I know this. And there's better gameplay to be found elsewhere so why play Mass Effect? While gameplay is the most important element when considering whether something is a video game or not you can't discount the extra "fluff" elements added to improve the experience.Shepard the Leper wrote...
jreezy wrote...
Agreed. If you're not playing for the story...then...what are you here for that you couldn't get somewhere else much better? Unless biotics are really fascinating or something.
ME are games, if you're interested in stories go to the library - you'll find thousands of much better and more exciting stories over there. The only thing the ME story does is to give a premise and purpose to the game(play) which is what games are all about - GAMEPLAY.
Action/Story/RPG Mode discussion and information
#326
Guest_Catch This Fade_*
Posté 05 novembre 2011 - 11:07
Guest_Catch This Fade_*
#327
Posté 05 novembre 2011 - 11:09
ElitePinecone wrote...
I don't think Action will pick decisions for the player - I don't have any evidence for that, but it's a gut feeling.
Why would a mode in a game about choice make choices for the player?
Ironically enough, because the player would have chosen that option.
#328
Posté 05 novembre 2011 - 11:09
Ieldra2 wrote...
For ME3, my opinion about the new modes will rest on the answer to the question: in Action Mode, will story-affecting decisions be made automatically, too? If yes, this is very, very bad, and on top of that, I'll probably have issues with the choices the game makes for the players. if no, it's an interesting new option I'll probably never use, with some potential to ruin future games, but I won't mind its presence in ME3.
Well put. I have similar thoughts about 'Action' mode.
Setting automatic conversation replies is rather vague, I'd hope that this won't involve story decisions - and I don't think it will.
#329
Posté 05 novembre 2011 - 11:11
TobyHasEyes wrote...
Well.. I daresay it will be crafted into what they think will make the best story.. random just wouldn't serve the purpose very well. Who wants to be randomly hand-led towards the worst possible ending?
I'm thinking it'll probably be go for simplicity actually (the way ME2 always went for whatever resulted in fewer people being alive for a default Shep), and will tend to use neutral dialogue options whenever available. Whether all choices are pre-made is an open question though.
#330
Posté 05 novembre 2011 - 11:13
TS2Aggie wrote...
ElitePinecone wrote...
I don't think Action will pick decisions for the player - I don't have any evidence for that, but it's a gut feeling.
Why would a mode in a game about choice make choices for the player?
Ironically enough, because the player would have chosen that option.
Have to say Elite Pinecone.. that is exactly what it says Action Mode will do. Like exactly what it says
#331
Posté 05 novembre 2011 - 11:16
ElitePinecone wrote...
Action automates some of the dialogue (we don't really know how it works yet) so people can focus on the combat. We literally have no idea how much of the conversations are automated, and which choices the player has to make in this setting.
Lol. They just have a cannon storyline and in this mode shepardt just take the "right" answers and decisions like in a shooter...
Another pathetic try "to go blockbuster" after this didnt work out in the second game.
Talking will still be to much.
Modifié par tonnactus, 05 novembre 2011 - 11:16 .
#332
Posté 05 novembre 2011 - 11:17
#333
Posté 05 novembre 2011 - 11:19
I hardly think choice will be removed from the game entirely.
And even if it were removed, it's not my place to say how people should play their game. If they want to breeze through it and have no control over the storyline, that's their prerogative. I'll stick with RPG, an so will, I suspect, most of ME and ME2's playerbase.
#334
Posté 05 novembre 2011 - 11:21
I don't know about you but I don't raid DICE forums with requests that I want more story in my Battlefield...I play the game for what it was/is an MP shooter...I don't get why ME must be cattered to all...it is a shooter/RPG hybrid and it should be played as such...story/combat/RPG should not be multilateraly exclusive...if I want to play tps I have GOW if I want to play RPG I play DA:O...
My biggest concern is that this might end up like bad caricature...good combat, fine story, mundane rpg elements but together it just won't fit
Modifié par Remus Artega, 05 novembre 2011 - 11:24 .
#335
Posté 05 novembre 2011 - 11:21
Modifié par xentar, 05 novembre 2011 - 11:22 .
#336
Posté 05 novembre 2011 - 11:23
FluffyScarf wrote...
It didn't work in the first game either.
The first game have stat based weapon damage and accuracy. No one with healthy mind who wants to attract the shooter crowd would implement this if they go that route.
#337
Guest_Catch This Fade_*
Posté 05 novembre 2011 - 11:27
Guest_Catch This Fade_*
That's implemented.tonnactus wrote...
FluffyScarf wrote...
It didn't work in the first game either.
The first game have stat based weapon damage and accuracy. No one with healthy mind who wants to attract the shooter crowd would implement this if they go that route.
#338
Posté 05 novembre 2011 - 11:28
tonnactus wrote...
The first game have stat based weapon damage and accuracy.
Weapon damage is still just as "stat based" and is even still affected by powers, which are still "stats" (as much as anything in either game could be called a "stat" in the traditional RPG sense, which is actually "not very"), and the effect of the weapon talents on accuracy in ME1 is highly overexaggerated, usually to bolster the poster's "This is what a REAL RPG is like" argument.
Modifié par didymos1120, 05 novembre 2011 - 11:30 .
#339
Posté 05 novembre 2011 - 11:30
jreezy wrote...
I know this. And there's better gameplay to be found elsewhere so why play Mass Effect? While gameplay is the most important element when considering whether something is a video game or not you can't discount the extra "fluff" elements added to improve the experience.
ME1 gameplay is pretty bad; ME2's, however, is quite good and hopefully ME3 will be even better. The thing I like about ME2 gameplay is the combination of TPS combat and special abilities. Sure there are better TPS out there, and there are also better ability-based games out there - there are, however, no (or very few) games out there that combine those things like ME does.
Charging goons and blowing their heads off with a shotguns is awesome; using tech skills to sabotage enemies and hack mechs to fight on your side for a brief moment is great fun; tossing enemies around like flies using biotics never gets old etc etc. You need to play ME games to enjoy both in one game which, consequently, results in a simplified version of both systems (the shooting- and abilities part) because it's impossible to play a 'pure' shooter and handle dozens of special abilities at the same time. The aim of ME games is (and has been) to find the best balance between those gameplay-styles which makes the OP irrelevant since it ignores the goal of the ME series completely.
ME is not about rpg versus shooter - it's about combining them into one game(play) system.
#340
Posté 05 novembre 2011 - 11:31
#341
Posté 05 novembre 2011 - 11:32
didymos1120 wrote...
Weapon damage is still just as "stat based" and is even still affected by powers, which are still "stats" (as much as anything in either game could be called a "stat" in the traditional RPG sense, which is actually "not very"), and the effect of the weapon talents on accuracy in ME1 is highly overexaggerated
Not in the early game with avengers that just have a 1 of 100 accuracy rating. Especially not with sniper rifles. Only pistols and shotguns have some decent accuracy without crouch.
#342
Posté 05 novembre 2011 - 11:33
That said, I won't touch the so called action mode - and I doubt most of you would. Again I fail to see how the existence of this mode has any impact on your personal experience if you forgo it, and stick with the so called RPG mode. Or is it really that disturbing that different people have different tastes? ME is a space opera, after all, and as such has a broad appeal. However, disliking a certain style of gameplay doesn't imply disliking the setting and story. And all ME3 does is offering different ways to play the game.
I wish more games did this.
#343
Posté 05 novembre 2011 - 11:37
I don't see a problem.
#344
Posté 05 novembre 2011 - 11:39
#345
Posté 05 novembre 2011 - 11:40
tonnactus wrote...
Not in the early game with avengers that just have a 1 of 100 accuracy rating. Especially not with sniper rifles. Only pistols and shotguns have some decent accuracy without crouch.
Oh, I thought you were referring to the talents. Well, you do know accuracy is still a stat for the actual weapons right? It just doesn't have such a large (and ridiculous, frankly, given the setting: why would such high-tech weaponry work so badly anyway?) effect anymore.
#346
Posté 05 novembre 2011 - 11:59
Given the fact that you can still play the game exactly the way you thought you would be able to two days ago, please explain how these modes hurt you in any way. Well... Any way more substantial than you just crying that bioware does not agree that your way of playing a game is the best way of playing a game.
#347
Posté 05 novembre 2011 - 12:18
Homey C-Dawg wrote...
People who don't like this seem to be tunnel-visioning in on the "action mode". Story mode is almost nothing but pure role playing, and RPG is what we're already use to. This is a simple addition that doesn't detract from the game development at all.
I don't see a problem.
ROFL no.
Story mode is not "pure role playing" its the same dumbed down rpg you get in the other modes coupled with super easy action gameplay. The rpg aspect of the game does not get better at all.
What people (willfully?) fail to understand is that every feature comes at the exclusion of an other feature. Time and money are limited resources. Also, the game picking the "correct" answers for you means that this main path will be concentrated upon in development and the decisions you can make in rpg mode either don't matter as you can't really deviate from the main path much or that other paths are simply not as developed as the main one as they expect that a lot less people play them as the main one thanks to this feature.
Modifié par Ixalmaris, 05 novembre 2011 - 12:25 .
#348
Posté 05 novembre 2011 - 12:23
#349
Posté 05 novembre 2011 - 12:24
Ixalmaris wrote...
Homey C-Dawg wrote...
People who don't like this seem to be tunnel-visioning in on the "action mode". Story mode is almost nothing but pure role playing, and RPG is what we're already use to. This is a simple addition that doesn't detract from the game development at all.
I don't see a problem.
ROFL no.
Story mode is not "pure role playing" its the same dumbed down rpg you get in the other modes coupled with super easy mode. The rpg aspect of the game does not get better at all.
What people (willfully?) fail to understand is that every feature comes at the exclusion of an ohther feature. Time and money are limited resources. Also, the game picking the "correct" answers for you means that this main path will be concentrated upon in development and the decisions you can make in rpg mode either don't matter as you can't really deviate from the main path much or that other paths are simply not as developed as the main one as they expect that a lot less people play them as the main one thanks to this feature.
We can safely assume the less developed paths will be the Renegade ones.
#350
Posté 05 novembre 2011 - 12:27
Ixalmaris wrote...
What people (willfully?) fail to understand is that every feature comes at the exclusion of an ohther feature. Time and money are limited resources. Also, the game picking the "correct" answers for you means that this main path will be concentrated upon in development and the decisions you can make in rpg mode either don't matter as you can't really deviate from the main part much or that other parts are simply not as developed as the main one.
Time and money are limited, yes.
You're wilfully misunderstanding that all three modes are the same thing.
Story changes the difficulty and Action changes the way conversations work. That's it. The use of extra resources for these two things is infintesimal. Adding an extra difficulty setting and some programming so dialogue is autoselected? Trivial in terms of total project resources,
Also, the game picking the "correct" answers for you means that this main path will be concentrated upon in development and the decisions you can make in rpg mode either don't matter as you can't really deviate from the main part much or that other parts are simply not as developed as the main one."
Explain to me where it's been said Action makes decisions for the player.
Explain to me where it's been said these decisions, even if they exist, would be considered 'correct'.
Explain to me where Bioware have said they're focusing on only one conversation path.
Explain to me where Bioware have said they aren't providing branching options.
Have you seen the demo?
Modifié par ElitePinecone, 05 novembre 2011 - 12:28 .





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