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


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#176
CROAT_56

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this would not work for me for 3 reasons

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
Lumikki

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Not sure, timed decission makes it more cinematic, but also doesn't neccassary give player enough time to consider all options. I'm just starting to play "Alpha Protocol" what has timed decissions. Not sure are they good or bad, but I did notice that I did not have much time to make decissions. What caused that I did not much care what decission was made. Meaning I left the decission be what ever it was by default? Let see if my opinion change after played longer. ;-)

Modifié par Lumikki, 21 décembre 2010 - 09:55 .


#178
Dominus

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@Uszi I second that vote. It's a good guess they're not going to be using this decision mechanic lightly, so we'll see what happens when the gameplay is revealed - I'm guessing at E3. Time to start counting the days...

#179
Had-to-say

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I think the timed decisons can be used in a limited way. But let me say this for people who choose to play the game with long pauses. I feel you will gain greater appreaciation for the game if you actually play it like you are in the role of Shepard faced with the immediate decisons at hand.

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
CARL_DF90

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I'm sure that if true Bioware will play-test and balance out the said feature before implementing it. I have no worries even though I don't particularly like the idea either.

#181
Devos

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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.

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
Phategod1

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Not too invalidate you but There was a rumor of this before ME1 even came out. Bit who knows if they'll implement it. My only concern is I can't get up and make a sandwhich in between cut scenes

#183
CROAT_56

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why change it after 2 games and when DA2 is also using ME2s diologue wheel

#184
Sir Ulrich Von Lichenstien

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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.

*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.

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
Nashiktal

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I played alpha protocol, loved it, highly underrated game.



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
Dominus

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PS3 players can head into the ps3 main menu or the controller menu, but it doesn't actually pause the game. Alpha protocol from an RPG perspective had some great ideas - The game itself just didn't feel executed correctly due to an underwhelming graphics engine, strange power choices(An agent enrage mode? o_O) and an incredibly frustrating reticle mechanic, it wasn't enough for many gamers and sold poorly. There was a lot going for it, but not enough on all aspects were strong enough to get people interested enough.

#187
DJBare

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I have yet to read a book where a timer is used to select the next page.

#188
Kane-Corr

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Everyone needs to chill. If this was implemented, it would be for things like the Virmire Decision or something of important magnitude. In a way, there WAS a hidden time limit in Mass Effect 2, and that was around the whole crew being abducted scene. You either venture into the relay to save them, or take too long and they die. That was a realistic time limit and I'm all for that in Mass 3.





Think about it. You could literally wait hours on end for the Virmire decision if you wanted------not very realistic is it?

#189
Dominus

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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

#190
D.Sharrah

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Sometimes I think that a silent stare is the best response for my Shepard...if it was something like that it would be awesome...



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_*

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If it adds to the urgency of the situation, I'm all for it. Hell, it even adds to the "immersion".

#192
Spectreshadow

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I love how easily everyone gets up in arms about unconfirmed rumors. You guys are going to stress yourselves to death when real information comes out.

#193
Ahglock

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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
Loup Blanc

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I do not like the sound of this either.

#195
crassbomb

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we basicly had the same thing in ME2 with the LT RT interruptions. however on the other hand, for example, if i had to make a split decision on weather to save the galaxy or team up with the reapers before all was lost, then... *gasp* it would be an interesting dynamic to say the least. lol

#196
Guest_jollyorigins_*

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God I hope this isn't real, I already feel a bit rushed in conversations with the interrupts, why must I feel rushed in what I want to say as well? I want to make sure I say the right thing to get what I want, making it timed like Alpha Protocol will make ME3 lose some of the RPG element that Bioware promised to bring back, correction, A LOT seeing how conversations have a heavy impact on how the story plays out. Besides, having games with all the same features is just tiring and tedious, let Heavy Rain be Heavy Rain and Alpha Protocol be Alpha Protocal and Mass Effect be Mass Effect.

Modifié par jollyorigins, 22 décembre 2010 - 01:23 .


#197
DRSH

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A timed decision is just a quick time event... qt events sux. Paragon & Renegade interrupts were quick time events... fun... but too many qts can ruin an rpg if u axe me.

#198
Nizzemancer

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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
Bill the Illusive man

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Please don't do this! Alpha Protocol ended up being a failure according to the reviews and watching the On demand playthroughs.




#200
sepir

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I hope they don't introduce this in conversations. My beer tends to run out during the conversation and the last thing I want to have happen is come back and have missed a heap of important stuff.