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My criticism of ME3's dialogue


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#76
Lord Watson

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txgoldrush wrote...

Lord Watson wrote...

True, it had a lot of issues. I still enjoyed it, just not as much as I thought I would.  A well made spy rpg is up there on my list of games I want.  Still waiting...


Try imperial agent in The Old Republic.

TOR is actually an example on when the ME1 style tone wheel does work, because the character actually allows the freedom for the most part. And there is an approval system with companions.


I'll have to check it out some time.  First I'll have to get back into the city where I have access to fast internet. 

In the meantime my fingers are crossed a good SP game of that persuasion comes around.  I'm in the minority for that though lol.

#77
Karlone123

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txgoldrush wrote...

Karlone123 wrote...

txgoldrush wrote...

SNascimento wrote...

I agree ME3 had the worst narrative of the three.

ME2 on the other hand had the best narrative system ever created. Not only because the dialogue (including some good use of autodialogue) and the dwheel were amazing but because the interrupts were cleverly used throughout the game.


You have to be kidding.

ME3 (with the extended cut) is by far the best. Why? Because they have managed to have both a well paced plot (that's why the DLC breaks the pacing), and character development, especially for the newer characters and EDI.

What did ME1 have? A plot that lacked pacing until Virmire and very little character development. So much so that they had to develop Liara and Garrus in between games. ME2 not only had the worst plot in the series, but one of the worst plots in a Bioware game, all sacrificed for character development with a crew that interacts little with eachother.

Nevermind the fact that ME2 allows Shepard to become a complete sociopath and sadist, really doing things For The Evulz, taking away any moral justification to the action that may have moral justification. The interrupts highlight this problem. It was ****** poor writing and ME3 got rid of it. Hell renegade Shepard isn't even a consistent character in ME2, much less in between games.

Interrupts in ME3 are far better used.


Bioware even knows storywriting is not their strong suit, but writing characters and choice is where they are best at work. If a player wants to play a sociopathic Shepard and the option to do so is given, then that it is purely the player's choice. I can understand if you do not enjoy interactive games that you feel that undermines the quality of the story to give a player a choice.

If all Bioware games were homegeneous like other action games with combat being the only interactive feature, I would have only played their games once and once only cause the story and characters being non-interactive to the player loses value for me. Bioware's storywriting can only get better with each installment, I just criticise the toned down player agency in ME3 as that has lost value for me. Everyone has their own preferences on a game and how developers make their games.

You criticise ME1 story pacing as it doesn't have one, which in fact leaves it up to the player. The player should be in control more than just combat on how the story paces forward and how the character evolves on their terms. I prefer to craft my own story with my own character and make it my journey, but ME3 doesn't feel like my journey as I feel I have little control on how the story foes forward and how Shepard advances as a character. The direction Bioware is taking Mass Effect is not one I prefer as I prefer the direction of ME1 and 2 of player choice. Bioware stood out more among other game developers for giving players a choice. ME3 lessened that, and so will ME4 if they do the same stuff they did with ME3. It may work in your favour but it is bound to repel me.


If players should be free to play a sociopathic Shepard, why not let him be able to just shoot random civilians on the Citadel or Illium? Why not let the player do what the wants with him? Maybe because it isn't part of the character. Even interactive stories should be well written as to make every choice fit the narrative. This is why sociopath Shepard DOES NOT WORK. Hell, fully naïve idealistic Paragon Shepard would not work, so in ME3 even a Paragon is realistic about the cost of victory

And really, you forget one aspect when it comes to choice that ME3 far exceeds ME1 and ME2: consequence. Of all those dialogue options, there was very little consequence. It did not matter who you pissed off, nothing happens. The tone wheel was completely useless, Bioware finally figured this out and cut it, and made far more dialogue options in ME3 about viewpoints, not when I am going to be nice, nasty, or neutral to someone. The ONLY game where routine tone wheel dialogue actually has an impact is Alpha Protocol, where consequences do arise in how you treat someone in the game. ME1 and ME2, not so much.

And for a game with less dialogue options, boy does your choices have more consequences and impact in ME3. I mean the delayed kind where the impact is not felt until hours after the choice. Not only in ME3, but choices from ME1 and ME2 as well. ME3 has almost every Bioware game beat when it comes to consequence.


I can agree with you on this, I am for less idiotic behavior from the player character and smarter dialogue options. I just wish they were more plentiful in ME3 and the dialogue probably feels narrowed down to a singular path.did not give much room for a more diverse shepard to express themself. I have criticised the tone wheel too as Shepatd says the same line but in two different tones which would have little to no effect. I just would like a return to more diverse dialogue options, less autodialogue and surrounding characters be more reactive to how the player expresses themself.

#78
Vapaa

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txgoldrush wrote...

Also, you should  not be allowed to shape your PC into a plot hole.


That's a staple of every ME game

#79
AlanC9

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Vapaä wrote...

txgoldrush wrote...

Also, you should  not be allowed to shape your PC into a plot hole.


That's a staple of every ME game


If not every RPG.

#80
Vapaa

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AlanC9 wrote...

If not every RPG.


Indeed, but ME had some glaring missed opportunities