselves. And you're right--"substantial" was poor word choice, so sorry for any misunderstanding. I know that BioWare's plots tend to be on rails, and there's only so much variance they can factor into any plotline. IMO, the MET did a better job of preserving the illusion of choice because it spread out the little ways in which choices can play out. In ME:A, aside from dialogue tweaks and emails, pretty much all of gameplay consequences play out in the final mission. Which lasts maybe an hour and a half, and has so many little cameos that they all blip by too quickly to really appreciate them. In the MET, those consequences were spread out throughout the games--killing Wrex, for example, set up a cascade of many changes throughout ME2 and ME3, not just during one point in the trilogy. Obviously, I'm not addressing the ending of ME3 here; I think we can both agree that Priority: Earth was severely lacking I know that any comparison between MET and ME:A is already unfair to ME:A, because it hasn't had three games to spin out all of its choices. But the decision to lump most of the consequences into the final mission made the pacing feel really weird for me. *shrug*
|
|
inherit
7464
0
99
kenshen19
161
Apr 10, 2017 18:07:26 GMT
April 2017
kenshen19
|
Post by kenshen19 on Apr 30, 2017 23:53:08 GMT
If you give it to the angara, Evfra agrees with you (sort of) that it might be useful, but only if he can "talk it out of killing itself first", which amused me, so there is that. The AI is pissed, hates the angara, you, the Moshae and wants you to kill it or "bury the city in ash and fire", but Evfra and Moshae are pleased. If you keep the thing alive, this to me seems like the better choice because it does, after all, belong to the angara. If you want to abide by the AI's wishes as the individual it is, however, putting it with SAM is the right thing to do. Evfra has to convince the angara leader not to close down the embassy, of course, so politically, it's a terrible choice, and I'd only ever take it if I was roleplaying a terminally naive Ryder. Really, though, it seems dangerous to have it anywhere, considering it already lied to you multiple times and spaces supplies and does some other little nonsense if you send it to the Nexus. It seems like an insane person to me and I trust neither the Nexus nor the angara to have the resources/manpower to keep the thing shackled as it should be, nor that no one will temper with it For Science. Of course, SAM seems to be a good AI therapists, so I'm sure he can talk it around and you get some perk in the next game, but that was too great a risk for me. Unless it lies about everything (which could very well be the case) it tells you the Angara didn't create it and that it doesn't know who they are. First PT I spared it and granted its wish to be near SAM which does lead to some giggles from their conversations and I figured it would have a use latter on. If this was an actual real life choice I would have to make I would kill it 100% of the time.
|
|
VanSinn
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda
Origin: VanSinn77
Posts: 576 Likes: 1,429
inherit
2579
0
Sept 18, 2021 9:17:16 GMT
1,429
VanSinn
576
January 2017
vansinn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda
VanSinn77
|
Post by VanSinn on May 1, 2017 0:55:59 GMT
While I can understand the sentiment, from my perspective, the MET showed the HUGE problems with trying to make the "big" decisions have the kinda impact people are looking for in ME:A. As of right now, Bioware is leaving the door open, so to speak, by keeping the bigger decisions we made in ME:A ambiguous as to longer term outcomes. Now, I'm not saying that Bioware will take full advantage of any of the decisions in any sequel, but they're not locking themselves into too many diverging scenarios this way. After the MET's rather failed attempt at carrying over these kinda things into future games, I'm actually glad that they're keeping away from any major diverging points so far. I mean, we've got a lot of decisions that COULD diverge, but they're the kinda decisions that (mostly) would have a longer ranging impact, rather than an immediate one. Like I've said before, but believe bears repeating, I really think that ME:A was designed as a "journey over destination" story. The actions you take change the journey, and how you respond to different things changes your Ryder's journey. The destinations (at this point) aren't much different, if at all in many places, but your experience along the way changes. Now, I understand this is a personal, subjective thing, and I won't argue against anyone having a different opinion, but that's a big part of why I like ME:A so much. Or, rather, why these kinda things don't bother me, to the point where it takes away from the many things ME:A did well. Just my opinion, your mileage may certainly vary. Totally fair. And I do agree that the MET bit off more than it could chew with carrying choices through. That said, when it did actually honor choices across the trilogy (the Tuchanka arc relies on decisions from ME1, 2 and 3), the results were spectacular. So...higher highs and lower low points than MEA, I guess. I think MEA's "journey over destination" story would have worked better for me if the choices were...smaller? Ryder gets to make larger-scale choices (shooting Akksul, the nature of Prodromos, who the other Pathfinders are, etc.), but without larger-scale consequences following through. The choices feel like they should have more impact than they do. And that disconnect, for me, kinda breaks the illusion. If Ryder's choices were generally more personal, only affecting an individual outpost or a few characters, the main plot could carry on its merry way without derailment, and I'd get a better illusion of control. ...not sure if that made any sense. Sorry. I tried Oh, that was pretty clear, no worries there! One thing I want to point out, though, was the decisions in ME1 and ME2 that led to the Rannoch and Tuchanka arcs were very slow burn decisions. They were made in prior games, and in those games themselves, the immediate consequences were non-existent. So, while I can see your point, I think the thing to remember is that ME:A is 1 game. It may not turn into a trilogy like the OT did, but with the number of plot points left dangling, it screams for a sequel. How divergent our choices in any potential sequel will be is still up in the air, and those questions won't be answered until and unless a sequel is made. I think many people truly expected ME:A to be a stand-alone game, and if it winds up being so, I can CERTAINLY understand the complaints, and I'd even join in with them. The denials that this was a start of a trilogy, though, from Bioware didn't sound like ME:A was gonna be a stand alone game. I can't explain why, but I'm usually pretty good at reading people, and the comments about "trilogy" very much sounded like "we're not gonna call it a trilogy so we're not trapped in that mindset, but let's make ME:A with a sequel or two in mind so we can go there if possible" to me. I could very well be wrong, but ME:A feels like it's getting a sequel, if not a full trilogy to continue the story. In THAT context, I think the complaints about "no consequences for our actions" may be a bit premature. Not necessarily unfounded, but it's too early to say for certain, yet.
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 1, 2017 3:59:30 GMT
ME3 had Priority: Tuchanka and Priority: Rannoch. Two major plot arcs that depended on choices throughout the trilogy for Tuchanka, and from ME2 and ME3 for Rannoch. But I guess I should clarify that for me, the illusion of choice matters more than the choices themselves. And you're right--"substantial" was poor word choice, so sorry for any misunderstanding. I know that BioWare's plots tend to be on rails, and there's only so much variance they can factor into any plotline. ...but so what? About Tucchanka and Rannoch, I mean. What in them actually 'changed' based on the in-game decisions, as opposed to the out of game carry-over? And how does ME3's use of carry-over mitigate ME1 and ME2's constant running away from their own choices? ME3 making use of ME1 and ME2 impacts for this cameo or placefiller for that line does nothing to address how ME1 and ME2 choices did (not) impact their own games. If you're going to criticize Andromeda for insufficient consequence vis-a-vis the original trilogy, you need to judge the original trilogy- all three games- by the same standard. Now, there is an answer to this regarding ME3- that admitting the Dalatrass's deal makes it impossible to secretly betray the Krogan, that in-game choices affect the availability of Geth-Quarian peace- but this isn't a particularly strong argument for in-game consequences, because those outcomes don't actually change the game afterwards. It doesn't matter who you side with or who you betray- outside of dialogue, nothing changes, and you disqualified that as sufficient for Andromeda. The other ME games- 1 and 2- can't even claim that much, because there wasn't even that in-game cut-off/enabling of options based on prior decisions. There were reputation persuade limits, but the game narrative was identical after your post-mission reflection. I mean, I get the standard you're trying to use- that the character substitutions was significant for you- but that's a separate issue, a validation of carry-over, and not a fair standard of Andromeda which doesn't really have a basis for carry-over in the first place. Structurally it's a soft reboot to create a new iteration of the series. Mechanically, it's not even compatible with the original series- new engine, new console base, new save system. They have to restart somewhere. The fact that they seem to be setting up a quasi-Dragon Age Keep system- where future imports will be tied to account-uploads of saves rather than notoriously buggy memory save transfers- should be something to celebrate. (Well, I suppose they COULD have created the keep system in advance, let you dictate some choices back from ME1 and ME2, and used those for 'carryover' in MEA... but that strikes me as a bad cost investment that defeats most of the point of a rebeoot.) Besides game carryover, how? How did the MET- ME1 and ME2 especially- reflect choices in their own game besides dialogue tweaks and emails? ME1 didn't even have emails, of course, but it's Consequences were purely dialogue after the fact, without impacting future missions. ME2 introduced the email as a way of avoiding even dialogue. The only way Big Decisions mattered in that game was the suicide mission checks, but even that was more of a completion check than a narrative consequence (which could easily be avoided by Picking Right). Even ME2's reflections from ME1 were fundamentally dialogue tweaks- a few cameos if you didn't kill people, but no narrative impact. Wreave gives you the same quests as Wrex, just with a different tone- which isn't enough. The same options and gameplay are available in ME3- again, just with different tone. The games don't change. I'm all for you saying 'I don't like ME:A because it didn't have import carry-over.' Sure- got it. The game made a decision for a fresh start. It's clearly setting up the mechanics for carryover going forward. Problem already being resolved. But don't make an argument that ME:A fails because it does the stuff that the MET was built upon- marginal reflections of past choices primarily through dialogue and emails that don't change the narrative of the story going forward. That's not a unique flaw to Andromeda. Andromeda has more in-game reflections of previous choices then most of the previous games by both the number of references and the role of allies in the final battle. Fair enough, but a question. Would it have been better had it did what the MET did, and wait to lump most of the consequences into the third game of the series? Is reflecting decisions better in the last mission of the game they're made in, or the last game of the trilogy they're in?
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 1, 2017 4:16:15 GMT
That's...kinda the fundamental problem with the choices in ME:A. They can be interesting in the moment (like the angaran AI), but if they don't pan out into anything substantial, they lose a lot of their narrative punch. RPGs are, IMO, all about preserving an illusion of choice, and the way choices are done in ME:A inevitably breaks the illusion. While I can understand the sentiment, from my perspective, the MET showed the HUGE problems with trying to make the "big" decisions have the kinda impact people are looking for in ME:A. As of right now, Bioware is leaving the door open, so to speak, by keeping the bigger decisions we made in ME:A ambiguous as to longer term outcomes. Now, I'm not saying that Bioware will take full advantage of any of the decisions in any sequel, but they're not locking themselves into too many diverging scenarios this way. After the MET's rather failed attempt at carrying over these kinda things into future games, I'm actually glad that they're keeping away from any major diverging points so far. I mean, we've got a lot of decisions that COULD diverge, but they're the kinda decisions that (mostly) would have a longer ranging impact, rather than an immediate one. Like I've said before, but believe bears repeating, I really think that ME:A was designed as a "journey over destination" story. The actions you take change the journey, and how you respond to different things changes your Ryder's journey. The destinations (at this point) aren't much different, if at all in many places, but your experience along the way changes. Now, I understand this is a personal, subjective thing, and I won't argue against anyone having a different opinion, but that's a big part of why I like ME:A so much. Or, rather, why these kinda things don't bother me, to the point where it takes away from the many things ME:A did well. Just my opinion, your mileage may certainly vary. The MET also suffered from a lack of planning on how choices would actually pan out going forward. Here's hoping the fixed that. I doubt the ME2 suicide mission would have sold well if it'd been cast as 'hey guys, let's make a game where we spend all the time introducing a cast and building them up, so that we can kill them at the end! They'll be super-important going forward if the story has to go one if they're dead.' Carry-over consequences aside- I consider ME2 pretty poor considering nearly every ME1 core story decision was a case of 'kill person X or not?' with the ME2 reflection being a cameo if they were alive and nothing but their absence if they were dead- Bioware's struggled repeatedly with 'choices too big to ever re-visit.' Even Dragon Age suffers from this- choices so Epic and Impactful that they can never revisit the place they occured if it would impact things irreconciliable. If Alistair and Anora are signifiantly different rulers of Ferelden, then it would gradually become too expensive to show the reflections of Ferelden after their reign... which means it's cheaper to either not show them at all, or just say there was no meaningful difference. It's the curse of limited budget for cameo-consequences, but also one of the cruel ironies of Epic Decisions in RPGs. When the Fate of the Galaxy will irrevocably shift based on a decision... you can be pretty well assured that the choice won't ever matter to the story again, because the next story will need to go on regardless of which you chose. It's the same thing as killable characters- no character who can be killed can ever be too critical to the story afterwards if spared, because the story must go on if they're dead. The MET pretty much cut-off the Milky Way after the trilogy by virtue of having so many Big Decisions that the galaxy was going to be irreconciliable or irrelevant. Not just the endings, but things like Rannoch, the Rachni, or the Krogan. Either Krogan virility doesn't matter to the future plots- in which case the arguments for or against are rendered moot with a 'right' answer because the consequences don't matter- or a canon choice has to be made, which puts off people who chose otherwise. In my view, MEA did pretty well in balancing it's Moral Decisions- making it so that the Big Choices are big enough to matter, but small enough to be reasonably reflected. The Ambassador for Heleus, for example, as opposed to an entire Council. It's easier to reflect one changed person- who's vote may or may not change in a future decision that impacts us- than it is an entirely new system of government. Other things were also limited and well-suited for rhetorical touchback and tone-changes without building expectations of narrative shifts. On Eos, eventually both military and scientific personnel will be woken and established. That mitigates future narrative impact, but not rhetorical shifts on how it's remembered. Or the Exaltation facility- the war with the Kett will continue, and they'll likely build more (if they didn't have more already). New Tuchanka- uneasy allies or rogue states? The difference doesn't matter much because they aren't radically different. Etc. etc. etc. That might not seem impressive, but it makes me optimistic for the future of the series.
|
|
gplayer
N3
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
Posts: 259 Likes: 318
inherit
7645
0
Apr 20, 2021 15:40:19 GMT
318
gplayer
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
259
Apr 14, 2017 23:27:51 GMT
April 2017
gplayer
|
Post by gplayer on May 1, 2017 7:12:07 GMT
I keep pointing to the whole Genophage storyline in the OT as the basis of comparison. Wildly divergent choices come through to create a coherent story (or multiple coherent stories) in the end. For me, its a masterpiece of RPG story telling. I never felt that my choices were insignificant and it tied together different threads for an amazing finale.
That being said, no one expects Ryder to be this super influential butterfly with every wing flap leading to an earthquake on the other side of the cluster. I don't expect Ryder's choices to alter the story in a huge way, but the game is severely lacking in its ability to tell a coherent story! You say that if the friction I mentioned does not lead to meaningful consequences, it is useless. To me, acknowledging the added friction by making Podromos a military facility or by stealing the Angaran AI is a meaningful consequence in itself. How many times do you have SAM talk about the acid content of the water when you already activated the vault and can swim in the water? How many times do squad mates ignore plot flags in their banter. A simple acknowledgement of your minor choices in the subsequent dialogs, an extra line of speech here on how the treacherous Initiative people stole our ancient AI, makes me believe my playthrough is special, even if its something very minor.
I played through the game twice, and quit in the middle of the third because nothing felt different. Everyone can compare that to the OT or to DAO. How many times people replay those?
|
|
Sable Rhapsody
N4
Witcher-ing
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: SableRhapsody
Posts: 1,445 Likes: 4,789
inherit
3869
0
Jun 27, 2017 20:54:48 GMT
4,789
Sable Rhapsody
Witcher-ing
1,445
February 2017
sablerhapsody
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
SableRhapsody
|
Post by Sable Rhapsody on May 1, 2017 7:25:17 GMT
I played through the game twice, and quit in the middle of the third because nothing felt different. Everyone can compare that to the OT or to DAO. How many times people replay those? Thank you for being more concise than I was Nothing feels all that different in ME:A for me either. Even ME1 "felt" different playing Renegade vs. Paragon Shep, and that was just the beginning of the trilogy, with most of the story's consequences undelivered. How a game "feels" is obviously a very subjective standard, but that's part and parcel of making CRPGs. I haven't picked through every piece of ME:A to analyze exactly why it feels lacking to me in this regard, but something is clearly missing, and I find that frustrating. At the very least, I don't think it's actionable feedback to just say that "something" is off
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 1, 2017 10:55:49 GMT
I keep pointing to the whole Genophage storyline in the OT as the basis of comparison. Wildly divergent choices come through to create a coherent story (or multiple coherent stories) in the end. For me, its a masterpiece of RPG story telling. I never felt that my choices were insignificant and it tied together different threads for an amazing finale. And I keep pointing to the actual mechanics of the genophage storyline- that consequences of in-game decisions only showed up in the last game rather than be reflected in-game, which was your criticism of Andromeda. And that the story didn't change. Continually pointing to ME3 doesn't make the previous two games different from the sins you paint of Andromeda- especially when the premise you claim to be liking isn't actually present in ME3. It als We're in a discussion about mechanics, so whether you felt something was better isn't particularly relevant outside of a purely subjective argument. You like the genophage arc? Cool. So do I. I think it's one of the best parts of the series to- but not because it reflected previous in-game choices or had non-dialogue impacts on the story afterwards. An opinion is fine- but a supporting argument to justify that opinion isn't particularly valid if it applies to the alternative. Then why are you saying Andromeda lacks meaningful consequences unlike the trilogy? Positive and negative feed back is plentiful- and sometimes even in two/three forms (dialogue, email, and final mission) rather than one like most of the trilogy. ME3, it should be pointed out, was an entire separate league from ME's one and two- and so the standard for the trilogy really should be the trilogy as a whole, and not just the last one which sank the most resources in via companion cameo rolls and the war assets system. In order- never, just as often as in the ME trilogy, and already exists in-game. Mass Effect Andromeda and Mass Effect 3 both follow the same companion reflection banter formula, in which companions get one on-ship post-mission dialogue reflection of the critical path missions, and usually none on minor side-quests or side-missions. Andromeda actually increases the numbers in some respects by offering additional post-mission ambient dialogue in companion interactions on the Nomad- like Cora talking to Peebee after the Asari ark, or romance-reflection banter. ME3 didn't have that (though did have more companion-specific banter for story missions), and ME2 almost never had in-mission companion banter. Andromeda has signifiantly more plot flag banter than ME2 did, as the ME2 companion word budget was overwhelmingly dominated by the companion conversation arcs. IIRC, most companions actually didn't have core plot dialogue per see- Mordin was kind of an exception to the rule. There is reflection banter on you stealing the mad-AI, so that... kidna meets your standard? Most people never completed them in the first first place, so... by median and mode averaging, 0.
|
|
gplayer
N3
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
Posts: 259 Likes: 318
inherit
7645
0
Apr 20, 2021 15:40:19 GMT
318
gplayer
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
259
Apr 14, 2017 23:27:51 GMT
April 2017
gplayer
|
Post by gplayer on May 1, 2017 11:57:12 GMT
I keep pointing to the whole Genophage storyline in the OT as the basis of comparison. Wildly divergent choices come through to create a coherent story (or multiple coherent stories) in the end. For me, its a masterpiece of RPG story telling. I never felt that my choices were insignificant and it tied together different threads for an amazing finale. And I keep pointing to the actual mechanics of the genophage storyline- that consequences of in-game decisions only showed up in the last game rather than be reflected in-game, which was your criticism of Andromeda. And that the story didn't change. Continually pointing to ME3 doesn't make the previous two games different from the sins you paint of Andromeda- especially when the premise you claim to be liking isn't actually present in ME3. It als This is completely false. In the first game you can kill Wrex, not recruit him, or recruit him and kill him. This has an immediate change to the state of the game. In the second game you also are presented a range of genophage related choices which in every conversation is updated based on those choices. Its much more than a radio transmission saying Podromos troops have landed. Every game has a part of the Krogan storyline, with in game consequences that are updated immediately in every relevant conversation. Claiming that ME1 and ME2 are no different from MEA in that regard is beyond me.
|
|
gplayer
N3
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
Posts: 259 Likes: 318
inherit
7645
0
Apr 20, 2021 15:40:19 GMT
318
gplayer
I love nailing asari. So ageless and superior -- then you get them and they squeal like school girls
259
Apr 14, 2017 23:27:51 GMT
April 2017
gplayer
|
Post by gplayer on May 1, 2017 12:05:13 GMT
In order- never, just as often as in the ME trilogy, and already exists in-game. Mass Effect Andromeda and Mass Effect 3 both follow the same companion reflection banter formula, in which companions get one on-ship post-mission dialogue reflection of the critical path missions, and usually none on minor side-quests or side-missions. Andromeda actually increases the numbers in some respects by offering additional post-mission ambient dialogue in companion interactions on the Nomad- like Cora talking to Peebee after the Asari ark, or romance-reflection banter. ME3 didn't have that (though did have more companion-specific banter for story missions), and ME2 almost never had in-mission companion banter. Andromeda has signifiantly more plot flag banter than ME2 did, as the ME2 companion word budget was overwhelmingly dominated by the companion conversation arcs. IIRC, most companions actually didn't have core plot dialogue per see- Mordin was kind of an exception to the rule. There is reflection banter on you stealing the mad-AI, so that... kidna meets your standard? Most people never completed them in the first first place, so... by median and mode averaging, 0. Again MEA plot flags are largely ignored planet to planet. I go to an outpost and I hear "This is a good location for an outpost", or "There is acid in the water"except there isn't. Or you completed the corpse identification mission on Eos and everytime you walk over one of those corpses you get the same prompt. You can 'claim' the banter or prompt codes did not work any better in ME123 but they definitely not stick out like a sore thumb here. Saying that its only more obvious because there is more plot related banter is just poor excuse. I dont know anyone who abandoned ME1 or DAO without completing it, but hey I will stand by the numbers of those games against MEA anyday when it comes to replayability.
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 3, 2017 7:05:54 GMT
Again MEA plot flags are largely ignored planet to planet. This applies to ME1, ME2, and ME3 as well, where plot flags were largely ignored planet to planet. Criticisms not unique to MEA are not examples of how MEA is worse than its fellow offenders. There is- it's just that it's not as dangerously acidic. Same as how Vould is still cold, and Eladaan still hot. Outside of that, like the 'good location,' you're running into a bug- I'm not having the same issue yoou are. I'm... not? But you're pretty clearly moving the goalposts here from what you were claiming earlier, which is pretty much what I expected. Now you're talking about a blatant bug in the execution- not the narrative design of choices and consequences on the game's narrative or story. Averaging zero?
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 3, 2017 7:30:55 GMT
And I keep pointing to the actual mechanics of the genophage storyline- that consequences of in-game decisions only showed up in the last game rather than be reflected in-game, which was your criticism of Andromeda. And that the story didn't change. Continually pointing to ME3 doesn't make the previous two games different from the sins you paint of Andromeda- especially when the premise you claim to be liking isn't actually present in ME3. It als This is completely false. In the first game you can kill Wrex, not recruit him, or recruit him and kill him. This has an immediate change to the state of the game. In the second game you also are presented a range of genophage related choices which in every conversation is updated based on those choices. Its much more than a radio transmission saying Podromos troops have landed. Every game has a part of the Krogan storyline, with in game consequences that are updated immediately in every relevant conversation. Claiming that ME1 and ME2 are no different from MEA in that regard is beyond me. Then let me reframe it for you. You're no longer talking about a reflection of choice within a game- you're talking about a reflection of choices between games, which is a standard that can't be applied to Andromeda because Andromeda is, at this time, a single game. You'd be comparing apples to a single orange if you did that. Until Andromeda has a sequel to examine how it and its sequel conduct carry-over, you can't criticize Andromeda for not having carry over. Or rather, you can, but it's an unfair and meaningless criticism because Andromeda has yet to have the opportunity for carryover. All you can reasonably compare and contrast is how Andromeda reflects it's choices within the game the choice itself is made in- which is something that can only be applied to ME1, or ME2, or ME3 in the singular. ME1 had a Krogan decision- how did that Krogan decision change the story of ME1 after it was made? ME2 had a Krogan decision- how did that Krogan decision change the story of ME2 after it was made? ME3 had a Krogan decision- how did that Krogan decision change the story of ME3 after it was made? Remember that the criticism that MEA's decisions do not affect the story depend on a standard that modest dialogue changes aren't sufficient. The answer to ME1 is- it didn't. Wrex's only role in the story is companion banter/commentary, which are not plot-central. After the choice to kill Wrex, there are no major in-game reflections beyond his absence, which is not noted or central to the plot in any way. It neither created or took away major content outside of the character's presence, which itself was not tied to the plot. The answer to ME2 is- it didn't. No matter what you decided with Mordin, there was no change to the game or the story beyond minor reflective dialogue post-mission, which is not different from what MEA did. Both choices in Mordin's loyalty mission provide for the exact same narrative outcomes in the core plot (mostly because the core plot doesn't even mention Mordin's work at all, leaving it to an optional sideplot status irrelevant to every other part of the game). The answer to ME3 is... very modestly on two points, where unique content was added or taken away. If Shepard reveals the Dalatrasses offer, you can't trick the Krogan, which denies a gameplay option for role playing. That's one case where the plot is affected, as the player is trapped within a certain part of it. If Shepard tricks Wrex, then there is a mandatory confrontation scene where Wrex declares an end to the alliance and is killed by Shepard. That scene- mandatory as it is- is two. Note that it's not 'breaking the alliance' that changes the game's plot- that (and the previous choice) are irrelevant to the rest of the core plot. The Citadel Coups, Rannoch, Illium, Cerberus, and Crucible, and end-game plots all occur exactly the same way regardless. But you do get a unique story scene, which is thus part of the plot. So, in the OT across the entire Krogan arc, only one game of three could- potentially- have a change to the plot based on a previous choice made within that game. And those changes amounted to losing a decision option, and an extra scene that wouldn't get mentioned again in the plot afterwards. Note also that the Wrex decision all the way back in ME1 doesn't actually change the story, no matter what happens to him. The story of Mass Effect 1 doesn't depend on Wrex, and doesn't change without him- all you lose is companion banter or commentary, not plot changes. In Mass Effect 2, the story again remains the same whether it's Wrex or Wreave: the same loyalty missions, with the same themes, and the same choice options, still occur. All Wrex and Wreave change is ambient dialogue and world-building tones that aren't relevant to others outside the immediate context spoken. The only difference to the story is the tone/opinion of your quest giver, which is not a major change to the story. Come ME3, the Wrex/Wreave difference amounts to... tone and dialogue changes by outsiders, but the exact same key decisions. They don't affect any of the other major plots.
|
|
NRieh
N3
Shine on!
Posts: 600 Likes: 797
inherit
1017
0
797
NRieh
Shine on!
600
Aug 16, 2016 17:07:45 GMT
August 2016
nrieh
|
Post by NRieh on May 3, 2017 8:07:27 GMT
Tiny correction - ME3 does have the 'trust counter' for Kaidan\Ashley, and it's pretty much vital during the Elevator scene.
This scene has a twisted complex logic with a huge load of variables (same true for most of the 'critical' ME3 scenes, actually). Basically, there's a 'trust' check that can be failed, which would lead to the second check - for the total amount of red\blue points, not enough rep points mean Kaidan (or Ashley) won't listen no matter what.
As for the overall choices\concequences debate, I agree that it's not fair to compare a single (for now) game with a trilogy. A pinch of 'Virmire choices' would actually do some good to the game, though. Too much plot-armour. There were some moments where the losses were expected, but they never happened. And even when some were implied - it never felt personal to me. They were trying something like that on Kadara, but it only works for the Reyes-mancers.
|
|
Dean The Not-so Young
N2
Is Back.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 185 Likes: 295
inherit
6703
0
Jun 17, 2017 23:12:24 GMT
295
Dean The Not-so Young
Is Back.
185
March 2017
deanthenotsoyoung
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by Dean The Not-so Young on May 3, 2017 19:17:46 GMT
Tiny correction - ME3 does have the 'trust counter' for Kaidan\Ashley, and it's pretty much vital during the Elevator scene. This scene has a twisted complex logic with a huge load of variables (same true for most of the 'critical' ME3 scenes, actually). Basically, there's a 'trust' check that can be failed, which would lead to the second check - for the total amount of red\blue points, not enough rep points mean Kaidan (or Ashley) won't listen no matter what. Ha, didn't remember that at all, so I'll gladly give it to you. I never even knew it for the longest time myself, since it was basically a completion check- all you have to do is buy the gifts/visit/don't be an ass- but then, the entire game's persuasion system as a completion check. Still a valid point, though. Kudos. Draak's scouts vs. Salarian pathfinder was about as Virmire as it get, in my view. High-stakes mission with unexpected development? Sympathetic character interests pushed against eachother? Only time to save one, before the other inevitably falls? Though if you're talking about killing a companion... Eh, I'm mostly glad they've avoided that. Killing companions was the epitome of the problems of the original trilogy- choices that seemed cool at the time, but poorly planned without consideration for what they meant going forward. Any companion who can die is, after all, will be relatively insignificant to the plot going forward- and that led to a host of higher cost reflections where there was almost always a handy NPC on standby for whatever the plan ended up being. The Virmire Dier avoided this just slightly by the fact there was a Virmire Survivor, but at that point Ash and Kaiden served identical narrative roles, and lost their own individuality/character uniqueness as a result. Now, that's all separate from whether there's too much plot-armor- and I'd agree there could stand to be less- but my opinion after the trilogy is that when a companion dies, it should usually be deliberatly and unavoidable- unless there's a clear intent/plan to put them on a bus regardless. Characters that could/would stick around cause planning issues while being increasingly redundant. Mordin's disappearance in ME3- either dead or in hiding- rather than the Suicide Mission scenario. Possibly the best 'Virmire-like' choie I can recall is the (male) Republic Trooper path in Star Wars: The Old Republic. In the early game there's a very sympathetic/even Love Interest NPC ally. Eventually there's a Virmire scenario of either-or certain death, and she cracks and beg you to save her over a lot of other people. Either you don't- and so she dies- or you do, and she's so broken by guilt that she can't stand to see or talk to you anymore. Either way, she's gone for the rest of the game- but in different ways.
|
|
NRieh
N3
Shine on!
Posts: 600 Likes: 797
inherit
1017
0
797
NRieh
Shine on!
600
Aug 16, 2016 17:07:45 GMT
August 2016
nrieh
|
Post by NRieh on May 4, 2017 8:04:10 GMT
Dean The Not-so Young: Don't get me wrong, I'm not bloodthirsty or something, and I'm perfectly aware that 'choice that matters'(TM) is a plot death-trap in itself - that much ME trilogy had taught us. The extreme of that can be seen in the recent SWTOR updates, where 8 different main characters had been shoehorned into a single 'jedi' story for no good reason. The amount of 'immortal' companion characters in the latest chapters was critically low, and those were being constantly forced upon the player. As the main plot progressed they had 'choice-killed' more and more, with survivors becoming mute&deaf irrelevant bots. Still, some of the 'choice' moments in Andromeda had been handled poorly, IMO. Jaal's loyalty mission is the brightest example. What happens if a player does not shoot is...well, it's literally The Plot-Armor. Same for the win-win situation in Vetra's mission. E.g. think of Mordin's, Jacob's or Garrus' missions - the things could go differently. In MEA they can't, and at some point, players realise that and...kinda stop worrying and\or caring (if you know what I mean). MEA is way too 'secure' for the adult 'everything's-gone-to-shit' space saga. Compare it with the 4th book of 'Expanse' - 'Cibola Burn' (highly recommend it & the series for all the ME fans).
|
|
inherit
A blade answers only to the hand that wields it
3406
0
Member is Online
Nov 27, 2024 22:34:33 GMT
45,708
dazk
16,209
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
|
Post by dazk on May 5, 2017 3:21:44 GMT
I played through the game twice, and quit in the middle of the third because nothing felt different. Everyone can compare that to the OT or to DAO. How many times people replay those? I am exactly at this stage now with MEA and have been spending more time on this forum than actually playing for that reason. I replayed all of the MET and DAO games so much I had to track characters and actions on a spreadsheet. I must have played each of the individual games in both those series at the very least 5 times each.
|
|
inherit
8210
0
Jul 21, 2017 23:55:33 GMT
707
beholderess
484
May 2017
beholderess
|
Post by beholderess on May 5, 2017 15:33:45 GMT
After watching those videos of ancient AI and SAM - is she... hitting on SAM?
|
|
kalasaurus
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 519 Likes: 1,171
inherit
1852
0
Oct 27, 2016 21:46:52 GMT
1,171
kalasaurus
519
October 2016
kalasaurus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by kalasaurus on May 5, 2017 15:52:29 GMT
On my first playthrough I put the Angaran AI in SAM Node, only because I imagined her going nuts and killing a bunch of Angara. The discussions between the two are pretty funny, at least, but I think in the future I'll give her to the Angara.
|
|
inherit
2044
0
Nov 10, 2016 16:47:07 GMT
10,275
AnDromedary
4,446
Nov 10, 2016 16:30:09 GMT
November 2016
andromedary
|
Post by AnDromedary on May 5, 2017 22:24:33 GMT
Why assume to let it live? I killed the dam thing without a second thought. We've seen the issues with AI before in the MW, I have no idea how stable this thing is, especially after all this time and the first action I see from it is that it threatens to kill someone else.
No thanks, don't need that problem on my hands, a bullet to the CPU it is.
|
|
eternalgoddess
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 514 Likes: 793
inherit
2391
0
793
eternalgoddess
514
December 2016
eternalgoddess
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
|
Post by eternalgoddess on May 7, 2017 10:32:42 GMT
After watching those videos of ancient AI and SAM - is she... hitting on SAM? Yeah I got that impression as well. But SAM doesn't want any of that craziness.
|
|
Zerfidius
N3
Games: Baldur's Gate
Origin: Zerfidius
Posts: 484 Likes: 1,406
inherit
5014
0
Aug 31, 2018 16:29:38 GMT
1,406
Zerfidius
484
March 2017
zerfidius
Baldur's Gate
Zerfidius
|
Post by Zerfidius on May 23, 2017 15:59:39 GMT
I decided to install the AI in SAM's suite on the Hyperion; like others I was a bit curious how it would affect the plot. Just finished the SP campaign and went in to speak with SAM and there's no Angara AI in the room anymore. And no explanation from Sam or anyone so far on where she went.
Anyone know if this is a plot hole, or bug? I'd be intrigued if the AI was stolen by the Archon during the hijack, but I got no info one way or the other.
|
|
MarilynRobert
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
Posts: 986 Likes: 2,148
inherit
33
0
Aug 27, 2016 23:38:20 GMT
2,148
MarilynRobert
986
August 2016
robmar
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
|
Post by MarilynRobert on May 23, 2017 23:18:06 GMT
I decided to install the AI in SAM's suite on the Hyperion; like others I was a bit curious how it would affect the plot. Just finished the SP campaign and went in to speak with SAM and there's no Angara AI in the room anymore. And no explanation from Sam or anyone so far on where she went. Anyone know if this is a plot hole, or bug? I'd be intrigued if the AI was stolen by the Archon during the hijack, but I got no info one way or the other. From what I understand, it's a glitch and hopefully they will fix it in the future.
|
|
ArabianIGoggles
N3
Games: Mass Effect Trilogy, Mass Effect Andromeda
Origin: d8lock
Posts: 310 Likes: 332
inherit
595
0
332
ArabianIGoggles
310
August 2016
arabianigoggles
Mass Effect Trilogy, Mass Effect Andromeda
d8lock
|
Post by ArabianIGoggles on May 24, 2017 18:42:05 GMT
I decided to install the AI in SAM's suite on the Hyperion; like others I was a bit curious how it would affect the plot. Just finished the SP campaign and went in to speak with SAM and there's no Angara AI in the room anymore. And no explanation from Sam or anyone so far on where she went. Anyone know if this is a plot hole, or bug? I'd be intrigued if the AI was stolen by the Archon during the hijack, but I got no info one way or the other. Same here. It worked before the 1.05 patch.
|
|