yodes wrote...
Nicodemus wrote...
yodes wrote...
Nicodemus wrote...
The term "horde mode" is slightly confusing, as it seems to be indicating a different dimension to the game.. eg.. we have normal, hard and insanity modes that make the game harder. I think you are talking more about a scenario rather than a game mode.
What you are basically describing are games like Deadspace and System shock 2 but for Mass Effect. To a certain degree we've had some of what you have suggested already with one scenario within ME2. Your idea does have some merit and all of us would love to see more content for our Sheps to have a crack at, however if the Devs do develop a scenario like this it could feel somewhat lacking as the games mentioned above have already been there and done that to a high standard. That is the main concern, not the idea itself, but the delivery.
Again... the point of my post was to supply narrative to the idea of a horde mode. I gave an example of how one could create an interesting story around a horde mode. As far as games having "already been there and done that to a high standard'... you mustn't be afraid to dream bigger, darling. That is a truly lame excuse. No offense. 
And yes... horde mode as nothing to do with difficulty. I could suppose if implemented, BioWare could increase the difficulty as you go deeper... but, for all intents and purposes, horde mode is exactly this... a multitude, crowd, mass of enemies presented either at once or in intervals.
No offense, but games dedicated to that exact style of play have already been done and years were spent on developing them. The point you missed was that the Bioware Devs have a limited amount of time to develop, test and then deliver the content to us. If they develop a scenario as you describe then they have to spend time actually producing it, if once it is delivered it fails to actually be interesting then the players will point to said previous games and say why did you bother with this when we can play these games that are much better?
Don't get me wrong, your idea has merit but it has limited appeal because of a number of factors:
Story continuation
Development time
Playability (there will be enough people who will take one look at the idea and not pay for it)
Profit (see above)
I'm not afraid to dream, but dreaming tends to get burnt by the bottom line and the bottom line on this points to how dedicated games of that type did.
I appreciate your response... honestly I thought I would receive wave after wave of "Gears of War clone' from people who don't care to read... however, to base you opinion upon the 'if' and the 'but' does my post a disservice. You also seem unwilling to believe BioWare could pull it off.
Story continuation? Explain your thoughts.
Development time? Sure... it would require development time lol. You do realize that 'October 31, 2010' was a joke? 
Playability? Playability is used to describe the ease by which the game can be played, or the quantity or duration that a game can be played, in other words, the quality of gameplay. Not sure you used that accurately and if you feel you did, you misspoke.
Profit? Care to explain the lack of profit?
So people will take one look at a BioWare Mass Effect DLC and not pay for it? Seriously? I wholeheartedly disagree and so does most everyone's pocketbook. It seems your post is solely for the sake of... argument.
If you don't like the idea... that is more then ok. But to be convinced it wouldn't or couldn't be done... I'm not buying it. 
No, I'm not doing your post a disservice I'm actually being a bit realisitic is all. Can Bioware pull it off, definately, the concept isn't that hard to actually do however there are aspects that would require a lot of effort from Bioware and expence. That's where the ifs and buts come in.
Bioware have stated that the content that they are going to release as we get closer to ME3 will be more about the continuation of the story, the Shadow Broker dlc is just that. I am sure that they are working on others as we speak to prep us all for ME3. How would your idea slot into that timetable? I am sure they have already laid out the ground work for the story arc continuation for future dlc, however that said there is nothing to say that your concept couldn't be implemented in ME3 for example.
The development time is key, do you take extra resources from the team doing ME3 to help create this concept for dlc or do you add an extra burden to the dlc dev team? If you take the resources away from the main project you have potential for delays thus your customers might find that the end product of ME3 is not as complete as you thought. Likewise if the dlc dev team have a set schedule adding something that isn't necessarily that important to their list may compromise the quality of the important story continuation dlc. I think a lot of folks would feel very upset if the dev team spent time on your concept only then to rush an important story continuation dlc. (not saying it would happen just giving an example)
Playability means a lot more than just the quality of gameplay, it's also how the concept feels, how many times would you redo it, does it actually attract people to want to try it. For example, Pinnacle station in ME1. For a number of folks they downloaded the dlc and played it. A lot would never play it again, a number of folks didn't even download it as they read the concept and decided not to. Another example is buying a game and never replaying it, for me a mark of a good game is the ability to replay it time and again and still enjoy it. I did Pinnacle station on my second play through of ME1 and to be quite honest i'd never, ever play it again. Your concept appeals to some and not to others, as some replies have indicated.
Profit is easy, would it actually make enough to cover the dev costs? Well that depends on what you would expect from this concept. If you are thinking of lots of dialog and cut scenes etc then that's a lot of inital outlay that you have to recoup. If you are thinking of making something that has minimal character interaction but is just a shoot em up then it is cheaper. The latter just requires minimal additional costs (limited voice acting, cinematics etc) while the former requires a hefty cost. That cost has to be recouped, so if your concept would cost 1000 bioware points to download how many would actually download it? likewise if it only cost 200 points and yet feels lacking in it's atmosphere how would the players feel? The bottom line is would it sell? And that entirely depends on the amount of time spent in creating something.
There are a lot of people who don't buy the DLC. There are a lot who don't buy it until they have seen other peoples reactions to dlc releases, there are some who have bought and have been disappointed and won't buy again, and there are those who buy everything. If I am going to spend my money on something it either has to be something that I really want to play (Shadow Broker for example) or something that a majority of people have given positive reviews to (overlord). I, like others, have been left disappointed before (Pinnacle Station) so tend to wait until there are enough positive reviews to make a purchase. Your concept is one that would have me hesitate before buying, do i waste my bioware points on this content or save it for something else as I have games that roughly do what your concept proposes already.