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What pecentage of ME3 gameplay is shooting in corridors?


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169 réponses à ce sujet

#1
argonian persona

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Can BioWare give the fanbase and potential customers an idea how much of the game will be spent shooting in corridors?

#2
JonnyOwen

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I want to know how much of the game will be spent having fire fights in classy Antique Stores.

Modifié par JonnyOwen, 07 janvier 2012 - 01:39 .


#3
MordinKrios

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Most of it sadly. Cover based shooting for most of the game i reckon. (apart from that gun turret bit we saw in the trailer)

#4
argonian persona

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I wish BioWare would answer this question, and answer it honestly.

#5
Genshie

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Jack's recruitment mission wasn't in corridors and neither was Grunt's loyalty mission, Zaeed's loyalty, Thane's recruitment (you fought a on bridge for christ sake), Kasumi's loyalty, Jacob's loyalty, Garrus' loyalty, Samara's loyalty, and the list goes on. Don't exaggerate because it makes you look like a fool. There were plenty of animation sequences in the trailers for ME3 we have seen where you are fighting outside.

#6
Dean_the_Young

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Well, someone doesn't understand what a corridor is from a game play perspective.

#7
SNascimento

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This topic feels wrong. Like if the question is not what the topic is about... wierd huh?

#8
RoboticWater

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argonian persona wrote...

I wish BioWare would answer this question, and answer it honestly.


They can't really do this, just like very other game can't really do this. Every game is different to each player, for some TPSs may be second nature for them and they'll beat every level in a heartbeat, for others it can take much longer. As of yet the gaming industry has not found the perfect average gamer who is not too good or bad at every game (s)he plays. 

To put this in your terms; I can run through one of Skyrrim's dungeon corridors in about 15-30 minutes depending on how hard it is, my sister takes about an hour-hour and a half to do the same thing.

And to answer your real question, every game has corridors where most of the game's action and story-telling take place. Some corridors may seem bigger than others but they all serve the same purpose, leading the player down a linear path for an optimal story experience.
 

Modifié par BlahDog, 07 janvier 2012 - 01:56 .


#9
JeffZero

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What a rad dude.

#10
Genshie

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Dean_the_Young wrote...

Well, someone doesn't understand what a corridor is from a game play perspective.

 Because all non-sand box games don't have you running one set path on a mission right? And even then once you get into a certain main plot mission your stuck on that set patch until you are finished. Batman Arkham City, Infamous, and even Skyrim had missions where you were doing the exact same crap so don't bull**** me.

Modifié par Genshie, 07 janvier 2012 - 01:56 .


#11
essarr71

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Dood! Life is just one big corridor!

#12
MordinKrios

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I think he means...how much combat will be cover based shooting? No vehicles section as we know of. so will it be like ME2...a tad repetitive.

#13
Dean_the_Young

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Genshie wrote...

Dean_the_Young wrote...

Well, someone doesn't understand what a corridor is from a game play perspective.

 Because all non-sand box games don't have you running one set path on a mission right?

Never said that.

And even then once you get into a certain main plot mission your stuck on that set patch until you are finished.

Never said that either.

Though you are rather validating the quote at this point.

#14
Genshie

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MordinKrios wrote...

I think he means...how much combat will be cover based shooting? No vehicles section as we know of. so will it be like ME2...a tad repetitive.

See that is a better explanation. Most TPS/Shooters are a tad repetitive hence the rpg/story being there to keep you going.

#15
Shepard the Leper

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ME's gameplay system is limited by the effective range of powers. Designing huge open areas breaks the entire combat system so that isn't a feasible option. The best Bioware can do is create well designed maps that do allow flanking moves for both the player and the AI.

#16
Genshie

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Dean_the_Young wrote...

Genshie wrote...

Dean_the_Young wrote...

Well, someone doesn't understand what a corridor is from a game play perspective.

 Because all non-sand box games don't have you running one set path on a mission right?

Never said that.

And even then once you get into a certain main plot mission your stuck on that set patch until you are finished.

Never said that either.

Though you are rather validating the quote at this point.

You don't need to say it to blantaly say without saying the direct words.  And you edit my post instead of using its entirity. I meantion games like Skyrim and Batman Arkham city which have the same issues just in a different perspective, stuck in a room, corridior, and or space until you clear out the area to move forward. This concept has always been used and I doubt we will be seeing changes anytime soon to it.

In other words it is all about PRESENTATION! And how you display it that makes the difference. 

Modifié par Genshie, 07 janvier 2012 - 02:01 .


#17
Ticktank

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Genshie wrote...

Jack's recruitment mission wasn't in corridors and neither was Grunt's loyalty mission, Zaeed's loyalty, Thane's recruitment (you fought a on bridge for christ sake), Kasumi's loyalty, Jacob's loyalty, Garrus' loyalty, Samara's loyalty, and the list goes on. Don't exaggerate because it makes you look like a fool. There were plenty of animation sequences in the trailers for ME3 we have seen where you are fighting outside.


Hey its one of them regular BW balls carriers.

You QQ'ed and wailed 24/7 for days after the leaks appeared on the forums, and vowed to stay away until release day. Welcome back nonetheless.

#18
RoboticWater

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Shepard the Leper wrote...

ME's gameplay system is limited by the effective range of powers. Designing huge open areas breaks the entire combat system so that isn't a feasible option. The best Bioware can do is create well designed maps that do allow flanking moves for both the player and the AI.


ME is actually not limited by the range of powers. While powers are slow and tend to be used in CQC fighting, it would be quite simple for Bioware to make them faster and much more useful at range. What does keep the maps small is the limiitation in technology. You can't have a ton of enemies calculating their all their AI at the same time, it kills the game, so Bioware must make the map smaller to accommodate this. Other things like level streaming come into mind here as well because UDK doesn't do things like that well either. But you must also consider the cover portion of ME. If Bioware put in huge maps, it would require them to put a lot of very conveinient boxes so people could effectively utilize the cover system. 

Modifié par BlahDog, 07 janvier 2012 - 02:07 .


#19
Dean_the_Young

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Genshie wrote...

Dean_the_Young wrote...

Genshie wrote...

Dean_the_Young wrote...

Well, someone doesn't understand what a corridor is from a game play perspective.

 Because all non-sand box games don't have you running one set path on a mission right?

Never said that.

And even then once you get into a certain main plot mission your stuck on that set patch until you are finished.

Never said that either.

Though you are rather validating the quote at this point.

You don't need to say it to blantaly say without saying the direct words.

True, but I wasn't saying it non-blatantly either. I wasn't saying anything of the sort: you put a strawman for me.


And you edit my post instead of using its entirity.

Because it's easier to address points point by point.

I meantion games like Skyrim and Batman Arkham city which have the same issues just in a different perspective, stuck in a room, corridior, and or space until you clear out the area to move forward. This concept has always been used and I doubt we will be seeing changes anytime soon to it.

Which is how I know you don't understand what a corridor is from a game play perspective.

In other words it is all about PRESENTATION! And how you display it that makes the difference. 

True, but not in the way you think it is.

#20
Alex_SM

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The point shouldn't be about "how much combat will there be", but "how will that combat be". A full-combat game can be very variated or extremely repetitive, depends on how levels are designed.

ME2 had some good, some bad. But there wasn't, for example, a memorable one like the helicopter hunt in Half Life 2, or its first mission, running and hiding without weapons. In BW games you are always hunting the AI, never the opposite. You are always the one taking the initiative and treatening them, never the opposite.

It's always "kill the enemies until there's no one left, then advance to next room". It would be very nice to have some more variated missions. 

Modifié par Alex_SM, 07 janvier 2012 - 02:18 .


#21
Genshie

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Dean_the_Young wrote...

Genshie wrote...

Dean_the_Young wrote...

Genshie wrote...

Dean_the_Young wrote...

Well, someone doesn't understand what a corridor is from a game play perspective.

 Because all non-sand box games don't have you running one set path on a mission right?

Never said that.

And even then once you get into a certain main plot mission your stuck on that set patch until you are finished.

Never said that either.

Though you are rather validating the quote at this point.

You don't need to say it to blantaly say without saying the direct words.

True, but I wasn't saying it non-blatantly either. I wasn't saying anything of the sort: you put a strawman for me.


And you edit my post instead of using its entirity.

Because it's easier to address points point by point.

I meantion games like Skyrim and Batman Arkham city which have the same issues just in a different perspective, stuck in a room, corridior, and or space until you clear out the area to move forward. This concept has always been used and I doubt we will be seeing changes anytime soon to it.

Which is how I know you don't understand what a corridor is from a game play perspective.

In other words it is all about PRESENTATION! And how you display it that makes the difference. 

True, but not in the way you think it is.

You know what is funny I can say the same thing to you about your definition. "True, but not in the way you think it is"= that sentence is alone is a complete opinion. So in other words I can say you don't know the what hell your talking about either. Like I said its all about perspective. And alright I will bite what is YOUR opinion/definition of fighting in a corridor since it seems YOU know exactly what it is.

Modifié par Genshie, 07 janvier 2012 - 02:21 .


#22
Homey C-Dawg

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I expect a lot of what we saw in the Sur'kesh/Earth demos.

#23
RoboticWater

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Dean_the_Young wrote...

]Which is how I know you don't understand what a corridor is from a game play perspective.

True, but not in the way you think it is.


Well, by all means tell us what corridors are. If you reamin ellusive and call people ignorant it doesn't help anyone, if anythinhg it just makes people skeptical about if you even do know what you're talking about. 

Modifié par BlahDog, 07 janvier 2012 - 02:18 .


#24
Shepard the Leper

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BlahDog wrote...

Shepard the Leper wrote...

ME's gameplay system is limited by the effective range of powers. Designing huge open areas breaks the entire combat system so that isn't a feasible option. The best Bioware can do is create well designed maps that do allow flanking moves for both the player and the AI.


ME is actually not limited by the range of powers. While powers are slow and tend to be used in CQC fighting, it would be quite simple for Bioware to make them faster and much more useful at range. What does keep the maps small is the limiitation in technology. You can't have a ton of enemies calculating their all their AI at the same time, it kills the game, so Bioware must make the map smaller to accommodate this. Other things like level streaming come into mind here as well because UDK doesn't do things like that well either. But you must also consider the cover portion of ME. If Bioware put in huge maps, it would require them to put a lot of very conveinient boxes so people could effectively utilize the cover system. 


You are right about the technical limitations, but powers are the heart of ME's combat system and they cannot be used beyond a certain range.

Perhaps the most important reason why the Mako has been removed in ME2 is because it ruined the combat system. ME1 has an awful lot of situation where your only option is to use the Mako gun which basically changed gameplay into a poorman's Space Invaders (use your mobile turret to shoot the stationarry ones). It made your class, squad, weapons and powers completely irrelevant. To make the system work, enemies must be within range for caster to use their abilties, for Vanguards to Charge and so on.

Situation that can only be tackled with a sniper rifle, for example, either gimp everyone not carrying a sniper rifle or it turns things into a "snipe the enemy" minigame. Both options are terrible.

#25
Phaedon

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Actually, I have just read the story leaks, and in the final mission, the final twist, Shepard is revealed to actually by a corridor where people shoot things by him/herself.

Pretty deep stuff.