Republic Commando is a great game, but Mass Effect is not that. I personally am fine with companions just being supplements with their powers, which is how I use them anyways. I'm not interested in BioWare attempting to turn Mass Effect into a party, tactical RPG like Dragon Age. I very much prefer its current play style, but I'm certainly not against improvements.
And FC4 is a great game, but Mass Effect isn't that. We clearly want different things out of the franchise. I don't expect (or even want) Mass Effect to turn into a full on tactical RPG, but I think it would be incredibly beneficial if resources went to improving party dynamics, especially for a series, nay developer, known for their supporting crews.
Are you playing on console? This is certainly not the case on PC. Also, I can't honestly say I used more abilities than I ever needed to. I played a soldier, so I was primarily sticking with a incendiary round while using adrenaline rush mainly. I can't say I was hitting other abilities besides revive. Perhaps some of the other classes require more buttons, but this is hardly an MMORPG with 50 skills on your UI. I think its manageable and could even lead to more variety and customization with characters if they were to limit how many skills you could slot.
Well, obviously you would use less abilities if you played as the soldier. That's the point of the class. As a guy who plays Adept and Vanguard, the pause menu is is necessary. And yes, I play on xbox.
I'm not asking for 50 abilities, I'm just asking for more than 3. I think that's more than reasonable. ME3's MP was fast-paced fun but it lacked depth. In a singleplayer environment, I don't think it could hold up.
Personally, the addition of co-op is not nearly enough justification for removing one of Mass Effect's staple gameplay elements. The pause menu and the kind of tactical play it enables makes Mass Effect more accessible, more distinct from your average TPS, and IMO simply more fun.
We do have a clue. Were you not around when MENext was showcased at Comic Con? Or when BioWare talked about MENext duing N7 Day? Their message has been rather straightforward. They've essentially said the same two words over and over. Mako and exploration. The last time we saw those together was ME1, which did have open world exploration, albeit not very well done. MENext is going to rectify the mistakes and shortcomings of ME1.
Other evidence for why this is more of an open world experience? Look at Dragon Age Inquisition. Look at the Frostbite 3 Engine, which is built for open world games. Look at what BioWare has indicated as being the next generation of BioWare games (the answer is open world). Whether you like it or not, BioWare games are going to be getting a lot bigger, and DAI was merely the start. MENext will be the first true next gen title, and will be vastly more ambitious and likely larger in scale to DAI.
With the rapid, fast traversal of the Mako, that should also give you an indication of how large planets will need to be for rides to not be less than ten minutes. The Mako isn't a slow mount like in DAI. It's a fast and agile vehicle that is built for speed. Trust me, MENext is going to be huge. BioWare doesn't need to blatantly say it for that to be obvious. We have more than enough evidence and can use context clues to connect the dots.
They've said there will be a greater emphasis on exploration. They've shown off the Mako. I totally agree that there will be more open environments in MENext, but saying it will be "open world" is jumping to conclusions. You may very well be right, but I'll wait for confirmation.
I've personally enjoyed DAI quite a bit, but it's what you make of it. Honestly, this is BioWare's first attempt at a more open world RPG, and it was unlikely to be perfect. It's a solid foundation. BioWare can take cues from BGS, Rockstar, Avalanche, Volition, Ubisoft Montreal and other well-known open world developers to understand what works and what doesn't in an open world game. The key is emergent gameplay and not necessarily content. You keep the world unpredictable and make it feel alive and fresh every time, people will enjoy the experience for a much longer time.
Open worlds are great but like every other genre, they have their place. To me, Mass Effect isn't an emergent gameplay kind of game, it's a heavily controlled experience, and that's what makes it good. I like player agency as much as the next guy, but I still love my polished, guided experiences.
While I enjoy the fun times I make for myself in FC3's wilderness or Fallout's desert, I prefer the carefully crafted traps of Ravenholm and the wonderfully told story in Bioshock. It might not be a fresh experience any time I go in, but it's so much more fun. Longer lasting doesn't always mean better.
Also, I'd prefer Bioware keep a safe distance from Ubisoft. The last thing we need is another Ubisoft Open World GameTM. I'm sick of the towers and the collectibles. Bioware, if you're going open world, be original about it.
What I stated is I have seen separate coop experiences and integrated coop experiences. The latter is always better, whether it's Far Cry 4, ACU, Saint's Row, the experience is better executed. Every time games try to separate the cooperative experience (Watch_Dogs, GTA V, Far Cry 3, Doom 3) the final product generally is never as good as the main game and is always a disappointment. What makes an open world game stand out is the main experience. Why would you create an entirely separate experience from that? That's illogical. Feel free to name games that have done separate coop well. In my experiences it's integrated coop or none.
I don't think that's because "separate co-op can't work in games." I think it's because developers spend most of their time making the singleplayer and then tack on the co-op to tick a box labeled "multiplayer". They weren't fun because they weren't fun. That's just it . Look, a dev could tack on some random card game outside the main game and I doubt anyone would complain if it was fun. They might be a bit confused though.
You would separate the two quite logically because they're separate experiences. ME3's MP was fundamentally different from the main game, so the developers kept it separate. It wasn't tacked on, it was just different.
Left 4 Dead isn't even relevant as it's a purely multiplayer game. It was built to be cooperative because it's a terrible solo game with no story whatsoever. It only does one very specific thing well. Dead Space 3 is a much better example of a game that had phenomenal coop, but the main story suffered for solo play because the developers built the game with coop as the focus. I'm suggesting MENext should have coop as being optional, but not separate. Why is this so unreasonable for you?
It's unreasonable because Mass Effect would have to make just as many, if not more compromises in order to get co-op to work in the main game. The story might not have to suffer but as I've said, the gameplay most certainly will.
Modifié par RoboticWater, 24 novembre 2014 - 08:59 .