Terror_K wrote...
Vegos wrote...
RiouHotaru wrote...
Again with the "making optional game modes is resources wasted" argument. Didn't this get dubunked well over 20 pages back? It takes VERY little time to program in script triggers that automate dialog choices and just apply the script to the game.
I think you use the word "debunked" pretty liberally.
I think these people who say how quick and easy it is haven't done programming themselves. Aside from the fact that one of the devs stated it was still getting tweaked now, they have to analyse the whole game and tweak it, including all the variations, and decide how everything is set for each mode. Then there's testing and QA too, because we woudn't want these game modes to result in accidental tags that end up with an error whereby a decision that should be present is cut out of the game entirely because it was flagged as being skipped even on "full decisions" mode or something like that (remember what happened when flags didn't set properly with Conrad Vener in ME1).
Anybody who's actually done programming and worked on building a system, even a simple one, should know that it really isn't quite as simple as, "an afternoon's worth of coding and that's it."
Sure. But this doesn't use any art assets, any of the voiceover budget, any of the AI programming (save for adjusting the difficulty), any music, sound effects, writing or cinematics. Dialogue already contains embedded paragon and renegade tags and Bioware's telemetry already shows that each dialogue option has a unique ID.
There'd need to be tweaking and testing, obviously, but automating the progression of cutscenes isn't an overly demanding task. Possibly not an afternoon's work, but not months either.
It's a miniscule gameplay system in compaison to the rest of the game, and it has a pretty obvious (and arguably worthy) goal of making Mass Effect 3 less intimidating to people who have never played it, or easier for people who are on repeat playthroughs.
What could the programming team do with those extra few zots if they hadn't done this? Buggered if I know. But not much - and clearly, Bioware thinks that giving players gameplay options is a good thing. It's why we have things like difficulty levels, after all.
You might strongly disagree with the entire mindset behind it - namely, making the game playable for people who aren't you or people like you - but Bioware are going to do it because it means more people can play their game.
Also, remember that choosing a mode doesn't make it permanent for that playthrough. It's entirely flexible - switching from automatic and manual conversations is done in the options menu, ditto with difficulty.