Will ME3 be as linear and confined level design-wise as its predecessor?
#1
Posté 11 juin 2011 - 08:32
#2
Posté 11 juin 2011 - 10:34
#3
Posté 11 juin 2011 - 10:38
#4
Posté 11 juin 2011 - 10:38
Modifié par marshalleck, 11 juin 2011 - 10:39 .
#5
Posté 11 juin 2011 - 10:39
#6
Posté 11 juin 2011 - 10:40
Martanek wrote...
I wonder if the devs make ME3 levels more spacious and open or if we see the same cramped planets and places as in ME2. Does anybody have an idea what ME3's level design will look like? Does Bioware perhaps lean on ME's somewhat more open terrain or ME2's on-rail straightforward environments this time? I would certainly welcome stretched and larger environments because that obviously makes exploration more possible. I really wish ME3 would incline towards an RPG in this area. Anyway, has Casey Hudson made any statement on the subject yet?
Firstly, the bold bit almost amounts to flamebaiting. The last thing anyone needs is yet another thread debating what does and does not constitute an RPG.
Secondly, if you just go and watch the E3 demos you'll find the answer to your question. ME3 will play like ME2 did.
Modifié par onelifecrisis, 11 juin 2011 - 10:41 .
#7
Posté 11 juin 2011 - 11:08
#8
Posté 11 juin 2011 - 11:13
Modifié par RoninOmega, 11 juin 2011 - 11:15 .
#9
Posté 11 juin 2011 - 11:16
#10
Posté 11 juin 2011 - 11:27
#11
Posté 11 juin 2011 - 11:32
TheShogunOfHarlem wrote...
While I do agree that ME2 was lacking because of all the corridor shooting and I hope they open up ME3. I fail to see how sandbox/open world gaming is limited only to RPGs.
I do not mean open or sandbox environments like those in Oblivion or other RPG's etc., but areas that have multiple paths to their goals and emphasize an exploration element. A good example of this approach, though not being an RPG, is Crysis 2 where ME3 should draw some inspiration IMHO. I want levels where a map would be made a good use of.
In my view, corridor shooting refers to "shooting gallery" gameplay that we see in COD and its clones, and I am not sure if we want to see the same thing in an RPG/shooter hybrid like the ME series.
#12
Posté 11 juin 2011 - 11:36
I hear you op, but I doubt it will happen. They don't need to do corridors; they probably will, and we'll get zilch for exploration in yet another Bioware title. They just haven't done good level design since ME1.
Modifié par slimgrin, 11 juin 2011 - 11:37 .
#13
Posté 11 juin 2011 - 11:39
However, there are now things like ladders etc. that can help with this. ME1 also had linear levels but it was offset by other features that helped make it feel not so linear.
I doubt we'll see multiple paths to the same goal but who knows.
#14
Posté 11 juin 2011 - 11:52
It'd be nice to see more hub world style missions, i really enjoyed the citadel story section of ME1 and there was nothing like that in ME2.
#15
Posté 11 juin 2011 - 11:52
marshalleck wrote...
If the E3 demos are any guide for what to expect, it will be linear pathways cleverly integrated into large, yet inaccessible spaces.
So, just like the main plot worlds in ME1? I'm good with that.
#16
Posté 11 juin 2011 - 11:53
RoninOmega wrote...
Its not limited to rpg, but mass effect in my opinion would be much better if the spaces were less linear. The op did not ask for your opinion on what is an rpg, and to be quite honest, a linear-designed game is less oriented to rpg than an open-designed level is, this is fact, you just have more stuff to roleplay in, not like something like where you fell like you are going through a set hallway where you most likely would feel like your scripted to something. Just imagine if for example, the citadel was not as open and the only way to exit is going through another end? It doesnt define an rpg directly, but it does certainly add to it more than linear-designed levels.
I assume you were referring to me. I don't know what you issue with my post is specifically. The OP did in fact reference RPGs and open world gameplay in this passage:
"I really wish ME3 would incline towards an RPG in this area."
That's what I took issue with.
#17
Posté 11 juin 2011 - 11:55
SKiLLYWiLLY2 wrote...
Level design appears to be more or less the same as ME2.
However, there are now things like ladders etc. that can help with this. ME1 also had linear levels but it was offset by other features that helped make it feel not so linear.
I doubt we'll see multiple paths to the same goal but who knows.
Virmire in ME1 was semi-linear. On the approach section outisde the base there were lots of different platforms you could go to from different directions, and you could enter the base from the top entrance or the bottom one. I think it was actually more interesting to play than alot of the ME2 levels
#18
Posté 12 juin 2011 - 12:08
I mean, isn't an RPG supposed to offer multiple solutions?
Modifié par slimgrin, 12 juin 2011 - 12:10 .
#19
Posté 12 juin 2011 - 12:11
slimgrin wrote...
They need to take a look at FarCry. That game has brilliant level design; I can't praise it enough. It offers multiple approaches with nearly every conflict. You never feel confined, the area never seems contrived. And it's a shooter.
I mean, isn't an RPG supposed to offer multiple solutions?
Agreed. No more railroading us...... please.
#20
Posté 12 juin 2011 - 12:28
#21
Posté 12 juin 2011 - 12:29
Like what's said in point #3 here:
http://kotaku.com/58...ht-want-to-hear
#22
Posté 12 juin 2011 - 12:35
If they can make this work such that my attention is constantly drawn away by the gigantic set pieces, great! I don't know that it will happen, though.
Modifié par marshalleck, 12 juin 2011 - 12:35 .
#23
Posté 12 juin 2011 - 12:36
"Reapers are big. In order to have accommodate fights with them, or even having them nearby means designing levels much larger than the usual spaceship corridors that make up a large portion of Mass Effect's locales. "Many of levels will include more open spaces."BioWare plans to make the shift in a way a dramatic way, claiming that some levels that are not only larger than anything ever seen in a Mass Effect game, but larger than any game built with the Unreal Engine.
Think of it this way. At least one level has to be big enough for Shepard to fight using a 50-foot tall Cerberus mech"
They said "many" which possibly menas that most levels will have more open spaces.
Modifié par Commander Shep4rd, 12 juin 2011 - 12:41 .
#24
Posté 12 juin 2011 - 12:40
Feros was one long corridor with a few short, minor branches.
Noveria was a hub-and-spoke area, but linear at almost every spoke.
If you look at the level design for the DLCs (Overlord, Shadow Broker, Arrival) it is as good or better than ME1.
#25
Posté 12 juin 2011 - 12:41
Modifié par FluffyScarf, 12 juin 2011 - 12:42 .





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