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Mass Effect 3 to have TIMED DECISIONS ! plz Bioware tell me this is not true....


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#76
shumworld

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Well ME2 sort of had timed decisions. You know, the scenes where you had to press the xbox R/L buttons for Paragon/Renegade moments.

#77
Alexine

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To be honest, I think timed decision making in dialogue would be plausible, only if in in critical situations. Of course, applied for everything such as NPC interaction would be too overwhelming. I think if it was done right, I think it would be an interesting mechanic to the game. One example of applying this in an ME3 situation: quarian and geth get into an argument, and a timed decision would allow you to gain support of one side or compromising with both sides. If you don't make a decision (not making it in time to make a decision), you'll lose support of both quarians and the geth since they are bitterly fighting another War when you need one or both of them to fight the Reapers. Of course, given ME3 strict development schedule, I hope that they would not apply this, since doing this would take into consideration lots of variables for this mechanic to succeed, despite not having the need to import saves from ME3 for a sequel.

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
Gibb_Shepard

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Guys it's not a rumour, it was confirmed in the video. How can it be a rumour if the two founders of Bioware said "yes" when the question was asked?



They also gave me the impression that multiplayer will be in there. **** this is disappointing.

#79
uzivatel

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The Alpha Protocol dialogue system may be superior, but I think BioWare should stick with ME2 system for ME3, maybe with some tweaks here and there. The system is kind of trademark of the franchise.

#80
--Master of All--

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If they decide to apply a time limit to casual and 'investigate' dialogue options, then the game will effectively be punishing the player for caring too much about the characters and the story (which are a big part of Bioware's appeal). This kind of approach doesn't make too much sense to me. More than likely, it would also lead to a lot of unneccessary saving and reloading for me personally, since I'm completely spoiled and refuse to live with Shepard's mistakes. Essentially, a bunch of wasted time, and a less enjoyable experience. 

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. Image IPB

Modifié par --Master of All--, 20 décembre 2010 - 01:30 .


#81
Lotion Soronarr

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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
Bourne Endeavor

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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.

#83
Babli

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DO NOT WANT

#84
--Master of All--

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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  Image IPB

Modifié par --Master of All--, 20 décembre 2010 - 01:33 .


#85
Bourne Endeavor

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--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  Image IPB


We have something over the PC gamers! Stand in awe, we finally have something to say is better! :lol:

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
--Master of All--

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Hmmm... you might be on to something. I actually had no idea that alt-tab could do that Image IPB
Unfortunately, I may have to retract my earlier jealousy Image IPB

Modifié par --Master of All--, 20 décembre 2010 - 02:03 .


#87
Encarmine

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damn, i used to go for a smoke and leave the conversation just ...well there... its a singleplayer game, why should it have a timer... unless.. its a co-op mechanic, so i cant leave my other human squadmate waiting around for ages??

#88
NYG1991

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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.

#89
uzivatel

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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.

In Alpha Protocol the choices happen to be covered by the guide menu ;)

#90
Quaay

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I don't know how I feel about this. Initially I was like ewwww do not want because I like to take time with decisions and I tend to hate anything timed in games but I'll have to see examples of how they implement it before I judge. If I'm talking to Kaidan and they rush me through the dialogue though I won't be happy!

#91
--Master of All--

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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 Image IPB

#92
SirKillsalot

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Terrible idea....



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
ODST 5723

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I'm ok with "timed decisions" as long as they're more like the suicide mission where choosing not to immediately head through the Omega-4 relay has consequences.



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
Gibb_Shepard

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uzivatel 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.

In Alpha Protocol the choices happen to be covered by the guide menu ;)


What do you mean? So in AP pressing the guide button doesn't pause the game?

#95
NYG1991

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No it pauses the game but the guide blocks your view of the choices.

#96
FlintlockJazz

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I liked the timings on the convo choices in AP, you wouldn't be able to just stand there mulling things over while the other person just stands there and forces you to make quick, snap decisions rather than ponder for an hour and a half on the hidden meanings of what you might say may do to the guy's nasal hair. Imagine the Virmire choice, being made to make a snap decisions can sometimes reveal telling things about yourself you never realised before...

#97
catabuca

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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
DaVanguard

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Im for it, I dont see why we shouldnt have this

#99
Quaay

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If I'm concentrating more on when I need to push a button instead of listening to what someone has to say though that's immersion breaking and horrible. I just watched clips of Alpha Protocol's timed decisions and that's exactly what happened. I hope they have autosaves before each of these so I can reload over and over.

#100
Hathur

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I don't like it (played Alpha protocol as well)....

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.