Aller au contenu

Photo

I dont even consier ME3 a true RPG


  • Veuillez vous connecter pour répondre
308 réponses à ce sujet

#151
Klijpope

Klijpope
  • Members
  • 591 messages
I've just finished Mass Effect 1 again, about 20 minutes ago. One thing is absolutely clear - there is far, far more dialogue, in ME3 than in ME1, even if you only count the stuff in dialogue trees. All the crewmate conversations sputter out fairly quickly, with most of them just getting another option on the tree to ask about, followed by a fairly linear conversation. Garrus spends most of the game just saying thankyou.

There's at least double the interactions with your squadmates in 3 than there was in 1, and that's not counting auto-dialogue instances.

Basically, what the OP is saying is that ME1 feels like KOTOR in spirit, which it does. ME3 moves on from that. Since there is no definition of an RPG that even a minority can agree on, BW have tried to evolve it as a story-telling medium. Just because it does not resemble the past, does not make it "just a shooter". The old format was really getting creaky anyway.

You do realise ME1 does not really have dialogue to speak of. Every other line out of Shepard's mouth is " Tell me about...". It's more an exposition delivery system.

Modifié par Klijpope, 23 juillet 2012 - 02:35 .

  • KotorEffect3 aime ceci

#152
rapscallioness

rapscallioness
  • Members
  • 8 042 messages
Well, I don't care what you want to call it. What category it is. All I know is I wanted to do some more exploration type quests.

Like when we had to retrieve those items for the Volus, or Elcor, or whatever. I was really hoping...and yes, expecting, that at least a few of them would be where we had to actually Land on the planet and retrieve the items.

Heck, they even had that in ME2. You're scanning planets, chilling out--then Bam!---it's something down there. You've gotta go down there. And you have no idea what you're walking into.

I liked that.

And the auto dialogue. Which to me means I press one line and the PC rambles on. And on. And on. Dear God, please BW, no more of that. I beg you. And put some more dialogue choices in there.

I mean really.

And I liked being able to find some good armor out in the field and know I could slap it on one of my team mates. I liked that.

I'm not an RPG purist by any means. And I'm not big on the sandbox thing. It's alright. I have some fun with it. But there are certain things I would like to have, or have back, in BW games.

#153
Terror_K

Terror_K
  • Members
  • 4 362 messages

Klijpope wrote...

I've just finished Mass Effect 1 again, about 20 minutes ago. One thing is absolutely clear - there is far, far more dialogue, in ME3 than in ME1, even if you only count the stuff in dialogue trees. All the crewmate conversations sputter out fairly quickly, with most of them just getting another option on the tree to ask about, followed by a fairly linear conversation. Garrus spends most of the game just saying thankyou.

There's at least double the interactions with your squadmates in 3 than there was in 1, and that's not counting auto-dialogue instances.

Basically, what the OP is saying is that ME1 feels like KOTOR in spirit, which it does. ME3 moves on from that. Since there is no definition of an RPG that even a minority can agree on, BW have tried to evolve it as a story-telling medium. Just because it does not resemble the past, does not make it "just a shooter". The old format was really getting creaky anyway.

You do realise ME1 does not really have dialogue to speak of. Every other line out of Shepard's mouth is " Tell me about...". It's more an exposition delivery system.


ME3's problem with dialogue wasn't a lack of dialogue as a whole, but a lack of dialogue choices. There was plenty of dialogue within the game, especially when you factor in the conversations between crew members and things like the Blasto Advertisement. The problem was you barely got to have a say in what was being said.

When it comes to dialogue, it's actually ME2 you should be looking at rather than ME1. It was the game that gave you plenty of interactions with your crew and plenty of dialogue choices, interruptions, charm/intimidate opportunitites, etc. And even if ME1's squad conversations did dry up fairly quickly, but I'd still prefer that to ME3's "key Shepard" and Zaeed/Kasumi treatment most of the time you go to chat with them. I want to actually feel like I'm talking with these people properly, not that they're a plus toy with a pull-cord I wander over and "Pull to talk" most of the time. That's was so weak and lazy, especially in the wake of ME2's DLC companions being heavily criticized for that very factor.

Again, moments such as the crew interacting with each other and moments with them on The Citadel were great additions, but why did they have to come at the expense of stuff that was the norm in ME1 and ME2: proper conversations on the ship between missions, plenty of dialogue choices, plenty of charm/intimidate chances, etc.

Finally, I don't see how autodialogue, reducing dialogue choices, giving you not only linear quests but an overall linear structure, and overall restricting the ability to roleplay your character is "evolving as a story-telling medium" at all. Players should be given more freedom to play a character, not less. Granted Shepard was always a semi-defined character, even back in ME1, compared to the likes of The Warden or a BG or NWN character, but in ME3 almost any remaining control and personality the player had over Shepard was gone. He/she is no longer a character even remotely shaped by the player... it's just BioWare's Shepard now, forcing you to adhere to the story, emotions, characters and situations in their way.

Modifié par Terror_K, 23 juillet 2012 - 03:17 .


#154
AlanC9

AlanC9
  • Members
  • 35 731 messages

Terror_K wrote...

AlanC9 wrote...
I thought those were great, myself.


The ME2 XP system was so arbitrary and meaningless, it may as well just have been a random number being thrown at you (in fact, I suspect it was).


That would be really odd. Bio's been using 2da lookups for XP awards since at least NWN1and maybe the IE -- it's hard to believe that they'd replace the technology altogether and go random now.

XP is supposed to reflect and represent your skill at completing a task, and it simply didn't in ME2. There was no context as to why you were being given what you were, and it didn't reflect how you handled the situation because it was the same every time, no matter what you did or how you did it.


The one thing I want from an XP system is that it stays the hell out of my way. I don't want XP awards or a lack thereof to have any influence whatsoever on my decision-making, and the best way to accomplish that is to make my decisions have no influence on the awards.

So you see bug, and I see feature.

The upgrade system had no drawbacks, which every good gear progression system should have.


Upgrades have drawbacks? Going from a +1item to a +2 NSA item is just an improvement, full stop. I'm guessing that you're trying to say that the equipment system didn't give tradeoffs. I was only talking about the upgrading.

What I liked about that was that it managed to make the exploration make a kind of sense (as long as you don't think too much about it), and that it made the whole business go away. (Abolish credits and shops and it would have been really great) More than a couple of item tiers are just silly in a technological setting  -- I'm not sure they make sense in fantasy either --and anything that keeps me from dealing with the silliness is great.

#155
LinksOcarina

LinksOcarina
  • Members
  • 6 555 messages

Terror_K wrote...

Klijpope wrote...

I've just finished Mass Effect 1 again, about 20 minutes ago. One thing is absolutely clear - there is far, far more dialogue, in ME3 than in ME1, even if you only count the stuff in dialogue trees. All the crewmate conversations sputter out fairly quickly, with most of them just getting another option on the tree to ask about, followed by a fairly linear conversation. Garrus spends most of the game just saying thankyou.

There's at least double the interactions with your squadmates in 3 than there was in 1, and that's not counting auto-dialogue instances.

Basically, what the OP is saying is that ME1 feels like KOTOR in spirit, which it does. ME3 moves on from that. Since there is no definition of an RPG that even a minority can agree on, BW have tried to evolve it as a story-telling medium. Just because it does not resemble the past, does not make it "just a shooter". The old format was really getting creaky anyway.

You do realise ME1 does not really have dialogue to speak of. Every other line out of Shepard's mouth is " Tell me about...". It's more an exposition delivery system.


Again, moments such as the crew interacting with each other and moments with them on The Citadel were great additions, but why did they have to come at the expense of stuff that was the norm in ME1 and ME2: proper conversations on the ship between missions, plenty of dialogue choices, plenty of charm/intimidate chances, etc.


To make them more life like and give them character. 

Hell, it made me give a damn about the crew, even guys like Adams who was missing from game 2. That is a power way of making characters believable. 

#156
wizardryforever

wizardryforever
  • Members
  • 2 826 messages

LinksOcarina wrote...

Terror_K wrote...

Klijpope wrote...

I've just finished Mass Effect 1 again, about 20 minutes ago. One thing is absolutely clear - there is far, far more dialogue, in ME3 than in ME1, even if you only count the stuff in dialogue trees. All the crewmate conversations sputter out fairly quickly, with most of them just getting another option on the tree to ask about, followed by a fairly linear conversation. Garrus spends most of the game just saying thankyou.

There's at least double the interactions with your squadmates in 3 than there was in 1, and that's not counting auto-dialogue instances.

Basically, what the OP is saying is that ME1 feels like KOTOR in spirit, which it does. ME3 moves on from that. Since there is no definition of an RPG that even a minority can agree on, BW have tried to evolve it as a story-telling medium. Just because it does not resemble the past, does not make it "just a shooter". The old format was really getting creaky anyway.

You do realise ME1 does not really have dialogue to speak of. Every other line out of Shepard's mouth is " Tell me about...". It's more an exposition delivery system.


Again, moments such as the crew interacting with each other and moments with them on The Citadel were great additions, but why did they have to come at the expense of stuff that was the norm in ME1 and ME2: proper conversations on the ship between missions, plenty of dialogue choices, plenty of charm/intimidate chances, etc.


To make them more life like and give them character. 

Hell, it made me give a damn about the crew, even guys like Adams who was missing from game 2. That is a power way of making characters believable. 

Let's not forget that there actually are plenty of traditional dialogues with crew members on the ship.  At least as many as ME2 had, which was only two or three, outside of them giving you their loyalty mission.  And of course, squadmates that come in late have less dialogue.  I do feel that they dropped the ball with Ashley, though.  She only has the one interaction once she joins, and frequently has nothing to say about the mission.  Kaidan is actually more interesting, which is odd in the extreme.  It doesn't help that Kaidan is like ten times more useful in combat too.

The auto-dialogue with the squad just makes it seem like there is less traditional dialogue.  But it's an illusion.  I actually like how most characters now have something to say after each major mission (any non-N7).  Maybe it's only one line, but it is usually two or three, and it's after every mission.  That is something that goes overlooked when comparing dialogue.

#157
SNAKEATEN

SNAKEATEN
  • Members
  • 77 messages
 Mass Effect has been an Action-RPG since day one. I don't see how it's unreasonable for Bioware to want to improve on the action part of their Action-RPG.

#158
Rikketik

Rikketik
  • Members
  • 585 messages

wizardryforever wrote...

[...]

Let's not forget that there actually are plenty of traditional dialogues with crew members on the ship.  At least as many as ME2 had, which was only two or three, outside of them giving you their loyalty mission.  And of course, squadmates that come in late have less dialogue.  I do feel that they dropped the ball with Ashley, though.  She only has the one interaction once she joins, and frequently has nothing to say about the mission.  Kaidan is actually more interesting, which is odd in the extreme.  It doesn't help that Kaidan is like ten times more useful in combat too.

The auto-dialogue with the squad just makes it seem like there is less traditional dialogue.  But it's an illusion.  I actually like how most characters now have something to say after each major mission (any non-N7).  Maybe it's only one line, but it is usually two or three, and it's after every mission.  That is something that goes overlooked when comparing dialogue.

True. In ME2, each squad member had about four neutral (i.e. non-romance) conversations -- two before their loyalty mission and two after. That was it. There were always a few times you could investigate, but that was just about clicking every option and hoping that you would hear anything new; a habit Conrad Verner of all people even lampshades in ME3.

Anyway, the funny thing is that those conversations still exist in ME3. I believe every squad member has at least two or three full conversations, either on the Normandy or on the Citadel. But where ME2 stopped after those conversations (Can it wait for a bit? I'm in the middle of... oh, nevermind), ME3 gives every squad member a fresh set of lines after each mission! The only difference is indeed that it's auto-dialogue, but did ME2 really gave us that much choice? You had about one or two moments in each conversation when you could choose between paragon or renegade, but during my second playthrough I could already makes those choices on autopilot. As for the other (investigate) options, it's like I said: you just mindlessly click on everything. So auto-dialogue isn't so much about taking choice away as it is about taking the illusion of choice away.

Terror_K wrote...
Finally, I don't see how autodialogue,
reducing dialogue choices, giving you not only linear quests but an
overall linear structure, and overall restricting the ability to
roleplay your character is "evolving as a story-telling medium" at all.
Players should be given more freedom to play a character, not less.

I disagree. I always regarded auto-dialogue as BioWare giving me a coloring page: they've already drawn the lines but leave the coloring to me. So when I see Garrus and Liara chilling in the lounge after a mission and provide me with some auto-dialogue, for example, I envision the same scene in my head as Shepard getting a drink herself and joining in and expanding on the conversation. So I guess you could say the auto-dialogue actually makes it easier for me to roleplay, since it gives me something to work with when I have no or little inspiration myself. 

Of course, I realize that this approach doesn't work for everybody. Still... I know that there are many things possible in videogames nowadays in terms of storytelling and such, but I think your own imagination should still play a big role. It can make such a big difference! I mean, I remember my first time playing Morrowind. The game was hardly perfect, but the way it transcended it's technological limits by drawing on the imagination of the player... It's a shame that people have become unable (or just unwilling) to do that anymore. And a little bit ironic, too. The people who rag on Mass Effect 3 because it's not a true RPG anymore are asking BioWare to threat them the same way as the Call of Duty crowd: to do everything for them, because god forbid they'd have to put in a little effort themselves.

#159
Terror_K

Terror_K
  • Members
  • 4 362 messages

AlanC9 wrote...

The one thing I want from an XP system is that it stays the hell out of my way. I don't want XP awards or a lack thereof to have any influence whatsoever on my decision-making, and the best way to accomplish that is to make my decisions have no influence on the awards.

So you see bug, and I see feature.


Which just says to me that you don't even want an RPG: you want an action game mixed with a "Choose your own adventure" style game. An RPG hinges on the basic concept of you earning rewards based on effort, and if you get rid of that, then you get rid of the point of XP entirely. Even systems that don't use traditional XP just Vampire: The Masquerade reward players for their contributions. What you want is contradictory to an RPG system: like attending an exam and everybody getting an A+ at the end no matter how they answered the questions, so long as they answered them.

Upgrades have drawbacks? Going from a +1item to a +2 NSA item is just an improvement, full stop. I'm guessing that you're trying to say that the equipment system didn't give tradeoffs. I was only talking about the upgrading.

What I liked about that was that it managed to make the exploration make a kind of sense (as long as you don't think too much about it), and that it made the whole business go away. (Abolish credits and shops and it would have been really great) More than a couple of item tiers are just silly in a technological setting  -- I'm not sure they make sense in fantasy either --and anything that keeps me from dealing with the silliness is great.


What you're talking about is upgrades when they're linear anyway. Most decent RPG systems with any depth to them aren't that shallow, though they still incorporate this. For example, you'll often get an item that has some stats better, but others not, so you have to choose what you feel suits you better. Or perhaps while you may get an item with more damage on it compared to the one you have, the weapon you have has a more useful effect on it too, such as bonus damage to a certain enemy type for example. Even if the new item has better damage on a base level, if you're fighting a lot of the enemy that your current weapon has a bonus for, you might be better sticking with it.

Simply put, it's not just always a case of "next tier up = always better" in a good system. Where this factors more into Mass Effect is with the mods for the items, rather than the items themselves. In ME1 and ME3 players had to pick and choose which mods were better, while ME2 eliminated that entirely because all you did was upgrade absolutely everything linearly. That's not a good system. It's fine if it's just upgrading one aspect of an item, but it's not good at making a player have to think and weigh up options.

LinksOcarina wrote...

Terror_K wrote...

Again, moments such as the crew interacting with each other and moments with them on The Citadel were great additions, but why did they have to come at the expense of stuff that was the norm in ME1 and ME2: proper conversations on the ship between missions, plenty of dialogue choices, plenty of charm/intimidate chances, etc.


To make them more life like and give them character. 

Hell, it made me give a damn about the crew, even guys like Adams who was missing from game 2. That is a power way of making characters believable. 


How exactly does eliminating proper conversasions, dialogue and charm/indimidate options make these characters better, and why do those factors have to be removed or reduced in order to facilitate that. Your argument makes no sense to me, because I can't see how these factors are linked or why characters are suddenly more "life like" or have more character because of the removal of these other aspects.

SNAKEATEN wrote...

 Mass Effect has been an Action-RPG since day one. I don't see how it's unreasonable for Bioware to want to improve on the action part of their Action-RPG.


Why does "improving the action" have to mean making the other aspects worse? That makes no sense. Just like with ME2: why does improving the TPS elements have to mean the reduction and sometimes elimination of the RPG ones?

That's what I don't get with the way BioWare makes their games lately. There seems to be this silly notion that in order to make one aspect good, you have to suck the goodness and depth away from another aspect.

I remember a saying from Homer Simpson: "We always have one good kid, and one lousy kid. Why can't both our kids be good?"

Same thing applies here: why can't both sides of Mass Effect be good? More action doesn't have to mean less depth.

Rikketik wrote...

Terror_K wrote...
Finally, I don't see how autodialogue, reducing dialogue choices, giving you not only linear quests but an overall linear structure, and overall restricting the ability to roleplay your character is "evolving as a story-telling medium" at all. Players should be given more freedom to play a character, not less.


I disagree. I always regarded auto-dialogue as BioWare giving me a coloring page: they've already drawn the lines but leave the coloring to me. So when I see Garrus and Liara chilling in the lounge after a mission and provide me with some auto-dialogue, for example, I envision the same scene in my head as Shepard getting a drink herself and joining in and expanding on the conversation. So I guess you could say the auto-dialogue actually makes it easier for me to roleplay, since it gives me something to work with when I have no or little inspiration myself.


Well, for one thing, autodialogue isn't autodialogue when it's going on between other characters, only when Shepard comes into things. I have no problem with wandering into the lounge and seeing Garrus and Liara having a chat already... in fact, I really like that. I have a problem with it when I try to get involved and "my" Shepard either just stands there prodding them and looking on like an idiot, or suddenly says something without my input that may not even suit them, depending on which Shepard it is. When Shepard speaks automatically and says the same thing as my other Shepard's, it stops making them different and just turns them into the same character, while also invalidating the way they were characterised up to that point.

If Liara and Garrus want to have a chat at the table by themselves, then that's fine. I'll hang around and listen. If Shepard is going to get involved though, I expect some cinematic camera angles and some dialogue options. If Mass Effect 3 was a colouring book like you say, then it's one that the developers have already coloured-in for you.

Of course, I realize that this approach doesn't work for everybody. Still... I know that there are many things possible in videogames nowadays in terms of storytelling and such, but I think your own imagination should still play a big role. It can make such a big difference! I mean, I remember my first time playing Morrowind. The game was hardly perfect, but the way it transcended it's technological limits by drawing on the imagination of the player... It's a shame that people have become unable (or just unwilling) to do that anymore. And a little bit ironic, too. The people who rag on Mass Effect 3 because it's not a true RPG anymore are asking BioWare to threat them the same way as the Call of Duty crowd: to do everything for them, because god forbid they'd have to put in a little effort themselves.


That might all be very well if you were talking about nothing, but autodialogue and a complete lack of varied options doesn't give you that window. At all. The same with your choices having no real varied outcomes at all and being stuck on the rails.

With the likes of Gianna Parasini and Shiala not showing up in ME3, I can be annoyed at their lack of closure and cameos, but I can at least, as you said, imagine what happened and that my Shepard did meet both of them again before the end. But I can't do that when the game wrestles control away from me and tells me that my Shepard is doing and saying things that I feel contradict their character and feel that I should have had more input with. Why would a Shepard I've designed to be an anti-alien racist say "this is for Thane!" when I played that Shepard in a manner that showed he never even liked Thane? In real life I don't wander around with another person who acts like a pushy defense attorney every second or third time somebody speaks to me and butts in and speaks for me. Why when I'm playing a game that's supposed to be me controlling a character I'm supposed to define myself do I get the same treatment. How would you feel if every three conversations you had with another person, you didn't get to say what you wanted and words just came out your mouth automatically, sometimes contradicting your own thoughts, beliefs and opinions entirely?

I find it ironic that you speak as if Mass Effect 3 is about player freedom, when my very complaint is that it isn't: player freedom is taken away with ME3, because you aren't given the freedom and variety you once were.

Modifié par Terror_K, 23 juillet 2012 - 07:23 .


#160
Mr. MannlyMan

Mr. MannlyMan
  • Members
  • 2 150 messages

Rikketik wrote...
Anyway, the funny thing is that those conversations still exist in ME3. I believe every squad member has at least two or three full conversations, either on the Normandy or on the Citadel. But where ME2 stopped after those conversations (Can it wait for a bit? I'm in the middle of... oh, nevermind), ME3 gives every squad member a fresh set of lines after each mission! The only difference is indeed that it's auto-dialogue, but did ME2 really gave us that much choice? You had about one or two moments in each conversation when you could choose between paragon or renegade, but during my second playthrough I could already makes those choices on autopilot. As for the other (investigate) options, it's like I said: you just mindlessly click on everything. So auto-dialogue isn't so much about taking choice away as it is about taking the illusion of choice away.


I don't quite get this. I'm sorry...

Are you saying that being allowed to disagree with a character (and getting into an argument with them) is an illusion of choice? Treating a character with contempt or being buddy-buddy with them is an illusion of choice? Proclaiming your religious views, political views and ideologies is an illusion of choice? Belittling other characters for theirs is an illusion of choice?

In a game that focuses so much on character relationships and how the player interacts with them, I hardly see that as an illusion of choice. If anything, more of that is needed throughout the game. At least with ME1 and 2's dialogue systems I could be friends with or put down any squadmate I wanted (well, less so with ME2). With autodialogue, I'm not even granted that option of defining my character within the boundaries of the game; any attempt I make to rationalize my renegade Shepard's auto-spoken paragon dialogue is a self-made illusion because Bioware no longer even sanctions any level of player agency in those cases. I'm free to do so, but it's not intended by the game's design (in fact, it's impeded by it).

You'll have to quiz me on why the removal of choice is better than the illusion of choice in an RPG. That's a doozy, bro.

#161
Rikketik

Rikketik
  • Members
  • 585 messages

Mr. MannlyMan wrote...
Are you saying that being allowed to disagree with a character (and getting into an argument with them) is an illusion of choice?

No, I didn't say that.

Treating a character with contempt or being buddy-buddy with them is an illusion of choice?

Didn't say that either.

Proclaiming your religious views, political views and ideologies is an illusion of choice?

Noooooope.

Belittling other characters for theirs is an illusion of choice?

Yes! Oh wait -- no.

Sorry, but did you even read my post? Maybe I'm mistaken here, but your entire reply seems based on that last sentence. In this case, context matters. Context in which I explained that yes, you do have one or two opportunities to make a paragon, renegade or neutral choice in ME2. Maybe I should have explained myself better, but I thought it would be obvious that I didn't think those choices were illusions. You also have a bunch of investigate options that give some extra information, however, but never lead to anything else. Sure, you have the choice to ask about certain topics and the choice not to, but that choice is merely an illusion because in practice players will exhaust all those investigate options anyway. So why bother making whole conversations out of them then, when you can also streamline the process by turning them into auto-dialogues?

#162
Terror_K

Terror_K
  • Members
  • 4 362 messages

Rikketik wrote...

Context in which I explained that yes, you do have one or two opportunities to make a paragon, renegade or neutral choice in ME2. Maybe I should have explained myself better, but I thought it would be obvious that I didn't think those choices were illusions. You also have a bunch of investigate options that give some extra information, however, but never lead to anything else. Sure, you have the choice to ask about certain topics and the choice not to, but that choice is merely an illusion because in practice players will exhaust all those investigate options anyway. So why bother making whole conversations out of them then, when you can also streamline the process by turning them into auto-dialogues?


Several reasons actually. Just a few examples...

1) Some Shepards wouldn't care about it. A human supremacist Shepard might not give a rat's rear-end about drell history when talking with Thane for instance. Autodialogue in this case would only end up forcing every Shepard to ask, be interested and thus know. Not every playthrough and every Shepard will have these questions asked. I have some Shepards that ask some things, and some that don't, and I have Shepards that ask things in different orders for different reasons. This can help add to the immersion, because some Shepards will care about some things over others, and ask some questions before others, so it helps roleplay those Shepards differently and thus helps differentiate them rather than them all always saying the same thing in the same order and same way.
2) Some of the "Investigate" options head to other conversations, or lead to revelations that Shepard can then form an opinion on and respond to, thus giving players an opportunity to roleplay their Shepard more. If it's autodialogue, then Shepard can't express their opinion on the thing they're investigating.
3) In many cases even the illusion of choice and control is better than none. If I'm asking or choosing dialogue, I'm doing it because I want to, not because the game forces me to. If Shepard asks a stupid question because I chose it, then it's my own fault, but it's my choice and I can not do that the next time. If the game does it automatically, then it's just annoying. For example, how annoying would first talking with Nihulus and Anderson be if in every playthrough Shepard always asked the same questions about the protheans and the mass relays without you being able to stop them? In the end it's still about player agency.

Also, it it really so much of a chore to have to click an extra choice? I mean, seriously... how ADD is that?!

Modifié par Terror_K, 23 juillet 2012 - 10:24 .


#163
Klijpope

Klijpope
  • Members
  • 591 messages

Terror_K wrote...
Several reasons actually. Just a few examples...


1) Some Shepards wouldn't care about it. A human supremacist Shepard might not give a rat's rear-end about drell history when talking with Thane for instance. Autodialogue in this case would only end up forcing every Shepard to ask, be interested and thus know. Not every playthrough and every Shepard will have these questions asked. I have some Shepards that ask some things, and some that don't, and I have Shepards that ask things in different orders for different reasons. This can help add to the immersion, because some Shepards will care about some things over others, and ask some questions before others, so it helps roleplay those Shepards differently and thus helps differentiate them rather than them all always saying the same thing in the same order and same way.
2) Some of the "Investigate" options head to other conversations, or lead to revelations that Shepard can then form an opinion on and respond to, thus giving players an opportunity to roleplay their Shepard more. If it's autodialogue, then Shepard can't express their opinion on the thing they're investigating.
3) In many cases even the illusion of choice and control is better than none. If I'm asking or choosing dialogue, I'm doing it because I want to, not because the game forces me to. If Shepard asks a stupid question because I chose it, then it's my own fault, but it's my choice and I can not do that the next time. If the game does it automatically, then it's just annoying. For example, how annoying would first talking with Nihulus and Anderson be if in every playthrough Shepard always asked the same questions about the protheans and the mass relays without you being able to stop them? In the end it's still about player agency.


Also, it it really so much of a chore to have to click an extra choice? I mean, seriously... how ADD is that?!



1. Shepard doesn't have to click on them if he's not interested. Get the first line then move on if there's no choices.


2. You still get these. There are more tree-based convo's with your squadmates than in 1 or 2. Then there is autodialogue on top.


3. The Nihlus example is bogus, as equivalent convo's in 3 do have choices and investigate options. 




I mean people are complaining that despite there being loads more tree-based dialogues in three than in the other two games, because they've added even more lines via auto-dialogue, then "this is an outrage"?


Most complaints about ME3 (even some about the ending) are just complaining that it is not identical to ME1, or ME2. Well, pardon me, but I thought trying out new things is what we want devs to do; by the tone of BSN, it seems innovation and experimentation are the devil's work.

#164
en2ym3

en2ym3
  • Members
  • 285 messages

ZombieGambit wrote...

The only real difference between ME1 and ME3 is that the combat is more refined. Are you saying that good combat can't be in an RPG? Seems a little ridiculous....


Heh.  "Refined."  I see that word, along with "polish," way too often for ME2 (and 3?).




It is technically an RPG, but it's pretty bare-bones.  This would be a joke to its own series, if it weren't real, then is more so to something like Fallout.  The combat is somewhat better about it than 3 than 2, but it still is more a "ME 2.5" version than anything else.  The RPG-aspects in the missions, dialogue, etc. are almost not there - it's a jarring loss/change from ME2 and ME1. It's a main reason, if not -the- main reason, I can't enjoy the thrid game.

#165
Terror_K

Terror_K
  • Members
  • 4 362 messages

Klijpope wrote...

Terror_K wrote...
Several reasons actually. Just a few examples...

1) Some Shepards wouldn't care about it. A human supremacist Shepard might not give a rat's rear-end about drell history when talking with Thane for instance. Autodialogue in this case would only end up forcing every Shepard to ask, be interested and thus know. Not every playthrough and every Shepard will have these questions asked. I have some Shepards that ask some things, and some that don't, and I have Shepards that ask things in different orders for different reasons. This can help add to the immersion, because some Shepards will care about some things over others, and ask some questions before others, so it helps roleplay those Shepards differently and thus helps differentiate them rather than them all always saying the same thing in the same order and same way.
2) Some of the "Investigate" options head to other conversations, or lead to revelations that Shepard can then form an opinion on and respond to, thus giving players an opportunity to roleplay their Shepard more. If it's autodialogue, then Shepard can't express their opinion on the thing they're investigating.
3) In many cases even the illusion of choice and control is better than none. If I'm asking or choosing dialogue, I'm doing it because I want to, not because the game forces me to. If Shepard asks a stupid question because I chose it, then it's my own fault, but it's my choice and I can not do that the next time. If the game does it automatically, then it's just annoying. For example, how annoying would first talking with Nihulus and Anderson be if in every playthrough Shepard always asked the same questions about the protheans and the mass relays without you being able to stop them? In the end it's still about player agency.


Also, it it really so much of a chore to have to click an extra choice? I mean, seriously... how ADD is that?!



1. Shepard doesn't have to click on them if he's not interested. Get the first line then move on if there's no choices.


2. You still get these. There are more tree-based convo's with your squadmates than in 1 or 2. Then there is autodialogue on top.


3. The Nihlus example is bogus, as equivalent convo's in 3 do have choices and investigate options. 


I mean people are complaining that despite there being loads more tree-based dialogues in three than in the other two games, because they've added even more lines via auto-dialogue, then "this is an outrage"?


Okay... what are you even basing this whole "there's even more dialogue than in the other two games" on exactly? Seriously? Because... I personally just find these claims outright false. In my experience "Investigate" didn't come up that often at all in ME3, Charm/Intimidate came up more on Noveria alone than in the entirety of ME3, and 9 times out of 10 a dialogue wheel appeared, I only got two options on it.

If ME3 had "far more" dialogue options than ME1 and ME2, then there wouldn't even be a complaint. You're essentially saying that there's no fire because there's smoke, which makes no sense. Again, we're not talking about autodialogue here, we're talking about dialogue choices. Not just the amount of times the wheel appears either, but the amount of options you get when it does.

Most complaints about ME3 (even some about the ending) are just complaining that it is not identical to ME1, or ME2. Well, pardon me, but I thought trying out new things is what we want devs to do; by the tone of BSN, it seems innovation and experimentation are the devil's work.


What exactly is "innovative" about autodialogue and less choices? It's not innovative when you're reducing an element and adding nothing to it. I'll concede that the addition of crew on The Citadel and them interacting with each other more on the ship while not exactly "innovative" per se were new features and good ones, but there's no reason these couldn't have existed in conjunction with what we already had in the prior two games, because they don't clash with them.

Innovation is supposed to be a natural progression of adding new features, not reducing or taking features away and oversimplifying them. BioWare chose to ignore people who were asking for "more dialogue and more choices" in favour of the newcomers immigrating from the shooter side of things who whined about Mass Effect being too talky. Not all changes and differences are innovation. Very little of what ME3 brought to the table is new or unique, and it suffered more from the removal of things than than addition of them.

It's games like the Assassin's Creed series that are innovating, but BioWare larely doesn't seem to want to innovate. They just want to broaden their appeal, so instead they streamline and simplify. They're just pandering the the masses by making their games more like what's popular today, and that's the direct opposite of innovation.

Modifié par Terror_K, 23 juillet 2012 - 11:32 .


#166
en2ym3

en2ym3
  • Members
  • 285 messages

Okay... what are you even basing this whole "there's even more dialogue than in the other two games" on exactly? Seriously? Because... I personally just find these claims outright false. In my experience "Investigate" didn't come up that often at all in ME3, Charm/Intimidate came up more on Noveria alone than in the entirety of ME3, and 9 times out of 10 a dialogue wheel appeared, I only got two options on it.


I think even 9 out of 10 is being too nice. :\\  Unless there were even less conversations than I thought.

I have absolutely no memory of a neutral option...there was an investigation button once in a great while.

#167
Arppis

Arppis
  • Members
  • 12 750 messages
I don't even consider Baldur's Gate true RPG.

Seems too much like strategy game to be one, imo. I like how Mass Effect does the squad commands. Not to mention, dialogue choices have a bit more impact most of the time. I feel more immersed with ME than with BG. Both are great games thou.

#168
orangesonic

orangesonic
  • Members
  • 191 messages
RPG games are like music... many kinds of it... theres is no hybrid idiotic stuff... there is 3rd person RPG, first person RPG, dungeon crawling RPG, Japanese RPG, strategy RPG... there is no right or wrong... just different kinds inside one genre...

#169
stonbw1

stonbw1
  • Members
  • 891 messages

orangesonic wrote...

RPG games are like music... many kinds of it... theres is no hybrid idiotic stuff... there is 3rd person RPG, first person RPG, dungeon crawling RPG, Japanese RPG, strategy RPG... there is no right or wrong... just different kinds inside one genre...


That is so true, but I've always thought that BW crafted the type of RPG ("music") that concentrated on the decisions/choices kind of RPG.  Sure there were number rolls and customization, but wasn't the dominating aspect of their games the notion that choices matter, moreso than other traditional definitions of RPG?

#170
Guest_Catch This Fade_*

Guest_Catch This Fade_*
  • Guests

orangesonic wrote...

RPG games are like music... many kinds of it... theres is no hybrid idiotic stuff...  

Your analogy seems to fail here.

#171
palician

palician
  • Members
  • 119 messages

davidshooter wrote...

I wouldn't even call ME3 an RPG hybrid.

ME1 - is definitely a hybrid.
ME2 - I think thoughtful people can disagree about this one - I think it has enough branching dialogue, side quests, exploration and character interaction to be called a hybrid.
ME3 - is a shooter. Questing and exploring are non existent most dialogue is auto and you can't even put your gun away  - but you can do the space summersalt.

Games like Red Dead and Skyrim are today's well executed hybrids, real RPGs are pretty rare these days.

This

#172
LinksOcarina

LinksOcarina
  • Members
  • 6 555 messages

Terror_K wrote...


How exactly does eliminating proper conversasions, dialogue and charm/indimidate options make these characters better, and why do those factors have to be removed or reduced in order to facilitate that. Your argument makes no sense to me, because I can't see how these factors are linked or why characters are suddenly more "life like" or have more character because of the removal of these other aspects.


Because now the characters have a life of their own. Instead of you initating a conversation with them to give out exposition or information or even to get missions from them, the characters characters interact outside of the Shepard bubble. 

Proper dialouge with Shepard is good, and we had plenty of it in-game, but they also made room for character interaction with each other outside of Shepard. Joker and Garrus telling jokes at the cockpit, James and Kaiden playing poker in the rec-room, Garrus and Tali talking about just missing Wrex. Hell, even non-squad mates in Mass Effect 3 were part of the act. I can't say who due to spoilers, but it was all there. 

Plus the idea that dialogue was cut is a misnomer, as someone else pointed out you have about the same amount, if not more, conversations with characters than Mass Effect 1 and 2. Mass Effect 1 the characters were sort of there, but had a problem I like to call codex syndrome: Tali, Kaiden, and Garrus were the worst offenders of this. Mass Effect 2 had the same problem outside of loyalty missions which made interactions personal, but it was for just one mission with an epilouge conversation. After that, you get nothing for most of the cast, with the exception of romance options and Mordin, who is always awesome. 

To be honest, I think you missed the point due to tunnel vision; the characters are life-like because they actually live lives without you interacting with them. They talk to each other, and not just to Shepard now, so we get more character interactions instead of waiting to talk to them. they move around the ship, shout things at each other, joke around, laugh at people, tell stories and argue over philosophy.

The only difference is Shepard is not a part of it fully, he is just listening in. If that, to you, limits character development, then you have no clue what you are talking about since it broadens the characters and their relationships with each other off the battlefield. You may not be a part of it, but you shouldn't be a part of it, is the point. that is why those interactions made them more life-like. 

Modifié par LinksOcarina, 23 juillet 2012 - 04:40 .


#173
Grub Killer8016

Grub Killer8016
  • Members
  • 1 459 messages
Here's the progression of Mass Effect:

ME1: a pure RPG
ME2: a shooter with RP elements
ME3: a shooter with even less RP elements

#174
BaladasDemnevanni

BaladasDemnevanni
  • Members
  • 2 127 messages
I personally wouldn't call Mass Effect a pure RPG to begin with, regardless of whether its sequels were even less so.

Baldur's Gate was a pure RPG. KotOR was a pure RPG. Mass Effect? A first look screamed hybrid to me.

Modifié par BaladasDemnevanni, 23 juillet 2012 - 04:45 .


#175
BaladasDemnevanni

BaladasDemnevanni
  • Members
  • 2 127 messages

Terror_K wrote...

Why does "improving the action" have to mean making the other aspects worse? That makes no sense. Just like with ME2: why does improving the TPS elements have to mean the reduction and sometimes elimination of the RPG ones?

That's what I don't get with the way BioWare makes their games lately. There seems to be this silly notion that in order to make one aspect good, you have to suck the goodness and depth away from another aspect.


It's pretty far from a silly notion. Resources are limited. It's nice to think a developer can succeed at everything, but that's not always going to hapen. This was the case with Mass Effect 1 as well, except there both the RPG and TPS elements were lackluster.