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Why is 'Mission Complete' hated?


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239 réponses à ce sujet

#26
Rompa87

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If only the "mission complete" screen also doubled as the loading screen instead of BOTH an ugly summary which you have to click away AND a generic "shuttle taking off" screen which gets boring after your first look, since it's always the same

#27
Axeface

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BlazePT wrote...

Yes, repeating. Immersion. And I was the chap who loved elevators and party banter. And ME2 took the banter :(


Mmhmm. Because people cant wait 20 seconds.
During which time they've logged onto forums and complained that their mako doesn't climb 90* inclines.

Modifié par Axeface, 03 décembre 2010 - 09:24 .


#28
Jerecaine

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I wouldn't mind it one bit if the elevators was back in 3, as long as Bioware makes it more exciting to sit through or at least cut some of them down.



I can see where the others are coming from though. I don't necessarily agree but I understand the reason.

#29
Mister Mida

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Well like many others have already stated, the MC screen is another example in how ME2 is chopped in tiny pieces instead of one coherent thing like ME (1) (mostly) was. If it were to be a loading screen like Rompa87 stated I'd be more acceptable about it. But I'd rather see them gone. Somehow I think Bioware knows this and limits these screen in DLC as much as possible. LotSB for instance only has one MC screen.

#30
GodWood

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This is an issue?

I'm more annoyed with lack the of practical armour and armour customization for companions.

#31
Vena_86

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Jerecaine wrote...

This is the Non-RPG in me talking, but I don't see anything wrong with it. I like the fact the game tells me what I've worked my ass off for. Maybe it's because I've dealt with it for so long, or the fact ME is the only RPG I'll play for hours on end.

*edit* im not trying to ****** anyone off, it just kinda baffles me a little how much hate it's receiving


It would make a lot more sense if it was a message on your terminal from the illusive man. If you want to see a summary of what you did on the mission you can, but forcing it on everyone breaks the flow and the immersion. The way it is now, it makes the game feel like some kind of high score shooter where story and atmosphere are only of a secondary nature.
Like it was already mentioned, a real debriefing with the team would be much better for this kind of game. But even nothing would be better than the mission complete screen.

#32
Jerecaine

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Vena_86 wrote...

Jerecaine wrote...

This is the Non-RPG in me talking, but I don't see anything wrong with it. I like the fact the game tells me what I've worked my ass off for. Maybe it's because I've dealt with it for so long, or the fact ME is the only RPG I'll play for hours on end.

*edit* im not trying to ****** anyone off, it just kinda baffles me a little how much hate it's receiving


It would make a lot more sense if it was a message on your terminal from the illusive man. If you want to see a summary of what you did on the mission you can, but forcing it on everyone breaks the flow and the immersion. The way it is now, it makes the game feel like some kind of high score shooter where story and atmosphere are only of a secondary nature.
Like it was already mentioned, a real debriefing with the team would be much better for this kind of game. But even nothing would be better than the mission complete screen.

That would be a good idea. It would make both sides happy

#33
Guest_TWrex07_*

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Because ME1 was able to avoid this screen completely by providing squad interaction and provided exp from killing enemies not based on level completion (or whatever it is in ME2). But mainly i would have to say that it breaks the immersion completely and provides unnecessary info.




#34
Jerecaine

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TWrex07 wrote...

Because ME1 was able to avoid this screen completely by providing squad interaction and provided exp from killing enemies not based on level completion (or whatever it is in ME2). But mainly i would have to say that it breaks the immersion completely and provides unnecessary info.

I'll admit, that's one thing I liked that ME1 did better: The fact you get EXP and level up while killing enemies instead of completeing a level. But the MC works well too since it's common in video games IMO

Modifié par Jerecaine, 03 décembre 2010 - 09:47 .


#35
AntiChri5

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Talk about a storm in a tea cup.

If this breaks immersion then getting up totake a ****** must ruin the game completely.

#36
AudioEpics

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Mission complete screen, no mission complete screen... I'm not going to like a game any more or less for something like that. Even "bigger" things like where does XP come from, level scaling and so on won't get me worked up. All I care about is: how do I experience this? Am I having fun?

And I DEFINITELY have fun in both ME games :)

Modifié par AudioEpics, 03 décembre 2010 - 09:54 .


#37
swirlwind

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I wasn't that bothered about it at first, but after replaying ME once I'd finished ME2, I noticed there really is a significant difference in atmosphere. The addition of loading screens (instead of more natural transitions like the elevators and decontamination when entering the Normandy) added a "stuttering", partitioned feel to the game. And yes, it does break immersion, at least for me. It's certainly not a game-breaking issue, but it is a distraction and I think the game would be better without both the loading screens and the mission complete screen.

#38
curly haired boy

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AntiChri5 wrote...

Talk about a storm in a tea cup.
If this breaks immersion then getting up totake a ****** must ruin the game completely.


well said. it's merely a summary.

furthermore, the encapsulated missions allow all classes to level up at the same rate regardless of how they play.

i can just imagine the wailing on these boards if it WASN'T like that.

#39
Sir Ulrich Von Lichenstien

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Chignon wrote...

Because there was once a game called Mass Effect 1 which had a debriefing with the whole crew after every major mission.


Whilst I personally didn't have an issue with the Mission Complete screen, I think this is the main dislike people have with it.

The only thing I can say to that is, whilst yes it is nice to have that (including the extra 'dialog' with individual crew afterwards as well). I guess it all comes down to resources, time etc...

One other point, if I recall the crew debriefings only occured on the 'main missions' we didn't get it for any of the 'sidequests' which is another reason why the mission complete screen can annoy people.

Now in ME2, for most of the 'recruitment' missions, we did have a cut-scene post mission. The Loyalty missions we could go speak to the squadmate afterwards and they'd talk about it.

One thing I think that might have added a nice touch to the mission complete screen, is if they had a tiny cut-scene just before it in which it shows Kelly walking over to Shepard and handing them a datapad (akin to a scene at the end of the game with another character) and then as Shep looks at the screen it flips to the complete mission screen but with the information more laid out like as if it was on the datapad screen ie. in character information rather than the out of character stuff. They could even incorporate it so that if you clicked the button to skip the cut-scene it skips the mission complete screen as well. Thus no real break of immersion at all (even if you do follow Axeface's neatly put analogy of skipping it) because you never even got to see the screen (unlike how you do as it stands). Yes again it would've meant more resources used, but it'd be just one more scene with no 'vocal' input required.

Even if it isn't for 'every mission' I do hope we get to see more 'squad meetings' in ME3. It was nice to see the squad talking about missions in ME and the few in comparison that we got in ME2 (even if it was just mostly Jacob and Miranda) whilst I understand why it made sense to have so little, did make me miss the original ones a little bit.

#40
DarthCaine

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It's no more immersion breaking that opening the journal or codex screens. People just LOOK for things to hate

Modifié par DarthCaine, 03 décembre 2010 - 10:57 .


#41
Dean_the_Young

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Of course, the 'whole crew debriefing' was almost uniformly 'three people, including Shepard, having any lines,' while everyone else just sat in the background with their thumbs up... somewhere.



The only sidequests in ME2 to get 'mission complete' scenes were the N7 missions, and those scenes actually gave them context. Otherwise it was a five-line 'oh, thanks for the task Shepard' line from Hackett/whoever, if that.

#42
Katamariguy

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TheNexus wrote...

Not to derail the threat but...

wouldn't it be awesome to have that picture of TIM looking at a dying star from the back as the intro screen for ME3?


Or ME 2, for that matter. But I like the black hole more.

#43
Dem_B

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I do not like "Mission Complete" because I understand how I play. Why need show me my results? I know it.
As earlier, in time of 8-bit consoles, we complete stage, and we won the super boss, and here are our results, it is ridiculous.
Need to abandon it, I understand how I play, all understand.

#44
Raizo

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Like soo many others have pointed out, the 'Mission Complete' screens kill the overall immersion of the overall gameplay experience. If that's not a good enough answer for you then I don't know how to explain it any other way. To be blunt, they are in the wrong game, a mission complete screen may me acceptable in an action game but not in an rpg or an adventure game. I suppose it comes down to what genre of game ME2 is ( and ME3 will be ) but Bioware advertised teh ME Trilogy as being an rpg series, that's why went out and bought the first game and the sequel, I will judge it as one.

#45
Sursion

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I agree with you OP. People love to **** about the stupidest things.

#46
AntiChri5

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But how does it take you out of the game any more then accessing your inventory via the pause menu in ME 1?

Or the codex via the pause menu?

#47
swirlwind

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AntiChri5 wrote...

But how does it take you out of the game any more then accessing your inventory via the pause menu in ME 1?
Or the codex via the pause menu?

Those things are controlled by the player. They don't forcefully remove you from the game for a little while. 

#48
AntiChri5

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But changing Shepards equipment in ME 1 is a necessity, as is levelling up. Both must be accessed through a pause menu less plausible then the mission complete screens.



And what about going into the options? That is at times a necessity, and certainly doesn't maintain immersion.

#49
Mister Mida

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AntiChri5 wrote...

But changing Shepards equipment in ME 1 is a necessity, as is levelling up. Both must be accessed through a pause menu less plausible then the mission complete screens.

And what about going into the options? That is at times a necessity, and certainly doesn't maintain immersion.

I think it's more a matter of keeping screens like the MC screen to a minimum. The things you describe are indeed a necessity, but can the same be said about the 'Mission Complete' screen?

#50
AmstradHero

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When I first played through ME1, I took the elevators around the citadel pretty much everywhere. But on subsequently playthroughs, I ignored them wherever I could and used the fast travel terminals. So why didn't people complain about the fast travel terminals in ME1?

Or wait, in ME1, when you wanted to change systems, you got a loading screen. Did that kill immersion too?

People complaining about the mission complete screen scream to be as people who are just looking for something to complain about. It breaks immersion? Come on, it's providing information from TIM's point of view about what happened on the mission. Didn't you notice he has a little description about what you've done and the outcomes/his opinion on it?  Or were you too busy thinking "This is terrible, it says Mission Complete"? Think of it as a mandatory mini-codex entry about your exploits?

Consider that the mission complete screen provides reminders about any upgrades or supplies you picked up on a mission. This would be a conscious choice from the designers to remind players about the potential improvements available for their team. Whinge and moan about "dumbing down" all you want, but this is actually a good thing, because in the rush of the action of the game, you might forget about what you'd picked up early in the mission.

Don't give me the "console kiddies can't remember anything" rubbish, because if someone gets so engrossed in the story and actually playing the game, then the designers have done a better job than if everyone finishes a mission and goes "oh, I picked up an extra weapon, 2 element zero upgrades,  heavy weave upgrade and an increased shotgun clip." The latter indicates that the actual gameplay content it less interesting than "the loot" that people gained. If the primary focus of your gaming experience is on the loot that you pick up, then your focus on the meta-game experience, or the "rewards" that the game keeps dishing out rather than the experience of the game itself. Which of these two represents weaker interest in the game?
a) "What cool item am I going to pick up next?"
B) "What's going to happen next?"

If you answered (B), sorry, but you're wrong. As soon as the primary focus of your gameplay experience is on loot and rewards, you're not focussing on story or the action of the gameplay. Mission complete screens allow the missions to focus entirely on story and gameplay, and leave the meta-game "what loot did I get?" question to intermediate parts. Ditching ME1's cumbersome inventory and hordes of duplicate boring items was one of the best things that ME2 did. The mission complete screen is a necessary contributor to that change, reminding players of the "meta-game" between the action and story in a quickly digestible form.

If we compare in-game/cinematic mission debriefs, the main mission debriefs in ME1 were pretty much akin to the "core" (Freedom's Progress, Horizon, Reaper IFF) mission debriefs in ME2. Where ME1 does surpass ME2 on this front are the missions where Admiral Hackett gives you a call to discuss the outcome of the mission. I'm going to assume it was too expensive to get Martin Sheen to record lines for every significant mission, hence the mission completel screens.

Modifié par AmstradHero, 03 décembre 2010 - 01:07 .