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Casey Hudson wants to hear fan's ideas on a new mass effect game


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#2076
ElMuchu

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Bob Garbage wrote...

They need to start fresh, that's for sure. No importing saves, just start a new trilogy if they must do this. Adventure/discovery/RPG needs to be a focus as well. I understand the desire to attract shooter fans, but the bread and butter of the ME series are people who want an intelligent game. Also, a return to tactical gameplay for all our sweet powers would be nice.


This:
- a RPG
- a trilogy with same hero and save import: the best idea I have seen in my gamer lifer
- a sequel
- new threat: why not a new race that has technology based on the reaper one and that plan to use all galaxy ressources for its own benefit. Galaxy will then split in two: the one that want to resist and the one that one to give up and make association with the new race.

#2077
Windninja47

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I have a question- how can they make a sequel after all the different variations in mass effect 3 endings? I can see them making a prequel but...

#2078
ugurbu

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Windninja47 wrote...

I have a question- how can they make a sequel after all the different variations in mass effect 3 endings? I can see them making a prequel but...


I can see two possibilities: they either make one ending canon or they make something like multiple choice questions before the game starts, asking us about our big choices in the first trilogy (An example how I would imagine this multiple choice: "Shepard had to chooce between the Quarians and the Geth during the reaper war, what did he do?" A: Saved the Quarians; B: Saved the Geth; C: Saved both). Of course, that multiple choice would bring many variables BioWare would have to consider when making the game, but it is possible and I would prefer it to a canon ending.

#2079
alpiePL vel Dziejski

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Windninja47 wrote...

I have a question- how can they make a sequel after all the different variations in mass effect 3 endings? I can see them making a prequel but...


action game may take place in the distant future, then the end of ME3 may not be significant

#2080
LordMilitus

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We all know Casey doesn't listen to the fans.. Or anybody.

#2081
Redbelle

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Windninja47 wrote...

I have a question- how can they make a sequel after all the different variations in mass effect 3 endings? I can see them making a prequel but...


Where is our god now...... Not you Catalyst, I'm a MEHEM supporter! So where is your Leviathan now!

Regarding ME4, I'm hoping sequel since ME3 failed to provide resolution to it's story. The task therefore falls to it's successor to figure out what ME3 didn't give it's players.

And as for how they are going to pull it off........ That's BW's problem. They made the universe, they spoiled the resolution of the trilogy. If they can pull off a sequel then my faith in them will be restored. If not, I'm going to replay KOTOR.

#2082
Charles Rosemberg

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ugurbu wrote...

Windninja47 wrote...

I have a question- how can they make a sequel after all the different variations in mass effect 3 endings? I can see them making a prequel but...


I can see two possibilities: they either make one ending canon or they make something like multiple choice questions before the game starts, asking us about our big choices in the first trilogy (An example how I would imagine this multiple choice: "Shepard had to chooce between the Quarians and the Geth during the reaper war, what did he do?" A: Saved the Quarians; B: Saved the Geth; C: Saved both). Of course, that multiple choice would bring many variables BioWare would have to consider when making the game, but it is possible and I would prefer it to a canon ending.



#2083
ugurbu

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LordMilitus wrote...

We all know Casey doesn't listen to the fans.. Or anybody.


Yeah, that's probably the reason why he and the ME team gave us the Extended Cut. If the EC was good or not is another story altogether, the important part here is they TRIED to give us closure. Other companies would just brush all the complaining and whining of the fans off.

#2084
ThomasN7

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They should start a new trilogy with a new threat. Lets move forward instead of reliving the past. I just don't know where to start yet. :)

#2085
Redbelle

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ugurbu wrote...

LordMilitus wrote...

We all know Casey doesn't listen to the fans.. Or anybody.


Yeah, that's probably the reason why he and the ME team gave us the Extended Cut. If the EC was good or not is another story altogether, the important part here is they TRIED to give us closure. Other companies would just brush all the complaining and whining of the fans off.


Granted, the extra Catalyst dialogue was what fans asked for, since they didn't get it the first, second or third time around.

The evac, Hackett and crash landing scene's however were narrative in execution. And no matter what else is said, narrative continuity is BW's court. It's one of the reasons that they have quality testers.

BW must have been under, not unconsiderable stress, to get the job done, cause I can't see how a company that delivers title's as good as they do, can stumble at such an important juncture in the journey.

#2086
Pyk

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In my opinion people played ME not just for shooter experience (there are titles with more advanced combat mechanics) but to immerse into the ME universe.

That's why I think next game should be:
- an RPG
- with customizable character (immersion!)
- and preferably a sequel (to avoid people complaining on right-bound timeline)

However, it doesn't have to be:
- a trilogy
- the story of how we saved the galaxy once again (small-scale story like one character's journey to solve a mystery, find redemption or save the loved ones could be even better, because it would focus on universe details and character relationships more)

That's just my opinion though. If you would like to learn what the community thinks in numbers, you can check the polls on new ME game I created.

#2087
Celboy89

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Mass Effect MMORPG, have it play just like ME3 but let us play as all the races, and do other non military stuff to for like role-playing and whatnot.

#2088
ElMuchu

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Celboy89 wrote...

Mass Effect MMORPG, have it play just like ME3 but let us play as all the races, and do other non military stuff to for like role-playing and whatnot.


No please do not make a MMORPG or if you want, please make a single player RPG trilogy and apart from that, a MMORPG

#2089
K2LU533

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If the devs take anything out of this thread, take this:

Don't rush it.

#2090
Yoshfiction

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I want more exploration. Seeing capital homeworlds, etc.
I would also like to be able to play as any race I want.
Especially the quarians. =)
and for when it is supposed to play, either a few years before the original Mass Effect, or afterwards.
Squadwise, I'd like, Kolyat, Feron, Balak and Kirahe.

#2091
HiddenInTheLight

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Non-Combat Skills / Dialog

You need to decide how you plan to handle non-combat abilities. The Mass Effect games seem to remove more and more in terms of non-combat abilities that require character stats/abilities. By ME3, all that was left was a dialog “skill” that generally only affected the final outcome of a situation after it was already physically (gameplay-wise) resolved. You couldn’t talk your way into an inaccessible room, you couldn’t investigate and find a way around a room full of guards. By focusing solely on gun battles and one-on-one dialog to the exclusion of pretty much all else you lose a lot of variety in terms of the kinds of scenarios you can put the player in. At the same time, if you put non-combat abilities back in you can have more freedom to play around with more unique/difficult combat situations. Maybe in one level there is a vault that requires really high electronics to open, but then in another level you can put an incredibly difficult optional “mini-boss” that you have to fight solo so that people who specced combat can have their day. 

Another option would be to make traditionally “non-combat” skills usable in combat. Maybe you can hack a door or a lift to get an advantageous position for a really hard fight but you have to do it in real-time while under fire. In a situation like this maybe higher electronics reduces the number of steps you have to do, or provides a slight time-dilation effect. This way a character can go for a “brains over brawn” style that isn’t just talking the opponent down through dialog.

I am against the paragon/renegade system in general. It forces situations that should be ambiguous at best into “nice” and “mean” choices, which greatly diminishes the impact of these choices. It also shapes the creation of the situations themselves: decisions have to be written to have a paragon and renegade solution rather than solutions than would make the most logical sense in the situation. This makes all of the big decisions tend towards extreme either/or choices: kill/don’t kill, help/don’t help, save this or that. Choices between two different goods or two different evils would be very interesting, but paragon/renegade really prevents these types of choices; it stops being a difficult moral choice when one of the two evils is “paragon” or one of the two goods is “renegade.”

Dialog shouldn’t always have both paragon and renegade options for the same choice (in fact I believe the less often this happens the better); even more so when both options have the exact same outcome (i.e. not having to fight somebody).

Less use of paragon/renegade as the “third option” that is quite obviously the “best” choice (especially for “hard” choices). The use of “third option” is a little more acceptable if you don’t have both a paragon and renegade “third” option for the same choice (or at least very rarely), so being either 100% paragon or 100% renegade doesn’t give you an automatic “out” of any hard choice. Even better would be if the paragon/renegade choices aren’t always “good” for the given situation (or even at all). Maybe a cruel adversary laughs at your renegade threats of violence and kills the hostages, maybe your non-violent paragon attempts at interrogation fail to get the information you need in time and the bomb goes off. Anything that forces the player to actually consider their words/actions rather than just immediately go for the “best” red/blue response would be a step in the right direction.

A side note: there need to be more immediate negative consequences for choices in general. Paragons let a killer go and they (surprise) kill people, but it is always off-screen and never in a way that actually affected the game. Renegades shoot first and ask questions later, but it never turns out that they guy they threw out the window had the keycard they needed.

You could have the order you talk to people/access information matter in terms of the dialog you get. Maybe somebody tries to lie to you but you had previously found a recording that shows him doing it. You actually did this pretty well in ME2 with the blue sun mercenary in samara’s recruitment mission: if you talked to everybody you found out that they have to kill somebody to get their armor, so you know when she claims to be innocent she is lying. It would have been even better if you got an additional dialog option to confront her based on having acquired that knowledge beforehand though.

Combat (General)

Don’t always have the enemies immediately know where you are. This really forces the player into a more limited style. If I snipe an enemy from really far away and behind cover all of his friends shouldn’t just turn towards me and start shooting. If I melee insta-kill an unaware enemy from cover I should be able to move along and try for his buddy too rather than immediately being discovered.

You could play with visibility via lighting. Certain areas can be dark, or maybe the player can turn off the lights (either by shooting them or by using a non-combat ability like electronics to short a fuse box). This would force the player and the enemies to deal with the darkness somehow.  Certain enemies could be effectively blind in the dark or use flashlights (which give away their position), while more advanced or specialized enemies have night-vision capabilities and suffer no difficulty. The player would have more options: helmets could have an attribute that grants/doesn’t grant night vision, or they could have built-in flashlights on either weapons or armor (or they could be add-ons). If you wanted to forgo those options you could fight simply by the muzzle flash of the enemies’ weapons.

Also, the size of the fighting areas should really vary more (in terms of both absolute size and of the “practical” size based on density/frequency of line-of-sight blockers and/or cover). Don’t be afraid to make a claustrophobic level where snipers would have a hard time; similarly you can add more wide-open levels where shotgun/melee characters may be in trouble.

Not every level needs to be of the same -or even similar- difficulty for every group composition. They only need to be reasonably doable. Most of the time the ideal group should be something you can determine logically based on the description of the mission: i.e. you would want to bring a krogan or other heavy-armored close-quarters characters to assault an office building or a lab, but if you need to hold an elevated position you would bring snipers. You can bring a non-optimal group, but you should have a harder time of it. Similarly, enemy composition should also play a large role. Because of their skill sets, certain characters simply destroy geth; but IMO the geth could be a little bit stronger against non-optimal groups to balance this out.  

Don’t be afraid to force the player into running and gunning every once and a while. Not every single battle has to be in an area littered with (or even containing any) cover.

With regards to melee combat, I think a lot could be done to expand this into a more useful skill. It should be useful, but only when it makes logical sense for it to. Uncharted 3 does melee really well IMO. Running around a corner right into an enemy should give the enemy a chance to go for a melee attack that you have to counter, rather than you just immediately being able to shoot them.

Movable / destroyable environments really need to play a bigger role. You shouldn’t be able to hide behind a packing crate as three guys shoot rockets at you. By making the battlefield modifiable you allow the battles to be more dynamic. Rather than just move from box to box, cover to cover until you reach the end of the room you can blow open a new route that gives you some advantage. Similarly, you would no longer be able to simply sit behind cover and kill all the enemies in the room if they can blow up all your good cover with a grenade or rocket. This also lets you give combat-specced characters a “non-combat” skill. Maybe a door can’t be hacked, but a sufficiently-heavy weapon can blow it open.

Ammo-powers should be changed to a researched option for weapons, something to be set on weapon-loadout screen before a mission (this forces more consideration to be given before mission: ie if you are expecting geth use anti-synthetic or anti-shield ammo). This would also increase the effect of coming upon an unexpected enemy type (ie finding a biotic on a geth ship).

Armor


The armor system from ME3 is very nearly what I would consider an ideal system. In my opinion, nearly all of the problems are caused by the parts themselves rather than the system. Luckily this can be addressed simply by adding more and varied options for each component slot. But in order for these new components to be anything more than a slightly larger bag of eye-candy for the player, the magnitude of effects offered must be greatly increased.
   
Instead of values  < 10% which often translate into < 1 more survived hit, or killing an enemy in 29 hits rather than 30, single stats like health, shields, and damage need to give 15-20%, enough to actually let the player immediately FEEL the difference the very next time they go into battle. However, if you only have + health, or +shields, or +damage, it begins to feel just like a numbers game; so a wider variety of bonuses are required, preferably additional effects or extra abilities rather than just percentages. For example: you could put night-vision on a helmet, or a chest-piece could have a special usable skill “hardened shield” that grants temporary invulnerability, or gauntlets that give a special longer-reach melee attack, etc. These should also make sense in relation to the piece of armor they are on: sprint-related bonuses should only really be on leg armor, while melee or “strength” related abilities should stay on the arm / shoulder pieces. In my opinion, armor should give you a degree of character customization that is at least as extensive as the skill tree itself.

Also, each piece should be able to be colored individually instead of all armor using the same color scheme. Also, along with more pieces there should be more color/texture patterns available to the user for customization. Some (not necessarily all) should have multiple colors to customize (for example camouflage could have 2 additional user-selectable colors in addition to the base armor color). Any icons or logos also need to be modifiable rather than fixed to the armor.

#2092
ShadowBrumby

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I feel that anything set after the Reaper war should be an MMORPG because of the state things were left and there was no "real" closure. However if there were to be a game before Mass Effect and humans were introduced to the galactic community then the ability to play different races feels right. If it were to be set during and/or a little while after the First Contact War then a choice out of a Turian or Human are the obvious choices. Because the writers of the Mass Effect made humans look like the underdogs and have more to prove, it just feels that anything played in the shadows/background of the main Mass Effect plot has to be driven by a human.

#2093
Sevec

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NO MMO SEQUEL! People are still whining about the ending of Mass Effect 3, and one of the common reasons is because it doesn't reflect our choices throughout the series very well. A game set in the future that completely ignores our choices will infuriate so many fans that even EA would notice the drop in profit. An MMO couldn't reflect a single choice Shepard made, and a canon Shepard would be created. A sequel must be set hundreds of years in the future, when Shepard's choices wouldn't matter as much. SPOILERS:

If Shepard chose Destroy, the Galaxy has recovered from the invasion, and used all the dead reapers to advance their technology even further.

If Shepard chose Control, the Galaxy has recovered from the invasion with the reapers' help. They imparted their knowledge to the people of the Milky Way but eventually left.

If Shepard chose Synthesis, the galaxy has prospered with the cooperation of the reapers, and the joining of organic and synthetic life has changed life as we know it. They taught us the knowledge of the races they embody and eventually left the galaxy. The stupid green glow all life gained was a temporary side effect, and has faded away over the centuries so we're not stuck seeing it throughout the whole game.

If the reapers aren't dead, they need to be out of the picture, otherwise any threat would be unbelievable. Something dangerous enough to threaten them would be unstoppable in the Destroy scenario. There are various reasons they could leave. The intelligence behind them could decide to allow the people of the galaxy to live and grow on their own. They may even try to reach another galaxy to encounter new forms of life. The state of certain species is more problematic. The Quarians and the Geth could both be thriving or wiped out, and the Krogan could be one of the most numerous species or on the verge of extinction.

The real question is what will the game be about? Whatever Shepard chose in the end, the galaxy is more united than ever, so it'll have to be an external threat. Possibly the return of the Leviathans? It could make for a great game, but the trick would be making them feel different from the reapers. There could also be a threat from another galaxy, after all, a species that could make it from one galaxy to another without reaper technology to base their own off of could be very dangerous. If the threat comes from within, like a war between the species, there would still have to be something behind it for the protagonist to defeat.

#2094
The_Other_M

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 Distance it far enough from the original trilogy to rendering the ending choices moot, only vaguely referencing events of the original trilogy in Codex entries and a few investigative talking points. 

And a statue of Shepard on Earth (and Tucanka*) wouldn't hurt.

After that----
1. More than multiple hub worlds(at least 4).

2. More diverse sub-missions(like in ME2).

3. More RPG elements--i.e. character stats, skill trees, loot, higher level caps, armor with "noticeable" and more effective stat improvements (like ME1 or every other RPG). 

4. Customizable Squad A.I. like in Dragon Age II or FFXII.

5. Choices and Actions that actually determining how the main plot unfolds (not just minor plot differences), and also determine the appearance of specific side-missions and which party members you could recruit (or lose).

None of those Virmire-like chices--where it's either one or the other, and more like Priority: Rannoch--where you could save one, kill one, or save them both. And much like Rannoch, your previous choices and actions determine whether or not you actually get a 3rd or extra option.

6. The endgame definitely needs to be more like ME2's Suicide Mission and nothing like ME3's Priority:Earth.

7. And last but not least, NO retconning player choices between sequels, like that whole nonsense with Anderson and the Council.

Modifié par The_Other_M, 03 décembre 2012 - 04:42 .


#2095
Motoko2034

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 The ideas that I will like to see in the next Mass Effect game are:
  • More RPG elements for your character and your teammates (changes what armor they wear, how the different armor affects their kinetic barrier rating, can they survive on planets that are too cold or too hot for long periods of time)
  • More customizable when it comes to adding new elements to the starship, like new weapons, new armor, etc.
  • Be able to pick a different alien race as the main character, I would love to play as an Asari.
  • Better graphics when it comes to high res textures for faces and clothing/armor (no more blurry clothing textures)
  • More interactions on the ship with the LI and other teammates. Be able to invite the LI to the quarters at any time.
  • More hub worlds that are big in size, like in ME1 for the Citadel and in ME2 for Illium.
  • Make it another trilogy where your actions in the first part of the trilogy carry over to the second and final parts. This was something that I loved and never seen happened before in the gaming world. 


#2096
CR121691

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Celboy89 wrote...

Mass Effect MMORPG, have it play just like ME3 but let us play as all the races, and do other non military stuff to for like role-playing and whatnot.


No dear god no! That would be a disaster.

#2097
CR121691

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class based interupts and choices are welcome for the next installment!

#2098
masleslie

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K2LU533 wrote...

If the devs take anything out of this thread, take this:

Don't rush it.


Wise advice.
There are a lot of different fan hopes & expectations, and lessons to learn.
Anything worth having is worth waiting for.

#2099
Bizantura

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Decent pathfinding like in ME2.

Please bring back the good old "creation kit", if the beginning, middle or end is "broken", it can be fixed hopefully without fuelling the forum boards for months on end.

#2100
Murvel88

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The irony of Hudson asking for our opinion is overwhelming.
:whistle:cdn.memegenerator.net/instances/250x250/31212722.jpg

However, since he had the courtesy of at least asking us, I shall play along.
  • Drew Karpyshyn back as lead writer. Make it happen damn it.
  • Make it for PC first, give us PC guys some love when it comes to controls, video-settings and all that lot. You can adapt the game for consols when it's properly awesome for PC.
  • I'd like to see more RPG elements, such as skill trees, customizable gear and stats (and spaceships!), play as any race. That kind of stuff.
  • Still 3rd person, absolutely no dumbed down FPS for 12 year-olds!
  • No MMO OR prequel
  • It has to be a sequel. Preferably with Destroy as retconed cannon., since that was the bloody mission from day one ME1.
  • Shepard is alive (the breath scene implies he/she is, which is another reason why Destroy is the best option to retcon-cannon). Shepard IS Mass Effect.
  • Less auto-dialouge, more idle between-missions dialouge with NPCs.
  • More and better fleshed-out LI's. This is a great feature that really makes the game feel more real and makes us invest real emotion into the game. I can't imagine ME without it.
  • Varied exploration, both on planets and in space. Land/air/underwater etc.
  • NO day 1 DLC!! Seriously, do not do that. Period. Really.
  • Evolve the gameplay from ME3. Smoother and better.
  • Storywise, I'd like the Dark energy-thing to take on a new importance.
  • MacHudson makes coffee for Mr. Karpyshyn and brings him several tasty sandwiches a day. They are also forbidden to speak to the fans by audio only. IF they HAVE to appear on camera they have to to so while wearing chicken costumes and dunce caps, and they must not speak... they can only communicate to us by writing on a piece of paper.:police:
That is all.