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.
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.
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.
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.
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.
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.
From a gameplay standpoint FC4 and Mass Effect have a lot more in common than Republic Commandos, but I digress. Going back as far as KotOR, BioWare has never been known for having the smartest and most beneficial companions in their games. Dragon Age is by far their best example of a tactical, party experience, but it's far from perfect. Such a dynamic makes more sense in DA as opposed to ME, considering the latter is a shooter. As I said before, I'm certainly not opposed to smarter companions, but there are plenty of features that I consider to be far more vital and more of a priority (exploration, open world, Mako, etc.).
It's not that you are necessarily using "less abilities as a soldier," but rather those abilities are incorporated into the various weapons you can use. As far as needing more buttons, BioWare could turn the Xbox One bumpers into keys that expose more abilities. That's how abilities were approached in DAO on the Xbox 360.
Republic Commandos, a game you brought up, did not have a pause menu, and is vastly superior in terms of being a tactical shooter. I don't see the pause menu needing to be an "absolute must." I'm certainly not opposed to it, but I don't believe it changes the experience nearly as much as you suggest. You merely just have to be more reactive in how you play, which would be more engaging, in my opinion.
Given the capabilities of the Mako, I'd find it hard to believe planets aren't open world. Even DAI's more open world approach is restrictive because you are generally limited to where you can go by natural barriers. We've already seen the Mako can drive over mountains, so I believe the world will be much more open based on that alone.
Well I can already tell you that "heavily controlled experience" is largely being innovated upon. We saw this first with DAI. The next Mass Effect will continue to expand what DAI started on. BioWare already confirmed they are planning to do less cut scenes, have less GUI, and try to make the experience more in-game for a more immersive experience. MENext is going to be a lot different from its predecessors, for better or for worse.
A matter of opinion. Bioshock Infinite, for example, had a great story. However, it's something that can only be experienced on one playthrough. Skyrim, on the other hand, can provide limitless playthroughs and limitless hours of fun (I'm not even including mods). It's just simple logic that open world games with emergent gameplay have more longevity and more re-playability. Linear, themepark experiences craft great set pieces with well-crafted stories, but often lose their appeal after the first time. BioWare games are slightly different because there are varying choices that can change the experience, creating a reason for another playthrough. An open world to add to that will merely provide more re-playability to their games, which they honestly can use.
BioWare took most of its influence and inspiration from Skyrim when making the more open world experience in DAI. If anything, that will likely be their guide going forward. DAI actually gives us a rather clear idea how of BioWare plans to populate the open world. I have a feeling MENext will differ quite substantially based on what BioWare Montreal has said so far.
That's my point. The main game is the primary experience. Any separate experience (ME3's multiplayer and DAI's multiplayer) is second tier and not as compelling as the primary experience. This is why having a separate coop would be a terrible idea. If you are going to do it, build it into the philosophy of the main game as being optional. I have already listed a plethora of games that have been very successful having an integrated coop.
ME3's multiplayer was tacked on. BioWare ripped off Halo and Gears of War to throw in obligatory multiplayer to give an excuse to add in micro-transactions. It was a way to make the games more profitable and have longer lasting value. The multiplayer was absolutely not needed at all, and BioWare merely forced it on us because of the necessity of increasing our galactic readiness. I'd rather have a cooperative experience that actually makes sense and adds to the experience.
You have mentioned that pausing the game would suffer. That's hardly most of the gameplay and certainly BioWare has proven that already works with ME3 multiplayer. I don't see this as an issue. Franchises are always innovating and evolving. We cannot expect Mass Effect to remain the same. I'm glad combat was overhauled from ME1 to ME2 as combat was horrible in ME1. I'm glad it was overhauled from ME2 to ME3 as it was still rough around the edges in ME2. The more BioWare innovates, the better. Mass Effect's gameplay is far from perfect.





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