A timed game?
#1
Posté 28 juin 2011 - 07:19
What if Bioware implemented a system where if you do one mission another becomes unavailable or more havoc is wreaked upon the area that you didn't go too?
I really want to know what you guys think.
#2
Posté 28 juin 2011 - 08:04
#3
Posté 28 juin 2011 - 08:14
Then again it would raise the issue once more as to why the rest of your team is just sitting on your ship sipping drinks at Kasumi's bar while you're busy working. That and the punishment for doing one thing over the other would have to be very carefully handled to avoid such a thing from becomming frustrating to the player and to not promote one choice over the other..
Modifié par Raygereio, 28 juin 2011 - 08:19 .
#4
Posté 28 juin 2011 - 08:16
#5
Guest_Puddi III_*
Posté 28 juin 2011 - 08:17
Guest_Puddi III_*
#6
Guest_XazaG_*
Posté 28 juin 2011 - 09:40
Guest_XazaG_*
I think they had something similar in a ME1 trailer in which Shepard refuses help to Noveria so he could help Caleston.
That kind of decisions should be treated carefully as they could go terribly wrong.
#7
Posté 28 juin 2011 - 09:43
#8
Posté 28 juin 2011 - 09:48
#9
Posté 28 juin 2011 - 09:56
#10
Posté 28 juin 2011 - 09:57
#11
Posté 28 juin 2011 - 10:00
#12
Posté 28 juin 2011 - 10:08
#13
Posté 28 juin 2011 - 10:22
Would require a lot of additional work in narrative, cinematography though.
From what I understood travel times without using mass relays and just using regular FTL takes a long time; a dozen lightyears or so in a day on a passenger liner? -So it makes sense in a way that some of Shepard's options would disappear over time.
Maybe if it was tied to a new extreme difficulty level like "Timed Insanity"?
Modifié par hwf, 28 juin 2011 - 10:23 .
#14
Posté 28 juin 2011 - 10:30
I see why people would dislike this suggestion, because it can be very frustrating to impose a time limit or add mutually exclusive missions in a complex and story driven game like ME. But I wouldn't dismiss the idea entirely (I'm not the Turian Councilor after all
If it's done right, it can add a sense of urgency that would be very fitting for the final part of the ME trilogy. The Reapers are invading, time is running out and you have to make choices quickly. And you also have to accept the fact that you won't be able to save everyone ==> Drama Ensues
As I said, it would be hard to do it right, but I think BW could make it work.
It should, however, be a mission based timer, not some kind of real-time countdown. That would just be nonsensical and a massive pain in the neck.
#15
Posté 28 juin 2011 - 10:32
#16
Posté 28 juin 2011 - 10:33
I'm all for keeping things as realistic as possible for the sake of the story ....to a point.
Preventing people from playing the game in the manner and time they would like is detrimental to games as whole in my mind.
That said, if it was a point of no return, like ME2, and you only committed to it when you were ready then I see no issue. But forcing it upon people is bad, bad, bad. Very bad.
#17
Posté 28 juin 2011 - 10:38
#18
Posté 28 juin 2011 - 10:53
But a literal timed game? I'm not for that... well, I can be for that, but I understand why people aren't.
If you mean a "you chose to dick around doing x number of quests in y planet, when you could've been at z planet defending them from the Reapers, now they're all dead because you were supposed to come straight away but you didn't, you lying bastard!" type deal, hell yes.
It's one of the areas so poorly implemented in RPGs - the concept of actual urgency.
Not enough games really instill a) a sense of actual failure and
Let's not tie it to an actual timer, but let people know that if a quest/mission is urgent, there are consequences to not taking it seriously.
Modifié par mrcrusty, 28 juin 2011 - 10:57 .
#19
Posté 28 juin 2011 - 10:55
I agree with you on that.Icinix wrote...
No.
I'm all for keeping things as realistic as possible for the sake of the story ....to a point.
Preventing people from playing the game in the manner and time they would like is detrimental to games as whole in my mind.
That said, if it was a point of no return, like ME2, and you only committed to it when you were ready then I see no issue. But forcing it upon people is bad, bad, bad. Very bad.
#20
Posté 28 juin 2011 - 10:58
You're going to be able to do all the missions you want, up untill a certain 'cut off point' that is clearly marked. Just like in ME2.
#21
Guest_The Big Bad Wolf_*
Posté 28 juin 2011 - 11:02
Guest_The Big Bad Wolf_*
#22
Posté 28 juin 2011 - 11:06
RPG's have always been really bad at that. It's a consequence from giving the player some freedom to what he or she wants. Sadly it means that any feeling of suspence and urgence is pretty much always lost.mrcrusty wrote...
It's one of the areas so poorly implemented in RPGs - the concept of actual urgency.
You fight your way through the final dungeon, you stare the final boss who's about to destroy the world into the eye and go: "Nice evil ritual you guys have going on here. You mind if you postpond things for a couple of months? I'm going to race some chocobo's. Here, have some coffee while you wait."
Heck, take ME1. You recieve the main quest called "A race against time". And what does the player do? Go mountaineering with the Mako on every planet he can.
Mind you, providing such sence of urgence can easily make the game not fun. Players like to explore, they like to see what's happening around corner Y, when the game tells them to around corner X. And then you're going to punish the player for not hurrying up? No. Bad! I'm never a fan of punishing the player, especially not for doing something as innocent as looking at the level design, or doing one of the side mission.
But I'm all for having small consequences that don't greatly impact the player's ability to play the game, but stil can provide a feedback of "you did this".
Modifié par Raygereio, 28 juin 2011 - 11:22 .
#23
Posté 28 juin 2011 - 11:09
The Big Bad Wolf wrote...
No, we would not be able to enjoy the game as much.
It would depend on how it was designed.
Rather than a literal timer, let's just make a crapdash example.
You have a planet with a colony which holds a secret that's necessary to defeat the Reapers. Unfortunately, Cerberus is after that secret/information too. You warn them (the colony) of the incoming attack and they ask you to help them plan. Fixing the shield generator, training the troops, buying equipment, the usual fort building jingo. But let's say your Shepard doesn't feel like it.
He goes off galavanting doing other quests, on other planets.
If you have progressed in say, 2-3 other long questlines on other planets, when you get back the colony is a charred, burnt out wreck.
Everyone, dead. Any quests you had remaining or uncompleted, meh. It's gone. If you want to still explore and pick up items left behind, everything is still there, but the people are all dead so no more quests, shopping, etc.
As far as the secret/information goes, you now need to get that information from Cerberus directly, so it opens up like a "raid Cerberus ship" quest or something.
Urgency enforced through choice and consequence.
Raygereio wrote...
Mind you, providing such sence of urgence can be really difficult to do without the game becomming not fun. Players like to explore, they like to see what's happening around corner Y, when the game tells them to around corner X. And one should never punish the player, especially not for doing something as innocent as looking at your level design, or doing one of the side mission. But I'm all for having small consequences that don't greatly impact the player's ability to play the game, but stil can provide a feedback of "you did this".
Well, it's quite unavoidable with a story like Mass Effect's, or most BioWare games, or most RPGs period but it simply relies on the game not forcing an artificial sense of urgency onto the player that makes them feel as if time is of the essence. Witcher 2 does this very well, for example. To a lesser degree, so does Fallout 3 where the sense of urgency only occurs at the end of the main quest line. I'd even say that Dragon Age 2 handles this area quite well, too. Conversely, Origins was bad at this, same with both Mass Effects and yes, New Vegas as well.
But like I demonstrated with my example above, I'm not really for a literal timer, just one where the player is given consequences for failing to respond to the game's sense of urgency.
Modifié par mrcrusty, 28 juin 2011 - 11:27 .
#24
Posté 28 juin 2011 - 11:51
#25
Posté 28 juin 2011 - 11:52
OdanUrr wrote...
I'll say it again: not another Majora's Mask!
but that was the best godamn zelda game that has ever been made





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