what you can do for the next game’s story, my concerns about your ambitions,and how to improve the general Mass Effect experience.
Let’s begin with how to improve the experience, as I think this one is the easiest to accomplish.
So first, let’s talk about our character. Throughout the trilogy, I’ve noticed that Shepard seems pretty careless, unphased, and neutral, but suddenly shows emotion when you press renegade/paragon reactions. I hope you guys don’t continue this to ME4, as I hope to see my character have some emotion on his face, and not be so “mono-tone” with his voice. Don’t get me wrong, Mark Meer has a great voice, and I think it’s appropriate for Shepard to have his voice. It seems like when he voice acts Shepard, he has no emotion or concern for what’s going on. Understandably, this is because he is reading lines from a script, and given direction only when the scene becomes emotionally tense. Instead of this, the next voice-actor(s) should be told what’s going on, how to behave throughout the scene, and how big of a deal certain reactions are. This can be done simply through instruction, and it requires no money or great effort from the actor.
Second, let’s revamp the conversation animations. I’ve seen the same gestures and expressions done by many, many different characters, and on some it seems appropriate, but on others it seems awkward. The many cultures of the Mass Effect universe must've developed their own gestures, right? General gestures should be a part of all cultures, but they need to have exclusive gestures to further exemplify the diversity of the ME universe rather than increase how human centric the universe already is.
Finally, let's talk about combat. Combat in ME3 seemed significantly easier than combat in its predecessors for obvious reasons. This isn't good game design, and certain things need to be changed in order to create a unique, enjoyable gameplay experience. And no, buffing the AI or nerfing the player is not the solution to this. Rather, there should be a different system of which gameplay progresses. Let's add simplicity to the formula to start. All of the overly gaudy animations go unappreciated after you use them hundreds of times. Let's not foget that you start with these rather than earn them. That being said, your character should take a more realistic approach to becoming experienced in their class rather than being given access to high end abilites at the beginning. This will not only add appreciation to abilites, but also create a more cinematic experience when they are used. The change will not only make the game more difficult, but will introduce a new range of tactics, fueled by player innovation and ingenuity, provided Bioware does their part in making them interact well with each other when used correctly and interact poorly with each other when used incorrectly, but also competent as individual abilites. It's a tall demand, but it's just speculation. It may be streched/narrowed as much as it takes, as long as there is a new kind of combat experience.
Next, let's talk about the seqeul. Mass Effect "4" shows promise in some areas, but sloppiness in others. While combat will undoubtedly be improved, as seen in all Mass Effect and most Bioware games, the story will be affected tremendously by the decisions the player made in their trilogy, which may be good for some, but bad for others. I'm worried that most of my suggestions will go unheeded because of time constraints.
In a previous thread of mine, I discussed how the story of the new game (which I presumed to be a sequel) would be carried out if the player chose the blue or green ending which changed the universe dramatically, and cannot be "waved-off" like the red ending, which has a reconstruction aftermath rather than a construction aftermath. My primary concern here is the cornering that the writing team has put themselves in. It’s hard to imagine the incredible volume of work that they will have to do to satisfy ever fan's detailed experience.
So, concerning Bioware
Sequels and EA Time-frames....
Let's think of it this way: as the universe becomes more controlled by the player, so must the script, meaning that the
writers have to create many, many different scenarios for each player-tailored story to flow naturally from game to game. Even if the player decided to do everything unconventionally (kill all major characters, few war assets, etc.) to make the game very short, Bioware still must create enough to reference all of these events. My point here: every choice will be carried over to the next game, and in various combinations, meaning that the writing team will be given a massive amount of work to complete in a limited amount of time, effectively rushing things more than they've done in the past.
This is problematic when it comes to EA's time-frames, and Bioware's attempts to meet these deadlines with a satisfactory product (as seen in ME3's animations, delayed textures, journal, Priority: Earth, etc.). It is bothersome that there are possibilities that Bioware will make the same mistakes, perhaps in greater magnitude, because of the implications.
So basically, I have no idea
how they’re going to pull this off. One thing is certan: it's going to take longer than the time EA gives them. Prepare yourselves for a rushed game.
Well Casey, please do consider these implementations, as they can only yield postive results for you, Bioware, and Mass Effect.
Modifié par Aezync, 27 mai 2013 - 06:09 .





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