Far Cry 4 is essentially the "Skyrim of shooters" as the franchise has been referred as. What makes it fun and unique is the fact that you drive the experience and decide what you want to do. It's not like a typical shooter where you are on rails. While Mass Effect has largely been linear, especially with ME2 and ME3, its philosophy and core values have been built in exploration. This is why we have the Normandy and the various space mini-games. This is why we have all the Mass Relays to travel around the galaxy.
"Skyrim with guns" - Adam Kovic I'm fully aware of what Far Cry is. Again, I understand that you like the open world stuff. Me? Not so much. Yes, there's an element of exploration to Mass Effect, but it's more the exploration of cultures, peoples ,and ideas. Personally, I think those things are better explored in a tighter, more polished experience. Exploring the nicks and crannies of an expansive landscape, to me, doesn't seem like an effective way to discuss more abstract concepts.
Mass Effect games have a "casual" difficulty. It's there for those who don't want to get bogged down on gameplay, focus on story, and can't play it on Insanity like those of us who are well-versed in shooters. Pause isn't there to make the game more accessible, but was merely a tool for tactical purposes, of which are largely pointless because of the bad companion AI. I wouldn't be opposed to companions being more efficient like Republic Commando as it was an incredible game, but again my point is a pause feature isn't necessary.
You should see my sister play on casual. It's quite hilarious. She was simply unable to play until I told her to use the power wheel. Though accessibility might not have been an intended effect, it's certainly a benefit.
On the contrary, the pause menu makes up for the poor AI. The more control you have over your squadmates from moment to moment, the less stupid things they'll do. No, the pause menu isn't "necessary," it's just incredibly helpful.
I'm not saying the heavily-controlled experience will dissipate into nothingness. What I'm saying is that the experience will be incorporated into an open world experience. Take DAI, for example. The BioWare storytelling is still there, but there are plenty of other activities to do besides the story. They are merely adding more tools and activities for players to participate in. Expanding the horizon of the game and its borders.
And what are these extra activities? A heap of fetch quests. No, not every bit of content is pointless or poorly implemented, but imagine if Bioware condensed things a little. More resources could have gone into new enemies or powers or just overall polish.
It's quite detrimental to the overall experience of a game if the landscape is dotted with perfunctory content. While there's more to do, it's all cheap entertainment.
Again, it depends on what BioWare puts in the world that matters. An open world experience can either be incredible, or terribly mundane and boring. As I said before, the one of the core elements of Mass Effect was always exploration, going to unknown worlds, and seeing exotic species. It has a lot in common with Star Trek with that respect.
And most of Star Trek was spent on the Enterprise. To explore a culture, one doesn't need to explore landscape, merely interact with its people. Could MENext have both? Yes, but I don't want depth in character (both in terms of people and setting) to be discarded for breadth in landscape.
That's your opinion on Skyrim and not fact. On the contrary, it has the most player-driven progression of any game out there (you aren't bound to a class and can use whatever weapons and armor you want). It does have amazing stories. Look at all the guild quests (besides College of Winterhold) and the DLC (Dawnguard and Dragonborn) and even the main quest is largely great, besides the lame fight with Alduin. Lets not forget about Cicero, Sheogorath, Aela the Huntress, Molag Bal, Parthurnaax, Serana, Miraak, Hermaeus Mora and the plethora of other great characters that really make the experience that much better. People love to use Skyim as a target board for reasons I don't understand as oftentimes their criticisms aren't true.
I don't need mods to replay Skyrim. It adds more possibilities, but is far from necessary. This is a game that sold 20 million copies (BioWare could only dream of those numbers), and PC (mod community) is a minority of that fan base. Most of those sales came purely from consoles, where they only have the base game you seem to think is terrible.
In the words of another: "Skyrim is the best worst game ever made." Skyrim works much like how a mobile game works. It isn't deep, so you can get right in. It isn't lacking in things to do, so you're always occupied. The things you do aren't ever complex, so you complete them quite easily. It's a game that leads you on with an unending trail of tiny sweets, just enough to keep you fixed, but not enough to ever be that great.
The "most player-driven progression" does not mean the best progression. Most, if not all the perks lack any active effect, and merely have a small passive boost. And the weapons you can use are: sword, faster less damage sword, slower more damage sword, two hand sword, bashy things that basically do what swords do, and projectile weapons. Armor ranges from: heavy defensive armor to light not-so-defensive armor. Enemies come in varieties: human melee, monster melee, human projectile, monster projectile, and mage (which is projectile with a few fancier effects).
The sound and animation design is weak. No matter what weapon you use, the game still feels like a click fest. Magic is unbalanced, which is surprising since it has very limited variety. I can go on, but I won't. The reason Skyrim is still playable is the fact that it is shallow. It's cheap thrills you can jump in and do any time.
I'm not going to debate story with you. I know your opinion, and I disagree with it. I found the story shallow, unreactive, and lacking in character, but that's just me.
If you provide a great example of how they can do a separate amazing coop. Feel free. Otherwise, experience and plenty of other games have proven it's a terrible idea. I don't follow with your integrated coop point, as any developer who incorporates it into the main game always does it in a way that makes sense and is enjoyable.
ME3's co-op. Done.
It's all about being fun. If it isn't fun, it isn't good. Obviously. Separate game modes likely won't be very fun because they're usually done haphazardly. Does that mean every separate game mode won't be very fun? No.
If the developer gives enough time to the separate game mode, then it can be good.
It's not that I don't "like" it. The point is it's unoriginal, a generic copy of other MP games, and was merely placed in the game as an excuse to add micro-transactions. I'd rather have coop with actual meaning rather than a separate MP that doesn't add any value to the product. That's all that I want.
No, you don't like it, so you'r asserting that any separate co-op will be bad. An assertion based on an opinion.
I loved ME3's MP, and thought it added a decent bit of value. Does this mean that any separate co-op is automatically good? No. Does it mean that if MENext were to have separate co-op, that it would be good? No, but there's a good chance it would be.
How would micro-transactions be incorporated into an integrated coop? BioWare has never had micro-transactions in their main game and that certainly won't happen now. What they would do, instead, is add more DLC you have to pay for. That would replace the "free" multiplayer DLC that they recoup the cost from micro-transactions.
Look at what happened to DS3. Look, there's going to be microtransactions no matter what. DLC can't replace microtransactions, they would presumably cost too much.
The point of a microtransaction is to tempt the player into making multiple small payments rather than one large one, because one large payment isn't as attractive.
Fantastic. I don't believe it's a defining feature at all. When I think about Mass Effect, I see the characters, the Normandy, the third person shooter gameplay overall, and the BioWare story as the defining features. Having a fish tank has always been an aspect of Mass Effect, for example, but I certainly wouldn't call it a "defining feature." Pause, again, was put in there to try and incorporate a tactical approach to the experience. As you have indicated, that tactical shooter component needs a lot of work, and the pause feature really isn't adding to it.
And what makes Mass Effect's gameplay not like your average TPS? The ability to use powers and control your team. Two things perfectly suited for the power wheel. Just because you don't care for it, doesn't mean it's irrelevant.
Like hell the pause feature isn't adding to it. Did you read what I said? It makes the game more accessible while not taking away from the combat. It allows you to use more powers. It gives you control over squadmate's powers, guns, and AI (increasing tactical depth). Lets you better observe your environment. Lets you switch between 2+ weapons.
Factually, there are significant tangible benefits provided by the power wheel.
The dialogue wheel was an invention in order to make BioWare storytelling more effective and engaging. It didn't exist prior, and while KotOR, JE, and DAO were great, didn't have that same level of immersion. If BioWare can come up with something better than the dialogue wheel, you better believe they should toss it. That's what BioWare does. They innovate. The dialogue wheel was an innovation. Real time combat has been an innovation. Larger, more open worlds has been an innovation. Cut scenes and romance arcs have been innovations. Nothing is set in stone and BioWare is always looking to evolve and build upon what it has done in the past. Their philosophy isn't to just create a sequel, but an entirely brand new experience that blows away what came before. That's what BioWare has been doing for a very long time.
I'm not saying don't innovate. I'm saying don't innovate poorly:
Going open world is a trade off: breadth for depth. Bioware should be mindful of that going forward. More content isn't better if most of that content is filler. Integrated co-op would mean loosing the power wheel. Could Bioware potentially make up for the restrictions with a new system? Yes, but the loss of pausing is, in itself, pretty damaging. Co-op simply isn't worth losing this objectively beneficial mechanic.
Taking risks is a necessary part of the artistic process, but don't take stupid risks.