Aller au contenu

Photo

Immersive Elements - do they affect your gameplay?


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
Senior Cinco

Senior Cinco
  • Members
  • 709 messages

Initially, I wasn't looking at the ME series. At the time of the ME2 release, I was just getting back into gaming. I found my niche in RPGs with the purchase of Oblivion and was presented with the concept of ME2 being a shooter and an RPG. I tried it out and was hooked.

 

Granted, I was turned off somewhat by the linear gameplay as I'd become quickly accustom to open world. I welcome any feature that allows for the most realism as possible. Like limited weapon ammo, the potential killing of NPCs, carry weight, weapon and armor degradation, environment influences on all party members....  An RPG should be structured around things like that.

 

There was a feature presented in the clip of the recent video that doesn't seem to have gotten much recognition. A lot has been thrown out there about armor, races and maps. However it seems they have implemented day/night cycles and what could potentially be a change of seasons, should a given world be apt to that.

 

How do things of this nature affect your gameplay?

 

Do you feel there should be optional hardcore options for eating, drinking, sleeping, hypothermia, radiation, heat exhaustion, disease?

 

What about inventory weight and how that effects armor and carried weapons?

 

What immersive elements do you like and what would you like to see the game show?

 

What elements do you utterly detest?

 



#2
Farangbaa

Farangbaa
  • Members
  • 6 757 messages

That part was about the new IP right, with the changing seasons?

 

I think it was, because that was the part where a voice in my head said: this is gonna be an MMO.



#3
Farangbaa

Farangbaa
  • Members
  • 6 757 messages

How do things of this nature affect your gameplay?


They usually don't, they are almost always cosmetic, and therefore don't affect gameplay at all.
 

Do you feel there should be optional hardcore options for eating, drinking, sleeping, hypothermia, radiation, heat exhaustion, disease?


Not optional. They have to be a vital part of the game or not be in it at all, otherwise, they'll just be done halfassed.
 

What about inventory weight and how that effects armor and carried weapons?


Want!
 

What immersive elements do you like and what would you like to see the game show?


Don't really care, to be honest. As long as things aren't purely cosmetic, I'll welcome them.
 

What elements do you utterly detest?


Needing to use the bathroom in games :P



#4
Althix

Althix
  • Members
  • 2 524 messages

there are a lot of ways how make gameplay immersive. however it's all comes down to the execution of implemented mechanics. and honestly not many developers can properly execute these mechanics.

 

day/night cycle for example - night fighting?

loadout - quickness? fatigue?

eating/drinking - here is the thing about that, it can be fun addition but on the other hand it can be very annoying feature.

 

it's all about execution in the end. if developer can combine both graphics and mechanics in one game, that would be awesome. however as it now it's either one or another. you can't have both at the same time.



#5
AlanC9

AlanC9
  • Members
  • 35 784 messages
I'd put potential killing of NPCs on that list. Theoretically permitting this would promote immersion,. In practice it breaks immersion, since nobody's ever found a feasible way to have the world react sensibly to this sort of thing.
  • Heimdall aime ceci

#6
Heimdall

Heimdall
  • Members
  • 13 239 messages
I'm wary of immersive elements, they so easily become tedious elements.  Day an night cycles are well and good, but honestly in some ways I prefer the "switch" between night and day in DA2.  That way i always knew where to find people.
 

How do things of this nature affect your gameplay?

It may or may not. It depends on how many quests ask me to go to a location under extremely specific circumstances. I've encountered quests in these sorts of games that ask me to do things like: "Meet at this ridge just after dusk during a rainstorm" Now that can get aggravating.
 

Do you feel there should be optional hardcore options for eating, drinking, sleeping, hypothermia, radiation, heat exhaustion, disease?

Optional maybe in that they're disabled on the easiest difficulty level. If a game has intense survival mechanics like that, they probably help build the setting a lot. They shouldn't be too unforgiving save for the highest difficulty levels though.
 

What about inventory weight and how that effects armor and carried weapons?

I have a love/hate relationship with inventory weight limits. On one hand, it limits the ability to do absurd things like carry enough weapons to outfit an army in your knapsack. On the other, it can be extremely aggravating when you're waste deep in a dungeon and you have to give up some of your hard earned loot to carry the thing you came for. Weight makes the rate at which your inventory will fill up unpredictable, which is my main gripe.
 

What immersive elements do you like and what would you like to see the game show?

For the record, I think the day/night cycle images were from the new IP, not the next Mass Effect. I do think, however, that some form of inventory should return to mass effect. I actually think weight based makes sense here, if only because the sort of things we're likely the pick up regularly should be relatively small. I liked the way weapons were handled in the latter two games, in that Shepard "scanned" found weapons and the Normandy produced them from the scans. That way we can use inventory for smaller items, perhaps crafting items if that returns.
 

What elements do you utterly detest?

Just anything that crosses the lines from realism to tedium.
  • durasteel aime ceci

#7
windsea

windsea
  • Members
  • 325 messages

this is something more fit for Dragon Age then Mass Effect

 

For example with the hardcore options all of them would be pointless when you are on ship and seeing as in past ME it was rare to be on a mission for more then a hour (in game-time i would say half a day at most) i just don't see it working.
 
What about inventory weight and how that effects armor and carried weapons?
 
I would like seeing the class have a weight limit on the weapons they can carry, was just weird that the heavy power user could run away with all the Geth weapons at once. 
 
What immersive elements do you like and what would you like to see the game show?
It depends on what they do with it, if there a bigger ground side exploring or survival element to it then i would want the the​ hardcore options.
 
But if the game is stay the same as it is right now then i want more passive things like the weight system i mention, changes in environments over time, more interaction between the NPCs and movement around the ship, and other thing the make places seem more alive.
 
Also a true 1st person OPTION, were you are see form their eyes not just a pair of arms like 99% of FPSs. it is not really a good fit for combat or cut-scenes but for just walking around on the Hub worlds like the citadel or illium it would help immersive greatly.
 
What elements do you utterly detest?
 
biology functions, like using the bathroom, are a taboo for a reason.
 
Also things that pointless slow down the game. For example Have to find something to eat to stay alive is good, but have to wait five hour while your ship is being repaired is bad.


#8
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

Personally, I've never been a huge fan of "hardcore" games. To me, weapon/armor decay and food/water needs are just another number I have to keep track of. Of course, I see the need for such gameplay elements in games like Amnesia and Fallout because they need to have a sense of urgency and scarcity of resources. In Oblivion on the other hand, I thought the weapon decay system was simply annoying and detrimental. I'm the greatest warrior in the land yet I still need to carry a hundred hammers with me because my LEGENDARY SWORD OF MURDER +2000 needs to be constantly fixed? Absurd.

 

Likewise, Mass Effect is most certainly not a game about urgency and scarcity. You're (supposedly) a government funded, self-sufficient, team of professionals living in the future. You're probably pretty well off.

 

More importantly though, ME already has a good interest curve: intense missions followed by calm conversations with squad mates. There's no need to throw a wrench in that system by adding some tedious task in the mix simply for the sake of realism.

 

As for day/night cycles, I'm somewhat conflicted. On one side, I see that it adds a good deal of eye-candy seeing the beautiful landscapes at sunrise and sunset and under moonlit night, and I can understand how seeing the environment change can breathe a bit more life into an otherwise lifeless rock.

 

On the other hand, exploration in ME has never been the like exploration TES or GTA. Even in ME1 you hardly had any incentive to explore further than the few points of interest scattered about the terrain. In open world games, time needs to flow in order to feel like you're actually living there, in ME you don't really need to feel that. In fact, in a game where you're a crack team of elite soldiers (kind of), having time move so quickly might even make you feel ineffectual and slow.

 

On the other other hand, I don't really care that much, so Bioware can do as they please.

 

Inventory-wise, I really hope Bioware just stays where they are. Again, ME is not about scarcity and basic resource management. I don't want to waste time sorting through all my stuff when I could be shooting stuff in the face.   

Now, a system similar to ME3's "weight affects cooldown" would be completely welcome.

 

TLDR;

Mass Effect is like a movie. I wouldn't enjoy it very much if the interesting and actiony scenes were constantly interrupted by boring and necessary sequences of the actors going to the bathroom and eating their lunches. But if it fits thematically, and it enhances the fun then I'm down with it. 

 

Honestly, I wish the word immersion was't immediately associated just eating and simple environmental effects. Immersion is much more than that. It includes anything which makes the world feel natural. It can be as simple as making a gun sound more alive or as complex as having the Normandy's crew move about the ship speaking with each other.

 

But that's an entirely different rant. One which I haven't the energy for. 



#9
durasteel

durasteel
  • Members
  • 2 007 messages

There is a line--and I'm not completely sure where exactly it is--between play and work. I turn to games for play time, and as a general rule I have a tough time finishing games that start to become work. 

 

I'm not really a big fan of things like filling out income tax forms or cleaning out my garage. I do them because I have to, but I take no joy in them. Similarly, I take no joy in pointless busy work tasks in PC games, like looting corpses for trash loot that fills up my inventory and then has to be sold to some random vendor. The Mass Effect 2 inventory system was such a strong improvement over the original that I'm mildly surprised whenever I see a new game come out that still uses a "bags of trash" loot system.

 

I completely agree with the comment above in favor of the day/night toggle. I hate the Witcher's system of waiting for a particular time of day, then having to hurry to get what you need to accomplish finished before the clock ticks around to a different part of the day. Screw that.

 

Busy work, like having to repair your equipment, isn't immersive to me at all. In fact, that kind of thing tends to take me out of the game and distract me from the story and characters.



#10
President of Boom

President of Boom
  • Members
  • 378 messages

I don't really care about that aspect of the game. Like Psychevore said, those features are almost always cosmetic in nature. I'm mostly interested in natural dialogue and behaviour of the NPCs. For instance, we had just violently slaughtered some mercenaries, I click on Liara and her perfectly calm reaction is something along the lines of "OMG, look at all the wonderful Prothean stuff." Alrightythen, Ms. Sociopath, if we get stuck in here and we run out of food, I know whose legs are getting eaten first.


  • Farangbaa aime ceci

#11
KaiserShep

KaiserShep
  • Members
  • 23 863 messages

Hardcore gameplay elements for mundane stuff would annoy the hell out of me. Keeping the aquarium alive without Kelly or the aquarium VI is tricky enough lol


  • Cheviot et Farangbaa aiment ceci

#12
Senior Cinco

Senior Cinco
  • Members
  • 709 messages

To me cosmetic elements are just that cosmetic. They are things that improve the environment to become more realistic. Like special lighting, ENB settings, day/night cycles, seasonal change, ornate gear, and eye candy. While they dramatically improve the overall experience for me, they are still cosmetic.

 

Now, things like eat, drink sleep are not cosmetic because they have a mechanic working in the background. They directly affect your character's performance. You get weaker and slower if these things are not kept in check. These hardcore elements can be toggable outside of the normal difficulties. The scripts can be turned on /off pending the player's preference.

 

I find those things to add another element to the game. Granted, that without those elements directly affecting the character... then they are just a mundane element that you go through the motions of doing and are essentially a chore with no reward. However, they make you think more about your mission and what you can and cannot take with you under inventory management and the consequences of weight limitations. 

 

Like camping or planning a 3 day hunting trip. You must plan ahead and use some brain cells rather than just meandering along with no regard to anything other than aim, shoot, duck... aim, shoot, duck...

 

Once you get used to playing with things like this, in some cases certain elements become a reflex while others are seemingly minor cosmetics become accustom where you don't really notice them. Yet, when they are removed... you will most definitely notice.

 

Then you have things like, having to be at a workstation to implement weapon and armor mods. That was introduced in ME3 and it is that kind of stuff that is welcomed and it makes me glad to see they are wanting to move into that kind of direction.

 

In the end, I welcome any feature that can add to the overall experience if it's an option to gameplay, no matter if I'm in favor of the actual feature or not. 


  • KrrKs aime ceci

#13
KrrKs

KrrKs
  • Members
  • 863 messages

I feel the same way.

 

Plan your trip right or suffer the consequences -> which also can be quite fun.

Since my second Fallout NV play-through I always play in 'hardcore' mode. The Stalker games don't even have a different setting.

Both games have some a nerving features, but overall it adds immersion and fun. At least for me.

 

Of course, both games have a sort of post apocalyptical setting were these features perfectly fit.

In an ME game I'm not so sure, depends really on what type of Character we get.

 

Do you feel there should be optional hardcore options for eating, drinking, sleeping, hypothermia, radiation, heat exhaustion, disease?

If it fits to the setting, absolutely. But in the current trilogy those features would have been out of place.

I.E. Eating, drinking (and sleeping if it isn't just some sort of 'wait' function) don't fit when you go back to your base/ship whatever directly after every mission (which doesn't even last 3 ingame hours).

But, I'm against diseases in games, at least if they are not directly players fault. IE, took 'drugs'-> addicted. Stood too long near this radiation hotspot-> irradiated.

 

What about inventory weight and how that effects armour and carried weapons?

I actually like the Me3 inventory system (It's not perfect, but a good start), so - why not?

-> Though I'm not sure if/how to include armour.

Both Fallout and stalker have a progression where better armour gets heavier and uses more of your carry weight, and then suddenly you get an exoskeleton/power armour which has the best protection and allows additional carry weight, (nearly) without drawbacks.

 

What immersive elements do you like and what would you like to see the game show?

Let me pack my own thermomagazines! -> inventory + inventory weight

Let enemies use their powers again, not just the player character + team (not really an immersive element, i know...)

 

-I'm not sure if equipment decay would fit with the ME universe.

-Day night/weather cycles are nice if they serve a purpose and the player is in one location long enough to actually witness and use these

-> this is probably not the case when you can visit several planets

 

 

What elements do you utterly detest?

All the same, if they are done wrong...

IE the first Stalker had weapons decay and no way to repair them,

FNV has a sleep need, but sleeping places are restricted. (at least I believe so, it has been some time since i last played it).

 

Generally, every feature/penalty triggered should still leave you the possibility to survive and get back to the base, if you don't screw up any further.

 

Also I don't like decapitation (at least on the player/ squad). Loosing a leg and sleeping it of is really stupid.



#14
zestalyn

zestalyn
  • Members
  • 964 messages

NO EATING. Or any of that fussy consumable stuff. Atleast not as something important to the survival of your character. I personally really hate it when games get that complicated because I just don't have the time or patience for it. Keep it lean and mean. I'm here for the gameplay, not clicking icons. 

If I want a game about eating and drinking I'll play Sims, lol, except no thanks, I play games for that special, fantastical, larger than life experience. I don't need to eat or drink or sleep in my games. I have my own personal life to deal with that thank you very much. 
 



#15
JonathonPR

JonathonPR
  • Members
  • 409 messages

For me rules are a simulation of how things work in the game universe. That is why I prefer the first Mass Effect character skills and powers. ME2 and 3 feel more like magic than science and technology.