Auto Dialogue? Bad Bioware, Bad bad very bad.
[quote]
twitter.com/PatrickWeekes/status/229238946016657408"The subject of auto-dialog in #ME3 has come up in the forums a lot lately ... (CONT)"
"… as I recall you had some insightful responses to the criticism via Twiter. Do you see it continuing in #ME3 SP DLC?"
"I believe it'll continue. Lets scenes have more natural dialog flow. But also learning from places it felt too long w/o choice"[/quote]
Yeah, not good. Remember that Shepard in 1 and 2 was not Bioware Cannon. Players had choice in determining most/if not all of Shepards responses/questions/answers. That kind of player involvement had a very dynamic effect on Shepard's personality, and rewarded the player with a great sense of ownsership/agency over most of what you could control.
In ME3, i'll admit the dialogue flows. but in no way is it natural. Often times i found Shepard saying things so far out of character i had to double check i wasnt in that stupid "action mode" on accident. I could careless how fast the dialogue takes place, if it takes too long thats what the space bar is there for any way. But when i find my Shep saying things that i dont want him to, and i have no way to change what he says, even when it contradicts actions/conversations from previous installments; thats just bullsh*t.
Guess What; players can press space bar, they are also given dialogue options to exit conversations early.. But players who want more involvement/Control in/over what their Shepard says are actually given nothing to compensate. Instead we have to sit and watch our Shepard transform into what Bioware( YOU) want him to be with no ability to protest. This was not the case in the first 2 games, and its a mistake having made it this way in the 3rd.
[quote]
twitter.com/PatrickWeekes/status/229370691076644864"Sorry to hear people dislike auto-dialog. I like flow of ME3 scenes -- in ME1, hard to write Shepard decisively w/every line a choice. 1/3"[/quote]
In ME1 Shepard wasnt supposed to be written decisively, Shepard was more a blank sheet and the player was given control over how to paint him. From looks, origin, Specialty, and the dialogue wheel w/ player involvement Shaped his personality. The
Player chose when shepard acted decisively and on what topics/subjects. In ME3 You guys took that away.
[quote]
twitter.com/PatrickWeekes/status/229370764506308609"That said, per my response, we want it to feel natural, lines a logical extension of what you chose. Every project a growing process. 2/3"[/quote]Again for it to feel natural, the player would have to be given choice. My Shepard was not the one you guys wrote in ME3 and rarely did my decisions have a satisfactory effect on the dialouge that took place. Yes every project is a growing process, and this project is a good example of it growing in the wrong direction. Auto-dialogue is a degeneration in this game.
[quote]
twitter.com/PatrickWeekes/status/229370817887227904"Goal is players rarely/never have meaningless choice, rarely/never wish they had a choice and had words put in their mouths instead. 3/3"twitter.com/PatrickWeekes/status/229371744497070080"I haven't played enough of my Renegade game. Did autodialogue reflect your Para/Ren scores in terms of attitude?"
"Depends on the scenes, but more often, it reflects the Para/Rene choice you make early in the scene."[/quote]
yeah im not sure if we even played the same game becuase this was not the case at all. Rarely did i notice a change in tone/syntax of auto dialogue pending my para/renegade (white text) choice in a conversation. Some lines went absent pending which choice, but nothing that made one decision or the other have any greater/lesser meaning.
[quote]
twitter.com/PatrickWeekes/status/229372736848416768"What about lack of middle option? What were people whos shepard always chose the grey area supposed to do?"
Replay ME2. Note how many dialog choices have only Para/Middle or Rene/Middle. 3 flavor options actually pretty rare."[/quote]
Yeah this is an excuse, not an explanation.. Definitely not a viable explanation, or a good excuse... After ME2 some players wanted more choices, and the players that didnt want more choices already had avenues to avoid them. In ME3 we were now all forced to have less choice, only White and Black.. thus giving birth to bi-polar cannon Shep; Who has dreams about little boys...
Shepard should have been given more Choice in this Game.
It was a trademark of the franchise that got limited in its third and final installement. Just not a smart idea on paper, and i cant believe you guys actually implemented it in the game. Raise your standards Bioware, dont resort to giving paying customers excuses about why this product wasnt as good as the ones that came before it, and was even lessened instead of being improved. Rather than making sure multiple choices had varying/meaningful differences and impact, you just took choice out of some segments all togeather.
THIS WAS A STEP BACKWARDS.[quote]
twitter.com/PatrickWeekes/status/229372987579703296'just my two cents, but in life we make many meaningless choices all the time. Why not allow that into the game?"
"Well, they cost more, for starters. We'd be cutting meaningful choices from elsewhere, or losing scenes altogether"twitter.com/PatrickWeekes/status/229373992459460608"Interesting on 'meaningless' choice -- how do you define meaningless? Whether I speak kindly or cruelly to NPC X may not..."
"Choice that is just player tone and which doesn't change the plot or NPC response beyond one line"[/quote]
along with:
[quote]
twitter.com/PatrickWeekes/status/229374078790799360
"Nice to have, absolutely, but not at cost of bigger choices. And with game that big, always a cost"[/quote]
[/quote]
Again, maybe think innovation instead of making a passable product...
Make most/all choices matter/differ to an extent. We were given less (apparently meaningless) choices because their so expensive that you would to have cut other choices involved in the game? Hmm, hey heres a thought:
MAYBE DONT WASTE MILLIONS OF DOLLARS MARKETING THE GAME, AND INSTEAD PUT THAT MONEY INTO THE ACTUAL DEVELOPMENT OF THE GAME. MARKETING 101: GOOD F*CKING PRODCUTS SELL THEMSELVES.I dont blame Weekes for that, more EA. But as Bioware is the game dev. they need to make EA realize that limiting the prodcution of the game for a bigger marketing budget is a bad, stupid, dumb, just plain terrible idea, because if the game is good the community involved/people who purchase it will do more to sell more game copies than any over priced CGI commercial ever would.
My god, imagine if ME3 was actually good? If There was a good exposition, good combat, actually enjoyable turret sequences, ME2 Squadmates/LI heavily involved, The old Normandy (No more stupid f*cking scanning after every mission), No Kai Leng, The Mako (or a viable equivalent, something steering friendly for console players), No more pointless fights against Cerberus and instead more Fights against Reaper forces that matter, Space Hamster gets a wheel, and Oh yea;
AN ACTUALLY GOOD ENDING. ONE THAT DOES NOT INCLUDE A HOLOGRAPHIC CHILD.
Imagine if we got all that... We all would be on these forums, on other sites, playing other online games, talking to friends/family etc. Ranting and Raving about how f*cking good ME3 was, and how amazing this trilogy is, and how videogames need to start being taken seriously as an art medium, etc. We would be going nuts about how f*cking unbelievably great this game was. The future of the Mass effect franchise would be promising, with almost limitless possabilities for merchandising and other spin-off games.
Sadly this is not the case. Instead we got a sh*t game, and the future of this franchise/fiction may be non-existant. Bioware please do not repeat the same mistakes you made with Mass Effect 3, admit them. Learn from them. And Make Better Games as a result.