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Black Ops 2 implemented decision making 10x more important than ME series


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#26
AntiChri5

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How many variables?

#27
ZajoE38

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Destroy every entity in the universe (low EMS red) versus save everyone and live in glory is almost the same things.

#28
d-boy15

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AntiChri5 wrote...

How many variables?


about 5 main decision that affect black ops 2 ending.

anyway I gotta say, treyrach connected those decisions well. it's not simple as choose this or that.
some effect is come out when you success or finish the side mission.

some variable got a second chance  too and all descision not had game narrative tell you out loud
about what happen if you choose, you gotta play it too see by youself.

anyway both game are different but they also has thing in common, BO2 also had non-sense thing
like rubble scene in ME3.

Modifié par d-boy15, 16 novembre 2012 - 09:16 .


#29
M920CAIN

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Well, I have tried Black Ops 2 as a matter of fact, and let me say this: it can have how many branching decisions it has, the story is retarded, cliche. One of your decisions in the ending is to shoot the bad guy or not and based on that you have "branching" storylines.... RIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGHT. It's nowhere near Mass Effect's league, but it's a galant effort to nonlinearity in FPSes.

#30
Haargel

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I agree, made a post yesterday or so.

It's not dialogue wheel but just decide to kill/ not to kill anyone.

I thought I made all right decisions and got the worse endings. In ME you know what your choice will lead to. In BO2 there's not such a thing.

Yes, ME surpassed by an FPS regarding choices.

#31
Jadebaby

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I <3 Halo4 soundtrack.

#32
jstme

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I assume that Black Ops 2 had much less variables to work with. No variable squad characters, no "dead weight" from previous 2 games. Single player campaign in Blops2 is much shorter.
Makes it all much easier.
Of course, ME3 is supposed to be a RPG so to loose to a shooter in pewpew stuff AND in story diversity is still pretty lame. Hope they take it the right way and not try to CODify the series even more. Will be funny if COD series eventually will be better RPG then Mass Effect.

#33
Kataphrut94

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Funnily enough, it's the self-contained games that tend to do choice and consequences better. Every game is developed separately, meaning that when the developers were making Mass Effect 2 & 3, they were somewhat constrained with how they did it, whereas your Alpha Protocols, your Deus Ex's your Witcher 2s don't have these problems because the branching dialogues and plots are confined to a single game. The Walking Dead is the exception here, but it was small and episodic, giving it a tighter focus.

Mass Effect 2 didn't have a big problem in this regard since the plot was so far removed from Mass Effect 1's. This meant they had room to stretch their legs and just have throwbacks to Mass Effect 1 in the form of emails and one-off conversations with the likes of Anderson, Kaidan or Wrex. Mass Effect 3 had to wrap up all the loose ends from a whole bunch of diverging plots from both games, meaning they often had to take the easier way out by linking it to the War Assets, codex entries and alternate dialogues. They masked it well in some cases (Maleon's data, Tali's trial, most of the suicide mission survivors), and poorly in others (Collector Base, Kasumi's graybox, human councillor).

Basically, if Treyarch decides to do a save import feature with the next Black Ops, don't expect all those diverging choices to come back in any meaningful way. Then again, they'll probably make enough money to just buy Poland and get all those classic RPG devs to churn out all the alternate continuities.

Modifié par Kataphrut94, 16 novembre 2012 - 11:05 .


#34
Argolas

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Did you count the Mass Effect 2 decisions, too?

#35
Ieldra

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I don't know Black Ops 2 but may I just mention that branching story arcs are much easier to do in one game with 10 hours of content per playthrough than in a game trilogy with 100 hours? The complexity of the sets of conditions you must deal with increases exponentially with the number of decisions.

I think ME3 needed more branching specifically for the outcomes of the ME1 and ME2 endgame decisions, but it's not a foregone conclusion that they could've done it with the resources available, while also having to consider the status of ME2 team members and countless other things.

As I see it, ME2's SM the biggest factor to blame. Hadn't that added so many variables, they could've easily added more branching for the ME1 and ME2 endgame decisions.

#36
Catastrophy

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Ten times? Please submit the calculation, so we can verify your findings.

#37
Sinekein

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Lol, they implemented the best decision making for a story no one gives a damn about. That's cute.

#38
spirosz

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Jade8aby88 wrote...

I <3 Halo4 soundtrack.



#39
clarkusdarkus

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I bought blackops 2, sold the Nuketown map for £20 to get some value back, went straight to MP as i only play those games mainly for that but the campaign is intruiging and don't forget that treyarch didn't need to innovate the story as the game would have sold regardless......so whereas ME3 dumbed down the series into a shooter clone like gears.....COD has intergrated a story element into theres like ME....make of that what you will.

#40
Hudathan

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Branching paths vs a culmination of a trilogy worth of character development, relationships, and plot lines. Apples and oranges.

#41
LisuPL

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I confirm, choices in Black Ops 2 singleplayer mode often matter much more, than choices in ME3.

Yes, I bought and played the campagin and it was great. I will be replaying Black Ops 2 due to the impact of choices to see how story gets tailored by other choices.

Modifié par LisuPL, 16 novembre 2012 - 01:50 .


#42
Inside_Joke

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I implemented more choices when deciding what pair of socks I should put on this morning.

Doesn't make it more fun.

#43
Vinny

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You can't really compare COD with ME. The story, the scope, the number of characters, the genre, the audience they are targeting... everything is different.
Treyarch took a risk and tried something new (unlike the other studio). They want you to experience the direct consequences of your actions in a 6 hours long campaign. Since the story is shorter, they have enough room to maneuver and can go into detail.
Now you're asking BioWare to do the same thing over 80 hours of gameplay in a trilogy where the first game alone already had 3500 plot variables.

#44
Argolas

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Epök wrote...
[...] the audience they are targeting... everything is different.
 


I hope so.

#45
CDR David Shepard

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It's all about how one person views and values the actual decision being made.

For instance...I believe that...regardless of how the end of the game plays out...the decision to cure or not cure the genophage is something vastly more important than any decision in Black Ops.

To each their own.

Modifié par CDR David Shepard, 16 novembre 2012 - 02:43 .


#46
LilLino

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Except in Black Ops you most likely don't have 25 hours of game to follow up the damn choice, how long is the campaign? 6-8 hours?

Mass Effect 3 is 20-25 with tons of tons of dialogue and cutscenes that all had to be altered.
I don't say it's not possible.
It is, Witcher 2 DID it, which some people here seem to ignore.
It's just Bioware clearly had no time to do that. Bah, they had no time to polish the game or create decent final mission, needless to mention Vanilla Endings, so stop whining that you kissing or not kissing a Turian didn't matter.

#47
fil009

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Haargel wrote...

I agree, made a post yesterday or so.

It's not dialogue wheel but just decide to kill/ not to kill anyone.

I thought I made all right decisions and got the worse endings. In ME you know what your choice will lead to. In BO2 there's not such a thing.

Yes, ME surpassed by an FPS regarding choices.


What the fvck kind of logic is this? In a few playthroughs you'll know exactly what all your choices in BO2 will lead to as well.

#48
Argolas

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fil009 wrote...

Haargel wrote...

I agree, made a post yesterday or so.

It's not dialogue wheel but just decide to kill/ not to kill anyone.

I thought I made all right decisions and got the worse endings. In ME you know what your choice will lead to. In BO2 there's not such a thing.

Yes, ME surpassed by an FPS regarding choices.


What the fvck kind of logic is this? In a few playthroughs you'll know exactly what all your choices in BO2 will lead to as well.


That's right. When you play ME for the first time, there are many decisions of which you don't know where they will lead, for example kill Balak or let him go, kill or save the Rachni Queen, destroy or rewrite the Geth Heretics. And in ME3 there are even decision which have long-term consequences we don't ever learn, like curing the Genophage or the final decision.

#49
d-boy15

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Argolas wrote...

Epök wrote...
[...] the audience they are targeting... everything is different.
 


I hope so.


black ops 2 know what audience they targeting for, not sure about mass effect 3.

anyway, it's look like COD try to be more rpg while mass effect try to be more shooter. 

#50
xAmilli0n

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xsdob wrote...

Basically, the decisions you make radically change the plot, the characters you work with, maybe the faction but I haven't gotten that far yet, and a whole bunch of stuff.

You didn't kill the guy before he got in his chopper? Well, you don;t get a game over do it again screen, you play the game with your choice playing out, and that guy going on to either hinder or help you later depending on how your other choices.

And that is one of many types of choices and consequences for your actions. Another scene is during an execution scene, you can kill him, or shoot him in the leg and take him in alive, or let him go, and all those choices affect how the game plays out.

So pretty much, black ops 2 has a branching and varying narrative.


Interesting.  I'm not a CoD fan, but I did enjoy CoD2 and CoD4.  I may have to grab it, quickly play the campaign and trade it in, just to give it a try.