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Name the 3 most vital ingredients for any Mass Effect game


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103 réponses à ce sujet

#1
Ajensis

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So, we've got a lot of people giving lots of different ideas of where to go with ME4, but I was thinking that it might be a good idea to take a step back and just look at what BSN users consider the foundations of a Mass Effect game :)

Therefore I'd like you to list 3 things that are the most important to you. You can name anything you want, from small things like 'Paragon/Renegade interruptions' to broad concepts like 'RPG' or 'Exploration'.

Keep in mind, however, that it should be applicable to any Mass Effect game - to the extent possible. For instance, there's a huge difference between putting down 'Shepard' instead of 'Customisable protagonist I can make my own'; by writing the former, you promote the view that a new protagonist for ME4 (which is likely to happen) will be very unsatisfactory to you, while the latter means you're open to having a new main character, so long as you can customise appearance and things like his or her upbringing.

Also, please don't list anything that's already a given. Writing 'A decent ending' or anything like that will only hurt this thread, since it's obvious the writers wouldn't pursue anything but a good ending (and it would come across as a hidden insult). Let's just focus on what you want to see, not what you don't want ^_^

To make it easy on the eyes, I'd appreciate using a simple numerical system like:

1. X
2. Y
3. Z

- and you don't have to worry about prioritising. Let's assume, unless you state otherwise, that the three things you list hold equal importance.

Aaand... Go! :D

#2
Grubas

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1. Exploration
2. Interactive dialog (aka Roleplay)
3. Story
.
.
.
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4. MAKO (yes he gets mentioned in every game)

Modifié par Grubas, 15 décembre 2012 - 07:55 .


#3
zyntifox

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Sorry Grubas but my list looks a lot like yours. :)

1. Exploration - That includes the Mako.
2. Interactive dialogue - That is, the protagonist never say anything without my input.
3. Inventory

#4
Guest_magnetite_*

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1. Exploration
2. Story
3. RPG elements

#5
MstrJedi Kyle

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1. Choice
2. Consequence
3. Bacon

#6
Agugaboo

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1.Exploration and Immersion (Non mission specific places and characters/ hub worlds/ culture/ atmosphere)
2.Choice and Consequences
3.First Person Combat and Command
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.
.
.
4. Round Bacon

Modifié par Agugaboo, 15 décembre 2012 - 09:30 .


#7
a load of stanton

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1.exploration
2.choice and consequences
3.RPG elements
4.space battles against far superior enemies
5.magic
6.garrus

#8
Sweawm

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1. Universe/Lore
2. Characters
3. Story

#9
Ameno Xiel

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0. Shepard (inofficial, since we already know that won't happen :crying: )
1. Immersion (story, characters, music, interactive dialogue, etc.)
2. Choice (consequences, exploration, squadmates, missions, etc.)
3. Bioware (All criticism aside, I don't think any other producer can give us a game from this franchise in nearly the same quality as they did. Regardless of studio.)

#10
Scottus4

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1. Decisions that matter. I don't mean "You get a different slide in the ending" or "You miss out on an email from them" or "You don't get as much EMS" or "You feel bad because you let some civilians die". If it doesn't change how the game-play plays out, it doesn't really matter IMO. Personally, I'd love a three act story that divides into two separates stories in Act 2 and comes back together Act 3.

2. Sense of Exploration - I don't really mean just dropping into a planet and roaming around in the Mako, but the sense that you can fly around in the galaxy, scan planets, and find stuff to do. ME2 has what I'm talking about. That sort of thing, only a bit more fleshed out.

3. Ancient Horror - Should be self-explanatory. ME1 delivered two of these, the Thorian and the Reapers. Then in ME2, we sort of had the Collectors as these, horrible abominations that were able to sweep away whole colonies without any resistance. Didn't really get an expansion of these in ME3 since we were dealing with the Reapers and all that jazz, although I guess you might argue that the Leviathan is sort of one of these, even though he/they weren't an opposing force (and a neutral/friendly space monster is hardly a horror).

Modifié par Scottus4, 15 décembre 2012 - 12:25 .


#11
Torrential

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1, Character Development, several development arcs involving the lead character as well as his squad.
2, Dramatic and different Dialogue Choices, the cliffhanger moments, the ones you have to make a choice. Picking my own dialogue and choices, not having the game dictate the RP part of the RPG. (No autodialogue and 3 picks+ instead of 2 or none...)
3, Obviously the squad. Their personalities, whether they agree with the decisions or not, bringing them to life, their interactions with each other etc. The more developed they are, the more rounded instead of flat they are.

#12
Lizzarder

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1. Characters
2. Choices
3. Dialogue

#13
Torrential

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1, Heavy Character Development, several arcs involving the lead character as well as his squad. Getting to know them all, what makes them tick, their motivations and the changes that occur in them as we go through the story.

2, Dramatic and different Dialogue Choices, the cliffhanger moments where what I pick makes a difference. Feeling like I have control over how my character acts, 3+ dialogue choices instead of 2 or none (auto)...

3, Bringing Squadmates to life, their interactions with each other, their responses to my actions, making them round well developed characters, instead of 1 mission flat character cast aways, who I couldn't care less about because I have no time with.

Honorary mention, not abandoning characters for any sequel and DLC. If you've got a great character, put them in the next game... 

*The board ate my last post, sorry if it doubles. 

Modifié par Torrential, 15 décembre 2012 - 12:38 .


#14
T-Raks

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1. Combat with the assistance of two squaddies - not the run like a chicken style of Omega, but the tactical style of getting in a good position on the battle field and then using your two squaddies to get yourself in a position to win the battle.
2. Exploration - being able to figure things out between the main story missions without exactly knowing where to go etc.
3. Character development - the cutscene dialogue sections including the dialogue wheel (especially in ME2) are a big part of what makes ME great.

I would've included choices if they had lead to different paths in ME3.

#15
Flatrid

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rpg
story
more rpg

#16
Siegdrifa

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1. travel
2. meeting characters
3. choices

#17
SDW

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1. Story / Fighting (two points actually, but this games has two backbones really - yes, a very weird anatomic metaphor)
2. Squadmates
3. Decisions

#18
KOM_95

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1.Exploration
2.Choices
3.RPG

#19
satunnainen

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1. Story
2. Voiced dialogue
3. Music
4. cinematics
5. combat

hmh, my top three has 5 parts. No I am not Douglas Adams reborn

#20
Mims

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1. Strong characters
2. Environments to explore [not just stuck in one area.]
3. Attention to detail, whether in set design or writing.

#21
Robhuzz

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Story
Characters
Actual exploration

#22
rallyfan

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- Story (Characters, choices that matter, interactive dialogue, plot, etc.)
- Exploration
- Combat

#23
artificial-ignorance

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1. Story (Lore-ful, Character-Driven, Dialogue Choices)
2. Exploration (Hubs, Environments, etc.)
3. Pickups (Weapons, Upgrades, etc.)

#24
Lost Mercenary

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1. Choices impacting the universe.
2. Great characters both sqaud and NPC.
3. Story

I have more but you asked for 3 so here they are.

#25
shepskisaac

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RPG mechanics (includes customization, combat, economy), exploration, dialogue options