Mass Effect 3 to have TIMED DECISIONS ! plz Bioware tell me this is not true....
#151
Posté 20 décembre 2010 - 09:18
#152
Posté 20 décembre 2010 - 09:22
Dialogue will be that more *cinematic*.sbrii wrote...
I don't like the idea of having to make a choice, or having it made for me. If this does happen, I can just see a WHOLE lot of quitting and loading of a prior save. I often get called away from my game at a moments notice, and discovering that the dialogue has continued on without me, possibly forcing me into a fight, while I'm getting the kids back to bed sounds really annoying. A timed mission is one thing (trying to diffuse a bomb, or rescue a hostage) but I don't see any benefit to timing a dialogue choice.
...though, if it's anything like AP (which I actually liked) it will just mean *a lot* of reloading for me.
#153
Posté 20 décembre 2010 - 09:35
#154
Posté 20 décembre 2010 - 10:43
Do we want to see it used in 2 key decisions only, or more?
How often would you like to see it used in ME3?
Should the reprucussions of these "snap decisions" have lead-ins to combat, or just the it's-going-to-affect-how-the-game-ends type events?
Voice your opinions, be specific, be precise, and see if we can arrive to a majority consensus on some of these concepts.
#155
Posté 20 décembre 2010 - 10:54
Modifié par Quaay, 20 décembre 2010 - 10:55 .
#156
Posté 20 décembre 2010 - 10:55
khawaja07 wrote...
Ponchoe wrote...
What are timed decisions?
Oh if you google it it'll appear as the first link but the vid aint loading for me.
it means that there will be a time cap and a minimum amount of time which will be given to you when your making choices
In theory doesn't this add a level to realism to an already awesome game. I can't see in anyway how this could be a bad thing. When it comes to conversation with all powerful machines that can wipe out biological existence as we know it . You would need some confidence in your decision but I'm certain they aren't going to let you deliberate your course of action in the middle of a war. That is the true nature of war. Think on your feet. The title of this post is unwarranted.
In life there are no clear cut right answers this moral gray area is what makes Mass Effect better than all games in my opinion. The truth of war is life and death can be decided in all under a few seconds. As painful as that may be it doesn't bend because we think it is unfair. Life is frustrating and there will come times in your life where you too will make life and death decisions and let me tell you it is never easy and you always want for more time, that you simply will not get. This is not a post to put anyone down. I'm just talking about the nature of reality. Life doesn't wait for you to get your affairs in order. Neither should Mass Effect the Reapers are coming!!!!!!!!!!!!!!!!!!
The only way to insure that people aren't goind back and replay from a save point is to make a series of decison that must be made in one save succession that way the only way to get a do over is to play that section in it's entirety. Kinda like the last mission where you have to assign duties. This was brilliant. A point of no return if you will. Life often times doesn't give us second chances. War isn't generous and doesn't give second chances. If you loose a leg you don't go back a plot a different path to avoid the land mine do you? Heavy Rain is an awesome game by the way.
Mass Effect can be a game that actually gives virtual PTSD. The lack of which Modern Warfare has yet to add. There are psychological consequences of war. Death and murder has it's prices. Mass Effect and go into a realm no other form of media has ever attempted and elevate itself above all other forms of entertainment. Like Heavy Rain. Decisons that can't be made twice is also another option to achieve this virtual PTSD. I know for a fact this is something I have felt was lacking in Gears of War. To me violence without consequence is irresponsible. Yet gears with it's narrative talks of the mental fatigue but never show it. This will surely elevate videogames as a truer form of art than even movies. I'd like to thank Heavy Rain. I like my post to hell with Ebert's opinions.
After Shepard has experienced deep emotional loss can his decision making process be altered? Is he more violent in his actions? Are certain paragon choices left off the table? Can Shepard suffer emotinal breakdown and fall into depression? Mass Effect has changed the landscape of gaming forever. It is in a class all it's own and there are no compettitors. Thanks HHG.
Modifié par Had-to-say, 21 décembre 2010 - 12:56 .
#157
Posté 20 décembre 2010 - 11:28
Quaay wrote...
Ok...from Christina Norman's twitter: "what ray actually said is there would be improvements to the sense of visceral excitement in conversations and there are a variety of ways to do that. Ray always chooses his words very carefully, it's good to listen to exactly what he says and not to jump to conclusions!" twitter.com/truffle
Considering Ray's only word was 'Yes' I'm not sure where she's expecting us to go with that one.
#158
Posté 20 décembre 2010 - 11:35
Modifié par DominusVita, 20 décembre 2010 - 11:38 .
#159
Posté 20 décembre 2010 - 11:41
Had-to-say wrote...
khawaja07 wrote...
Ponchoe wrote...
What are timed decisions?
Oh if you google it it'll appear as the first link but the vid aint loading for me.
it means that there will be a time cap and a minimum amount of time which will be given to you when your making choices
In theory doesn't this add a level to realism to an already awesome game. I can't see in anyway how this could be a bad thing. When it comes to conversation with all powerful machines that can wipe out biological existence as we know it . You would need some confidence in your decision but I'm certain they aren't going to let you deliberate your course of action in the middle of a war. That is the true nature of war. Think on your feet. The title of this post is unwarranted.But I am not the voice of the community , but personally I see it as a means to heighten the intensity.
In life there are no clear cut right answers this moral gray area is what makes Mass Effect better than all games in my opinion. The truth of war is life and death can be decided in all under a few seconds. As painful as that may be it doesn't bend because we think it is unfair. Life is frustrating and there will come times in your life where you too will make life and death decisions and let me tell you it is never easy and you always want for more time, that you simply will not get. This is not a post to put anyone down. I'm just talking about the nature of reality. Life doesn't wait for you to get your affairs in order. Neither should Mass Effect the Reapers are coming!!!!!!!!!!!!!!!!!!
The only way to insure that people aren't going back and replaying from a save point is to make a series of decison that must be made in one save segment that way the only way to get a do over is to play that section in it's entirety. Kinda like the last mission where you have to assign duties. This was brilliant. A point of no return if you will. Life often times doesn't give us second chances. War isn't generous and doesn't give second chances. If you loose a leg you don't go back and plot a different path to avoid the land mine do you? Heavy Rain is an awesome game by the way.
Mass Effect can be a game that actually gives virtual PTSD. The lack of which Modern Warfare has yet to add. There are psychological consequences of war. Death and murder has it's prices. Mass Effect can go into a realm no other form of media has ever attempted and elevate itself above all other forms of entertainment. Like Heavy Rain. Decisons that can't be made twice is also another option to achieve this virtual PTSD. I know for a fact this is something I have felt was lacking in Gears of War. To me violence without consequence is irresponsible. Yet gears with it's narrative talks of the mental fatigue but never show it. This will surely elevate videogames as a truer form of art than even movies. I'd like to thank Heavy Rain. I like my post to hell with Ebert's opinions.
After Shepard has experienced deep emotional loss can his decision making process be altered. Is he more violent in his actions. Are certain paragon choices left off the table. Cana renegade Shepard suffer emotinal breakdown and fall into depression. Mass Effect has changed the landscape of gaming forever. It is in a class all it's own and there are no compettitors. Thanks HHG.
I think I said something profound. If I must say so myself. Why should Mass Effect lower it's standards and try to become a lower form of entertainment.
Modifié par Had-to-say, 21 décembre 2010 - 12:20 .
#160
Posté 20 décembre 2010 - 11:49
EDIT: Alpha Protocol sucked.
What? It did.
Modifié par Pwner1323, 20 décembre 2010 - 11:50 .
#161
Posté 20 décembre 2010 - 11:49
you have to remember ME franchise is as much a movie as it is a game. i personally love movies that are filled with suspense were the hero has to make snap judgments. still i like the idea of BW giving players a choice in the matter even more.
#162
Posté 21 décembre 2010 - 12:10
Modifié par Had-to-say, 21 décembre 2010 - 12:11 .
#163
Posté 21 décembre 2010 - 12:12
Had-to-say wrote...
Virtual PTSD. Let me elaborate. In combat with virtual relationships when a character/s suffer great loss it can sometimes permantely alter said characters mental state. This stress can cause lack of peak performance and increased paranoia and rush to judgement. Deeper more profound mental injury can also mean a host of metal illnesses. Now what this would mean for gameplay I can only imagine but Heavy Rain does a good job with voices in the head and trembling hands and mood swings. How these features could work in Mass Effect are promising. Do you guys want it?
Yup
Modifié par Pwner1323, 21 décembre 2010 - 12:13 .
#164
Guest_DeadN7_*
Posté 21 décembre 2010 - 12:16
Guest_DeadN7_*
Modifié par DeadN7, 21 décembre 2010 - 12:16 .
#165
Posté 21 décembre 2010 - 12:19
#166
Posté 21 décembre 2010 - 12:42
The consequences of war are far too many to count now lets start adding them to our videogame vocabulary. I think this is healthy and morally responsible.
#167
Guest_NewMessageN00b_*
Posté 21 décembre 2010 - 12:50
Guest_NewMessageN00b_*
#168
Posté 21 décembre 2010 - 12:53
Certain missions almost demand a response within a given time. As someone else pointed out, Tali's loyalty mission is one example. The "Save Crashing Ship" is another. How about Grunt. Leave him for too long and he should go beserk, well, more beserk.
For those that see this as a bad thing, let me ask you this.
Do you want every playthrough of the game to be exactly the same? Sure, you can change gender and alignment, but after 2-3 playthroughs, it becomes the same game with a different class.
Timed decisions allows greater replayability, as you get the chance to do things differently, moreso than just gender and alignment.
#169
Posté 21 décembre 2010 - 01:05
If they do it where the time limit depends on the difficulty you set varying to off (easy) to e.g. 24 hours (insane and not meant any link to the TV series 24). I think that might be good.
but if its only for select missions that might make sense. but would rather have the ME2 system where urgent missions you go straight there.
but if there is a time limit throughout the game i would absolutely demand for a free roam feature after everything is over (if of course you survive)
#170
Posté 21 décembre 2010 - 01:07
-Polite
#171
Posté 21 décembre 2010 - 04:41
#172
Posté 21 décembre 2010 - 05:03
Had-to-say wrote...
Virtual PTSD. Let me elaborate. In combat with virtual relationships when a character/s suffer great loss it can sometimes permantely alter said characters mental state. This stress can cause lack of peak performance and increased paranoia and rush to judgement. Deeper more profound mental injury can also mean a host of metal illnesses. Now what this would mean for gameplay I can only imagine but Heavy Rain does a good job with voices in the head and trembling hands and mood swings. How these features could work in Mass Effect are promising. Do you guys want it?
Clock Tower 3 applied this method if the character got too scared she'd literally be tripping all over the place and you'd need to find a place to hide. More recently Haunting Grounds did this too but she wouldn't just fall down she could become so scared she'd no longer move which added to heighten my own fear and concern for her I need to be sure she could run and find a decent hiding spot before the enemies found her again.
I like the idea of characters getting scared or acting off depending on the game for me if they put this in 3 at appropriate places it'd bring some horror into the game which I would prefer .I guess Shep would be unsteady when shooting? I don't think BW could do mood swings unless they're prescripted like in the party banter sheps getting too stressed due to the decisions the player is making and so a para yells at squad mate and a ren just gets more foul mouthed?
The only game I've played where the emotional health of the character was key to their performance in battle and in social situations was an import Neon Genesis Evangelion. For instance one of the main characters Rei is already socially awkward well I,as the player can make her more so! I can literally make her to the most happiest girl ever and she excels in her mech combat and at school or I can make her to most depressed thing walking and she sighs, cries, and is moody while in her apartment. Socially talking to npcs gets harder some avoid you sense say you hit on that guy in mech support and he was only trying to be friends! Now he wants nothing to do with you and her coordination suffers with her mech. If she's get too depressed her mech unit will no longer respond and she'll literally a sitting duck outhere waiting to die.
So if BW could do it in away that it effects sheps life both professionally and romantically and on top of that effect how well he does in battle I could possibly enjoy it.
#173
Posté 21 décembre 2010 - 05:07
Had-to-say wrote...
If you loose a squad mate as seen in many war movies it can create a "Rambo" effect where a character is temporarilly rendered enraged. Also with close emotional loss it can leave you emotinally depressed and unmotivated, drained. How this could affect my Shepard could be interesting. How we as players choose to combat this reality can add a new wrinkle to the gameplay.
The consequences of war are far too many to count now lets start adding them to our videogame vocabulary. I think this is healthy and morally responsible.
I'd like excessive drinking to also be part of it shepard gets depressed when he's solo drinking in the ship's bar and in public he gets hilarious and can't walk like main character does in Red Dead Redemption!
I like your idea of the rambo effect so if I bring my LI and she dies while in combat do I get an extended rambo effect?
#174
Posté 21 décembre 2010 - 05:31
#175
Posté 21 décembre 2010 - 08:57
DominusVita wrote...
Do we want to see it used in 2 key decisions only, or more?
How often would you like to see it used in ME3?
Should the reprucussions of these "snap decisions" have lead-ins to combat, or just the it's-going-to-affect-how-the-game-ends type events?
Voice your opinions, be specific, be precise, and see if we can arrive to a majority consensus on some of these concepts.
Two key, so I'm not accidentally doing the wrong thing.
It should only be done at critical junctures if it's going to greatly affect the story. If I'm going to be choosing to save this dirtball colony or that one, then maybe more frequent. If all of the choices are like, save the Citadel vs save Earth, then there really should only be a couple.
The reprocusions should be both. I think failing to act, or acting too briskly should trigger combat. I support them drastically affecting the ending of the game as well.
There's my vote.





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