Will Mass Effect 3 add the one feature that this series has needed from the first - a Clock?
#1
Posté 02 avril 2011 - 07:20
If you remember the original trailer for ME1 (which plays on the title screen if you leave it in attract mode), Shepard and crew recieve a distress signal, but choose to ignore it in order to do something even more important but leaving those calling to die. This is a choice that's seemingly made because of a lack of time, if there was more time, Shepard and crew would undoubtedly have tried to solve both problems. But the thing is, this type of descision making isn't ever reflective in actual gameplay in either game (pretty sure this isn't a spoiler).
At no point in ME1 or 2 are you truly pressured for time in a way that would affect your descision making other than the occasional race to stop a bomb. I can ignore major events which compel me to do important plot stuff in favor of sidequests in both games at every turn.
This seems a dreadful mistake to me, and it makes it easier to compae ME with any standard JRPG (well it's just before the final boss, time to do side quests!). Part of the unique aspect of gameplay that the original 2007 trailer of ME brought to us was that "even heroes have to make hard choices". Sure this is occasionally represented mid game, with tough choices here or there, but a lot really aren't that tough to me, and there are more "right" answers in ME 2 than 1 if you ask me, but wouldn't the additional pressure of a countdown clock really just add to the pressure, and force the player to try and make the best choice "at the time".
Of course I think I know why there's no such feature in ME1 and 2: it's hard to figure out.
How much time does it take to go through a mass relay? A day? An hour? How much to travel between two solar systems at faster than light speed? How much time does it take to drop down to a planet, and how long are you on a planet really? In some missions it might be hours, in others, it seems like days. When scanning and minig planets for resources, how long is that taking? It seems like minutes, but that can't be right.
Personally though I'd still rather such a feature be implemented. Back in Fallout 1, the need to get a water chip for the vault in so many days really added solid pressure to the main quest. While I know there's a fear that such a mode would scare away casual players: I say just add it as a feature that can be turned off, similar to Fallout New Vegas' Hardcore mode.
Also considering the subject matter of ME3 being preventing the anillihation of an entire species under active attack, it seems only fitting.
#2
Posté 02 avril 2011 - 07:26
#3
Posté 02 avril 2011 - 07:53
#4
Posté 02 avril 2011 - 08:32
#5
Posté 02 avril 2011 - 08:35
#6
Posté 02 avril 2011 - 08:52
A "lives cost" for each mission. Basically, think to Battlestar Galactica, and president Roslin's counter of the remaining numbers of humans on a dry-erase board. No matter what you choose to do, every mission you take other than the final push to defeat the invaders costs human lives, and you get informed of this at the end of your mission.
Depending on certain choices and actions . . . you can do things to defray the number of lives and/or add to it.
However defeating the invaders will still require a huge amount of technology/team members/ joining factions whatever, and that will take time to accomplish and thus more lives as you delay. This would allow for a sort of overall meta-game, where if you rush in unprepared, it will be much harder and you might save more lives, or if you meticulously prepare you're almost assured success, but it will become a phyrric victory at best.
#7
Posté 02 avril 2011 - 10:50
#8
Posté 02 avril 2011 - 10:58
I, am not one of them.
I prefer to play games at my own pace, to root around in the game world, to ferret out every last secret and side-quest there is. I enjoy moving slowly, seeing everything there is to see before finishing the game. Adding a 'death clock' to the game would just limit the amount of time I can enjoy myself in the game's setting.
#9
Posté 02 avril 2011 - 11:00
#10
Posté 03 avril 2011 - 07:18
I guess . . . just look at Dead Rising 1 or 2. Those games are filled to the brim with little secrets and side quests and whatnot, like an RPG, but they also have a time limit which encourages some responsibility that increases intensity. The main thing is, there's no way you'll get a perfect run on your first try (most likely) which encourages you to play the game again. If there's a game series better situated for multiple playthroughs . . . it's Mass Effect. Make different choices, see different results etc.
I guess my point is, how is it really that different to go at your own pace slowly and see everything in one run, versus going at your own pace and see everything in a few runs of a game?
#11
Posté 03 avril 2011 - 07:24
Example being when you finish Arch Angel recruitment mission, if you did the paragon thing and stopped that 'would-be' merc from signing up for the mission [Paragon says I break your gun, sucker!], you get an e-mail from him saying "I was so upset when you ruined my gun, so I spent the next few weeks getting totally drunk, then I heard about how Archangel murderised all those mercs, you really helped me dodge a bullet. Thanks!"
When, in fact, it'd been barely an hour in real time since this all happened, and depending on your choice, you may still have to go recruit Mordin as well. Either that guy drank so much he could see through time, or time just isn't relative. lol
#12
Posté 03 avril 2011 - 07:28
kohlmannj wrote...
There was a little bit of this in ME2 from my understanding. Wasn't it the case that starting the final mission semi-immediately after H*****n let you save some of those colonists? More "soft" time-critical events or decisions like this one could be a good compromise that doesn't overwhelm players but still pressures them to decide whether or not they're going to act at all.
I agree there is an element having to make a "critical" decision of whether to do other assignments or missions after Horizon or the unassuming timing of only two more missions/assignments could be completed after acquiring the IFF because it would determine the number of non-squad crew members that would be lost. So, the scenario of Shep having to pick and choose missions/assignments is there albiet subltly. Keep in mind too that there will be over 1000 variables that will affect the gameplay in ME3 so it could be doing all the missions & side quests could come back to bite us in the end.
#13
Posté 03 avril 2011 - 07:44
#14
Posté 03 avril 2011 - 07:45
#15
Posté 03 avril 2011 - 07:57
Raizo wrote...
I hate this idea. Time limits and rpg's should not go together.
And yet to me it seems like it's the thing that really adds a true bit of the "RP".
#16
Posté 03 avril 2011 - 08:54
AlanC9 wrote...
I'd like it, but too many supposed RPG fans don't like being stressed out when they play.
Stressed out, yeah, that's me. But I am not a "supposed" fan. I just hate feeling rushed when I'm playing a game, any game. I want to take my time and explore, and be able t o breathe for a moment and think, and in the case of ME2, find the upgrades. If they made a mission that had a timer that'd be one thing and I'd be fine with that but a timer for the whole game, no way. How am I supposed to go and do all the sidequests when I have to worry about having enough tiem for the plot? I just really hope ME3 doesn't do the "Too bad now you have to go back to the plot" thing that ME2 did.
Modifié par Asch Lavigne, 03 avril 2011 - 08:56 .
#17
Posté 03 avril 2011 - 10:21
#18
Posté 03 avril 2011 - 10:51
#19
Posté 03 avril 2011 - 11:08
#20
Posté 03 avril 2011 - 11:35
#21
Posté 03 avril 2011 - 11:41
A good designer can make you feel pressure without a clock.
#22
Posté 03 avril 2011 - 11:45
#23
Posté 03 avril 2011 - 11:48
#24
Posté 03 avril 2011 - 12:53
you can either go do those side missions or lose some of your crew. Those kind of decisions need to happen more often.
#25
Posté 03 avril 2011 - 07:57
Phaedon wrote...
Clocks and timed events tend to be badly executed and have been characterized as poor and uncreative game design elements.
A good designer can make you feel pressure without a clock.
And yet an even better game designer can turn a clock into one of the most creative and important game design elements. Dead Rising really wouldn't be the same, and neither would Majora's Mask if they didn't have clocks. In both cases, the long standing but slowly ticking impending countdown adds, rather than detracts.
Also, again Fallout 1. It's a huge time limit (500 days I think someone said, it's been a while), and it can even be extended by sending supplies. It gives most every player enough time to do everything they want and find all the stuff they're going to find, but still impart that sense that time is tangible, and limited. It informs the rest of the game in a way that the non-time, always in the present form of almost every other game doesn't.
Besides, I already suggested an alternate concept that might work even better -death toll costs. It gives the same sense of impending doom, but without an actual clock, which apparently bugs people for some reason.





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