Why are Bethesda games more popular?
#26
Posté 02 décembre 2013 - 07:08
I've personally grown more and more disinterested in Bethesda Game Studios' titles starting with Oblivion, because they don't appeal to what I love about both the RPG and sandbox genre, and have issues with some elements within the design, but I can see why they're very popular.
#27
Guest_JujuSamedi_*
Posté 02 décembre 2013 - 07:13
Guest_JujuSamedi_*
#28
Posté 02 décembre 2013 - 07:22
#29
Posté 02 décembre 2013 - 07:29
#30
Guest_StreetMagic_*
Posté 02 décembre 2013 - 09:24
Guest_StreetMagic_*
And even then, I think Mass Effect 3 departed a bit from character focus. They didn't even play to their own strengths. At least not until Citadel.
Modifié par StreetMagic, 02 décembre 2013 - 09:25 .
#31
Posté 02 décembre 2013 - 09:58
#32
Posté 02 décembre 2013 - 10:10
I like ME3 more only because of the MP part and because Sci-Fi with blue aliens. I'd usually prefer an open world over a story heavy game - it usually offers more replayability and caters to the discoverer in me.
#33
Posté 02 décembre 2013 - 12:17
So one thing BW could do, it would seem, would be to rethink the exploration parts of ME.
Modifié par cap and gown, 02 décembre 2013 - 12:21 .
#34
Posté 02 décembre 2013 - 01:07
I seriously worry that this gen we are going to get a massive influx of extremely crappy open world games, we will end up missing those days when devs were copying COD instead.
#35
Posté 02 décembre 2013 - 03:40
#36
Guest_StreetMagic_*
Posté 02 décembre 2013 - 03:58
Guest_StreetMagic_*
Daemul wrote...
I seriously worry that this gen we are going to get a massive influx of extremely crappy open world games, we will end up missing those days when devs were copying COD instead.
Heh. Yeah, I don't think so.
I don't like many iterations of the same formula either, but the one advantage open world games have over that is diversity. There's the crime based ones (GTA, LA Noire); Minecraft; Red Dead Redemption; comic booky ones (Crackdown, Infamous, some of the Spider-Man and Batman games in ways); fantasy (Amalur, Dark Souls, Skyrim, Oblivion); Assassin's Creed in some ways; Dead Rising/Dead Island; racers like Burnout Paradise/Forza Horizon..
Modifié par StreetMagic, 02 décembre 2013 - 03:59 .
#37
Posté 02 décembre 2013 - 05:00
BioWare games are the complete opposite... linear and scripted to the detrement of actual role playing coupled the marketing department chasing the dudebro demographic which are big turn offs to a large portion of the potential audience while Bethesda understand their audience and what they want.
Modifié par Guanxii, 02 décembre 2013 - 05:11 .
#38
Guest_StreetMagic_*
Posté 02 décembre 2013 - 05:07
Guest_StreetMagic_*
Guanxii wrote...
Emergent gameplay will always be more popular than highly scripted gameplay because it offers a unique experience to everybody who plays it. BioWare games just seem to get more and linear and the marketing department is too busy chasing the dudebro demographic while Bethesda understand their audience and what they want.
True enough.
Bioware had bits of emergence in their games before though. Like a mix of script and openness that was just great. Not quite open world, but little things made it personal depending on quest order, differing squad banter in quests, consequences of multiple choices, etc.. Not as much anymore though.
#39
Posté 02 décembre 2013 - 05:27
Hm?StreetMagic wrote...
Guanxii wrote...
Emergent gameplay will always be more popular than highly scripted gameplay because it offers a unique experience to everybody who plays it. BioWare games just seem to get more and linear and the marketing department is too busy chasing the dudebro demographic while Bethesda understand their audience and what they want.
True enough.
Bioware had bits of emergence in their games before though. Like a mix of script and openness that was just great. Not quite open world, but little things made it personal depending on quest order, differing squad banter in quests, consequences of multiple choices, etc.. Not as much anymore though.
Baldur's gat may have had random encounters, but that was more a reflection of the sort of game world and narrative being presented. Companion development and focus has bloomed, though, especially with squad banter. ME3 also had far more Consequences in its internal quests compared to any Bioware game in the last decade, so that's not exactly a negative trend there.
Honestly, ME2 was probably the worst offender of all the things you mention, but ME2 was the real outlier in the ME series.
#40
Posté 02 décembre 2013 - 05:36
Wrong question. Ask, rather, why should it be as popular?Frozen Mind wrote...
The answer might be easier - because they're not "EA". And the original ME3 ending didn't make more fans. I know few people that didn't like this game until I actually persuaded them to do so. Then they found it nice. So what made "it's a crap" opinion for people before even trying it?
Being produced by EA or not isn't the reason behind most people's consumer and enjoyment choices. Bioware has always been a smaller, more niche, developer, even before EA, and it's chosen focus (in 40-60 hour 'epic' stories that are largely linear) has always been a on the smaller end of the fan spectrum. One of the common strengths of open world games with shorter main narratives (like Bethesda games) is that it's easier for a player to drive through the main story while still having plenty of more content to delve into. Unlike the effectively linear Bioware narratives, where you have to go through everything whether you like it or not, open-world games where most content is optional mitigates the risk of having large sections that bore the players away (like the Fade in DAO).
#41
Guest_StreetMagic_*
Posté 02 décembre 2013 - 05:37
Guest_StreetMagic_*
Dean_the_Young wrote...
Honestly, ME2 was probably the worst offender of all the things you mention, but ME2 was the real outlier in the ME series.
I don't see how. ME2 let me complete quests and prioritize my squad stories in ways ME3 doesn't. ME3 wants to tell a more linear narrative. It's not bad, but it's definitely a different direction. The first two are more like DAO in how you're allowed to move around the map. It also gave me more branching dialogue with squad. It also let me interact with civilians in more ways than just randomly bumrushing them and getting some Zaeed like dialogue about war assets. I don't even get to walk around with squadmates to get their funny input either. Populated areas are just Shepard solo acts, with occassional autodialogue cutscenes fading in and out. The enviroment feels seperated and unaffected by this fade in/fade out aspect.
Modifié par StreetMagic, 02 décembre 2013 - 05:41 .
#42
Posté 02 décembre 2013 - 05:39
While ME1's exploration was a great tone setter for being part of the wider universe, as far as exploration goes it was pretty pathetic and its flaws generated many of its own complaints. Having to drive for three to five minutes to get to the one relevant sidequest on the planet was little more than time padding, and was frequently a slog.cap and gown wrote...
I see the idea of exploration coming up in a number of posts here. And it is true. I love poking around Skyrim and stumbling across stuff the designers have seeded the landscape with. (Plus Skyrim is beautiful, and the music is fantastic.) I have also seen ME1 fans (which I am not) talk quite a bit about landing on a planet and exploring as one reason they love that title. I suppose. It never did much for me. Not as many oddities to find as you might in Skyrim. Then they ramped that exploration bit down in ME2. You could still stumble across quests by scanning planets, but it certainly wasn't the same as roving around a planet. Then you get to ME3 and there is no real exploration at all. Instead of stumbling across quests, they are just shoved down your throat. In the context of the story, that made sense, but it took away the exploration aspects.
So one thing BW could do, it would seem, would be to rethink the exploration parts of ME.
There were some great atmospheric moments and shots you could come across... but big empty padding spaces wasn't the winning formula for getting those.
#43
Posté 02 décembre 2013 - 05:41
StreetMagic wrote...
Bioware had bits of emergence in their games before though. Like a mix of script and openness that was just great. Not quite open world, but little things made it personal depending on quest order, differing squad banter in quests, consequences of multiple choices, etc.. Not as much anymore though.
I think it's down to a number of factors. Mass Effect 3 and DA2 were obviously rushed out of the gate, their collective priorities have changed under EA and the nature of the plot of ME3 didn't really allow much wiggle-room for deviating too far from the main plot.
With ME4 bioware are free do whatever they want. They can either revert back to the original premise and promise of the series or they can continue their current trajectory and make another bland frostbite 3 corridor shooter. BioWare should play to their strengths and let go of the idea of trying to be everything to all people.
Modifié par Guanxii, 02 décembre 2013 - 05:58 .
#44
Posté 02 décembre 2013 - 05:46
#45
Posté 02 décembre 2013 - 05:56
#46
Posté 02 décembre 2013 - 05:57
ME2 also didn't care what order you did any of the missions in- it didn't even track them. With the exception of taking Legion to Tali's Loyalty Mission, the game simply didn't recognize the order you did missions because they were all isolated and lacked connection to eachother. The resolutions of the missions you take and the very fact that you do them is only reflected in the Suicide Mission by a very cut-and-paste non-personalized death scene if you kill them off.StreetMagic wrote...
Dean_the_Young wrote...
Honestly, ME2 was probably the worst offender of all the things you mention, but ME2 was the real outlier in the ME series.
I don't see how. ME2 let me complete quests and prioritize my squad stories in ways ME3 doesn't. ME3 wants to tell a more linear narrative. It's not bad, but it's definitely a different direction.
ME3 had less opportunities for playing order (but then, fewer big missions in general), but more reflections (and consequences) for doing so or not doing so. Besides the numerous import factors for what you did or did not play in the previous games popping up as dialogue changes, things like the playing order for Tuchanka Bomb could get an alternate end for the quest, reflections in the Quarian Fleet's status in the Rannoch battle, and minimal but present differences in the final battle (Wrex. vs. Wreave vs. STG presence, fleet pre-cinematic rally, global news). Plus, the Genophage plotline with Wrex- best in-game consequence reflection in a Bioware game to date.
The problem with Bioware's approach to Big Creamy Middles of 'pick which order you do these missions' is that, well, they are self-contained plotlines that didn't matter what order you did them as they didn't impact eachother. DAO is the most notorious abuser, but unlike in Alpha Protocol (where sequence is very significant) the Bioware games of old were just as linear as the rest- they just obfusicated filler arcs.
There are still civilians and side-quest related people you can interact with in ME3 with dialogue wheels. Those didn't go away, and most civilian NPCs in ME1 and ME2 were just as uninteractible.The first two are more like DAO. It gave me more branching dialogue with squad. It also let me interact with civilians in more ways than just randomly bumrushing them and getting some Zaeed like dialogue about war assets.
And, in exchange, you get far more individualized banter and inter-companion interaction on missions and the ship. Squadmate interaction and banter is far higher in ME3 than both the previous games combined.I don't even get to walk around with squadmates to get their funny input either.
Solo-acts, yes. Just autodialogue cutscenes? Not so much more than the short sidequest conversations with minor NPCs of the previous games.Populated areas are just Shepard solo acts, with occassional autodialogue cutscenes fading in and out.
#47
Posté 02 décembre 2013 - 06:01
People like Skyrim because you download a new waifu mod every week and play dress up with her along with other mary sue self insert gratification fanfics that you imagine in your head. Skyrim is a do what you want sandbox simulator.
Hell I still play it with over 300 mods downloaded. It's mindless degenerate fun, but its still fun.
Unless you're an idiot who bought it on console
Obsidian at least learned from Bethesda's mistakes and Fallout New Vegas is a vastly superior game with true balance and decision making.
#48
Guest_Catch This Fade_*
Posté 02 décembre 2013 - 06:03
Guest_Catch This Fade_*
Stopped reading right here. You crayLazengan wrote...
The sad Truth is that Skyrim is a terrible, repetitive, buggy game, with no actual gameplay.
#49
Posté 02 décembre 2013 - 06:04
*pukes*
#50
Posté 02 décembre 2013 - 06:05




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