"I didn't like all of the talking"
#51
Posté 16 mars 2012 - 07:49
@Hunter - the forced friendships started in ME2 with Me1 squad members. The same happens in Me3 except with the ME2 squadmates this time. You weren't forc to be friends with them during ME2, which is why it breaks character. You could choose to be friends or not with most of the crew.
-Polite
#52
Posté 16 mars 2012 - 07:51
#53
Posté 16 mars 2012 - 07:56
PoliteAssasin wrote...
@Hunter - the forced friendships started in ME2 with Me1 squad members. The same happens in Me3 except with the ME2 squadmates this time. You weren't forc to be friends with them during ME2, which is why it breaks character. You could choose to be friends or not with most of the crew.
-Polite
I was never given the option...
#54
Posté 16 mars 2012 - 07:59
I also miss the elevator chats a bit...
#55
Posté 16 mars 2012 - 08:01
#56
Posté 16 mars 2012 - 08:02
#57
Posté 16 mars 2012 - 08:08
So what do you gain by ripping out the RPG elements until it can barely be called an RPG anymore? Nothing. In the end you lose the fans who loved you for your RPG's, and the casuals who you're catering to will stick to their Gears of War and Call of Duty.
#58
Posté 16 mars 2012 - 08:10
#59
Posté 16 mars 2012 - 08:10
Let me blow your mind. According to 360voice, my most played game is Super Street Fighter 4 and my second most played game is Dragon Age Originsphouria wrote...
No matter what, i could not get a FPS'er to really enjoy ME1 or ME2. It's too slow for them. It's the same of grabbing someone who just plays street fighter and shove them in front of a game like Kotor. wont work.
#60
Posté 16 mars 2012 - 08:11
Arkitekt wrote...
Jesus Christ the drama, the horror. I can't stand these people.
How about the people who have grips with the endings.
I feel for Polite and Terror K but there are slightly bigger fish to fry right now.
#61
Posté 16 mars 2012 - 08:20
#62
Posté 16 mars 2012 - 08:20
No, the idea that good storytelling involves sitting and watching cutscenes with little in the way of gameplay or player input is what's wrong with gaming.Esquin wrote...
Your friend is what's wrong with gaming.
1) This is the no spoiler section. We should avoid talking about the ending.Hunter of Legends wrote...
I feel for Polite and Terror K but there are slightly bigger fish to fry right now.
2) There are dozens of threads in which you can talk about the ending. If that's what you want to talk about, go to one of them.
3) The idea that we can *only* talk about the ending is ludicrous. Even if the ending included Casey Hudson stepping out of the computer screen and murdering the player's dog, suggesting that the ending is the only thing of worth for discussion would still be ludicrous.
Have you tried replaying and using different dialogues or are you guessing? I'm seeing far more variation in conversation than in ME 1 or ME 2.PoliteAssasin wrote...
@Hunter - ME1 has a few instances where all choices lead to one, but those are for dialogue that has to be said. For example, to the council: you're wrong! Or I've seen them! Or The reapers are real! But there are MANY instances where even small lines such as introductions, or questions, are entirely different based on which choice you chose, paragon, neutral, or renegade. It offered a much richer dialogue experience. I'm going to miss that going into Me3 straight from 1 and 2.
-Polite
Modifié par Maria Caliban, 16 mars 2012 - 08:28 .
#63
Posté 16 mars 2012 - 08:45
Maria Caliban wrote...
BioWare does love their unskipable cut-scenes.
kids like to push buttons and might miss a cut scene they wanted to see.
PoliteAssasin wrote...
Even with the improved combat, this
GoW fan still wasn't interested in Mass 3. So why not gear your games
towards the people who would be interested in it.
So your one story about one fan should make Bioware consider your opinion? lol. You obviously believe that Bioware should go back to their roots, but yet here you are am I right? They didn't lose you did they? Your idea is flawed
#64
Posté 16 mars 2012 - 09:38
Actually I disagree with this statement. If "autodialogue" is what I think you mean then it's not for the so-called "shooter crowd", I believe the so-called "autodialogue" was inserted for another reason entirely, then again I don't like to voice opinions without having first hand knowledge, so I'll reserve judgement till I actually see the game...PoliteAssasin wrote...
@Esquin - no need to apologize. I found myself getting mad at him as well. Bioware stripped out dialogue control for players like him, and he's still not even interested in it. I just don't get it.
-Polite
*Looks at retailer store* Because I'm going to see it soon right...
EDIT: Retailer: Yes, you are! Soon!
Me:
Seriously I recieved it about an hour after writing this post... XD
Modifié par Pride Demon, 16 mars 2012 - 01:06 .
#65
Posté 16 mars 2012 - 10:00
#66
Posté 16 mars 2012 - 10:00
That said, if Bioware were to do a semi-defined protagonist in the future (ala Geralt of Rivia), i'd be fine with that much auto-dialogue. There just needs to be more dialogue choice, and not two bloody options.
#67
Guest_XxTaLoNxX_*
Posté 16 mars 2012 - 10:03
Guest_XxTaLoNxX_*
#68
Posté 16 mars 2012 - 10:08
PoliteAssasin wrote...
That's why he still doesn't like it. The videos he was watching was of action mode, and it's 99% the same except for the parts in RPG mode where you make a plot decision. Controlling dialogue isn't what's pushing the shooter crowd away, it is the dialogue. My only fear is that they'll start to sacrifice story for gameplay next.
-Polite
Which totally kills the RPG of Bioware if they do
#69
Posté 16 mars 2012 - 10:15
ME1 is definitely more open ended. Although it's getting a bit boring visiting planet after planet with the same copy/paste bunker (I loved it 4 years ago but now I`m spoiled). But still give the game more a feeling of exploration rather than a controlled linear path you have to follow.
But nman . I forgot how much I hated it when someone used throw on you in ME1 . You just splash on the ground. Also because of the more open ended nature of ME1 it's actually used physic on different object like crate etc.
But my biggest surprise that I had forgotten it's when I oepened the Squad /equipement menu. I than realized how much they streamlined this in their 2 last game. It's just insane.
#70
Posté 16 mars 2012 - 10:17
ME3 was pretty schizophrenic in this regard. On one hand it seemed to want to throw up combat at every opportunity and not linger too much on conversation, but on the other hand what little conversation there was there was a chore to find, forcing players to run both the Normandy and The Citadel top to bottom to the point of becoming sick of scouring two locations than in the previous two games were highlights for dialogue and non-combat fans. As a person who loved the original Citadel to the point of almost never using rapid transit, I'm actually curious what players who thought the ME1 Citadel was tedious to run about too much thought of ME3's one, because I quite frankly thought I'd never tire of The Citadel... and yet in ME3 I did. It was nice and big and felt like The Citadel again, but the execution of it was highly questionable, despite fun additions like squaddies being littered around the place.
#71
Guest_XxTaLoNxX_*
Posté 16 mars 2012 - 10:23
Guest_XxTaLoNxX_*
Terror_K wrote...
littered around the place.
And that's all anything was in The Citidal this time around. Litter.
#72
Posté 16 mars 2012 - 10:28
BUT: because game mediums are different, they have their own target audiences. People go to those mediums for certain elements. It's dangerous work trying to snag a second demographic when, if that demographic was interested in the product's base appeal, they would already be trying it.
Look at tell of PoliteAssassin's friend disregarding Mass Effect (an RPG) as 'too talky', without much fast-paced flow from one harrowing battle to the next. Perhaps he was looking for a test of his reflexes, or the chance to prove his accuracy, and the dialogue gets in the way of that while he's raring to go?
The only way to appeal to people of demographic X (especially in an already established series with a rep for being Genre Y) is to make it Genre X. Which automatically makes demographic Y resent the product.
RPGs have starting trying to blend with action - a GenreXY mix - and to a DEGREE this has worked. However the main part of RPG is the RP - role play. If the character is preset, always feel the same, responds in set way and/or is locked into a particular fighing style/class, that, I would say, means it is not an RPG. It is a game (FPS, TPS, whatever) with levelling and upgrading elements, perhaps, but without a role, there is no play.
Railroading Shepard's dialogue and behaviour (apparent even without using Action mode) has had a serious impact on the "RP" part of RPG. Unfortunately, since there is still plenty of dialogue and unskippable cutscenes, no one is pleased - TPS crowds are irked by the constant wordy interruptions and RPG users are frustrated they do not have 'control' of their character.
#73
Posté 16 mars 2012 - 10:31
Kinda disappointed with the conversations, but the speeches where good.
#74
Posté 16 mars 2012 - 10:34
It's where you set the difficulty level (Options - Gameplay I think); the setting is labeled "Narrative".jreezy wrote...
Something must be wrong with my copy of ME3 because I haven't even seen RPG, Story, and Action mode options.
#75
Posté 16 mars 2012 - 10:43
if you import it dosnt give you the option for some reasonSundance31us wrote...
It's where you set the difficulty level (Options - Gameplay I think); the setting is labeled "Narrative".jreezy wrote...
Something must be wrong with my copy of ME3 because I haven't even seen RPG, Story, and Action mode options.





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