Mass Effect 3 to have TIMED DECISIONS ! plz Bioware tell me this is not true....
#176
Posté 21 décembre 2010 - 09:37
1. I am one that likes to make sure i am dead set on what my shep wants to say, because i am not ful paragon or full renagade.
2. I can be a slow reader at times because of the 3rd reason
3. I am legaly blind playing video games is fun but placing the added stress of having to make a diologue decision in 10 seconds not fun for me.
and yes because i am blind i sit 2 feet away from a 32in TV lol
#177
Posté 21 décembre 2010 - 09:50
Modifié par Lumikki, 21 décembre 2010 - 09:55 .
#178
Posté 21 décembre 2010 - 11:37
#179
Posté 21 décembre 2010 - 04:37
Pausing the game can take a player out of the immersion of the game.You can always get another playthrough. There are appropriate times for downtimes in Mass Effect, like feeding your fish in your in captain's quarters. When soliders are entering the battlefield they can't pause the action so that they are better mentally prepared they have to deal with the crisis at hand and seek shelter to gather their courage. Physical and mental exhaustion is something that must be endured on the battlefield. I know this is suppose to be fun I'm in favor of keeping it enjoyable and less stressful. So limited timed decisons are best but some situtations If I took five minutes to answer I'd be dead.
One Item I didn't understand immediately in Mass Effect 2 was the loyalty meter no such meter exists in real life. Now if this is EDI's interputation of how loyal or content a crew member seems I understand. It is my hope that this meter will be removed in ME3. My Shepard should know who he can trust through conversations with the team. Now that this concept has been introduced as well as having a ship's counselor should we still have a loyalty meter, isn't it kinda cheating?
Now as far as a mental health meter. I don't think theyre should be a meter but you should have briefings with the ship's counselor. I think a good captian knows his crew if you are a fan of Star Trek I think you understand where I'm going with this one. Virtual PTSD for Shepard and other crew members can be a exciting new feature to bring into combat and conversations. Piling on too many featurs can detract from the whole so I'd be perfectly content if I get just a third game of similar quality of the first two.
#180
Posté 21 décembre 2010 - 06:07
#181
Posté 21 décembre 2010 - 06:08
1. Players will dig in to stereotype and go top right/bottom right option every time without thinking, robbing the decision of impact.
2. Players will save extra frequently to protect themselves. They think about their decision after the fact and revert their save to do it again if they don't like it.
3. Decide well in advance, whether this means using a walk through or multiple play throughs players will use their knowledge of the event in advance to decide. They work at most once and a player who doesn't like them might spoil the game for themselves to avoid them.
None of these scenarios is great. Though it might seem to rob the immediacy out of the decision I think that if a game makes the player put down the pad and think that is a win. In that situation the player really thinks about the decision and ups the impact.
Also from table top roleplaying I know it's better to give players some thinking space. I used to really pressure players on thinking time as GM but as I got more into the actual roleplay aspect, and less the number crunching I realised you have to give players some thinking time. They shouldn't be thinking "what should I do?" They should be thinking "what would my character do?" That kind of stepping outside yourself is what good roleplay is about but it's not easy. While not exactly transferable to decision based video games (as people seem to most often roleplay an idealised version of themselves) giving people a chance to step outside themselves is good and that takes time.
Modifié par Devos, 21 décembre 2010 - 06:08 .
#182
Posté 21 décembre 2010 - 08:31
#183
Posté 21 décembre 2010 - 09:08
#184
Posté 21 décembre 2010 - 09:36
*Cringes at the thought of all the decisions he had to go through to get platinum for Heavy Rain* Ugh, if there is one title I've played so far where I felt I had truly earned it, it was that game. 'The Lizard' decision freaked me out at how quick I did it, because when I first played it, I was playing it from a 'What would I do' perspective, so that was a real eye opener.Devos wrote...
I hope not. I remember an interview with David Cage after Heavy Rain came out one of the things he talked about is how in testing players would pause the game on a big decision and get out of the chair to think about it. (for those that played it the "shark" was apparently the biggie for causing this) With snap decisions one of three things will happen.
1. Players will dig in to stereotype and go top right/bottom right option every time without thinking, robbing the decision of impact.
2. Players will save extra frequently to protect themselves. They think about their decision after the fact and revert their save to do it again if they don't like it.
3. Decide well in advance, whether this means using a walk through or multiple play throughs players will use their knowledge of the event in advance to decide. They work at most once and a player who doesn't like them might spoil the game for themselves to avoid them.
None of these scenarios is great. Though it might seem to rob the immediacy out of the decision I think that if a game makes the player put down the pad and think that is a win. In that situation the player really thinks about the decision and ups the impact.
Having said that, you've got to admit, that game truly did show how choices can matter and it was neat to see how you could mould various endings out of it from making different choices at different spots.
Somehow if Bioware were to do 'timed decisions' akin to Heavy Rain I doubt they would be as *coughs* actually I don't know how to put it, but yeah definitly not in that manner. The whole timer and choice from the decision will probably more akin to Alpha Protocol. I don't think the timer on that was as harsh and there weren't that many decisions that were brutal.
#185
Posté 21 décembre 2010 - 09:39
However even if they do implement timed decisions, just hit the xbox button in the middle of your controller, that will pause the game no matter what,
Not sure about ps3 players though.
#186
Posté 21 décembre 2010 - 10:01
#187
Posté 21 décembre 2010 - 10:12
#188
Posté 21 décembre 2010 - 10:41
Think about it. You could literally wait hours on end for the Virmire decision if you wanted------not very realistic is it?
#189
Posté 21 décembre 2010 - 10:49
@DJBare What, you've never heard of Speed Reader competitions? :-P
#190
Posté 21 décembre 2010 - 10:55
Schmuck: The best I can give you is 10% off that item.
Shepard: ...
Schmuck: Look, don't look at me like that. Maybe I can do a little better. 15% Off. But that really is the best that I can do - just don't stare like that at me again, makes me nervous...
Then continue with the conversation as you see fit...
#191
Guest_Bennyjammin79_*
Posté 21 décembre 2010 - 11:06
Guest_Bennyjammin79_*
#192
Posté 22 décembre 2010 - 12:43
#193
Posté 22 décembre 2010 - 12:49
DominusVita wrote...
I don't here anyone complaining about the intervention mechanic added in ME2, but timed decisions unsurprisingly has sparked everyone into a firestorm of opinions.
@DJBare What, you've never heard of Speed Reader competitions? :-P
Hey I complain about the interupts all the time. Not them existing but how they were done. Most are renegade interupts and the renegade ones are flat out cooler usually. Each interupt point should have a paragon and renegade option, they should try to make them equally cool. Also I'd put the next conversation tree up usually with avaialble paragon/renegade covnersation things so you kind of know what you will be missing.
#194
Posté 22 décembre 2010 - 12:51
#195
Posté 22 décembre 2010 - 01:12
#196
Guest_jollyorigins_*
Posté 22 décembre 2010 - 01:21
Guest_jollyorigins_*
Modifié par jollyorigins, 22 décembre 2010 - 01:23 .
#197
Posté 22 décembre 2010 - 01:35
#198
Posté 22 décembre 2010 - 03:16
geertmans wrote...
I actually really like that idea, adds more realism to the conversations and it gives you the idea that your choices have bigger consequences due to the urgent feeling they give you.
Yes because when I'm having a discussion I have all my choice answers written down and selected as I speak and if I can't figure out what of my predetermined sentences to use the person I'm speaking to will select one for me...
This is BS.
1. it's obvious fake info.
2. doing this would turn at least 50% of the fanbase against the company.
#199
Posté 22 décembre 2010 - 05:39
#200
Posté 22 décembre 2010 - 06:31





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