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What elements from Deus Ex: Human Revolution would make great additions into Mass Effect?


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#326
Terror_K

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Il Divo wrote...

littlezack wrote...

Too bad DX isn't a game with 'deep RPG elements'.

Really, I like DX, but it's not some hardcore RPG. Stop acting like it is.


This. DX is pretty much the definition of a streamlined game. And I love it for that.


HR was streamlined, most definitely. And it worked for the most part. And that's the main difference between how Eidos Montreal handled streamlining and accessibility with HR and how BioWare handled it with ME2: the former was actually streamlined, while the latter was just dumbed-down and oversimplified.

#327
Morroian

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littlezack wrote...

Too bad DX isn't a game with 'deep RPG elements'.

Really, I like DX, but it's not some hardcore RPG. Stop acting like it is.

Heck its not even an rpg at all. It has less rpg elements than ME2. Its a better game though.

#328
Drasill

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Morroian wrote...

littlezack wrote...

Too bad DX isn't a game with 'deep RPG elements'.

Really, I like DX, but it's not some hardcore RPG. Stop acting like it is.

Heck its not even an rpg at all. It has less rpg elements than ME2. Its a better game though.


lolwut?

#329
In Exile

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Terror_K wrote...
HR was streamlined, most definitely. And it worked for the most part. And that's the main difference between how Eidos Montreal handled streamlining and accessibility with HR and how BioWare handled it with ME2: the former was actually streamlined, while the latter was just dumbed-down and oversimplified.


Actually streamlined compared to... what, exactly?

HR/ME2 treat shooting in the same way: expert marksman at the start. 

HR then has an added feature: stealth gameplay. 

The stealth gameplay is handled in several ways: 1) through hacking, and an associated hacking upgrade tree; 2) through cloaking; 3) through rare environmental obstacles. 

ME2 doesn't have stealth gameplay, so we can't compare these features. 

What we can compare, though, is the upgrade system, which in ME2 is tied to XP (for skills which improve combat performance above base, just like in HR) and $$, which act as passive upgrades (like the energy or armour upgrades in DX). 

So mechanically, at least with respect to statistics & upgrades, HR & ME are the same.

What other differences are there?

HR has XP/kill and XP/quest and ME2 has XP/quest only, but this fantasy that XP/quest a non-RPG feature is silly. 

HR has little storyline choice, and ME2 has some more storyline choice. 

ME2 offers more varied builds (the # of skills in total are rather large, but each class is restricted in the skills), but it has much shallower gameplay because it doesn't hybridize shooter/stealth. 

#330
Kathleen321

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Morroian wrote...

littlezack wrote...

Too bad DX isn't a game with 'deep RPG elements'.

Really, I like DX, but it's not some hardcore RPG. Stop acting like it is.

Heck its not even an rpg at all. It has less rpg elements than ME2. Its a better game though.


Thats how I feel. I wish the rpg of Deus Ex was more like Mass Effect and i wish the gameplay of mass effect was slightly more like Deus Ex. 

#331
Terror_K

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In Exile wrote...

Terror_K wrote...
HR was streamlined, most definitely. And it worked for the most part. And that's the main difference between how Eidos Montreal handled streamlining and accessibility with HR and how BioWare handled it with ME2: the former was actually streamlined, while the latter was just dumbed-down and oversimplified.


Actually streamlined compared to... what, exactly?


To their predecessors (ignoring Invisible War) and the basic definition. Streamlining is making complexity simple while still retaining its functionality and form, which HR does. It isn't just simplifying, culling and overautomating things so that they're so simple they are devoid of any real complexity or choice at all, which is what ME2 did. HR didn't also baby the players and insult them by treating them like people who had never played a game with anything more to it than "point and shoot" like ME2 did. Many of ME2's issues stem from its "Fisher Price: My First RPG" feel, tone and design as much as they do from the dumbing down as a whole.

HR/ME2 treat shooting in the same way: expert marksman at the start. 

HR then has an added feature: stealth gameplay. 

The stealth gameplay is handled in several ways: 1) through hacking, and an associated hacking upgrade tree; 2) through cloaking; 3) through rare environmental obstacles. 

ME2 doesn't have stealth gameplay, so we can't compare these features.


While ME2 doesn't have stealth, one can compare the factor of being able to approach situations differently through different means, which HR does, by providing several options in almost every situation to proceed, while ME2 always comes down to combat when its combat and dialogue when its dialogue. ME2 doesn't really have alternate paths and methods to complete a mission.

What we can compare, though, is the upgrade system, which in ME2 is tied to XP (for skills which improve combat performance above base, just like in HR) and $$, which act as passive upgrades (like the energy or armour upgrades in DX). 

So mechanically, at least with respect to statistics & upgrades, HR & ME are the same.


Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time. HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.

What other differences are there?

HR has XP/kill and XP/quest and ME2 has XP/quest only, but this fantasy that XP/quest a non-RPG feature is silly.


It's not a "non-RPG" feature, but the shallowness of ME2's XP system (as I outlined above) really does call the way it's done into question. From what I can tell the whole system is completely faked and that questions whether it's a real RPG system at all or just a facsimile of one solely there so that it's still present and so players can have a system in place to progress with. The entire progression of ME2 is suspect and shallow at best.

HR has little storyline choice, and ME2 has some more storyline choice.


Both are about the same from what I can tell, though HR doesn't have romances and factors porting over from its predecessor. I've also only completely HR once so far. Both seemed to come down to tackling a mission and the choices being made via one major dialogue choice usually towards the end. HR had far weightier dialogue choices and variations in this regard though, and didn't just come down to two types of black and white approach that always equalled a win if you had enough points for it.

ME2 offers more varied builds (the # of skills in total are rather large, but each class is restricted in the skills), but it has much shallower gameplay because it doesn't hybridize shooter/stealth. 


That's why it's kind of debatable. I don't have as many builds technically in HR, but I have more varied ways of playing the game. My ghost-like stealth, non-kill and non-encounter playthrough will be completely different from my run-and-gun one, and how much I specalise in hacking can factor in additional changes to a degree. Every ME2 playthrough is essentially the same gameplay wise, with me taking the same routes, the same approaches and fighting the same people in the same places, with only the powers I use really changing anything.

#332
littlezack

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My ghost-like stealth, non-kill and non-encounter playthrough will be completely different from my run-and-gun one, and how much I specalise in hacking can factor in additional changes to a degree. Every ME2 playthrough is essentially the same gameplay wise, with me taking the same routes, the same approaches and fighting the same people in the same places, with only the powers I use really changing anything.

The thing is - as I've said before - I don't feel DX really gives you that choice. Playing the game steathily and with non-kills is really the only way to do it - you can go through and shoot like crazy, you can kill everyone, but it makes the game such a hassle that it's really not worth the trouble. Even at the best armor, Denton can only take a few shots before he dies. Not only that, but a lot of the higher level enemies take quite few shots to kill and give up relatively little ammo in return, assuming they're even using a weapon that you happen to be using. On top of all that, you get much less XP for killing and being run-and-gun. The AI is also pretty stupid, falling for fairly ****** strategies...but they'll kill you quite often because of their numbers advantage and the fact that all they have to do is get lucky once or twice and you're dead.

Yes, you can play the game running around shooting everything. But there's no real reason to, unless you just want to make things much tougher than they have to be.

If you try to play the game as anything but stealth, it actively punishes. You can do it, sure, but there's no good reason to do it. I'd honestly prefer that the game just stick to focusing on its stealth gameplay than pretend that both avenues are equally viable, when the truth is that they're not even close. It's better to do one thing well than to do two things poorly.

Modifié par littlezack, 05 septembre 2011 - 07:36 .


#333
Guest_Rojahar_*

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I'm a huge fan of ME2, and didn't have high expectations for Deus Ex, but after playing it, I couldn't help but think: This is what Mass Effect should have been.

It felt like far more of an RPG than any post-KOTOR Bioware games. It's nice being able to build a character and playstyle that is dramatically different. You can be a hacker, or a fighter, or someone who sneaks around, or is a smooth talker. You can go through the whole game without killing, even, and there are SO many ways to solve a problem.

Remember how nice skills were in the D20 Bioware games, being able to progress through the story through multiple paths, and have non-combat characters be just as useful (often MORE useful) than combat characters?

Imagine if you could go through Mass Effect as a non-combat tech Shepard, who's able to hack turrets/robots to do any needed fighting, hack doors to find alternate routes, and more. What if Biotic Shepard could use biotics to actually lift/move parts of the environment. Grabbing and throwing hazards at enemies, telekinetically, or grabbing a large object and moving it in front of you as cover. Even using biotics to solve puzzles and find non-combat solutions.

The dialog system in Deus Ex is also a huge improvement over ME. I like that there are dialogs that are practically "conversation bosses". I can't even properly describe how much nicer persuasion and the dialog wheel in Deus Ex feels.

I know some people will get defensive, perceiving all this as ME hate or something, but really, I love the ME series. Deus Ex has a lot of great features and ideas though, and I don't see anything wrong with improving Mass Effect. I would love to see these elements incorporated into Mass Effect because I think they'd be fitting and I love the ME games.

I'm not suggesting ME be a Deus Ex clone, but I think it would help ME a lot to have non-combat options, interaction with the environment, some sandboxy elements, and dramatically different character builds. Those aspects of Deus Ex remind me of older Bioware games, yet they've done what Bioware claims to want to do - streamline things without taking away the complexity. There's nothing wrong with cherry picking good ideas from other games and incorporating it into your own, especially when they fit the kind of games you make.

Modifié par Rojahar, 05 septembre 2011 - 07:42 .


#334
KingNothing125

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Retractable "Deal with it" shades.

/thread

#335
Bcuz

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KingNothing125 wrote...

Retractable "Deal with it" shades.

/thread

That alone made me buy the game.

#336
kyg_20X6

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The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.

#337
Bcuz

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kyg_20X6 wrote...

The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.

Save edit in the points. Done.
I really shouldn't have to do that, but honestly ME's plot is still good enough not to QQ over stuff like that. I would however like bioware to NEVER use the paragon renegade evil-good system again, it's unnessesary and extra credits' James Portnow came up with a much better system with little thought on the matter.

Modifié par Bcuz, 05 septembre 2011 - 08:42 .


#338
Terror_K

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kyg_20X6 wrote...

The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.


And when you do it always equals success. While it's too late to go back to the drawing board for ME3 with the conversation system, I don't see why it's too late to actually provide more contextual and character specific variations on it, so that certain characters aren't convinced by one approach because of who they are, etc. There should be NPCs who just can't be Charmed and others who can't be Intimidated. Mass Effect's biggest issue dialogue wise is one can simply choose red or blue and know it'll succeed without even really paying attention: just hold in either the upper or lower left and click to your heart's content to win. Not exactly a good system. And the whole concept of "reputation" based on your meter has completely lacked outside of the one Paragon/Renegade mission that triggers in ME1 and the opening exchange between Miranda and TIM in ME2's intro.

#339
Tommy6860

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Terror_K wrote...

kyg_20X6 wrote...

The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.


And when you do it always equals success. While it's too late to go back to the drawing board for ME3 with the conversation system, I don't see why it's too late to actually provide more contextual and character specific variations on it, so that certain characters aren't convinced by one approach because of who they are, etc. There should be NPCs who just can't be Charmed and others who can't be Intimidated. Mass Effect's biggest issue dialogue wise is one can simply choose red or blue and know it'll succeed without even really paying attention: just hold in either the upper or lower left and click to your heart's content to win. Not exactly a good system. And the whole concept of "reputation" based on your meter has completely lacked outside of the one Paragon/Renegade mission that triggers in ME1 and the opening exchange between Miranda and TIM in ME2's intro.


Not only that, ME reputation system was near non-existent, when considering the red/blue dialogue choices I could make. Either way, my Shep gets the same result. If I make a lot of renegade chocies, I think my personality should reflect that as the game progesses, but it doesn't, it just gives me the same result and everyone knows nothing more of the kindness or the harshness of my choices. I liked how KoTOR handled the Light/Dark aspect as it would slide up or down according to how I treated the NPC or situation in the game as good or evil.

#340
AngryFrozenWater

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Tommy6860 wrote...

Terror_K wrote...

kyg_20X6 wrote...

The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.

And when you do it always equals success. While it's too late to go back to the drawing board for ME3 with the conversation system, I don't see why it's too late to actually provide more contextual and character specific variations on it, so that certain characters aren't convinced by one approach because of who they are, etc. There should be NPCs who just can't be Charmed and others who can't be Intimidated. Mass Effect's biggest issue dialogue wise is one can simply choose red or blue and know it'll succeed without even really paying attention: just hold in either the upper or lower left and click to your heart's content to win. Not exactly a good system. And the whole concept of "reputation" based on your meter has completely lacked outside of the one Paragon/Renegade mission that triggers in ME1 and the opening exchange between Miranda and TIM in ME2's intro.

Not only that, ME reputation system was near non-existent, when considering the red/blue dialogue choices I could make. Either way, my Shep gets the same result. If I make a lot of renegade chocies, I think my personality should reflect that as the game progesses, but it doesn't, it just gives me the same result and everyone knows nothing more of the kindness or the harshness of my choices. I liked how KoTOR handled the Light/Dark aspect as it would slide up or down according to how I treated the NPC or situation in the game as good or evil.

I don't want an automated system in the background which calculates how I respond. I want to be in control and don't like a system that either acts based on previous decisions to prevent me from what the system thinks doesn't fit my role or by changing the tone of my responses based on cumulative previous decisions. However, I wish that NPCs remember how I treated them or how a situation which involves them in the past played out because of my decisions. NPCs should respond according to that.

Modifié par AngryFrozenWater, 05 septembre 2011 - 09:37 .


#341
Terror_K

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AngryFrozenWater wrote...

I don't want an automated system in the background which calculates how I respond. I want to be in control and don't like a system that either acts based on previous decisions to prevent me from what the system thinks doesn't fit my role or by changing the tone of my responses based on cumulative previous decisions.


And yet ME2 kind of did the latter with the whole, "you haven't punched/kissed enough babies yet, so you can't choose that option" which locked you out and restricted roleplaying. That whole self-feeding meter was completely stupid. I hope that that's gone for ME3, but given comments that the system is essentially the same I somehow doubt it. ME1's was by no means perfect, but at least the player had some degree of control of the dialogue options available to them and it was based on a skill rather than how many times you'd been that way in the past. Reputation shouldn't limit dialogue choices; it should be a reflection on the universe around you and the people. Bethesda's titles did a better job of this, where NPC's actually reacted to you based on reputation and how they felt about it.

However, I wish that NPCs remember how I treated them or how a situation which involves them in the past played out because of my decisions. NPCs should respond according to that.


Indeed. Again, reputation should be reflected within the characters and story, not in a silly, restrictive gameplay device, ala ME2's self-feeding Paragon/Renegade meter.

#342
Guest_Rojahar_*

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I'd love it if persuading an NPC involved my actually saying a series of things which would persuade that NPC, instead of pushing the magical red/blue Jedi Mind Trick button.

#343
Aeowyn

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I've said it before and I'll say it again, the persuasion system in Deus EX HR is one of the best persuasion systems I've seen. You finally had to work to persuade someone (unless you got the Casie aug but even that could fail if you didn't choose the correct dialogue option) and it was very rewarding when you succeeded.

SPOILER

Convincing Doctor Sandoval not to kill himself was one of my favourite persuasion moments and we didn't even get the Casie option there either.

/SPOILER

#344
Tommy6860

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AngryFrozenWater wrote...

Tommy6860 wrote...

Terror_K wrote...

kyg_20X6 wrote...

The dialogue options where you have to read someone to persuade them. The conversations in Deus Ex were what sold me on the game and make BioWare's transparent system seem laughable.

Want to persuade this person? Have you been paragon/renegade enough yet? No? Tough.

And when you do it always equals success. While it's too late to go back to the drawing board for ME3 with the conversation system, I don't see why it's too late to actually provide more contextual and character specific variations on it, so that certain characters aren't convinced by one approach because of who they are, etc. There should be NPCs who just can't be Charmed and others who can't be Intimidated. Mass Effect's biggest issue dialogue wise is one can simply choose red or blue and know it'll succeed without even really paying attention: just hold in either the upper or lower left and click to your heart's content to win. Not exactly a good system. And the whole concept of "reputation" based on your meter has completely lacked outside of the one Paragon/Renegade mission that triggers in ME1 and the opening exchange between Miranda and TIM in ME2's intro.


Not only that, ME reputation system was near non-existent, when considering the red/blue dialogue choices I could make. Either way, my Shep gets the same result. If I make a lot of renegade chocies, I think my personality should reflect that as the game progesses, but it doesn't, it just gives me the same result and everyone knows nothing more of the kindness or the harshness of my choices. I liked how KoTOR handled the Light/Dark aspect as it would slide up or down according to how I treated the NPC or situation in the game as good or evil.

I don't want an automated system in the background which calculates how I respond. I want to be in control and don't like a system that either acts based on previous decisions to prevent me from what the system thinks doesn't fit my role or by changing the tone of my responses based on cumulative previous decisions.


That's essentially what I said. In KoTOR, I am in control how I am viewed, just as I was in the Fallouts, DA:O, NWN, BGs, PS:T etc. ME2 doesn't work that way and ME worked that way somewhat. Except in ME, you weren't viewed as such as your P/R chocies as being that way, but the choices reflected in the story, not so in ME2. In KoTOR, if I made an evil act, I would be reflected as such, but I could ulitmately be good. My Evil ways would be noted by my companions, but would compensate if I did good. I could actually be downiright evil the whole game, and ulitmately choose to take the light side ending.

However, I wish that NPCs remember how I treated them or how a situation which involves them in the past played out because of my decisions. NPCs should respond according to that.


Me too, and that is why I used KoTOR as an example.

#345
AngryFrozenWater

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Terror_K wrote...

AngryFrozenWater wrote...

I don't want an automated system in the background which calculates how I respond. I want to be in control and don't like a system that either acts based on previous decisions to prevent me from what the system thinks doesn't fit my role or by changing the tone of my responses based on cumulative previous decisions.

And yet ME2 kind of did the latter with the whole, "you haven't punched/kissed enough babies yet, so you can't choose that option" which locked you out and restricted roleplaying. That whole self-feeding meter was completely stupid. I hope that that's gone for ME3, but given comments that the system is essentially the same I somehow doubt it. ME1's was by no means perfect, but at least the player had some degree of control of the dialogue options available to them and it was based on a skill rather than how many times you'd been that way in the past. Reputation shouldn't limit dialogue choices; it should be a reflection on the universe around you and the people. Bethesda's titles did a better job of this, where NPC's actually reacted to you based on reputation and how they felt about it.

However, I wish that NPCs remember how I treated them or how a situation which involves them in the past played out because of my decisions. NPCs should respond according to that.

Indeed. Again, reputation should be reflected within the characters and story, not in a silly, restrictive gameplay device, ala ME2's self-feeding Paragon/Renegade meter.

I like the Beth system too. It is something that I don't see BW doing. It is more complex, because it is based on a faction system. Not only did the faction matter, but also the rank within that faction and the dispostion. Based on those dialogue and behavior are generated. One character (or creature) can belong to different factions and the player also has a reputation (fame) which further complicates things. I don't see BW going that route, because Beth's system is the base for their AI used in an open world. I loved that system because, eventhough it was complex, it felt transparant and felt like I was in control. Changes to fame, faction ranks and dispositions changed the behavior of NPCs in the world around me. It was fun to make mods using that system. There was nearly no scripting involved to make the basics work. ;)

Modifié par AngryFrozenWater, 05 septembre 2011 - 10:25 .


#346
Terror_K

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AngryFrozenWater wrote...

I like the Beth system too. It is something that I don't see BW doing. It is more complex, because it is based on a faction system. Not only did the faction matter, but also the rank within that faction and the dispostion. Based on those dialogue and behavior are generated. One character (or creature) can belong to different factions and the player also has a reputation (fame) which further complicates things. I don't see BW going that route, because Beth's system is the base for their AI used in an open world. I loved that system because, eventhough it was complex, it felt transparant and felt like I was in control. Changes to fame, faction ranks and dispositions changed the behavior of NPCs in the world around me. It was fun to make mods using that system. There was nearly no scripting involved to make the basics work. ;)


While it's true that the ship has sailed on a complete revamp this late in, I see no reason why they couldn't incorporate a system whereby certain NPCs you come across at least react based on either your Paragon/Renegade meter or on a particular choice or two you made that made Shepard famous for it. And, again, react more dynamically depending on whether you try to Charm or Intimidate them. For instance, mercenary or slaver groups may react better to Intimidates or news of Shepard doing more Renegade things, while C-Sec and other law enforcement groups would react to Charms or past Paragon actions. There even may be exceptions to this depending on the character (e.g. a hard-nosed, less by-the-book C-Sec cop may appreciate Renegade approaches more).

#347
AngryFrozenWater

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Terror_K wrote...

AngryFrozenWater wrote...

I like the Beth system too. It is something that I don't see BW doing. It is more complex, because it is based on a faction system. Not only did the faction matter, but also the rank within that faction and the dispostion. Based on those dialogue and behavior are generated. One character (or creature) can belong to different factions and the player also has a reputation (fame) which further complicates things. I don't see BW going that route, because Beth's system is the base for their AI used in an open world. I loved that system because, eventhough it was complex, it felt transparant and felt like I was in control. Changes to fame, faction ranks and dispositions changed the behavior of NPCs in the world around me. It was fun to make mods using that system. There was nearly no scripting involved to make the basics work. ;)

While it's true that the ship has sailed on a complete revamp this late in, I see no reason why they couldn't incorporate a system whereby certain NPCs you come across at least react based on either your Paragon/Renegade meter or on a particular choice or two you made that made Shepard famous for it. And, again, react more dynamically depending on whether you try to Charm or Intimidate them. For instance, mercenary or slaver groups may react better to Intimidates or news of Shepard doing more Renegade things, while C-Sec and other law enforcement groups would react to Charms or past Paragon actions. There even may be exceptions to this depending on the character (e.g. a hard-nosed, less by-the-book C-Sec cop may appreciate Renegade approaches more).

I agree that nothing is impossible. However, a system like that is a rather radical change and I think that ME3 will use ME2's functionality or something very close to it. Your proposed system would need a totally new way for BW to approach dialogue and quests. I think there is no time for that left and it is more than likely that they need that time to create content and test it with whatever system they have in place. ;)

Modifié par AngryFrozenWater, 05 septembre 2011 - 11:33 .


#348
RyuujinZERO

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Rojahar wrote...

I know some people will get defensive, perceiving all this as ME hate or something, but really, I love the ME series.


Nope, nope. This post for great justice, we have the tools but right now it's all for one purpose: Killing - being able to change the arena using biotics like you suggested would help flesh out what is otherwise a very linear shooter.

#349
Il Divo

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Terror_K wrote...

HR was streamlined, most definitely. And it worked for the most part. And that's the main difference between how Eidos Montreal handled streamlining and accessibility with HR and how BioWare handled it with ME2: the former was actually streamlined, while the latter was just dumbed-down and oversimplified.


Uhh, I'm going to disagree. If anything, both were perfect examples of streamlining. ME had little of depth to it. Notice, for example, that Deus Ex doesn't have me collecting 50 copies of every gun, nor am I required to delete those guns. There are no 1% pistol upgrades. ME2 is similar. The only depth we lost from Mass Effect was weapon-modding, which was actually more complex than Human Revolution's system since it was not impossible to obtain every single upgrade for a gun. Everything else was obscured by the incredibly weak omnigel system.

Modifié par Il Divo, 05 septembre 2011 - 01:03 .


#350
LGTX

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What was this thread about again?