Mass Effect 3 to have TIMED DECISIONS ! plz Bioware tell me this is not true....
#76
Posté 20 décembre 2010 - 11:06
#77
Posté 20 décembre 2010 - 11:08
As for Alpha Protocol's timed decisions, I think it was a good idea for the game. I've watched a few of its dev diaries and I understand why Obsidian decided to add the timed decisions for their dialogue system. Thinking in the perspective of an agent in real life, you'll need to keep on your toes, not standing there wiggling your toes while you decide whether to kill or ally yourself with a "labeled" terrorist. Alpha Protocol's dialogue system is honestly not ME dialogue wheel + time restriction. I don't know why people think that it is.
#78
Posté 20 décembre 2010 - 11:37
They also gave me the impression that multiplayer will be in there. **** this is disappointing.
#79
Posté 20 décembre 2010 - 12:32
#80
Posté 20 décembre 2010 - 01:23
However, as long as it's only put to use in specific situations (such as at critical plot points), I could see this mechanic working quite well.
Modifié par --Master of All--, 20 décembre 2010 - 01:30 .
#81
Posté 20 décembre 2010 - 01:26
Gibb_Shepard wrote...
ANYTHING timed is BAD.
Broad generalisations are worse.
Seriously, Don't you people know the old saying - "the devil is in the details"?
So a systems when something is timed can be horrible or good...depending on when it's used, how it's implemented and stuff like that.
#82
Posté 20 décembre 2010 - 01:28
#83
Posté 20 décembre 2010 - 01:29
#84
Posté 20 décembre 2010 - 01:33
Bourne Endeavor wrote...
If this is true, it is universally worthless component for one sole reason. If you press the guide button on your 360, it will automatically freeze the game regardless of what is being shown. I have, on occasion, used this to pause scenes if someone calls for me. Thus, the 360 renders this feature completely irrelevant and ultimately useless. It merely means I have a button to press if I do not wish to allow the game to choose for me.
Got to tell you, as a PC owner, I'm a little jealous of you atm
Modifié par --Master of All--, 20 décembre 2010 - 01:33 .
#85
Posté 20 décembre 2010 - 01:43
--Master of All-- wrote...
Bourne Endeavor wrote...
If this is true, it is universally worthless component for one sole reason. If you press the guide button on your 360, it will automatically freeze the game regardless of what is being shown. I have, on occasion, used this to pause scenes if someone calls for me. Thus, the 360 renders this feature completely irrelevant and ultimately useless. It merely means I have a button to press if I do not wish to allow the game to choose for me.
Got to tell you, as a PC owner, I'm a little jealous of you atm
We have something over the PC gamers! Stand in awe, we finally have something to say is better!
Jesting aside, I am certain there would be a way to force pause the game on the PC. Could you not alt-tab out as I know that works for any other game I have played?
#86
Posté 20 décembre 2010 - 01:56
Unfortunately, I may have to retract my earlier jealousy
Modifié par --Master of All--, 20 décembre 2010 - 02:03 .
#87
Posté 20 décembre 2010 - 02:00
#88
Posté 20 décembre 2010 - 02:06
I don't think timed dialogue would sit too well though. I'd like to keep the casual chats with my crew casual. But as far as "in mission" tactical decisions a timer could work as long as the choices are clear enough.
#89
Posté 20 décembre 2010 - 02:10
In Alpha Protocol the choices happen to be covered by the guide menuBourne Endeavor wrote...
If this is true, it is universally worthless component for one sole reason. If you press the guide button on your 360, it will automatically freeze the game regardless of what is being shown. I have, on occasion, used this to pause scenes if someone calls for me. Thus, the 360 renders this feature completely irrelevant and ultimately useless. It merely means I have a button to press if I do not wish to allow the game to choose for me.
#90
Posté 20 décembre 2010 - 02:10
#91
Posté 20 décembre 2010 - 02:13
NYG1991 wrote...
I don't mind timed decisions eg. (blow up geth/use virus, or the collector base choice) I played the game that way anyway. I believe adding a timer to points in the game can add urgency to the choice.
I don't think timed dialogue would sit too well though. I'd like to keep the casual chats with my crew casual. But as far as "in mission" tactical decisions a timer could work as long as the choices are clear enough.
^Complete agreement. I can't see how adding urgency to small talk could possibly enhance the experience for the player. Major plot events, on the other hand, definitely. Hopefully, Bioware makes this distinction
#92
Posté 20 décembre 2010 - 02:14
I can't be the only one who uses the dialouge as a sort of pause game BRB thing from time to time. And I don't want to be rushed through a conversation.
DO NOT WANT
#93
Posté 20 décembre 2010 - 02:23
I'd like for those consequences to be more meaty, however. I'll paraphrase some earlier sentiment, but I'd find it a lot more interesting if choosing to do one mission led to a different outcome in another and possibly preventing you from recruiting someone or getting the support (or full support) of a major race.
#94
Posté 20 décembre 2010 - 02:28
uzivatel wrote...
In Alpha Protocol the choices happen to be covered by the guide menuBourne Endeavor wrote...
If this is true, it is universally worthless component for one sole reason. If you press the guide button on your 360, it will automatically freeze the game regardless of what is being shown. I have, on occasion, used this to pause scenes if someone calls for me. Thus, the 360 renders this feature completely irrelevant and ultimately useless. It merely means I have a button to press if I do not wish to allow the game to choose for me.
What do you mean? So in AP pressing the guide button doesn't pause the game?
#95
Posté 20 décembre 2010 - 02:30
#96
Posté 20 décembre 2010 - 02:36
#97
Posté 20 décembre 2010 - 02:37
outlaworacle wrote...
Or it could mean, sort of like the first trailer for the original Mass Effect implied, that the order you choose to do missions in has a real effect on the story. Like, say not going to Feros until late in the game means the entire colony fell to the geth. Or waiting too long to go to Virmire means Saren finished his krogan army before you got there. Stuff like that... might actually be cool.
Time limits on your dialogue choices, not so much.
Without a working link, this is only so much smoke for the moment, however. This is definitely the first I've heard of it.
This is the only way I can see it working. We got a hint of it in the teaser, where Mr Ben says Shepard had better be quick or there won't be any Earth left. It adds masses of replayability if there are very real consequences for doing certain missions in a particular order. If done well it would ramp up the tension dramatically.
However, adding in more immediate timed events, like an Alpha Protocol style dialogue system, or a 'quick, choose A, B or C, now! Pick now! Oops, too late' thing during missions, that I would not like one little bit. I'm hoping it's the former, because to implement the latter at this stage of the trilogy would be like completely redesigning the basic premise behind it. Again.
#98
Posté 20 décembre 2010 - 02:39
#99
Posté 20 décembre 2010 - 02:50
#100
Posté 20 décembre 2010 - 02:58
However, if it HAD to be in, the only way I could tolerate the system is if:
1) The dialogue choices were shown, verbatim as to what Shepard would actually say for each and every single damn dialogue choice, so as to avoid cases of "You take care of yourself" somehow turning into "Oh god Jacob, I want you more than anything, let's make out!"
We already need to take time as is to "translate" Bioware's chat choices, as they're often far removed from what is actually spoken... the text almost never clearly shows intent of the speech.
2) We were given time to actually read that wall of text.
In Alpha protocol, it was problematic because choices were often broken down to "type" of response (professional, aggressive, sarcastic, etc).. but you didn't actually know what Thornton was going to say.... so I might pick the "professional" response and it turns out Thornton says the total opposite of what I wanted... so you reload and try "sarcastic" ... then it turns out worse... it became a constant cycle of reloading the game before I found the choice to make the character say what I actually wanted.





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