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Would it be a good thing of decision outcomes were partially random?


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#26
The Interloper

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In a general response, I agree that people would just reload, but isn't the only reason they don't need to do that now is because the outcome is assured already?

I can see why people would just want to get a specific outcome and be done with it, particularly if they're just playing ME2 to get a specific set up for ME3. Maybe as an alternate option? I still really would like the option to be able to fly blind, so to speak.

InvaderErl wrote...

 You're basically punishing the player even though he did everything discernibly right. Its not good design.


It is a suicide mission...I think it's bad design to build a discernable get-off-scott-free method. Or at least, make it mandatory (see above sentance). Besides, doing things "right" would increase the odds. I don't really see that as punishment.

Concering Fallout, I just set that forward to give a general idea. Not saying it should be copied, or made again mandatory instead of an alternate option.

#27
Aimi

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We should totally also bring back dice-rolls for gunshots like we had in KotOR.  Because, hey, what's the fun of combat if you're always guaranteed to shoot where the crosshairs point?

;)

#28
Lunatic LK47

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The Interloper wrote...


It is a suicide mission...I think it's bad design to build a discernable get-off-scott-free method. Or at least, make it mandatory (see above sentance). Besides, doing things "right" would increase the odds. I don't really see that as punishment.

Concering Fallout, I just set that forward to give a general idea. Not saying it should be copied, or made again mandatory instead of an alternate option.


Uh, read back of box. "Prove them wrong!" That means you can make the suicide mission *NOT* suicidal.

#29
InvaderErl

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The Interloper wrote...
It is a suicide mission...I think it's bad design to build a discernable get-off-scott-free method. Or at least, make it mandatory (see above sentance).


To that I say

Lunatic LK47 wrote...

Uh, read back of box. "Prove them wrong!" That means you can make the suicide mission *NOT* suicidal.


A huge part of the marketing aspect of ME2 was basically a challenge to players to get through the suicide mission without casualties.

To get people emotionally invested into "surviving" the suicide mission with everyone intact and then rig the game against them is a big no-no.

What about the poor sod that just keeps getting a run of bad luck and has played the give four or five times desperately trying to finish the game with his team intact because oh "Oops, sorry! You did everything right but we just decided to screw with you again," . This is a neat idea that immediately falls apart the second you start to think about it.


I get you're trying to recapture the sense of danger but a huge part of that danger was the knowledge that there was a clear and discernable right way and a wrong way to do things. All this will do is add a sense of irritation and annoyance.

Modifié par InvaderErl, 14 janvier 2011 - 09:50 .


#30
88mphSlayer

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InvaderErl wrote...

88mphSlayer wrote...

InvaderErl wrote...

Nah, as somebody said it would lead to people reloading until they got what they wanted which would totally undermine the whole cinematic approach.

As for randomness during the suicide mission, its a nice idea but ultimately its a very cheap one that would fall flat on its face during execution. You're basically punishing the player even though he did everything discernibly right. Its not good design.


don't people already do that? there's lots of guides on the internet, and most people unhappy with how their mission ended up specifically tried to get a "better ending", thus negating the entire point of a "suicide" mission


No because there IS a right way to do it. The people who complete the suicide mission and then look up how to do it right know they made a mistake along the way. There is a logic to the mission.

To take away that logic and say no somebody died because we wanted to introduce an element of pure chance is the worst possible thing you can do. You're breaking the agreement between game developer and user that yes there is a suicide mission and yes there is a way to get everyone through safely by saying but we just want to screw with you a little even if you play by the rules.


couldn't be any worse than random loot droppings in rpg's

#31
The Interloper

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InvaderErl wrote...

A huge part of the marketing aspect of ME2 was basically a challenge to players to get through the suicide mission without casualties.

To get people emotionally invested into "surviving" the suicide mission with everyone intact and then rig the game against them is a big no-no.

What about the poor sod that just keeps getting a run of bad luck and has played the give four or five times desperately trying to finish the game with his team intact because oh "Oops, sorry! You did everything right but we just decided to screw with you again," . This is a neat idea that immediately falls apart the second you start to think about it.

I get you're trying to recapture the sense of danger but a huge part of that danger was the knowledge that there was a clear and discernable right way and a wrong way to do things. All this will do is add a sense of irritation and annoyance.


You seem to be under the impression that what I'm suggesting here is that an everyone-survives outcome be impossible or even remotely unlikely. Not true-I  just want it harder to achieve. Would a 10% chance of death under circumstances the character would have survived otherwise be preferrable? Forget the exact numbers. I just think that the outcome of the SM and similar scenarios should not be entirely under the player's control. Or at least appear to be-Virmire, for instance, makes the player feel powerless in that he can't save everyone, You say the discernable pattern adds to the danger, but I disagree. I think that pattern, once learned, makes the whole scenario a carefully rehearsed incident with the outcome predetermined to the last detail and absolutly no sense of uncertainty or loss of the control. And that's one part of the game I think should not be, not completely.

The problem is with the current system (which works, don't get me wrong) is that nobody left behind becomes not something to strive towards, but something that's expected. With the possible exception of the first playthough, generally speaking, afterwards anyone who dies dies not because something went wrong with the mission, but because the player intended that character to die and took steps (didn't get the thanix cannon, etc). And when a character survives, the player doesn't feel relief that they made it through, but expectation fufillment. They took careful steps to ensure everyone survived, or that selected characters survived (probably gotten from the internet) and got that expectation. So to my thinking, that certainity makes the survival of any or all characters, which should be something emotional, and reduces it to an exercise in following instructions. You say this would be bad since it would deny the player victory, but what value is the experience of victory if there's to contension? No doubt? That's the definition of an anticlimax.

Which is why I think injecting some uncertainity, any uncertainity into the works (which online guides can't predict) would make the survival of the characters more emotional and the outcome, any outcome, more personal, instead of manufactured in advace. Just a little would do. It doesn't have to be a 50/50 chance-they-die-even-if-they're-loyal thing, or even close. I'm not saying that.

I agree, there is still the issue of reloading saves and all. People will undoubtedly throw such matters to the winds in the pursuit of their desired outcome. I understand that. That said, I really would like it if there was an alternate option concerning SM mechanics available for people who want them (possibly for the replayability), and keep the original system for those to want a specific ending.

I dunno. I just think the current way things work takes something out of it.

#32
Uszi

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No.

Keep in mind when people thought Mordin was "randomly" dying on the SM they got pissed.

This isn't greek tragedy.  When bad stuff happens to you that's beyond your control, it's annoying.

The Interloper wrote...

The problem is with the current system (which works, don't get me wrong) is that nobody left behind becomes not something to strive towards, but something that's expected. With the possible exception of the first playthough, generally speaking, afterwards anyone who dies dies not because something went wrong with the mission, but because the player intended that character to die and took steps (didn't get the thanix cannon, etc). And when a character survives, the player doesn't feel relief that they made it through, but expectation fufillment. They took careful steps to ensure everyone survived, or that selected characters survived (probably gotten from the internet) and got that expectation. So to my thinking, that certainity makes the survival of any or all characters, which should be something emotional, and reduces it to an exercise in following instructions. You say this would be bad since it would deny the player victory, but what value is the experience of victory if there's to contension? No doubt? That's the definition of an anticlimax.


You're describing metagamers here, i.e. the players who spend time reading guides to maximize their experience and aren't afraid to ruin the RP aspects of it to do so.  RP players and casual players are not going to invest so much time in investigating who dies under what conditions, i.e. specifically not upgrade their canons in order to make Thane die.  Your mechanic exclusively punishes metagamers, by diminishing their ability to use outside resources to shape their experience.

The thing is, the players who are most chaffed under this system and the ones who would be the most pissed off by implementing it are also the only players it could possibly affect. 


And that's not good game play design.  Why would you pick on/bully a certain segment of your playing population to coerce them to play the game the way you want them to?

Good game play design: make the game, then let the players enjoy it anyway they find to enjoy it, so long as their enjoyment is not ruining the experiences of others.

Bad game play design:  make the game, establish arbitrary rules about how it should best be played, hidden systems to force players to play by your arbitrary rules.

Modifié par Uszi, 15 janvier 2011 - 07:55 .


#33
The Spamming Troll

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no.

#34
Uszi

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As a final point, are these hidden percentages, or would there be something in the description of the upgrade that says "You are 50% less likely to lose a squadmate if you upgrade this."

Because most people found the hidden values/mechanics in ME2 extremely annoying. No one, to my knowledge, was very satisfied with the hidden "hold the line" score at the end of the SM or the hidden renegade/paragon check mechanic.  People are still confused about them to this day.

And those people who do understand them might accept them now, but that doesn't mean they wouldn't like a more transparent and easier to understand system.

If your system can't be implemented in an open, obvious, and transparent way, it is a bad system and should be reworked.

Modifié par Uszi, 15 janvier 2011 - 07:58 .


#35
Raizo

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NO!

#36
The Interloper

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Uszi wrote...
1a. Keep in mind when people thought Mordin was "randomly" dying on the SM they got pissed.

1bYou're describing metagamers here, i.e. the players who spend time reading guides to maximize their experience and aren't afraid to ruin the RP aspects of it to do so.  RP players and casual players are not going to invest so much time in investigating who dies under what conditions, i.e. specifically not upgrade their canons in order to make Thane die.  Your mechanic exclusively punishes metagamers, by diminishing their ability to use outside resources to shape their experience.

2-And that's not good game play design.  Why would you pick on/bully a certain segment of your playing population to coerce them to play the game the way you want them to? Good game play design: make the game, then let the players enjoy it anyway they find to enjoy it, so long as their enjoyment is not ruining the experiences of others.Bad game play design:  make the game, establish arbitrary rules about how it should best be played, hidden systems to force players to play by your arbitrary rules.


1-And they went and looked up how to save him. I cant speak for eveyone but this seems to be very, very common, as others on this thread pointed out-they'll redo it until they have the outcome they want. RPers do care about the outcomes, or many of them at least. The fact of the matter is that between forum posts, internet guides and replaying, most people have at least some idea of how the SM works. They know what decisions get people killed and what doesn't. That brings me back to what I was saying about how the outcome is planned in advance. Making sure your LI lives and killing of characters you don't want (they only die if you choose, after all) over the course of roleplaying  is very similar metagaming in the respect I'm talking about, in that you know what will happen. I already talked about why I think this has it's cons in this situation.

2-I fail to see how your description of a bad game is significantly different from the game as it is. It strongly encourages you to get upgrades and loyalties which arbitrarily save your party members. Plus that squad leader pool people have complained about. That is coercion,no? It's hardly a crime, you can't deny the game does give very strong hints on what it wants you to do (and what will happen if you don't, which is hte same thing).You have to do at least some loyalty missions unless you want lots of people dropping dead, for instance. (Keep in mind that if characters have a chance of dieing even though they shouldn't, they would also have a chance of surviving even when they shouldn't.)Maybe I'm misunderstanding you.

Now there is the fact that a chance system would make things seem even more capracious, and I will admit that this idea is seeming less and less feasible to me as this thread progresses.

The Interloper wrote...
 That said, I really would like it if there was an alternate option concerning SM mechanics available for people who want them (possibly for the replayability), and keep the original system for those to want a specific ending.

I dunno. I just think the current way things work takes something out of it.



#37
Uszi

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The Interloper wrote...

1-And they went and looked up how to save him. I cant speak for eveyone but this seems to be very, very common, as others on this thread pointed out-they'll redo it until they have the outcome they want. RPers do care about the outcomes, or many of them at least. The fact of the matter is that between forum posts, internet guides and replaying, most people have at least some idea of how the SM works. They know what decisions get people killed and what doesn't. That brings me back to what I was saying about how the outcome is planned in advance. Making sure your LI lives and killing of characters you don't want (they only die if you choose, after all) over the course of roleplaying  is very similar metagaming in the respect I'm talking about, in that you know what will happen. I already talked about why I think this has it's cons in this situation.


You are mistaken if you think that even a large or well represented portion of the game's player population have ever vistied these forums.  There's what, maybe 200 active posters right now?  And there have probably be less than 1,000 unique individuals on these forums since the game's release a year ago, whereas the game sold 2.5 million copies.  Even if I'm totally wrong, and a jaw dropping 5,000 people have ever read/commented on this forum, this is still is less than 0.2% of the game's player population.  Then consider that a forum like this specifically draws your metagaming and hardcore gaming audiance.  It can't be considered a reasonable sampling, no matter how you slice it.

So even if every single member of this forum shared the same opinion on something, Bioware should still take it with a grain of salt.  Even a thread in which ever user has ever registered an account posted, that had over a 1,000 pages and 100,000 thread views, that everyone shared the same opinion, it would really only warrant an investigation of the larger population by Bioware.

By definition, using a guide makes you a metagamer.  If you're a metagamer who wants to RP, then you're a member of a very specific demographic, and it doesn't make sense to punish ever other type of player with a game mechanic that only appeals to a small demographic.

2-I fail to see how your description of a bad game is significantly different from the game as it is. It strongly encourages you to get upgrades and loyalties which arbitrarily save your party members. Plus that squad leader pool people have complained about. That is coercion,no? It's hardly a crime, you can't deny the game does give very strong hints on what it wants you to do (and what will happen if you don't, which is hte same thing).You have to do at least some loyalty missions unless you want lots of people dropping dead, for instance. (Keep in mind that if characters have a chance of dieing even though they shouldn't, they would also have a chance of surviving even when they shouldn't.)Maybe I'm misunderstanding you.


The difference is that recruitment and loyalty missions are overtly obvious game play features, which you are told from beginning to end of the game that you must recruit the best and be in tip top shape because you might not survive.  The game is billed as being about squad recruitment.  It says it no less than 3 times on the back of the box.

Image IPB

So if you don't want to be forced to recruit a squad, you can make a decision about that before you even buy the game.  Next, you are overtly told by TIM, your squad mates, etc, that you should recruit people, and you should do loyalty missions.  But note that you are not coerced into gaining loyalties.  Gaining loyalties is not an unavoidable part of the game.

So:  The loyalty system is overt, and explained in game.  It is also optional. 

What I was talking about are the hidden aspects of the game that become coercive.  Hold the line is a good example.  You are given no indication at all that Mordin, Tali, etc are going to start dying unless you leave Grunt, Zaeed, or Garrus behind to "Hold the Line."  This is a totally stealth system, with no established explanation in game, and it operates via completely arbitrary rules.  As people pointed out, Mordin "Holds the line," in his clinic quite well, or Tali seems to "Hold the Line" on halestrom.  And yeah, sure, we could debate that, but the fact that one can argue it one way or the other means its arbitrary and bad.

So it is bad, and different from loyalties/recruitments because:
1.  It is secret, with no in game explanation.
2.  It is arbitrary, and operates purely based on the logic of the developers which in some cases is not shared by the player base.
3.  It is unavoidable by the player.

Or my other example was the hidden system behind paragon/renagade checks, where your total number of renagade/paragon points were checked against the total number of points that you could have gotten at that point in the game.  This mechanic is hidden, because it has no established explanation in the game, and it is coercive, because it forces players to eat up as many paragon/renegade choices as possible in order to make those checks.  The system is not overt, it is not optional, and it railroads players who understand it onto very specific paths.

The hidden % chances are very much like the paragon/renegade chances.  Unless it says, specifically, somewhere, "You can reduce the % chance that someone dies, but there is always some chance," then players are going to be offended when someone dies even though they did everything right. 

Many players will simply be pissed, some players will consult guides, few players will investigate the system enough to be able to make an informed evaluation of it, and the only players who will agree with it are Metagaming-Roleplayers who are in favor of limiting the ability to metagame.


Now there is the fact that a chance system would make things seem even more capracious, and I will admit that this idea is seeming less and less feasible to me as this thread progresses.

The Interloper wrote...
 That said, I really would like it if there was an alternate option concerning SM mechanics available for people who want them (possibly for the replayability), and keep the original system for those to want a specific ending.

I dunno. I just think the current way things work takes something out of it.


Hey, I'm not trying to argue you out of your opinion:  please keep it.  There are no winners or losers in forum discussions.  B)

I'm saying why I disagree and I wouldn't want it in the game.

Modifié par Uszi, 15 janvier 2011 - 10:42 .


#38
InvincibleHero

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daqs wrote...

We should totally also bring back dice-rolls for gunshots like we had in KotOR.  Because, hey, what's the fun of combat if you're always guaranteed to shoot where the crosshairs point?

;)


You ever play Dark Forces or Jedi Knight? Try the stormtrooper rifle. It had innaccuracy built into it. Image IPB

I wouldn't mind something like that, but let's not go overboard. If Shepard and crews' weapons are not 100% accurate then enemies firing at them should likewise be afflicted.

#39
Aimi

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Recoil exists in the game; accuracy is far from a given, especially with certain weapons at certain ranges (e.g. the Revenant or Tempest, especially if you don't know how to correct for same). On the whole, makes much more sense than "you missed despite standing four feet away from the target".