@ Psychevore
I think you got the main issue with the whole exploration thing. It needs to be contenxtualized and better integrated into the story. ME1 exploration felt "boring" because we had load of planets disconnected from the main story where you couldn't achieve anything meaningful other than secondary quests.
But IF instead of having 10 random planets like ME1 you have 5-6 key planets where you do the main quest and actually explore the planet in a freedom similar to ME1 how that would sound?
Practical example: Eden Prime, Ilos, Noveria Therum and Feros instead of being just "main quest" planets are complete planets (meaning vast and detailed areas) for you to explore and visit finding secret zones and secondary quests while doing the main quest. Isn't now exploration fun and contextualized into the main game?
Exploration only add replayability in my book.
For what we have seen I hope they go the DA:I route, having 4-5 huge areas (planets) to explore and do the main quests as well as the secondary ones. I hope we can extend our control to areas of the planet through camp-bases and fortify the Alliance (or any organization we work for) grip over the planet through our questing. Wouldn't that be fun?
Example:
In the beginning you see a planet full of pirates and mercenaries but due to our "heroic" actions we change the planet situation with Alliance marines patrolling it or even better we strike a deal with some pirate leaders and the planet is infested by them making it a perfect outcome for a Renegade player (our companion will react to this). By doing this our actions shape the environment around us making exploration meaningful. How? Let's say you reach a planet and both the Alliance and the Pirates want it. You help the Alliance? You can explore certain areas and access different equpments you wouldn't have if you instead decided to help the Pirates (the contrary is also true). Something like this....I hope I explained myself well...English is not my native language





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