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Please BioWare make ME4 open world like DA:I, I'm begging you!


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#26
Vazgen

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I'm sure open world can be made great. So far I have only seen it once - in Fallout 3. And it was not the NPCs that made that world so good, it was those little messages from before the war, terminals, notes of the survivors, those little side stories that made the world feel alive. Skyrim is a very successful game (and quite addicting I might add, been playing it for over two years) but its world is shallow. It's huge and gorgeous but when it comes to the content, there is little to discover that doesn't involve doing fetch quests or finding a some side quest. Guild quests are the best crafted quests in the game and they are nowhere close to Bioware stories. I doubt such small discoveries can fit in a space game like Mass Effect, or rather that they'll carry the same impact.

Open world games feature another problem for Bioware, who loves to ask big questions that can alter the entire world state. World reactivity. In Skyrim it's practically non-existent. You can save the world and nobody cares. That really ruins immersion. 

I think having an open world game is not really likely, due to the sheer amount of space available. Most likely we'll be able to explore space and visit limited areas on the planets ME1-style. That will allow to have more rich and fleshed-out locations with minimum amount of filler content like collectibles and fetch quests. 

I'm also pretty sure that ME:Next will feature crafting as one of the incentives for exploration. And it will be far more advanced than ME2 research terminal


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#27
Vazgen

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What did people think of all the N7 assignments in ME2? Did they fulfill what you are after here? There were probably over 20 of them you generally only found through planet scanning, some of the requiring you to go explore planets you would have no reason to go to.

I found ME2 assignments more varied and interesting that reused environments of ME1. Side quests in ME1 almost always involved getting inside some bunker/ship and kill everyone on board. In ME2 there was a quarian hunted by varren, a derelict ship on the edge of a cliff, rogue VI corrupting mechs, a crashing ship... 

A combination of ME2 variety and ME1 vehicle exploration should be perfect IMO


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#28
Malanek

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Exploration in ME2 was atrocious. Planet scanning was pain-inducing and terrible. The N7 missions that were present were generally quick and didn't provide a lot of context or story. The idea behind them, however, was not bad. ME3 did a bit of a better job making them more practical, and of course the ME3 MP continues those N7 missions. Ideally, I'd like an approach similar to Morrowind/Oblivion/Skyrim where planets are just filled with "N7 missions" in a sense.

I haven't played skyrim but morrowind and oblivions missions were not really any different or better imo. I actually felt the N7 missions were of a higher quality and told you what was going on.  

 

That was NOT open world gameplay. Those were instances of small spaces on a world. What we are saying is "open world", meaning you can go anywhere and there is content mostly wherever you go, something to see, do and interact with. ME has lacked this level of interactivity and exploration in all of its titles so far. That is what I'm speaking of. 

 

Open world is exactly the opposite of instanced locations.

I think what you are objecting to is that the ship dropped you directly there after scanning? It would obviously be silly to land and give the player access to the entire planet. There is no fun in taking 72 hours to drive a mako across it. In ME1 we had a small area to navigate but I actually find it less immersive with the mako, you have shuttles, why not use them?



#29
DigitalMaster37

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Whether there is a base that is being held by mercs, dungeons that are filled with husks, there prothean ruins that have remnants of whats left of the Collectors, the possibilities are endless. By having these various dungeon crawling experiences in place of just fetch quests, I believe many would be satisfied. Of course completing these can raise your N7 rank over time, where you start out as a recruit and work your way up.

 

 

I swear just hearing this makes my mouth water with how awesome this could be. Amazingly awesome ideas


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#30
Revan Reborn

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I'm sure open world can be made great. So far I have only seen it once - in Fallout 3. And it was not the NPCs that made that world so good, it was those little messages from before the war, terminals, notes of the survivors, those little side stories that made the world feel alive. Skyrim is a very successful game (and quite addicting I might add, been playing it for over two years) but its world is shallow. It's huge and gorgeous but when it comes to the content, there is little to discover that doesn't involve doing fetch quests or finding a some side quest. Guild quests are the best crafted quests in the game and they are nowhere close to Bioware stories. I doubt such small discoveries can fit in a space game like Mass Effect, or rather that they'll carry the same impact.

Open world games feature another problem for Bioware, who loves to ask big questions that can alter the entire world state. World reactivity. In Skyrim it's practically non-existent. You can save the world and nobody cares. That really ruins immersion. 

I think having an open world game is not really likely, due to the sheer amount of space available. Most likely we'll be able to explore space and visit limited areas on the planets ME1-style. That will allow to have more rich and fleshed-out locations with minimum amount of filler content like collectibles and fetch quests. 

I'm also pretty sure that ME:Next will feature crafting as one of the incentives for exploration. And it will be far more advanced than ME2 research terminal

Fallout 3 and Skyrim are made by the same developer... They have the same philosophy and gameplay style.

 

What fetch quests? Most of the content in Skyrim is exploring the 150+ unique dungeons that all offer different experiences. Radiant Story (fetch quests) are optional and are not even a major element of the game. The Dark Brotherhood and Thieves Guild provide amazing storytelling that would easily be on part with many stories told in BioWare games. That's largely because of the amazing characters and incredible plot twists. One thing BGS does well that very few compare in is attention to detail. That's key to their success.

 

Skyrim admittedly have an issue with reactivity, but you should look towards DAI for solutions to that. BioWare has always been incredible with reactivity in their games going back as far as KotOR. Based on the information we know about MENext and DAI's development philosophy, I will be shocked if its not open world. BioWare has more or less stated that is their philosophy for their next generation of games.


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#31
Revan Reborn

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I haven't played skyrim but morrowind and oblivions missions were not really any different or better imo. I actually felt the N7 missions were of a higher quality and told you what was going on.  

I'm not specifically referring to "missions" in Morrowind/Oblivion/Skyrim, but more so just player-driven exploration. Admittedly BGS dropped the ball in Oblivion due to gear and level scaling (exploring dungeons was pointless), but they got it right in Morrowind, Fallout 3, and Skyrim. Not to mention there were also various notes in dungeons that you might find that could explain what happened there. These little details build their own stories as you experience them and explore them. My point is everything doesn't have to be a "mission." Sure, we'll have plenty elements of that in MENext, but I'm just providing an idea for how to avoid the obligatory fetch quests that many open world games use to fill space. BGS has never relied on them for their games and I don't see why BioWare should either.


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#32
ApocAlypsE007

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Actually I think Frostbite engine is far more suited for ME game than DA game, as it's origins are of a shooter. I think the DA:I model here in the uncharted worlds and such is the best. On the main game? Didn't play DA:I yet so I don't know.



#33
DigitalMaster37

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I'm sure open world can be made great. So far I have only seen it once - in Fallout 3. And it was not the NPCs that made that world so good, it was those little messages from before the war, terminals, notes of the survivors, those little side stories that made the world feel alive. Skyrim is a very successful game (and quite addicting I might add, been playing it for over two years) but its world is shallow. It's huge and gorgeous but when it comes to the content, there is little to discover that doesn't involve doing fetch quests or finding a some side quest. Guild quests are the best crafted quests in the game and they are nowhere close to Bioware stories. I doubt such small discoveries can fit in a space game like Mass Effect, or rather that they'll carry the same impact.

Open world games feature another problem for Bioware, who loves to ask big questions that can alter the entire world state. World reactivity. In Skyrim it's practically non-existent. You can save the world and nobody cares. That really ruins immersion. 

I think having an open world game is not really likely, due to the sheer amount of space available. Most likely we'll be able to explore space and visit limited areas on the planets ME1-style. That will allow to have more rich and fleshed-out locations with minimum amount of filler content like collectibles and fetch quests. 

I'm also pretty sure that ME:Next will feature crafting as one of the incentives for exploration. And it will be far more advanced than ME2 research terminal

 

I completely disagree, looking at DA:I debunks most of these fears. In DAI, you do make decision that alter the world state quite effectively. Open world is exactly what they are doing and it is refreshing. 

 

It doesn't sound like you've played DA:I, because that game alone really debunks your thoughts.



#34
Vazgen

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I completely disagree, looking at DA:I debunks most of these fears. In DAI, you do make decision that alter the world state quite effectively. Open world is exactly what they are doing and it is refreshing. 

 

It doesn't sound like you've played DA:I, because that game alone really debunks your thoughts.

I haven't and glad to hear it. I did hear complaints of filler content but I'll reserve judgment until I play it myself. Keep in mind that Thedas is just one planet in ME scope. I would love to lose myself in 20 worlds the size and content of Thedas with it all connected by one large quest in ME universe but I don't see it happening. From the concept art of the N7 day you can see 2-3 shots of empty environments that make the Mako feel like an ant. I don't want to ride for hours in empty environments stopping once in while to scan some rock. I want more meaningful exploration and that comes with a price.

 

Fallout 3 and Skyrim are made by the same developer... They have the same philosophy and gameplay style.

 

What fetch quests? Most of the content in Skyrim is exploring the 150+ unique dungeons that all offer different experiences. Radiant Story (fetch quests) are optional and are not even a major element of the game. The Dark Brotherhood and Thieves Guild provide amazing storytelling that would easily be on part with many stories told in BioWare games. That's largely because of the amazing characters and incredible plot twists. One thing BGS does well that very few compare in is attention to detail. That's key to their success.

 

Skyrim admittedly have an issue with reactivity, but you should look towards DAI for solutions to that. BioWare has always been incredible with reactivity in their games going back as far as KotOR. Based on the information we know about MENext and DAI's development philosophy, I will be shocked if its not open world. BioWare has more or less stated that is their philosophy for their next generation of games.

I know they are made by the same developer. Doesn't mean the worlds are the same. Fallout 3 and Skyrim are different.

Tell me, what is the major element of Skyrim? Go into a dungeon, slay a bunch of draugr and get out with the loot. That's the core of Skyrim experience. You can add some flavor to it, by undertaking a quest that gives you a reason to do so other than basic greed or curiousity or by coming up with roleplay ideas. I highly disagree with your statement that each of 150+ dungeons gives you unique experience. Few dungeons have those notes and backstories that make exploring them interesting. A lot of them are just generic kill zones.

I didn't find anything amazing or incredible in vanilla Skyrim quests. The only one that can stand up to a Bioware story is the Dawnguard IMO, with Serana who's the most fleshed-out character in the game and comes close to a Bioware companion. 

Where Skyrim wins is the freedom it gives to the player. You can do almost anything you want, you're not bounded by quests, you can even chop wood all day if that's your idea of fun. Your character is a blank state and stays that way throughout the game. There is no personality, other than what you can come up with. ME won't go that route. 



#35
DigitalMaster37

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I haven't and glad to hear it. I did hear complaints of filler content but I'll reserve judgment until I play it myself. Keep in mind that Thedas is just one planet in ME scope. I would love to lose myself in 20 worlds the size and content of Thedas with it all connected by one large quest in ME universe but I don't see it happening. From the concept art of the N7 day you can see 2-3 shots of empty environments that make the Mako feel like an ant. I don't want to ride for hours in empty environments stopping once in while to scan some rock. I want more meaningful exploration and that comes with a price.

 

That's just it though. This game will not be like what you are thinking. The world will be filled to the brim with things to do and see, not empty void spaces just designed to travel across. That was ME1, this is a new day, new technology. Think bigger

 

I know they are made by the same developer. Doesn't mean the worlds are the same. Fallout 3 and Skyrim are different.

Tell me, what is the major element of Skyrim? Go into a dungeon, slay a bunch of draugr and get out with the loot. That's the core of Skyrim experience. You can add some flavor to it, by undertaking a quest that gives you a reason to do so other than basic greed or curiousity or by coming up with roleplay ideas. I highly disagree with your statement that each of 150+ dungeons gives you unique experience. Few dungeons have those notes and backstories that make exploring them interesting. A lot of them are just generic kill zones.

I didn't find anything amazing or incredible in vanilla Skyrim quests. The only one that can stand up to a Bioware story is the Dawnguard IMO, with Serana who's the most fleshed-out character in the game and comes close to a Bioware companion. 

Where Skyrim wins is the freedom it gives to the player. You can do almost anything you want, you're not bounded by quests, you can even chop wood all day if that's your idea of fun. Your character is a blank state and stays that way throughout the game. There is no personality, other than what you can come up with. ME won't go that route. 

 

 

This is simply your opinion. I played Skyrim extensively and I thought each place gave a different experience. It's in the eye of the beholder I guess. Overall it sounds like you're stuck in the past.



#36
Vazgen

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That's just it though. This game will not be like what you are thinking. The world will be filled to the brim with things to do and see, not empty void spaces just designed to travel across. That was ME1, this is a new day, new technology. Think bigger

 

 

This is simply your opinion. I played Skyrim extensively and I thought each place gave a different experience. It's in the eye of the beholder I guess. Overall it sounds like you're stuck in the past.

Maybe yes, maybe no. We all want a better experience with ME:Next and our preferences differ. We'll have to see how Bioware deals with it. I'm not going to speculate on it any further, I'll just say that I don't want Skyrim or Dragon Age in Mass Effect universe. I want Mass Effect experience which, for me, means engaging story, interesting companions, fluid gameplay and immersive setting (all of these complementing each other). So long as it all is present I'll be fine with it



#37
Revan Reborn

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I know they are made by the same developer. Doesn't mean the worlds are the same. Fallout 3 and Skyrim are different.

Tell me, what is the major element of Skyrim? Go into a dungeon, slay a bunch of draugr and get out with the loot. That's the core of Skyrim experience. You can add some flavor to it, by undertaking a quest that gives you a reason to do so other than basic greed or curiousity or by coming up with roleplay ideas. I highly disagree with your statement that each of 150+ dungeons gives you unique experience. Few dungeons have those notes and backstories that make exploring them interesting. A lot of them are just generic kill zones.

I didn't find anything amazing or incredible in vanilla Skyrim quests. The only one that can stand up to a Bioware story is the Dawnguard IMO, with Serana who's the most fleshed-out character in the game and comes close to a Bioware companion. 

Where Skyrim wins is the freedom it gives to the player. You can do almost anything you want, you're not bounded by quests, you can even chop wood all day if that's your idea of fun. Your character is a blank state and stays that way throughout the game. There is no personality, other than what you can come up with. ME won't go that route. 

 

World and franchise are irrelevant. They have the same core design, which is the point.

 

That's the major element you got out of Skyrim? You are way off the mark. I'll tell you what Skyrim actually is: An experience where you can go wherever you want and do whatever you want. That's Skyrim, Oblivion, Fallout 3, Morrowind, and every BGS game in a nut shell. They make games they want to play, and build worlds they can get lost in. My point about their dungeon crawling activities with the 150 dungeons is just one of many things you can do in the game. This is a far better alternative than the cookie cutter fetch quests of most open world games. There is a reason every single BGS game has been GotY for the past 12 years, I assure you...

 

Every single dungeon in Skyrim is hand-crafted and is unique (the work of eight dungeon designers). This was not the case in Oblivion, which had well over 300 dungeons, and most were cookie cutter and identical (the work of one dungeon designer). Whether you appreciated the time and effort is merely subjective, and does not take away from BGS' achievement. Most of the guild quests (besides College of Winterhold) and all of the story DLC (Dawnguard and Dragonborn) were all extremely well-executed and high qualtiy. This is no surprise as BGS has been doing award-winning DLC since Bloodmoon, Tribunal, Knights of the Nine, and the Shivering Isles.

 

I never one stated MENext was going to be Skyrim. What I did say is BioWare is taking a lot of those open world ideas and incorporating it into their games. Look at Dragon Age Inquisition. Dr. Ray Muzyka even stated after Skyrim released that it was going to have a major impact on Dragon Age Inquisition's development. The point is BioWare games, going forward, are making a focus on exploration-based content and plenty of activities to find. Also, our character will be a "blank slate" in MENext, as the player will build the protagonist into a hero, rather than the protagonist already being a hero like Shepard.



#38
Vazgen

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With all due respect, Revan, you're not the one to tell me whether I missed the mark of Skyrim, especially since the "correct answer" you brought up is written in my post you quoted. 

I guess our definition of unique differs. Sure, in one dungeon there is a hall, in another there is a corridor and they are different by that criterion. All of them, however, shared the same visual elements, same boss-level fight in the end with a loot chest (and a word wall if you're lucky). That's not uniqueness for me. Uniqueness, for me, comes from the stories that those dungeons have. An example from the same game, Alchemist's Shack and Anise's Cabin. Two locations quite similar by design but unique by their backstories. Unfortunately, there are too few of such locations to make the world feel massive and alive. It worked in Fallout 3, because it was a post-apocalyptic wasteland, but unless Bioware canonizes low EMS Destroy I don't see it working.

It seems for you exploration-based content is equal to an open world experience. It is not the case for me. And there is a difference between Bioware and Bethesda "blank space" characters because the former will be a part of the story and will have predefined characteristics, as much as you want to make him/her your own character.

It is useless to argue about this issue before Bioware actually gives us something substantial that we can base our speculations on. We have 2 concept art images showing a Mako in an empty environment but saying that all we'll do is ride across some frozen wastelands is clearly wrong. Let's just wait until we get more information and resume the discussion then



#39
DigitalMaster37

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With all due respect, Revan, you're not the one to tell me whether I missed the mark of Skyrim, especially since the "correct answer" you brought up is written in my post you quoted. 

I guess our definition of unique differs. Sure, in one dungeon there is a hall, in another there is a corridor and they are different by that criterion. All of them, however, shared the same visual elements, same boss-level fight in the end with a loot chest (and a word wall if you're lucky). That's not uniqueness for me. Uniqueness, for me, comes from the stories that those dungeons have. An example from the same game, Alchemist's Shack and Anise's Cabin. Two locations quite similar by design but unique by their backstories. Unfortunately, there are too few of such locations to make the world feel massive and alive. It worked in Fallout 3, because it was a post-apocalyptic wasteland, but unless Bioware canonizes low EMS Destroy I don't see it working.

It seems for you exploration-based content is equal to an open world experience. It is not the case for me. And there is a difference between Bioware and Bethesda "blank space" characters because the former will be a part of the story and will have predefined characteristics, as much as you want to make him/her your own character.

It is useless to argue about this issue before Bioware actually gives us something substantial that we can base our speculations on. We have 2 concept art images showing a Mako in an empty environment but saying that all we'll do is ride across some frozen wastelands is clearly wrong. Let's just wait until we get more information and resume the discussion then

 

No offense but if that is your view on things being "different", then you've lost me, because that is pretty much the difference there. In the real world there isn't that many different types of visuals in different places, there are plenty of things that are the same anywhere you go... I don't think we should be arguing symantics anyway. 

 

The point is that an open world game gives so much more freedom to explore this very world we play in. That cannot possibly take away from story and the other elements that make Mass Effect what it is. In the end, it enhances that potential. Thinking otherwise shows doubt in the team and a certain level of pessimism, which is your preference, but I think that is a "play it safe" mentality which never pushed any mediums boundaries, in fact it often holds society back. 

 

Just my $0.02


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#40
ME_Fan

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oops wrong thread, nevermind



#41
Revan Reborn

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With all due respect, Revan, you're not the one to tell me whether I missed the mark of Skyrim, especially since the "correct answer" you brought up is written in my post you quoted. 

I guess our definition of unique differs. Sure, in one dungeon there is a hall, in another there is a corridor and they are different by that criterion. All of them, however, shared the same visual elements, same boss-level fight in the end with a loot chest (and a word wall if you're lucky). That's not uniqueness for me. Uniqueness, for me, comes from the stories that those dungeons have. An example from the same game, Alchemist's Shack and Anise's Cabin. Two locations quite similar by design but unique by their backstories. Unfortunately, there are too few of such locations to make the world feel massive and alive. It worked in Fallout 3, because it was a post-apocalyptic wasteland, but unless Bioware canonizes low EMS Destroy I don't see it working.

It seems for you exploration-based content is equal to an open world experience. It is not the case for me. And there is a difference between Bioware and Bethesda "blank space" characters because the former will be a part of the story and will have predefined characteristics, as much as you want to make him/her your own character.

It is useless to argue about this issue before Bioware actually gives us something substantial that we can base our speculations on. We have 2 concept art images showing a Mako in an empty environment but saying that all we'll do is ride across some frozen wastelands is clearly wrong. Let's just wait until we get more information and resume the discussion then

You stated the main point of Skyrim was dungeon crawling. I merely redirected what the actual point of BGS games are, as "go wherever you want and do whatever you want" was the actual slogan to Morrowind. Todd Howard (Game Director and Legendary Developer) has repeated that philosophy with every interview and demo he has ever release for his games.

 

Exploration-based content and open world experiences largely go hand in hand. My point with the next Mass Effect is character development will be more similar to DAI. In the Shepard trilogy, regardless of what people say, we did not control or define Shepard. He already had a personality. We just chose whether he was paragon or renegade as well as changing his appearance and gender.

 

You want some alpha footage of the Mako in action traveling around a frozen world? Your wish is my command: http://youtu.be/00YqU7CT3XQ?t=7m4s

 

The world does in fact look massive and the Mako can traverse over all sorts of terrain.



#42
Vazgen

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You stated the main point of Skyrim was dungeon crawling. I merely redirected what the actual point of BGS games are, as "go wherever you want and do whatever you want" was the actual slogan to Morrowind. Todd Howard (Game Director and Legendary Developer) has repeated that philosophy with every interview and demo he has ever release for his games.

 

Exploration-based content and open world experiences largely go hand in hand. My point with the next Mass Effect is character development will be more similar to DAI. In the Shepard trilogy, regardless of what people say, we did not control or define Shepard. He already had a personality. We just chose whether he was paragon or renegade as well as changing his appearance and gender.

 

You want some alpha footage of the Mako in action traveling around a frozen world? Your wish is my command: http://youtu.be/00YqU7CT3XQ?t=7m4s

 

The world does in fact look massive and the Mako can traverse over all sorts of terrain.

I said "the major element of Skyrim". It was not meant to come across as "the main point of Skyrim". What I wanted to say is that it forms the majority of actions we do in the game. Maybe I worded it bad, if so, it's my fault.

I would not say so. Exploration can take place in closed limited environments as well, it depends on implementation. See the new Thief game, for example.

My point was that Skyrim doesn't force your character to do anything. You can play without seeing any dragon pretty much indefinitely. Dragon Age does, you need to progress the main quest. Same will be the case with Mass Effect. From that PoV we have a predetermined character, we have less control over him/her than in Skyrim.

I actually wanted to say that saying that it will be all we do with the Mako is wrong :) All the information on the Mako shows us a vehicle riding across empty environments. I'm pretty sure (or rather hope) that it won't be the case in ME:Next. 

Also, if you look at some footage of ME1 Mako, the world will seem massive too :) 



#43
Revan Reborn

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I said "the major element of Skyrim". It was not meant to come across as "the main point of Skyrim". What I wanted to say is that it forms the majority of actions we do in the game. Maybe I worded it bad, if so, it's my fault.

I would not say so. Exploration can take place in closed limited environments as well, it depends on implementation. See the new Thief game, for example.

My point was that Skyrim doesn't force your character to do anything. You can play without seeing any dragon pretty much indefinitely. Dragon Age does, you need to progress the main quest. Same will be the case with Mass Effect. From that PoV we have a predetermined character, we have less control over him/her than in Skyrim.

I actually wanted to say that saying that it will be all we do with the Mako is wrong :) All the information on the Mako shows us a vehicle riding across empty environments. I'm pretty sure (or rather hope) that it won't be the case in ME:Next. 

Also, if you look at some footage of ME1 Mako, the world will seem massive too :)

I haven't played the new Thief personally, although I know it received terrible reviews. I'm not suggesting exploration can't be done in limited environments. We can look at every BioWare game before DAI to prove that. I'm just merely suggesting exploration can be better when the player drives the exploration, rather than the developer.

 

From what BioWare Montreal said during N7 Day, that same philosophy of "doesn't force your character to do anything" will be applied. Of course it won't be to the same extent as Skyrim, but you don't have to explore the open environments. You can just go through the main story.  However, a "blank slate" character like the Inquisitor and a more open world with plenty of activities like DAI goes a long way to playing the way you want, rather than being forced to do something.

 

BioWare Montreal also stated that the Mako will have a various functions. It will certainly be more than just a vehicle. The only game by comparison I can think of is the Batmobile in Batman: Arkham Knight. The footage of the Mako was meant to give you a sense of scale and exploration. The world was large and the Mako could traverse it quickly. I think the world will be far more open than DAI because of the Mako. ME1's worlds were large for their time, but BioWare could only do so much with a limited staff and resources (before they were owned by EA).

 

With better technology, the power of Frostbite 3, a much larger team, and a lot more funding, BioWare can make much larger worlds with much more density without any trouble. We already know all of BioWare Montreal and a lot of BioWare Edmonton are going to be developing the game in unison. I'm just suggesting the worlds will likely be open world. That was the case with ME1. I'm not suggesting how large they will be, but the nature of travel will likely induce an open world environment. We'll have to see how large BioWare goes for planets. There will be many to explore.



#44
ZipZap2000

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The new Thief was awesome, Tenchu meets Assassins creed the story was good as well and I really felt for the main characters nothing in the way of decisions but I don't expect that from every game. A great traditional gaming experience especially once all your tools are upgraded, maps aren't as big and are a lot harder to navigate, lots of button mashing so I think most of the complaints come from people expecting a fast paced adventure, the same thing happened to The Evil Within.


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#45
goishen

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I heared DAI gameplay is a bit grindy and the main story kinda short?

 

 

Just play through Act I.

 

Trust me, it gets better.  A lot better.   I'm just barely there and I can already see a tremendous improvement.   The reason that I'm not playing right now is because I'm waiting on the patch.  See if any of my wishlist things come true.  (more facial animations, removal of the achievement sound, PTT button, addition of PTT sound, etc)



#46
TruthSerum

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I'm not so keen on an emphasis on open world. I don't enjoy Elder scroll games at all for instance. I want the plot and I want the immersion that I find gets ruined by open ended exploration and randomly talking to everyone. Side quests, which become the main part of the game, tend to be extremely low quality. I want focus and purpose, with encounters well designed and well tested.



This this this.

You couldn't pay me to play a game like Skyrim because I HATE walking around big open worlds without a purpose or just looking for something to do. I find it soul crushingly boring.

I want lots of shorter tightly focused forward moving stories with a big overarching narrative. I want just about every side mission to be a story, not just a simple fetch quest.

#47
Revan Reborn

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This this this.

You couldn't pay me to play a game like Skyrim because I HATE walking around big open worlds without a purpose or just looking for something to do. I find it soul crushingly boring.

I want lots of shorter tightly focused forward moving stories with a big overarching narrative. I want just about every side mission to be a story, not just a simple fetch quest.

What you want is the last generation of BioWare games. Sadly, I must confess that those are going away. DAI should be enough proof of that. BioWare is going towards more bigger and ambitious projects. Linear RPGs are becoming a thing of the past. Even FF is getting rid of their linear approach to gameplay and storytelling, and they've been linear far longer than most.



#48
Sombrero Bandit

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I hope just for fun they add a planet with nothing but steep mountains. That way we can remember all the good Mako adventures from ME1



#49
Guest_john_sheparrd_*

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I agree DA:I is awesome and I love exploring the huge open world areas

if Me4 is anything like that I'm a happy fan!



#50
DanishViking

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yeah i agree i was so suprised how big the new dragon age game is its crazy !