Mi-Chan wrote...
Random citizen wrote...
To some people, "gameplay screwing over the lore" negates the possibilities of having a good time. Thats why you need to have good gameplay that does not. Then everyone (well..) is happy.
Another thing worth noting is that you can't really please everyone. Some people prefer lore over gameplay.
I think that these things are largely the effects of failure to, or non-interest in integrating these two elements.
I Imagine very few people cares about one thing over another. Someone who is caring about story does
want their immersion broken by displays of in-game action that defies the story. Someone who cares more about gameplay does not want the story setting to be one that result in boring game play.
Some gameplay over lore. I personally prefer not having to move out of the way when hit by a warp (ducking into cover is much more convenient), Not to die the nano-second my shields drop, not go into a coma when I overdose on Medigel (I use it a LOT.), and I like being able to use my biotics more than two or three times during a mission. All weapons also have auto-targetting lore-wise, so you should be able to point it in the general direction of the enemy, wait a few seconds and then unload for great justice.
Why would you need to move ”out of the way” when hit by a warp? Does ducking into cover go against lore? Then its poor lore indeed. Do lore demand you die when shields go down? Is the armor good for nothing? (of course unarmored targets should generally go down with one shot)
Overdosing on medigel sounds interesting and it sounds it would ad to gameplay (sort of like the Wither potions) Auto targeting, did ME1 and ME2 not have that already? In any way skilled assisted manual targeting could allow players to hit specific areas of an opponent for more damage, you know, advanced head shots and so on.
This is the game when based around the lore, for good or bad.
When based around game mechanics, warp deals damage instead of permanently ripping stuff apart in a specific spot (See; Mass Effect: Retribution), I prefer using Singularity to hold enemies and biotic combos rather than it engulfing the person it hits, I prefer having to aim the gun manually and use my own skill to win battles and so on.
My guess is that if it was done correctly to begin with, you would either not miss these features, or these features would have been part of the lore.
This is entirely subjective, and I won't try to convince anyone to agree with me, and I respect their viewpoints.
It's like apples and oranges. You might firmly believe that apples taste better, so when I try to convince you that oranges taste better because I think so, well... I won't have much luck doing so.
Let's not become hostile in this thread and let it be a civilized discussion instead. 
Its not about apples or oranges, its about how to bake an "apple and orange pie" without buring it in the oven or making either the apples or oranges taste bad. Some people might not like an apple-and-orange pie, but that is what you get if you treat the elements you have seriously. Mass effect was hardly concieved as primarly a shooter. I hope I have not come across as hostile.
My intention is mearly to inform you of what I have come to learn and understand. No its not the final word on these things, but I do find lots of developers trapped in an unfortunate paradigm based on, from my perspective, dated understanding and practices.
Modifié par Random citizen, 26 décembre 2011 - 07:51 .