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Games Mechanics Concepts and Ideas for ME3


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#1
Myrmedus

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Firstly, a warning: This is a fairly comprehensive list that it’s more like a docket. I’ve done my best to keep the biggest and best suggestions for each section at the top but certain suggestions require a prelude of other ideas to contextualise them (for example, “Strategic Boss Encounters”).

Secondly, I'll complete this "compilation" in stages so this post and the next won't be finished immediately. Some sections will be added and some existing ones will be fleshed out in due course :)

Anywho:

Mass Effect 2 had some really great innovations in gameplay, especially when put alongside its predecessor but there is always room for improvement and there is more room in some aspects of the game than others. Below is a list of proposals for potential improvements in my view, categorised into different sections pertaining to the element of gameplay they relate to.

Some are simple concepts whilst ideas relating to mechanics are naturally more complex. In general, each suggestion is borne from a particular instance in the game where I felt the gameplay either reduced the immersion I felt in the game, limited that immersion or otherwise could’ve simply been improved without too much fuss. Anyway, without further ado:

1. Mechanics Suggestions

i) Smart Cover Swapping and Destructible Cover
ii) Multi-Directional Sprinting and Movement As Part of Combat
iii) Specific Destructible Map Areas
iv) Strategic Boss Encounters

2. Item/Ability Suggestions

i) Gameplay Complexity Leads To More Diverse class Abilities
ii) Reaper Infusion Upgrades
iii) Two Side-Along Equipment Upgrade Systems

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  • 1i) Smart Cover Swapping + Destructible Cover
This is probably the big one and it’s an idea that I think would benefit ME3 hugely in terms of its combat mechanics. This was an idea that a friend and I actually came up ironically in the middle of our kitchen while making a cup of tea! It came up when discussing the Human Reaper final boss fight. We both agreed that the issue with this encounter is that the risks don’t really match the sheer scale of adversary you’re up against. As a perfect example, it can fire a beam from its mouth that would surely disintegrate virtually anything it hit yet as long as you sit behind cover you’re absolutely fine. This is the limitation of Cover&Fire gameplay mechanics – they’re great for war games where the relative strength of enemies and your character are more or less the same but they come up very short if fighting something where cover simply wouldn’t be an option.

One of the main goals the gameplay design team seemed to go for in ME2 was intensity of combat, and while generally this was achieved there are many other situations in ME2 where cover being too powerful derides from that feel. Not only that, but in order to balance the game it also becomes too much of a reliance for the player. A large part of the Vanguard’s inability to function at higher difficulty levels is caused by this reliance – simply, the mechanic is so powerful, so “deus ex machina” in its application that it becomes a pivot around which all encounters are balanced. Not only does this lead to imbalanced class capabilities but boss battles where the lack of realism takes you out of the moment.

When that Human Reaper appeared I crapped my pants, but the second I found I was able to just hide away from the big, bad monster machine, all of a sudden it wasn’t so scary anymore. The absolute best way of making an encounter feel intense and scary is to make the player feel like nowhere is safe, and this is what leads up to the idea of Smart Cover Swapping.

The general idea behind this is simple: the vast majority of cover is destructible. As an example: in a room there may be 5 areas where you can cover. You enter from the south and enemies enter from the north; one of those enemies has a rocket launcher. You go down for cover at the nearest place and begin picking down the enemies. A rocket is fired at the object you’re hiding behind and it partially explodes; if the object gets hit by another rocket it’s going to be destroyed, and if you’re using it for cover at that point you’ll take a bit of damage (obviously not the full amount) and that object will now no longer be there available as cover.

Smart Cover Swapping would be a function, just like jump or run, which allows Shepard to swap from one area of cover to another that has the same directional face seamlessly. The player could either simply press the Cover Swap button to move to the nearest object or use Cover Swap + a particular direction of movement to specify a particular object to hide behind within a certain radius of Shepard and possibly override the object face requirements.

Apart from obvious benefits of such a mechanic it would also allow for a greater variety of boss encounters because you could control the structure of the encounter not only through boss abilities but also the layout of the room in which you fight. An image that really sticks out in my mind is the scene in The Matrix where Neo and Trinity have a gunfight in the ground/first floor of the skyscraper building where Morpheus is being held. In this situation, the pillars would be Shepard’s cover and the enemy would be alternating between regular weapons and heavy weaponry that knocked away the pillars, prompting Shepard to “Cover Swap” to another pillar and continue fighting giving the impression that you can’t sit on your laurels for too long. It could work nicely in circular arenas or in ambush situations where you enter a room, fight a group on a particular front then get ambushed from behind and have to readjust.

The simple idea is for cover to be useful from shielding yourself from high rate of fire weaponry like SMGs but when it comes to heavy weapons you simply need to be agile in combat. What this encourages is non-static gameplay where you can’t simply sit behind cover, pick off enemies and then move on once the place is cleared. In addition, it allows developers to target particular encounters in the story where they want the player to face tactical difficulties due to the capabilities of the enemy and the geographical layout of the area.

  • 1ii) Multi-directional Sprinting + Movement As Part of Combat
Fairly simple idea this one. Shepard can strafe in ME2 but he can’t sprint sideways. He can move backwards but again he can’t up his movement speed backwards. The displays of agility we see in cutscenes from him we’re unable to replicate in the gameworld which can sometimes lead to a lack of immersion and a feeling that our bad-ass hero is actually a bit clunky and cheesy around the waist.

Multi-directional sprinting would be good, as would the ability to quick burst at the beginning of a sprint. An example with numbers would be thus:

Press Sprint = 200% speed increase for 3 seconds and then 150% for the remainder of the sprint.

Changes along these lines would help alleviate any situation where “Cover Swap” wasn’t necessarily a perfect solution. In other words, the player could essentially do it manually in a situation where the cover directional faces aren’t quite suitable or the next area of cover is far away. In this situation, you could burst away from your current cover and then just manually get behind another etc. In addition, it would aid the player in avoiding slower moving heavy weapon projectiles, once again allowing for another option than simply “sit behind the big block” and add an element of dynamics to the gameplay, especially when facing larger enemies by using speed to combat brute strength.

  • 1iii) Destructible Map Areas
Sounds more daunting than the actual idea, this wouldn’t be something as insane as Red Faction’s map destruction but simply having large enemies in special encounters able to affect the terrain would be nice for intensity, immersion and gameplay variety. Again, back to the Human Reaper boss, a good idea that was thrown out by a friend would’ve been to have a much larger area to fight it in and perhaps give it the ability to knockdown platforms in an attempt to hit you. Visual example as follows:

You’re firing at it and it goes into a tensed position, perhaps makes a sound as a warning, and the player knows it’s going to try and hit him. Sprint sideways, the Reaper slams the area where Shepard was and keeps trying to hit him as he continues to sprint away. 3-4 slams and with it drop subsequent platforms which it hits in its pursuit of you. Once again, this would give the real impression that a gigantic machine is trying to kill you rather than having indestructible cover and objects aiding you in the fight, also promoting adaptability from the player.

This would only be for boss battles, and perhaps only specific ones at that, obviously due to the work-load required for making any kind of interactive terrain.

The combination of the above two ideas may come across as requiring too much development time but simple things would suffice. For example, it wouldn’t be necessary to make cover a part of the map, and therefore making the map able to change, but rather make most cover like the crates in ME2 that can be destroyed with a melee hit only taking 2-3 hits from specific weaponry that satisfies a condition.

  • 1iv) Strategic Boss Encounters
The above ideas would also allow for taking down bosses to be more strategy-based. For example, a regular boss who is just an elite soldier would be just like any other fight, but perhaps a 30ft mech would require strategy
based upon the map, quick movement from Shepard if the mech physically targets the area where he’s covered and specific targeting of fire. Here’s a visual example as I could see one boss fight:

The boss is a Super-Scion which is made up of 100 humans (just a hypothetical example!) It has three attacks: regular gun/cannon fire, a charge and a biotic spell like Shockwave that it has to charge up for. It’s shields are impregnable except while it’s charging its Shockwave attack as it diverts energy from its shields into the spell. The cannon fire doesn’t affect cover but both the charge and Shockwave spell obliterate any cover in a single hit and take your shields down even through cover

The fight is in an octagonal room with the Super-Scion at its centre. It has 8 areas of cover around the near-edge and 4 closer to the centre. You start by simply firing rounds at the Super-Scion while behind cover until you find it’s
useless. You stay behind cover, try to deal damage to it etc. and then it charges you. You cover swap or sprint out and find somewhere new to hide, then it follows it up by charging its Shockwave ability.

One of your team-mates yells for you to move so you either: cover swap when it fires or sprint out from cover to avoid it. Afterwards your other team-mate remarks that its shields are down when it uses that ability.
From that point on you have to bait it to use that ability and fire a few rounds into it then move before the spell is fired etc.

Only a very basic example but it’s a situation where you’re never safe to simply cover and fire. In order to deal damage to the enemy you have to be in harm’s way, and it would synergise well with abilities like Adrenaline Rush that would allow you to pump out more damage in that instant and avoid the Shockwave easier etc.

In addition, the longer you take to beat it the less cover you have to use so if you’re too slow you eventually have to take it head-on. This could serve as a soft ‘time limit’ on the fight and could be done in any encounter the developers desired.

This is just a very simple idea of a boss encounter but the possibilities would be great by giving Shepard increased agility and toning down the effectiveness (uberness) of cover.

  • 2i) Gameplay Complexity Leads To More Diverse class Abilities
We had one in ME2 in the form of the Vanguard’s charge but more would be great and we did have another in the form of Storm Speed increase. The problem was that because of the dominance of Cover&Fire mechanics we rarely used movement as a means of combat in the game. The only real significance of Storm Speed was how fast we could get to cover! By incorporating destructible cover into the game and making things a little more open-pan we open the doors for movement to once again become a part of the gameplay experience. Things like Commandos having greater sprint acceleration/speed would then become significant, allowing them to fight enemies more head-on. Infiltrators would perhaps have an overall greater movement speed and be able to ‘charge to’ enemies that are facing away from them. Furthermore, with cover no longer being an unalienable right an ability like the Geth’s kinetic barriers that act as cover would be useful and worthwhile (perhaps an Engineer ability). A greater refinement of the Pull biotic would also be great, perhaps making it an Adept-specific spell and literally making it pull an enemy to the caster. Think Vanguard Charge but the opposite – you literally drag the enemy to you and blast them down to oblivion behind your cover.

Movement playing a larger role in combat would be a good thing and would enable a much more intense gameplay experience. However, of particular note here is the allowance of more options for class abilities. A more variable world where nothing is absolute means that abilities can fill in the holes, often meaning you don’t need to come up with something new to make the ability unique and worth its weight in gold: you simply need to take something away that the player previously took for granted!

  • 2ii) Equipment Upgrading
Quite simple really, the mechanic exists in many games RPG already and I think it’d be a nice addition to the ME universe. I’m not talking about the kind of upgrades in ME1 but rather core upgrades to the actual equipment in the game, something along the lines of upgrading armor in KotOR but instead the benefits became a permanent part of the armor rather than a detachable item.

Combining these kinds of permanent upgrades with “slot-in” upgrades found in ME1 would add even more diversity to equipment in ME3; it could be a good way of getting back that RPG feel that many missed in ME2 without cluttering the inventory again.

  • 2iii) Reaper Infusion Upgrades
This is literally just a gimmicky idea but since playing the game Shadowrun on the SNES I’ve always had a love for being able to permanently enhance your character in significant ways through implants. Of course, we had this in ME2, but perhaps going further with it would be quite nice. As an example, the possibility of upgrades allowing an element of control over Husks or upgrades that actually give you an additional unique ability rather than simply 10% more HP etc. Again, one of your own games is probably a great example of how cool unique skills are: KotOR (man I love that game).

Basically, once again we can add diversity and perhaps allow a slight cross-over of class principles and gameplay styles by allowing for these abilities to be used regardless of class.

Modifié par Myrmedus, 07 août 2010 - 03:19 .


#2
Nightwriter

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Just glancing over your outline here, it looks like you have some ideas in here I'd like to see implemented. I've never been able to think of as many good gameplay ideas.

The only game mechanic suggestion I ever had was having the start menu be part of the omnitool - when you open the start menu Shepard takes out his/her omnitool and the camera pans in to an interactive holographic screen. Shepard physically taps open entries with his/her finger every time you select something with your cursor.

Too late for this though. Sad.

#3
Myrmedus

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Yeah might be, I made the list awhile ago but never posted it because I figured I'd add more...then the winds of time flew and here we are now :(

Modifié par Myrmedus, 07 août 2010 - 03:08 .


#4
Whatever42

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I like your thoughts on this. One of the better fights in the game for me was freedom's progress, where I had to manuever around the battlefield to deal with both the husks always rushing me and the scion shockwaving me. The movement required made the fight a lot more fun.



The most effective strategy for most fights simply involve hanging out in the back picking people off. I usually move around and run up and punch people but its far less effective.



Bioware said that refining their shooter game was a priority for them. I hope they have similar thinking to you.




#5
NvVanity

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I like the modification idea. Basically bring back KOTOR's workbench to add in some other kind of upgrades along side the current existing ones.





I also still want the idea of weapon cool downs brought back with thermal clips used to instantly cool it down and restore fire.

#6
Nightwriter

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I would like biotics to be more physical. For instance in cutscenes you see some really cool biotic moves that you're never allowed to replicate - punches, slams, contact moves - but it's just cutscene stuff.



In my fantasy I just want to toss people around like ragdolls with my bare hands. One can dream.

#7
Myrmedus

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NvVanity wrote...

I like the modification idea. Basically bring back KOTOR's workbench to add in some other kind of upgrades along side the current existing ones.


I also still want the idea of weapon cool downs brought back with thermal clips used to instantly cool it down and restore fire.


This would fit in well with enemies being vulnerable for a limited period of time. In normal circumstances you'd let the weapon cool itself automatically but when trying to unload a large amount of damage in a short period of time you'd fire everything until the weapon overheats, eject the sink and then replace it and continue firing immediately as to push as much damage out as possible within a small time frame. As MMO players would know it: "burst damage"

Modifié par Myrmedus, 07 août 2010 - 03:34 .


#8
Whereto

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see what everyone seems to forget is that shepard is clunky at the waist. If you look, there really isnt that much movement at the waist and a lot of the mechanics have been developed around that. A game with a much more flexible character would work in favour for the cover system which is still very ridged compared to games like uncharted 2 and the likes.