The bottom line is mass effect 3 needs to stay true to the original and first, if had it would've been a much more deeper and bigger game with more replay value and depth like the original.
Modifié par ghostz82, 16 août 2012 - 04:44 .
Modifié par ghostz82, 16 août 2012 - 04:44 .
KrAzY WiSh wrote...
Nachtdämmerung wrote...
ME3: "I'm Commander Shepderp...dialog hurts my brain...I fight or I die. Please switch to Action Mode while I pew pew Cerbderp."
I lol`d, alot.
Thanks.
ghostz82 wrote...
I agree that there is more action then role playing in mass effect 3. I miss mass effect 1 since it had the best balance of action and roleplaying out of all 3 games it had it all including more roleplaying dialogue, Look at mass effect 3 it's a great game but it looks like theres more cinematics and action now then there ever was and if any more roleplaying is taken out then it will simply become a shooter.
tldrLucasShark wrote...
As an experiment I just played the first 2 missions (more or less what anyone would call the "intro") to all 3 games back to back. And I have to say this: while ME3's is the most... bleh: "cinematic", it is also the least involving, at least as an RPG.
In both ME1 and ME2, virtually every line of dialogue which came out of my Shepard's pie hole was determined by my input. I determined if Shepard was a paragon of decencey, an aloof neutralist, or a galactic scaled dick, and I could have as much or as little exposition as I wanted.
Why was this? Because nearly every line in conversation had all of these:
- Polite/paragon choice
- Neutral choice
- Hard-ass/renegade choice
- and of course investigate, which yielded anywhere from 2-5 options
And this didn't happen once a scene, oh no: it happened for nearly every line my Shepard spoke, I determined his/her persona, and how they treated their interactions with others.
To contrast with ME3: I think there was all of a dozen times when it actually asked me what Shepard was going to say. And even when it did, there were only ever 2 options: those being "do you want to be a nice person" or "do you want to be a dick" This is like saying Fable has a meaningful moral choice system: do you want to be Gahndi or Adolf Hitler?
For every line I defined, Shepard spouted another 4 that I didn't.
Right along with this comes linierity: Yes the missions of ME1 and ME2 were structurally linier, but in ME1 even before I'd even achieved spectre status, there were over a half-dozen side-stories and minor interactions I could take part in. Even in ME2 this was present: do you pick up everything? Or rush through? Do you work for cerberus? Or defy them? Do you say hello to your crew or not?
Meanwhile, the first actually optional thing which ever happens in ME3 besides picking up items is whether or not you visit your wounded squad mate in hospital, and even then: it's not as if it lets you go anywhere else!
Personally I blame this on "shooter mode", in which a single chain of dialogue is put forth, and then all else is just tacked on it seems.
Some might say this is something minor to complain about, but I disagree. It's the difference in our relationship to our player character which matters. In ME1 and ME2, we ARE shepard, in ME3, we are piloting A shepard by remote control now and then.
Jade8aby88 wrote...
I agree, it really stuck out to me how little control we had over our Shepards compared to ME1 and ME2. I didn't like it. To say the least.
I liked the dialogue in DA:O where it gave you like 6 options to choose from. but people hated that because your warden didn't speak.AresKeith wrote...
Jade8aby88 wrote...
I agree, it really stuck out to me how little control we had over our Shepards compared to ME1 and ME2. I didn't like it. To say the least.
and then people say to us, "you must be one those people who wants full control of what your character say" like Really? That's what an RPG is
Modifié par KENNY4753, 23 août 2012 - 11:07 .
AresKeith wrote...
Jade8aby88 wrote...
I agree, it really stuck out to me how little control we had over our Shepards compared to ME1 and ME2. I didn't like it. To say the least.
and then people say to us, "you must be one those people who wants full control of what your character say" like Really? That's what an RPG is
Cainne Chapel wrote...
Not true Ares, there are MANY MANY RPGs where you have no control over dialogue or what the character says.
Dialogue choice is really only an invention of WRPGs and even then only in the last decade or so
Conniving_Eagle wrote...
The only type of RPG fan that will defend auto-dialogue is a Bioware apologist.
Modifié par MerchantGOL, 23 août 2012 - 11:14 .
Cainne Chapel wrote...
Not true Ares, there are MANY MANY RPGs where you have no control over dialogue or what the character says.
Dialogue choice is really only an invention of WRPGs and even then only in the last decade or so
robertm2 wrote...
choices during dialogue is one of the main things that made bioware games so great. da2 and me3 have proven to me that bioware has lost touch with their core fan base and only care about drawing in more people to make as much money as possible. da3 will be the final straw for me. after i buy it used because i dont feel like bioware deserves my money at this point if it is anything short of amazing bioware will never see another dollar from me. if people think me stating what i will do with my money and what bioware has to do to earn my trust back is whining then they need to look up the definition of the term.
MerchantGOL wrote...
1. Their was just as much auto dialogue in Me2
2. Not every word has to be chosen.
3. there are tons of rpgs that don't let you pick every word your guy says. if you don't like auto dialouge the Witcher and Deus Ex must drive you
absolutley insane
JesseLee202 wrote...
LucasShark wrote...
DinoSteve wrote...
Is it strange that I prefer the way Dragon Age origins implemented the dialogue, than the Boware dialogue wheel?
I'd rather have the KOTOR one back honestly.
Origins and KOTOR have pretty much the same dialogue setup if I'm not mistaken