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Why Give Players So Much Control over shepard From Mass Effect 1 and 2 and then towards the end of 3 take it away?


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#1
LiarasShield

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Why allow the players to be able to customize shepard to make him or her do the actions that the player or the person would probably do why give us mostly the free rain to be ourselves wether trying to save everybody or destroy everybody in mass effect 1 and 2 our how our choices change or alter certain events and then take it away at the end of mass effect 3


What if shepard didn't want to die what if he or she would've sacrificed someone else or not choose the catalysts options

What if shepard wanted to find another way?


Also if all player choices or previous actions are rendered pointless then I'm curious why control is a option when shepard was fighting against the illusive man the entire time about how it was a bad idea or how control wouldn't work that we have to destroy the reapers and how the reapers are having us fight among each other instead of fighting them so why would shepard automaticlly pick the choice that he or she argued with the illusive man during the course of the entire game


Also if all choices are only you die options then it is the illusion of a choice  because what if shepard wants to live or tries to fight back

Their not really choices cause you can't decide wether to really live or die or wether to do what the catalyst says or oppose it

#2
The Revolut

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We've been wondering the same thing for over three months, now.

Have you listened to the podcast? It states, almost verbatim, that this was by design.

#3
adiorocks

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The Revolut wrote...

We've been wondering the same thing for over three months, now.

Have you listened to the podcast? It states, almost verbatim, that this was by design.


Bad design.

#4
Baa Baa

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adiorocks wrote...

The Revolut wrote...

We've been wondering the same thing for over three months, now.

Have you listened to the podcast? It states, almost verbatim, that this was by design.


Bad design.

God awful design

#5
LiarasShield

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No I haven't checked the podcasts very much are they any helpful?

Modifié par LiarasShield, 24 juin 2012 - 06:17 .


#6
The Angry One

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Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.

#7
Baa Baa

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LiarasShield wrote...

No I haven't checked the podcasts very muh are they any helpful?

It's best to stay away from them. They'll only make you angry, Casey and Mac haven't changed a bit

#8
The Angry One

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Baa Baa wrote...

LiarasShield wrote...

No I haven't checked the podcasts very muh are they any helpful?

It's best to stay away from them. They'll only make you angry, Casey and Mac haven't changed a bit


I couldn't even sit through them. The sheer ego and amounts of missing the point is staggering.

#9
Krogangreetings

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it's cheaper and easier to tell a story than make one that's crafted by the player

#10
Jonata

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The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.


Rannoch and Tuchanka are wonderful ends to some of the most important storylines of the trilogy. They ended the Genophage and the Geth/Quarian War with moments of sheer beauty. ME3 is not a failure until the very end, so the lack of Karpyshyn's writing didn't crippled the game.

#11
CroGamer002

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Krogangreetings wrote...

it's cheaper and easier to tell a story than make one that's crafted by the player


And yet they miserably failed at that.

#12
The Angry One

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Jonata wrote...

The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.


Rannoch and Tuchanka are wonderful ends to some of the most important storylines of the trilogy. They ended the Genophage and the Geth/Quarian War with moments of sheer beauty. ME3 is not a failure until the very end, so the lack of Karpyshyn's writing didn't crippled the game.


Rannoch and Tuchanka were not written by Mac Walters, but by Patrick Weekes and John Dombrow, writers who actually cared about, knew and respected the world of Mass Effect.

Walters is responsible for things like the intro, the ending, Vent Boy and Kai Leng.

#13
LiarasShield

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Well the loss of drew may have hurted the team some he definitly did some good or decent writing for the previous mass effects and was the ending any of drew karpshyns writing or was it only casey and macs writing?

#14
kookie28

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The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.



#15
Taboo

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kookie28 wrote...

The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.



#16
Baa Baa

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Taboo-XX wrote...

kookie28 wrote...

The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.



#17
Leafs43

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Because Mac Walter's decided that his artistic vision is more important than the players.

#18
thisisme8

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It's because the scope of the story doesn't allow very much control if any form conclusion that can be represented via ending cutscene occurs. It's basic logistics, really.

#19
JamieCOTC

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It seems to have been many things.

from Patrick Weekes Twitter ...

autodialog a bit different. Partly to make it easier to do so many scenes, yes...
https://twitter.com/...830019866210304

...but also to get more natural dialog. Hard to make impactful, player-involved scene when you pick each line.
https://twitter.com/...830230780973056

We're looking at reception. I can see times I wish we'd had another choice -- but also times choices we HAD clunked the scene.
https://twitter.com/...830519156150272

did you play LotSB? Tried middle ground, using interrupts to take over conversation. Problem: people missed 'em. :(
https://twitter.com/...834018644340736

always after interface that balances player control, ability to make fast, emotional, cinematic scenes. Never perfect. Yet. :)
https://twitter.com/...834845899489280

#20
DRTJR

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The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.

That the two work better together,
BUT if I had to chose one or the other with a gun to my head I'd pick Drew.

#21
LiarasShield

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The Angry One wrote...

Jonata wrote...

The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.


Rannoch and Tuchanka are wonderful ends to some of the most important storylines of the trilogy. They ended the Genophage and the Geth/Quarian War with moments of sheer beauty. ME3 is not a failure until the very end, so the lack of Karpyshyn's writing didn't crippled the game.


Rannoch and Tuchanka were not written by Mac Walters, but by Patrick Weekes and John Dombrow, writers who actually cared about, knew and respected the world of Mass Effect.

Walters is responsible for things like the intro, the ending, Vent Boy and Kai Leng.



Well kai leng was explained in the mass effect deception book about grace and her trying to get revenge against the illusive man for causing the death of her father at grissom academy


Don't know if mac wrote the book but I think hudson did

#22
Fireblader70

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The Angry One wrote...

Jonata wrote...

The Angry One wrote...

Mass Effect lead writer: Drew Karpyshyn
Mass Effect 2 lead writers: Drew Karpyshyn and Mac Walters
Mass Effect 3 lead writer: Mac Walters

Draw your own conclusions.


Rannoch and Tuchanka are wonderful ends to some of the most important storylines of the trilogy. They ended the Genophage and the Geth/Quarian War with moments of sheer beauty. ME3 is not a failure until the very end, so the lack of Karpyshyn's writing didn't crippled the game.


Rannoch and Tuchanka were not written by Mac Walters, but by Patrick Weekes and John Dombrow, writers who actually cared about, knew and respected the world of Mass Effect.

Walters is responsible for things like the intro, the ending, Vent Boy and Kai Leng.


But those two writers agreed with the rest of the plot and chimed in, yes?

#23
Arturia Pendragon

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Jonata wrote...

Rannoch and Tuchanka are wonderful ends to some of the most important storylines of the trilogy. They ended the Genophage and the Geth/Quarian War with moments of sheer beauty. ME3 is not a failure until the very end, so the lack of Karpyshyn's writing didn't crippled the game.

The lead writer's job is to construct the overall story structure. They create the walls that their team fills with all the good stuff. Mac Walters created the beginning and end, allowing his team to fill the rest of the story with their talent. Rannoch and Tuchanka are two instances of this.

This is why I DO NOT want Patrick Weekes to become the next BioWare lead writer. I want him doing what he's always done, filling in the story with all the good stuff, not stuck behind a desk doing paperwork and attending meetings.

#24
thisisme8

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Leafs43 wrote...

Because Mac Walter's decided that his artistic vision is more important than the players.


In storytelling, the writer's final vision is actually more important than the reader/player's.  If they wanted to come up with an ending to satisfy the players, they would have to create hundred's of different endings to satisfy all the different expectations from players around the world and that is not feasable.

Sorry it didn't go how you wanted it, but if it bugs you so much, then it's really just a matter of first world problems.  You'll be fine.

#25
Fireblader70

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JamieCOTC wrote...

It seems to have been many things.

from Patrick Weekes Twitter ...

autodialog a bit different. Partly to make it easier to do so many scenes, yes...
https://twitter.com/...830019866210304

...but also to get more natural dialog. Hard to make impactful, player-involved scene when you pick each line.
https://twitter.com/...830230780973056

We're looking at reception. I can see times I wish we'd had another choice -- but also times choices we HAD clunked the scene.
https://twitter.com/...830519156150272

did you play LotSB? Tried middle ground, using interrupts to take over conversation. Problem: people missed 'em. :(
https://twitter.com/...834018644340736

always after interface that balances player control, ability to make fast, emotional, cinematic scenes. Never perfect. Yet. :)
https://twitter.com/...834845899489280


From this I gather that the actual cinematic story and gameplay was more of a priority than player control. Which is a bit of a shame, but I can handle it.