ME3 already has ladders, of course. They help extend gameplay in the third dimension, so that things are more varied than just floors and ramps. They also serve to replace elevators which are a passive experience known more for funny quarian/turian banter than actual gameplay. More interesting is seasons.
For those unfamiliar with the concept, seasons have two overlapping purposes:
- In sandbox games, they provide an air of
- In themepark games, they allow a wider range of environments. For example, imagine playing in a blizzard, or a sandstorm. This could also be a callback to the hazardous planetary environments from ME1.
Seasons typically bring with them some hazards. For example, in winter, you might have to deal with reduced visibility from all that driving snow. In summer, guns might overheat faster. On the flipside, enemy mechs might also overheat faster in the summer, while guns might overheat slower in a blizzard.
For MENext, I was thinking of seasons, in addition to affecting gameplay, could influence timed events.To take a military example, you could have a regular summer offensive by a krogan clan on Tuchanka; or maybe a series of winter quests to help the inhabitants of a frozen planet. You could also have quest lines that extend over multiple seasons, but given the length of time that would be needed to trigger the events, you probably don't want too many of these. That said, you could turn this into a way of ensuring people don't speedrun the main storyline within an hour.
I can see that implementing seasons for all planets in all sectors could be a huge undertaking, so maybe doing it only for particularly significant locations would be enough. Or perhaps a procedurally generated solution would work.





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