Aller au contenu

Photo

There is just one thing I don't get.


  • Veuillez vous connecter pour répondre
60 réponses à ce sujet

#51
ShepardWrex

ShepardWrex
  • Members
  • 149 messages

smudboy wrote...

Christmas Ape wrote...

smudboy wrote...

Christmas Ape wrote...

smudboy wrote...
The problem is bothering to assign points to an attitude/dialog option in the first place, as if being a dick the first few times requires you in order to be a dick the last time. This makes sense if all those events are tied together: but they're not. It's some obscure analog point P/R system, because no one's bothered to actually connect these series of events to some tangible, social/behavioral outcome: and they're not. If they were connected, then no need for points (or rather the analog P/R meters could just be a culmation for you keeping track: not the social/behavior connection between future events.)

This is your first Bioware game, I take it?

No: what's your point?

That you're describing a system found in every Bioware game since the BG franchise as if it were a failing unique to ME2. It's like complaining you have to have multiple conversations with your companions to learn things about them and glean side missions. Yes, that's BioWork. It's universal.

If you don't like their moral/decision-making system, why play in the first place?

Yes.  One of you people.  You know the ones who don't actually have a point, but have to question you because their generalization on a certain topic isn't understood or shared, supersedes someones entire, now illogical behavior?

You people: "What smud?  You don't like factor X in game Y?  Why do you even bother playing game Y?"

Thank you for your extremely general understanding of why I, or perhaps anyone for that matter, whom upon learning they have an issue with a game play element, is found completely irrational to continue to play said game.

I will now continue talking to myself about waffles covered in tartar sauce.  Because those are so delicious.

lololol smugboy gets so butthurt at times

#52
Whatever Works

Whatever Works
  • Members
  • 262 messages
bro just needs to spill some drinks and get jerked on the citadel

#53
Christmas Ape

Christmas Ape
  • Members
  • 1 665 messages

You people: "What smud? You don't like factor X in game Y? Why do you even bother playing game Y?"

A question you appear singularly unwilling or unable to answer, curiously enough.



You have an issue with a gameplay element so basic to the game that you should have seen it coming when the box said "BIOWARE". I was genuinely boggled by how you would make that decision.

"Hmmm, I object to something found in every game this company has released in the past decade, including the game this game is a sequel to. Ahhh, I'm sure I'll like it anyway - no way they'd use it again!"



But if my confusion has let you feel like you scored another rhetorical point, well, at least one of us got something out of my attempt to engage in a conversation and get anything back other than malice. Glad to give you such a desperately sought 'out', though. Really. Deflect and dismiss - that means you win!

#54
smudboy

smudboy
  • Members
  • 3 058 messages

Christmas Ape wrote...

You people: "What smud? You don't like factor X in game Y? Why do you even bother playing game Y?"

A question you appear singularly unwilling or unable to answer, curiously enough.

I like the pretty pictures.

You have an issue with a gameplay element so basic to the game that you should have seen it coming when the box said "BIOWARE". I was genuinely boggled by how you would make that decision.
"Hmmm, I object to something found in every game this company has released in the past decade, including the game this game is a sequel to. Ahhh, I'm sure I'll like it anyway - no way they'd use it again!"

But if my confusion has let you feel like you scored another rhetorical point, well, at least one of us got something out of my attempt to engage in a conversation and get anything back other than malice. Glad to give you such a desperately sought 'out', though. Really. Deflect and dismiss - that means you win!

I did not see it coming.  Alas.  My poor perceptive skills, and your super informed gamer insight.  Lost, lost is my potential future understanding/appreciation of a game play mechanic that questions the very reason I play.

Woe is me.

I'm not deflecting anything.  I'm laughing at you.  You can tell cause I bolded and italized it.  Cause that way we understand each other.

#55
Whatever Works

Whatever Works
  • Members
  • 262 messages
herp durr, durr

#56
Iakus

Iakus
  • Members
  • 30 288 messages

smudboy wrote...

Lemonwizard wrote...

Alright so there have been vaguely infinity and a half "paragon vs. renegade" or "what is your favorite interrupt" or "what do you always do no matter your alignment" topics and all that jazz, and I notice this one very constant trend:


The interrupts people tend to always take regardless of their alignment are things like stabbing Sgt Cathka, blowing up the gas tank on that Weyrloc krogan, kicking the crap out of those mercs on Miranda's loyalty mission, etc. You know, the "badass" ones.



This strikes me as puzzling, because these are the precise interrupts I never take even if I'm doing a renegade playthrough. Why? Because I want to play my game, not watch it. It's entertaining to see once, but after that, I just have more fun fighting all that stuff myself. I see nothing productive in screwing myself out of content. I feel more like a badass doing it myself than watching it in a cutscene.



....Am I the only person who feels this way?


The problem with the interrupts, at least for what they're worth, is the whole P/R system.  Interrupts are there because the player wants to take action, and interrupt the conversation.  If you don't conduct an interrupt, the conversation continues, still with P/R dialogue choices.

Coupled with forcing the player to constantly rack up as many P/R points in a given direction, or else these options won't be available later, is a fundamental flawed.  The conversations of random people over the course of the journey should have an impact on later conversations, based on information, but not in some way of not being able to communicate at all if you don't have "enough points."  ME2 doesn't have choices/problem solving where these choices impact anything with future conversations.  Interrupts exist purely to break conversation, and get on with whatever is supposed to go on.  Like 'splosions and bullets.


My problems with ME 2 are numerous.  But the interrupt system is one feature in ME 2 i actually liked.  It makes sense for a "whatever it takes" renegade type to attack an enemy before they're ready, or a "paladin of the spaceways"  to come to the defense of a woman wrongfully accused of stealing.  The interrupts aren't required, but if you think it would be "in character" to take action instead of talking, the choice is there.

My first playthrough I took most of the paragon interrupts, and only a couple of renegade ones (mainly Thane's loyalty mission, where I played the "bad cop")

My second playthrough I took every single interrupt, paragon and renegade, just to see what would happen.  I still ended up being full on paragon and even managed to paragon Miranda and Jack's hissy fit.  I guess the interrupts don't alter your "point" value too much   Or maybe they were afraid if they kept it up after I asked nicely I'd snap one's neck and shoot the other.  Image IPB

The only problem I have with the system is it can be usually is very difficult to interpret just what form the interrupt will take.  ("I just wanted to sabatoge the flier, not stab the mechanic in the back with a power tool!")  I chalk that up to being a new system and it's currently in a primitive state.

It does make me wonder, will their ever be "neutral" interrupts?  Sort of generic "we don't have time for this" actions that don't give paragon or renegade points, but might give shepard a jump on a given situation/combat? Or conversely, deprive Shepard of information he or she may need later?  ("Why didn't you tell me this was a dead-end?"  "You said there was no time to talk!")

Alternatively, paragon and renegade interrupt options that occur simultaneously?  Do you comfort the grieving mother or slap her and tell her to get a grip?  Shoot the assassin or divert attention so he gets a clean shot?  THe closest I can think of that in ME 2 is if you let Mordin keep rambling on when you first meet him, the renegade interrupt turns to a paragon one.

#57
Some Dude

Some Dude
  • Members
  • 1 298 messages
I always take them because they usually make my life easier....

#58
HTTP 404

HTTP 404
  • Members
  • 4 631 messages

Some Dude wrote...

I always take them because they usually make my life easier....


you're talking about drugs right?

#59
Some Dude

Some Dude
  • Members
  • 1 298 messages

HTTP 404 wrote...

Some Dude wrote...

I always take them because they usually make my life easier....


you're talking about drugs right?

Erm... No....
Okay I take interupts because they make the GAME easier
Better?

#60
Roshi

Roshi
  • Members
  • 7 messages
If you like the interrupts to shut someone up, you have to see Death Trance. It's a movie with real actors, but based on anime. I don't want to ruin the scene or movie, but the interrupts by a certain character will make you laugh. Overall a really good movie, too.

#61
Nightwriter

Nightwriter
  • Members
  • 9 800 messages

Daforth wrote...

Nightwriter wrote...

The game has too much combat. I'm tired of shoot-em-up scenarios. I always shoot people up. It's all I ever do.

I don't mind watching a cutscene instead at all. I find the interrupts very fun and entertaining. Much better than combat.


OMG! An action-rpg game has TOO MUCH combat? /facepalm 


I liked Samara's and Thane's loyalty quests because you're doing something a bit different. It's not just "go charge through these endless hordes of mercs to get to this person".

I didn't feel the same way in ME1, DA:O, and countless other action RPGs. I liked the combat. But in this game I can honestly say it was a bit monotonous.