Will ME3 be as linear and confined level design-wise as its predecessor?
#51
Posté 12 juin 2011 - 07:54
#52
Posté 12 juin 2011 - 08:03
#53
Posté 12 juin 2011 - 08:06
#54
Posté 12 juin 2011 - 09:29
TheDarkRats wrote...
Umm. I got lost in ME2 a LOT. Oops.
Irony?
#55
Posté 12 juin 2011 - 09:29
TheDarkRats wrote...
Umm. I got lost in ME2 a LOT. Oops.
Irony?
#56
Posté 12 juin 2011 - 09:31
#57
Guest_Guest12345_*
Posté 12 juin 2011 - 09:33
Guest_Guest12345_*
#58
Posté 12 juin 2011 - 09:36
Sgt Stryker wrote...
So, just like the main plot worlds in ME1? I'm good with that.
This.
#59
Posté 12 juin 2011 - 09:46
"You guys don't like the Mako? Gone."
"You guys don't like finding resources? Here you go."
"You guys don't like unlimited ammo? Ammo."
"You guys don't like RPG? Action game."
They never really understand what the players are saying and just kind of misinterpret what people didn't like about the ME1.
#60
Posté 12 juin 2011 - 09:51
Juztinb42 wrote...
"You guys don't like RPG? Action game."
This time, with accuracy:
"You guys didn't like our attempt at creating our own RPG system from scratch for the first time? All right, let's trim the fat a bit and try again."
Suggesting ME2 isn't an RPG is just as laughable this year as it was last year.
#61
Posté 12 juin 2011 - 09:53
slimgrin wrote...
FluffyScarf wrote...
Feros. Linear. Therum. Linear. UNC caves, bunkers and bases. Linear. Noveria. Linear. Ilos. Linear. Remind me what the levels were like for those abandoned ships? Oh that's right. Lots and lots of boxes stacked to the ceiling in a conveniently maze-shaped formation. How clever. The only problem with ME2's level design was the overuse of chest high boxes. Shadowbroker fixed this with far more 'natural' looking levels.
The problem with ME2 was the areas seemed artificial, like blatant video game levels, not living, organic spaces. The reaper ship was a f*ckin joke; you are supposed to be in this massive structure and it's like a damn hallway, complete with weapon exchange bunkers...lol. Don't they care about immersion at all?
From what I remember, the hallways and bunker were there because Cerebus built them in while they were studying the damn thing.
#62
Posté 12 juin 2011 - 10:05
Schneidend wrote...
Juztinb42 wrote...
"You guys don't like RPG? Action game."
This time, with accuracy:
"You guys didn't like our attempt at creating our own RPG system from scratch for the first time? All right, let's trim the fat a bit and try again."
Suggesting ME2 isn't an RPG is just as laughable this year as it was last year.
HAHAHA
"Trim the fat" as in remove any character customization that even slightly resembles that of an RPG? Seriously, Call of Duty gives players more customization and role-playing than ME2 does. You're about the first person I've seen to describe ME2's "role-playing" features in that way.
#63
Posté 13 juin 2011 - 04:39
Schneidend wrote...
Juztinb42 wrote...
"You guys don't like RPG? Action game."
This time, with accuracy:
"You guys didn't like our attempt at creating our own RPG system from scratch for the first time? All right, let's trim the fat a bit and try again."
Suggesting ME2 isn't an RPG is just as laughable this year as it was last year.
ME2 obviously was not an RPG genre-wise. It is essentially a cinematic, story-driven TPS with choices (that do not matter much anyway) and a little RPG flavour. Even Bioware does not describe the ME series as a "pure" RPG. I wish ME3 would shift away from there to a clearer RPG/shooter hybrid.
#64
Posté 13 juin 2011 - 04:50
Parah_Salin wrote...
I just don't see whats wrong with multiple pathways.
You can still design choke-points in the level for specific fights and events to happen, but just have more content that you might not get to experience all of in one throughway. That would be fine, it would leave more stuff to be rediscovered on a second play through.
Another advantage is if you had places to cross over and enemies spawned further away there would be space for reinforcements to spawn out of. You should focus more on pushing forward and reaching your objective than on strait up killing every single enemy foot soldier in front of you. Especially when fighting the reapers. I don't think we should feel like the onslaught will end one bit.
Nothing is wrong with multiple pathways, in fact it provides supeiror game play. It also requires more time and effort to implement. Whether we will see this or not is up in the air.
#65
Posté 13 juin 2011 - 05:02
Martanek wrote...
ME2 obviously was not an RPG genre-wise. It is essentially a cinematic, story-driven TPS with choices (that do not matter much anyway) and a little RPG flavour. Even Bioware does not describe the ME series as a "pure" RPG. I wish ME3 would shift away from there to a clearer RPG/shooter hybrid.
"Obviously?" Don't be silly. If it was obvious there wouldn't be so much disagreement on the point.
There is a case to be made that ME2 isn't an RPG. It relies on a definition of "RPG" that makes the genre worthless, but if that's the definition you want for "RPG," that's your business.
#66
Posté 13 juin 2011 - 05:08
To the OP: It looks like the levels will be linear, like they were in ME1 and 2. The level design in 2 was, for the most part, pretty bland (exceptions: Thane's recruitment, Collector Ship, suicide mission, DLC) The trick is to create a linear level that FEELS like a big, open, alive world. The e3 demos looked much improved in this regard. Half Life 2 probably did this better than any game, in that the levels were very linear but the player felt like they were picking their way through this enormous area in a logical way.
#67
Posté 13 juin 2011 - 05:36
sp0ck 06 wrote...
God, not another RPG rampage thread.
To the OP: It looks like the levels will be linear, like they were in ME1 and 2. The level design in 2 was, for the most part, pretty bland (exceptions: Thane's recruitment, Collector Ship, suicide mission, DLC) The trick is to create a linear level that FEELS like a big, open, alive world. The e3 demos looked much improved in this regard. Half Life 2 probably did this better than any game, in that the levels were very linear but the player felt like they were picking their way through this enormous area in a logical way.
Yeah, I'm not touching the RPG/Shooter argument with an omnitool ...
I'd love to see level designs which play to different playstyles more effectively. The sniper types have the option of slowing advancing across the long field, the vanguards can follow the flank of the building and charge from around the shipping crates by the edge of the field, the engineer can set turrets around the corner and use a drone to lure the enemies in to his ambush, the soldier can use advancing squad tactics, the sentinel can simply walk up imperviously, and the biotic can cower in cover because the enemies all have shields instead of barriers
#68
Posté 13 juin 2011 - 06:02
#69
Posté 13 juin 2011 - 06:06
#70
Posté 13 juin 2011 - 07:22
Mesina2 wrote...
Somebody( OP) didn't watched E3 Demo.
I didn't? So what did I miss regarding the demo's level design good sir? Enlighten me please.





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