Sleepicub09 wrote...
omg hard to concentrate over that sqwabble of spit
This is exactly how I feel about Smud. I constantly see people lauding over how "good" his voice sounds but if I ever met him I'd have a hard time not punching him just for all of the spit slurring he does. It's "ess" not "esssssssss". Anyway, my thoughts on what I can bear to watch of the new videos it seems like a whole lot of tedium.
I'm playing an RPG not the Sims and if you truely want to give the game an organic, social feel than I shouldn't be able to order Kelly to go speak with people, force Garrus to make some food that's poisonous to him or anything else of the sort. Along with the idea that we should need to evidentily assign everyone on the ship to a role each mission which would just suck. There, I said it.
I shouldn't need to wait for my squaddies to be healed because I am PLAYING a game. This isn't Facebook, I shouldn't need to leave for 24 hours for my energy to recharge or my crops to grow. That is called tedium. It's not compelling, it's not engaging and it would just lead to more people quitting, leading to a very low finish rate of likely 10-15% merely because no one wants to sit through that.
Now, I am not saying that all of the streamlining from ME1-ME2 was good, however I always felt it was quite foolish that in a time when everything is produced on an assembly line somehow I feel the incessant need to strip my enemies of the clothes off their backs. It honestly made much more sense for my ship to replicate the technology as many times as I needed it compared to the basic breakdown of logic that was armor that wasn't one size fit all, or couldn't be modified to work on different species builds.
Loot makes sense in Fantasy RPGs, legendary items would exist because each one was a unique creation with a unique story they could be enchanted or charmed, cursed and hexed and overall it would make sense to see a varitation from one item to the next. If anything in Mass Effect that is the opposite because you are dealing with a standard, if upgrades come back in ME3, they should be used infinitely. As much hate as I know I'll get on that point it should be noted that EDI is very advanced, if she is capable of duplicating an entire armory of weapons down the smallest features than she should easily have the ability to recreate a scope, or a targeting macro or "frictionless materials".
Tagging salvage seems like an interesting idea but like many of the things I initially thought "that would be kind of fun" when he first proposed, he just blew it up to the point of alienating part of the consumer base that exists not just with ME2 but with RPGs in general. I enjoy the idea of rewarding exploration but his suggestion of removing methods by which you can identify interactive elements is foolish. It's a staple not only of RPGs but of video games in general and while not identifying Easter Eggs in that manner is fine, removing it altogether just breaks the game and would ruin the entire basis for discovery.
The various gametype idea holds similar problems, he mentions several different scenarios, that he himself can bring up examples of but quite frankly, a chase scene almost always fails(the few exceptions being games like Beyond Good and Evil, the original few Crash Bandicoots and the entire racing genre) for the simple fact that, especially in the case of Mass Effect, the movements don't give a proper feeling of momentum. You can tell me that I'm chasing down a bad guy but unless I suddenly have the ability to pull Assassin's Creed-esque parkour you won't convince me that I'm actually doing anything spectacular.
He also mentions destroying obstacles as you go, how would that be done? Would I whip out my AR and break a crate that the person I'm chasing just so happened to have forgot led directly in front of them? And wouldn't this, I don't know... Ruin any sense of pacing and urgency? I'm setting up explosives and running through hacking minigames as my target escapes or closes in on me? That's just a little foolish.
His suggestions about P/R and interrupts seem solid so long as the "class interrupts" are interchangable. For example, instead of pulling out a gun, which a soldier may do, a biotic may grab the target in an attempt to stop them, or a tech expert would overload their wepon. These would be functional and interchangable and tbh most of the interrupt animations are the same anyway(Pull gun, throw arm in front of someone to stop them). As for hybrid classes, they should have an even mix, with Sentinels filling their jack of all trades idea and doing one of the three.
However, the main issue I hold with his P/R system is to shift how they work on a basic level. If you want to be paragon but dislike how one of the choices come up(too idyllic or w/e) than you just pick the neutural. No one is forcing you to hold your character in that bubble and if you do than you are to blame. Smaller issues include his latter intricacies which would've taken almost an entire decade to write, edit and record. Requesting something as foolish as different reactions to different species is the whole idea of role playing. If you don't want your Shepard to like Vorcha than don't be paragon to them. Simple as that. He claims that there needs to be a greater focus on species intricacies all the while streiotyping them to ideas as simple as "Vorcha dislike the weak" or "Quarians don't like those who are unsociable" is a crass oversimplification of an entire species. The entire idea he presents is yet again overly tedious, however unlike his other tedious concepts this would be tedious for everyone involved and not just the player.
His next point I shall sum up in one simple sentence. Mercs are guns for hire and have no agendas. See how easy that was? And again, he just suggests adding content instead of actually FIXING anything. He is rewriting, nothing more. And considering he had stated himself that he used to be a writer or a game designer(I forget which, it was a long while since I've seen him post) but he failed, he has no more buisness trying to do that than an account would have trying to preform brain surgery.
And as much as I'm sure there's much more nonsense and tedium to digest within the over an hour of footage he's got otherwise, that's all I'm willing to deal with.
tl;dr
Smud is just a tedious failure of a writer. He is not improving Mass Effect he's merely trying to scare off those he deems not worthy.