Also note that 50% of ME2 players didn't import from ME1 (pre-PS3 figure). Bio was right to expect a lot of new players.
Modifié par AlanC9, 29 avril 2013 - 06:55 .
Modifié par AlanC9, 29 avril 2013 - 06:55 .
AlanC9 wrote...
I think the whole idea is badly confused. Whether the players were new or old, Bio wasn't ever going to expend lots more resources on alternate paths for different savegames. ME3's already doing more of that than any RPG sequel ever.
Also note that 50% of ME2 players didn't import from ME1 (pre-PS3 figure). Bio was right to expect a lot of new players.
DistantUtopia wrote...
They hired the wrong Cereal killer?
Archonsg wrote...
Perhaps it is not so much as "different" endings but a singular ending that should reflect the player's choices and path s/he took in the course of three games?
Ultimately, we have only one ending. Defeat of the Reapers.
However, that end itself should reflect the player's choices and decisions made in game. Which is what the epilogue is for.
Did you make anti-alien renegade choices?
Are you a peacemaker making Paragon choices?
Are you paragade, valuing life but not willing and able to spend lifes to achieve a goal.
And so on.
Variations can run into the stratosphere, though I do think that it can be boiled down to six distinct "paths".
1) Naive Paragon
2) Peacemaker Paragon
3) Do what is needed Paragade
4) Hard but fair Renegon
5) Don't get in my way Renegade
6) Psychotic Renegade
Note that the two extremes would end "poorly".
In any case, a singular ending can, should reflect on the above six paths, the epilogue that follows should at the least mirror the player's actions throughout the series, and from there, show cause and effect, as well as consequences for your actions over those three games.
It's not just for the lack of a happy ending, it is the lack of anything personal or reflecting the emotional investment you have made in the course of the series.
spockjedi wrote...
Good points. I also imagined a five-episodes series like this:
- ME1: Discover the Reaper threat
- ME2: Stop the Collectors and learn more about the Reapers.
- ME3: Find a way to stop the Reapers. Stop Cerberus.
- ME4: Unite the Galaxy. Prepare for the Reaper Invasion. Repel the first Reaper wave.
-ME5: Stop the Reapers. Go to the Dark Space. Kill Harbinger "on foot". Good ending: marriage, old age and lots of little (blue) children.
Guest_tickle267_*
MassivelyEffective0730 wrote...
ME5: Use method to beat the Reapers. Get happy ending. Marriage, eternal youth, and no blue babies. I hate Liara.
Modifié par tickle267, 29 avril 2013 - 10:37 .
MegaIllusiveMan wrote...
DistantUtopia wrote...
They hired the wrong Cereal killer?
Cereal Killer? I heard something about Kai Leng on Deception... It was that? I didn't read it.
Redbelle wrote...
I'm not sure by what you mean when you say alternative paths for different save games. Mass Effect is full of alternative path's. Perhaps not in map content but in character action's and intent's.
Modifié par AlanC9, 30 avril 2013 - 12:24 .
Well, you couldn't on PS3, anyway.AlanC9 wrote...
Also note that 50% of ME2 players didn't import from ME1 (pre-PS3 figure). Bio was right to expect a lot of new players.
Redbelle wrote...
Fetch quests. The problem with them is that they operate on a bungee system.
Citadel (Quest giver) >>>> Scan and find <Booooooiiiiiinnnnnng> Citadel (run all the way back to the quest giver)
Fetch quest's can be used to aid the player as they progress through the game world by giving them an added incentive to go to and talk to certain people.
Megaton_Hope wrote...
Well, you couldn't on PS3, anyway.AlanC9 wrote...
Also note that 50% of ME2 players didn't import from ME1 (pre-PS3 figure). Bio was right to expect a lot of new players.
AlanC9 wrote...
Redbelle wrote...
Fetch quests. The problem with them is that they operate on a bungee system.
Citadel (Quest giver) >>>> Scan and find <Booooooiiiiiinnnnnng> Citadel (run all the way back to the quest giver)
Of course, a sensible player wouldn't do it that way. He'd pick up whatever quests came his way as he walked wound the Citadel on other business, pick up items while he did other stuff, and turn in stuff next time he was on the Citadel.Fetch quest's can be used to aid the player as they progress through the game world by giving them an added incentive to go to and talk to certain people.
That's kind of what they do in ME3. They're an incentive to walk around the Citadel and hear stuff.
Tron Mega wrote...
weaksauce alan.
and you know the reasons why becasue youve played the game.
Modifié par AlanC9, 30 avril 2013 - 03:09 .
iakus wrote...
Eh, these aren't much better then the DA2 fetch quests where you find the skeleton of some pirate and end up wandering Darktown looking for someone to give you gold for it...
Modifié par AlanC9, 30 avril 2013 - 03:21 .
AlanC9 wrote...
Redbelle wrote...
Fetch quests. The problem with them is that they operate on a bungee system.
Citadel (Quest giver) >>>> Scan and find <Booooooiiiiiinnnnnng> Citadel (run all the way back to the quest giver)
Of course, a sensible player wouldn't do it that way. He'd pick up whatever quests came his way as he walked wound the Citadel on other business, pick up items while he did other stuff, and turn in stuff next time he was on the Citadel.Fetch quest's can be used to aid the player as they progress through the game world by giving them an added incentive to go to and talk to certain people.
That's kind of what they do in ME3. They're an incentive to walk around the Citadel and hear stuff.
Modifié par Redbelle, 30 avril 2013 - 07:19 .