But I like collectibles
Please no filler content in the next Mass Effect
#51
Posté 13 janvier 2015 - 10:15
#52
Posté 13 janvier 2015 - 10:21
I hope it's a callback to ME1's exploration more than anything. Obviously I hope it's better crafted and implemented with greater variety. But I've been thrown off by the linearity of the sequels since the day ME2 released. I personally thought ME2's side missions were terrible from a plot and narrative standpoint. I was definitely unsatisfied.
I like looking for relics of ancient civilizations and stumbling upon ship wreckage and skeletal remains of ill-fated explorers who had passed thru before me. I certainly don't want every little thing I do in the game to be tied back into the main story. That's an easy way to make the universe seem ridiculously small and completely break my immersion.
It depends on the context of the main story in my opinion. For example in ME3 all side quests related back to the main story but it made sense cause the context was that of a reaper invasion that was threatening the existence of all sentient life in the galaxy. It would not make sense in ME2 however cause a lot of people were simply ignoring the collector attacks.
#53
Posté 13 janvier 2015 - 10:23
Problem is:
They probably don't see these things as failings (!) - they don't even see what ME3 did wrong (It's a long list IMHO)...so yeah, I am afraid that ME-Next will be even worse than ME3, DA2 and even DA:I (note: DA:I is not that bad a game, but it's way worse than DA:O!)
greetings LAX
I think nostalgia is clouding your judgment friend.
#55
Posté 13 janvier 2015 - 11:18
I bet ME 4 is going to be like DAI. TONS of collecting/side quests and a 10 hour main story, or something like that.
#56
Posté 13 janvier 2015 - 11:36
I bet ME 4 is going to be like DAI. TONS of collecting/side quests and a 10 hour main story, or something like that.
Sounds like Mass Effect 1.
- dreamgazer aime ceci
#57
Posté 14 janvier 2015 - 12:09
if it is going to be more about exploration....then filler is okay...
i dont have a problem with how they did DAI. if EVERYTHING you did had a serious purpose....then the game would try to be too serious and some of that fun element would be sapped.
#58
Posté 14 janvier 2015 - 12:24
if it is going to be more about exploration....then filler is okay...
i dont have a problem with how they did DAI. if EVERYTHING you did had a serious purpose....then the game would try to be too serious and some of that fun element would be sapped.
I couldn't really find any fun in the side stuff, so eh.
#59
Posté 14 janvier 2015 - 12:25
I bet ME 4 is going to be like DAI. TONS of collecting/side quests and a 10 hour main story, or something like that.
You may be right, and I would be sad.
#60
Posté 14 janvier 2015 - 12:31
Agree so much with OP. Please, god, don't do this ME team! Inquisition was their first attempt at such a huge world and that first attempt comes with learning what worked and what didn't. I really hope they learn that a ton of short, unimportant sidequests that felt impersonal is a bad idea and change it to having bigger, story-driven content instead. A few really good quests that take place over the big areas and have depth are waaaay more preferable. Quality over quantity, people. ![]()
- Element Zero et JeffZero aiment ceci
#61
Posté 14 janvier 2015 - 01:52
I bet ME 4 is going to be like DAI. TONS of collecting/side quests and a 10 hour main story, or something like that.
Sounds like Mass Effect 1.
Yep. Though 10 hours is being very generous about ME1's story length.
I doubt Bioware will go that extreme though, Mass Effect is a series known fo it's story, they'll keep that focus, otherwise all is lost.
#62
Posté 14 janvier 2015 - 02:22
#63
Guest_La Petite Fille de la Mer_*
Posté 14 janvier 2015 - 02:39
Guest_La Petite Fille de la Mer_*
Filler content is what killed swtor's replay value for me. For me it feels as if you condense the main story of each class and side quests like 25% is main story and 75% is side quests. Side quests and bonus rounds where you kill 15 enemies, but then kill 25 enemies, but then kill 45 of the same enemies in the same location to get a bonus addition to your level. This is all before 2xp days and xp boosts on the cartel market were added. And then somewhere in the frenzy of side quests I forgot what my main story was, what was the important thing I was doing, who am i? ![]()
- chris2365 aime ceci
#64
Posté 14 janvier 2015 - 04:04
Yep. Though 10 hours is being very generous about ME1's story length.
I doubt Bioware will go that extreme though, Mass Effect is a series known fo it's story, they'll keep that focus, otherwise all is lost.
I hope. Some of the stuff people are saying in that Mass Effect GAF thread doesn't sound like what I played these games for or what they have a track record of doing well at all.
Hell if they wanted to blow the budget on ME4 lets get bigger, more alive hubs and more divergent content for choices. But we'll probably get 50 square miles of barren moonscape to collect resources and drive aimlessly around in the Mako in. Yay "exploration."
#65
Posté 14 janvier 2015 - 05:12
Time and time again in my DA:I playthrough I found myself saying: "I did all that for this?" Now that I've completed my playthrough I don't want to play again because I know that there's no payoff to be had for most of the quests. If a game is going to give me something to do it needs to give me a reason and reward for doing it. I don't know how many hours I spent collecting shards, for example, and after it all I get a dagger that isn't as good as those I can craft myself. Frustrating and very worrisome for the next Mass Effect given how much they've been talking about exploration. I hope I'm wrong.
- Element Zero aime ceci
#66
Posté 14 janvier 2015 - 05:22
#67
Posté 14 janvier 2015 - 07:26
I am all for side quests if those side quests tell stories [like, I would love a lot of side quests be a series of side missions which go together ala Skyrim's civil war]. If it is simply "go here, do this, the end", then yeah I agree don't have that.
I haven't had the chance to play DA:I yet [congrats on getting IGN's GOTY 2014 by the way, Bioware!], so I'm not 100% sure what that game's filler is like.
#68
Posté 14 janvier 2015 - 07:29
Filler content is what killed swtor's replay value for me. For me it feels as if you condense the main story of each class and side quests like 25% is main story and 75% is side quests. Side quests and bonus rounds where you kill 15 enemies, but then kill 25 enemies, but then kill 45 of the same enemies in the same location to get a bonus addition to your level. This is all before 2xp days and xp boosts on the cartel market were added. And then somewhere in the frenzy of side quests I forgot what my main story was, what was the important thing I was doing, who am i?
Exactly this. I actually just booted up SWTOR for the first time in months since I got all hyped about Revan returning (
). But every time I return, I get depressed by going through group after group after group after group of enemies, and it becomes very annoying. I understand this is the concept of MMO's, but looking back on my 200+ hours, it was a trek driven mostly by hype, and now I fizzled out at the last planet. Maybe I'll finish it eventually.
And what disappoints me is that the story is actually very well done. It has many great moments, the planets are beautifully done, and with Space Combat, guilds, PvP, etc. it has enough interesting content for most players. If this had been a KOTOR 3 with multiplayer I would have been in heaven. The problem is that for this massive world, they put to much emphasis on ''shoot, kill, grind, repeat'' and too little on exploration. Again, I know this is the entire point of MMO's, but this is what I hope that the devs of ME Next avoid, judging from what I heard from people's experience of DAI (i.e: becoming more like an MMO)
Speaking of the ME Next devs...
#69
Posté 14 janvier 2015 - 08:57
Michael Gamble @GambleMikeThe best thing about @dragonage winning all these GOTY awards? Many of those talented developers are working on your next @masseffect too
that doesnt exactly inspire confidence lol
#70
Posté 14 janvier 2015 - 09:29
that doesnt exactly inspire confidence lol
Yeah I mean I really like DA:I but I presonally wouldn't like it if ME went in that direction. Of course the devs can do different things than they did in DA:I but yeah I agree, my response to that tweet is along the lines of "uhhhmm....ok...yeah that's...cool"
#71
Posté 14 janvier 2015 - 09:44
The main problem in the game for me was that there was no story/character driven side quests like in ME2 or most other Bioware games. So if we can get both: well written side quests for our party AND ME1 type exploration (with some technical improvements) it would be really awesome.
Sadly that's what I was waiting for in ME3 considering they had done two successful games already and it was a no brainer to combine best elements from previous releases...
#72
Posté 14 janvier 2015 - 11:06
Yeah I mean I really like DA:I but I presonally wouldn't like it if ME went in that direction. Of course the devs can do different things than they did in DA:I but yeah I agree, my response to that tweet is along the lines of "uhhhmm....ok...yeah that's...cool"
Nahhhh i wouldn't worry too much. I think it's a very good thing to have all the people that know frostbite and how to expand on the basic shooter sandbox environment. That doesn't mean that the same game design will be applied without adaption to ME. Or at least i wouldn't see how that would automatically occur.
Whether or not gamedesign and producing THINKS that all those GOTY's mean that the DA:I design is the way to go for all upcoming BioWare games, that i can't tell
. I surely hope not. Not because DA:I is bad, its not, but because diversity shouldn't be abandoned.
- I Am Robot aime ceci
#73
Posté 14 janvier 2015 - 11:44
Nahhhh i wouldn't worry too much. I think it's a very good thing to have all the people that know frostbite and how to expand on the basic shooter sandbox environment. That doesn't mean that the same game design will be applied without adaption to ME. Or at least i wouldn't see how that would automatically occur.
Whether or not gamedesign and producing THINKS that all those GOTY's mean that the DA:I design is the way to go for all upcoming BioWare games, that i can't tell
. I surely hope not. Not because DA:I is bad, its not, but because diversity shouldn't be abandoned.
I think the levels in DA:I were "fitting" for that game, but I really wouldn't like the same kind of level design in ME4 tbh. While pretty to look at and quite big, most levels in DA:I to me felt extremely "constructed", a bit as if the design philosophy was "we need mountains, a hill there, paths here and a farm there, let's cram it all in there." Again, not much wrong with that in the context of Dragon Age, but in a more "realistic/grounded" setting like Mass Effect I'd really prefer very wide, even plain landscapes mixed with maybe unexpected forms, but nothing that would give the impression of "humans lived here for hundreds of years and terraformed".
For example like in the beginning scene of Promtheus: https://spectacularo...012/06/pro1.jpg
http://t1.gstatic.co...OmliQTXW10GCtfR
But the little footage we've seen so far (mainly the mako footage) makes it seem like that's the direction BioWare is going.
#74
Posté 14 janvier 2015 - 02:37
Radiant quests for Skyrim. Gosh, there is nothing more annoying than visiting for third time same place (randomly) repopulated with similar (or same for me) NPCs. So I can bring item X for Y, so he can reward me with gold Z and idle monologue line changing to "It's a good day with you around" or something. Yeah, it's cool for people to have anything to do after completing main/faction plot, but personally I had to recognize which one are radiant worthless quests and which are the one with actually anything interesting.
Main quest line was super fast and not enough for me without satisfying ending (made worse than Borderlands 1).
#75
Posté 14 janvier 2015 - 03:08
Radiant quests for Skyrim. Gosh, there is nothing more annoying than visiting for third time same place (randomly) repopulated with similar (or same for me) NPCs. So I can bring item X for Y, so he can reward me with gold Z and idle monologue line changing to "It's a good day with you around" or something. Yeah, it's cool for people to have anything to do after completing main/faction plot, but personally I had to recognize which one are radiant worthless quests and which are the one with actually anything interesting.
Main quest line was super fast and not enough for me without satisfying ending (made worse than Borderlands 1).
To be honest I found Skyrim completely overrated as well. The quests were so incredibly boring. Even the bard guild quests, like 99% of all quests, always resulted in "Go to Dungeon X, kill 50 draugr, retrieve object Y". Oblivion had so many more diverse and interesting quests in comparison, it's astonishing. And Fallout 3 too. I really wonder what happened at Bethesda that Skyrim turned out so differently.





Retour en haut






